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Bubberstation/code/game/objects/effects/spawners/random/random.dm
SkyratBot 4c6159657a [MIRROR] Allows languages to weight the likelihood of certain syllables, refactors certain code related to pick_weight() [MDB IGNORE] (#17505)
* Allows languages to weight the likelihood of certain syllables, refactors certain code related to pick_weight() (#71275)

## About The Pull Request

This PR does the following:
- Defines a new proc in __HELPERS/_lists.dm called
`pick_weight_recursive()`. This is the code from
`/obj/effect/spawner/random/` that allows for nested weighted lists,
moved to its own proc.
- Replaces explicit code in spawners/random.dm with calls to
`pick_weight_recursive()` where appropriate
- Deletes the redundant (and barely used) proc
`/obj/item/loot_table_maker/proc/pick_loot`, as this was equivalent to
`pick_weight_recursive()`
- Moves the global proc `fill_with_ones()` from spawners/random.dm to
__HELPERS/_lists.dm
- Replaces `pick()` in language syllable selection with
`pick_weight_recursive()`, allowing languages to define syllable weights
or use nested lists of syllables.
- Reformats Galactic Common to use nested lists of syllables, allowing
English and Chinese syllables to occur at equal frequency despite having
different numbers of each.

## Why It's Good For The Game

Allowing languages to define syllable weights and nested groups of
syllables is a relatively small change that greatly expands what you can
do with them. In addition to making Galactic Common look nicer in code,
this change also allows for the easy creation of languages with highly
uneven syllable distributions (including ultra-rare secret syllables,
perhaps) or the quick creation of pidgin languages that combine multiple
syllable sets.

Using a new proc simplifies spawner code by reducing repetition. Making
it global allows for other code to easily implement the same flexible
and elegant system of nested lists that spawners already use.

## Changelog
🆑
refactor: defines a new global proc, pick_weight_recursive()
code: languages can weight syllables, and galactic common's definition
is easier to look at
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Allows languages to weight the likelihood of certain syllables, refactors certain code related to pick_weight()

Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2022-11-16 10:58:23 -05:00

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/**
* Base class for all random spawners.
*/
/obj/effect/spawner/random
icon = 'icons/effects/random_spawners.dmi'
icon_state = "loot"
layer = OBJ_LAYER
/// Stops persistent lootdrop spawns from being shoved into lockers
anchored = TRUE
/// A list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
var/list/loot
/// The subtypes AND type to combine with the loot list
var/loot_type_path
/// The subtypes (this excludes the provided path) to combine with the loot list
var/loot_subtype_path
/// How many items will be spawned
var/spawn_loot_count = 1
/// If the same item can be spawned twice
var/spawn_loot_double = TRUE
/// Whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itself
var/spawn_loot_split = FALSE
/// Whether the spawner should spawn all the loot in the list
var/spawn_all_loot = FALSE
/// The chance for the spawner to create loot (ignores spawn_loot_count)
var/spawn_loot_chance = 100
/// Determines how big of a range (in tiles) we should scatter things in.
var/spawn_scatter_radius = 0
/// Whether the items should have a random pixel_x/y offset (maxium offset distance is ±16 pixels for x/y)
var/spawn_random_offset = FALSE
/obj/effect/spawner/random/Initialize(mapload)
. = ..()
spawn_loot()
///If the spawner has any loot defined, randomly picks some and spawns it. Does not cleanup the spawner.
/obj/effect/spawner/random/proc/spawn_loot(lootcount_override)
if(!prob(spawn_loot_chance))
return
var/list/spawn_locations = get_spawn_locations(spawn_scatter_radius)
var/spawn_loot_count = isnull(lootcount_override) ? src.spawn_loot_count : lootcount_override
if(spawn_all_loot)
spawn_loot_count = INFINITY
spawn_loot_double = FALSE
if(loot_type_path)
loot += typesof(loot_type_path)
if(loot_subtype_path)
loot += subtypesof(loot_subtype_path)
if(loot?.len)
var/loot_spawned = 0
while((spawn_loot_count-loot_spawned) && loot.len)
var/lootspawn = pick_weight_recursive(loot)
if(!spawn_loot_double)
loot.Remove(lootspawn)
if(lootspawn && (spawn_scatter_radius == 0 || spawn_locations.len))
var/turf/spawn_loc = loc
if(spawn_scatter_radius > 0)
spawn_loc = pick_n_take(spawn_locations)
var/atom/movable/spawned_loot = make_item(spawn_loc, lootspawn)
spawned_loot.setDir(dir)
if (!spawn_loot_split && !spawn_random_offset)
if (pixel_x != 0)
spawned_loot.pixel_x = pixel_x
if (pixel_y != 0)
spawned_loot.pixel_y = pixel_y
else if (spawn_random_offset)
spawned_loot.pixel_x = rand(-16, 16)
spawned_loot.pixel_y = rand(-16, 16)
else if (spawn_loot_split)
if (loot_spawned)
spawned_loot.pixel_x = spawned_loot.pixel_y = ((!(loot_spawned%2)*loot_spawned/2)*-1)+((loot_spawned%2)*(loot_spawned+1)/2*1)
loot_spawned++
/**
* Makes the actual item related to our spawner.
*
* spawn_loc - where are we spawning it?
* type_path_to_make - what are we spawning?
**/
/obj/effect/spawner/random/proc/make_item(spawn_loc, type_path_to_make)
return new type_path_to_make(spawn_loc)
///If the spawner has a spawn_scatter_radius set, this creates a list of nearby turfs available
/obj/effect/spawner/random/proc/get_spawn_locations(radius)
var/list/scatter_locations = list()
if(radius >= 0)
for(var/turf/turf_in_view in view(radius, get_turf(src)))
if(!turf_in_view.density)
scatter_locations += turf_in_view
return scatter_locations
//finds the probabilities of items spawning from a loot spawner's loot pool
/obj/item/loot_table_maker
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "random_loot"
var/spawner_to_test = /obj/effect/spawner/random/maintenance //what lootdrop spawner to use the loot pool of
var/loot_count = 180 //180 is about how much maint loot spawns per map as of 11/14/2019
//result outputs
var/list/spawned_table //list of all items "spawned" and how many
var/list/stat_table //list of all items "spawned" and their occurrance probability
/obj/item/loot_table_maker/Initialize(mapload)
. = ..()
make_table()
/obj/item/loot_table_maker/attack_self(mob/user)
to_chat(user, "Loot pool re-rolled.")
make_table()
/obj/item/loot_table_maker/proc/make_table()
spawned_table = list()
stat_table = list()
var/obj/effect/spawner/random/spawner_to_table = new spawner_to_test
var/lootpool = spawner_to_table.loot
qdel(spawner_to_table)
for(var/i in 1 to loot_count)
var/loot_spawn = pick_weight_recursive(lootpool)
if(!(loot_spawn in spawned_table))
spawned_table[loot_spawn] = 1
else
spawned_table[loot_spawn] += 1
stat_table += spawned_table
for(var/item in stat_table)
stat_table[item] /= loot_count