mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-29 11:02:05 +00:00
* organizing flora file and icon states, & flags Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools * Getting ready to attempt to modularize flora Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here * Weighted products & Region Messages Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks. Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value * organizing + documentation on procs * Documentation, Organization & Modularization (DOMing) yeah, I dom Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit. Retypes the stump to be a subtype of a tree, which just deletes after being harvested * Adds the ability to uproot flora with a shovel * added eswords to the list of things that can cut * ausbush junk * code review appreciation + changing drag_slowdown * more code review appreciation * kirbyplants ComponentInitialize() -> Initialize() * forgot glob.
by RemieRichards ////////////////////////////// // CODER INFORMATIVE README // ////////////////////////////// (See below for Mapper Friendly Readme) mapGenerator: Desc: a mapGenerator is a master datum that collects and syncs all mapGeneratorModules in it's modules list defineRegion(var/turf/Start, turf/End, replace = 0) Example: defineRegion(locate(1,1,1),locate(5,5,5),0) Desc: Sets the bounds of the mapGenerator's "map" defineCircularRegion(var/turf/Start, turf/End, replace = 0) Example: defineCircularRegion(locate(1,1,1),locate(5,5,5),0) Desc: Sets the mapGenerator's "map" as a circle, with center in the middle of Start and End's X,Y,Z coordinates undefineRegion() Example: undefineRegion() Desc: Empties the map generator list checkRegion(var/turf/Start, turf/End) Example: checkRegion(locate(1,1,1), locate(5,5,5)) Desc: Checks if a rectangle between Start's coords and End's coords is valid Existing Calls: mapGenerator/defineRegion(), mapGenerator/defineCircularRegion() generate() Example: generate() Desc: Orders all mapGeneratorModules in the modules list to generate() generateOneTurf(var/turf/T) Example: generateOneTurf(locate(1,1,1)) Desc: Orders all mapGeneratorModules in the modules list to place(T) on this turf initialiseModules() Example: initialiseModules() Desc: Replaces all typepaths in the modules list with actual /datum/map_generator/Module types Existing Calls: mapGenerator/New() syncModules() Example: syncModules() Desc: Sets the Mother variable on all mapGeneratorModules in the modules list to this mapGenerator Existing Calls: initialiseModules(),generate(),generateOneTurf() mapGeneratorModule Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists which it will generate on turfs in it's mother's map based on cluster variables sync(var/datum/map_generator/mum) Example: sync(a_mapGenerator_as_a_variable) Desc: Sets the Mother variable to the mum argument Existing Calls: mapGenerator/syncModules() generate() Example: generate() Desc: Calls place(T) on all turfs in it's mother's map Existing Calls: mapGenerator/generate() place(var/turf/T) Example: place(locate(1,1,1)) Desc: Run this mapGeneratorModule's effects on this turf (Spawning atoms, Changing turfs) Existing Calls: mapGenerator/generate(), mapGenerator/generateOneTurf() checkPlaceAtom(var/turf/T) Example: checkPlace(locate(1,1,1)) Desc: Checks if the turf is valid for placing atoms Existing Calls: place() //////////////////////////// // MAPPER FRIENDLY README // //////////////////////////// Simple Workflow: 1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn #Note: I chose to split Turfs and Atoms off into separate modules, but this is NOT required. #Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list 2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use #Note: The order of the typepaths in the modules list is the order they will happen in, this is important for clusterCheckFlags. 3. Take notes of the Bottom Left and Top Right turfs of your rectangular "map"'s coordinates #Note: X,Y AND Z, Yes you can created 3D "maps" by having differing Z coords 4. Create the mapGenerator type you created 5. Call yourMapGeneratorType.defineRegion(locate(X,Y,Z), locate(X,Y,Z)) #Note: The above X/Y/Zs are the coordinates of the start and end turfs, the locate() simply finds the turf for the code 6. Call yourMapGeneratorType.generate(), this will cause all the modules in the generator to build within the map bounds Option Suggestions: * Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example. * If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities * You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts Using the Modules list Simply think of it like each module is a layer in a graphics editing program! To help you do this templates such as /mapGeneratorModule/bottomLayer have been provided with appropriate default settings. These are located near the bottom of mapGeneratorModule.dm you would order your list left to right, top to bottom, e.g: modules = list(bottomLayer,nextLayer,nextNextLayer) etc. Variable Breakdown (For Mappers): mapGenerator map - INTERNAL, do not touch modules - A list of typepaths of mapGeneratorModules mapGeneratorModule mother - INTERNAL, do not touch spawnableAtoms - A list of typepaths and their probability to spawn, eg: spawnableAtoms = list(/obj/structure/flora/tree/pine = 30) spawnableTurfs - A list of typepaths and their probability to spawn, eg: spawnableTurfs = list(/turf/unsimulated/floor/grass = 100) clusterMax - The max range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax clusterMin - The min range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax clusterCheckFlags - A Bitfield that controls how the cluster checks work, All based on clusterMin and clusterMax guides allowAtomsOnSpace - A Boolean for if we allow atoms to spawn on space tiles clusterCheckFlags flags: CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible CLUSTER_CHECK_DIFFERENT_TURFS 2 //Don't let turfs of DIFFERENT types cluster CLUSTER_CHECK_DIFFERENT_ATOMS 4 //Don't let atoms of DIFFERENT types cluster CLUSTER_CHECK_SAME_TURFS 8 //Don't let turfs of the SAME type cluster CLUSTER_CHECK_SAME_ATOMS 16 //Don't let atoms of the SAME type cluster CLUSTER_CHECK_SAMES 24 //Don't let any of the same type cluster CLUSTER_CHECK_DIFFERENTS 6 //Don't let any different types cluster CLUSTER_CHECK_ALL_TURFS 10 //Don't let ANY turfs cluster same and different types CLUSTER_CHECK_ALL_ATOMS 20 //Don't let ANY atoms cluster same and different types CLUSTER_CHECK_ALL 30 //Don't let anything cluster, like, at all