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Speeds up gas movement significantly Documents the intent and finer details of the atmos system (Thanks dunc) Fixes excited groups constantly rebuilding, this broke 4 years ago Fixes superconductors just straight up not working Allows turfs to sleep while inside an excited group Adds a new subprocess to SSAir to support rebuilding in this state Most heat based behavior no longer relies on being inside a fire Adds a new element to support doing this cleanly Adds a new subprocess to SSAir to support doing this while a turf is asleep Refactors air_update_turf to allow for finer control Makes apcs take damage in heat to prevent infinite plasma fire diffs Cleans up immutable gas mixtures to make them work properly when the mix has gas in it Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global immutable mix Cleans up a typed for loop in reactions Canisters will take damage from outside heat now Speeds up excited group dismantle Increases the superconductor threshold by 200k Cleans up some roundstart ATs on some ruins Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |= Prevents openspace from trying to melt Tweaks a canister examine line Makes planetary turfs reset to base when broken down as part of an excited group Makes it impossible for planetary turfs to rebuild, just like space tiles Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance to tick. Fire alarms will trigger when the area gets too cold for humans
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