Files
Bubberstation/code/modules/mapping/map_template.dm
SkyratBot bd75f38fd6 [MIRROR] Initialize and LateInitialize runs correctly at round start (#1478)
* Initialize and LateInitialize runs correctly at round start (#54594)

I've been pulling my hair out on this one. Ever since I started my ntnet project, I could never get LateInitalize to work right. Apparently it has never worked right. How it was set up before on server start

    Station map loads, Does NOT run Initialize(mapload = TRUE)
    Generates space, lavaland/icebox ruins
    Loads a ruin, DOES run Initialize(mapload = TRUE) EXCEPT on areas
    End of mapping system
    Atom system Initialized and it checks and runs Initialize(mapload = TRUE) on world

You see the issue? Initialize and by extension LateInitialize is run in blocks. Worst, LateInitialize is run on turfs FIRST in ruins BEFORE Initialize is ever run on the other atoms. While there isn't much in Area, there is map_generator so I am sure it caused some grief for map creators.

The NEW order now is

    Station map loads, Does NOT run Initialize(mapload = TRUE)
    Generates space, lavaland/icebox ruins
    Loads a ruin, Does NOT run Initialize(mapload = TRUE)
    End of mapping system
    Atom system Initialized and it checks and runs Initialize(mapload = TRUE) on world

Also if you dynamicly load a map, like snowdin or such, it will Initialize all atoms at once and then run LateInitialize properly

* Initialize and LateInitialize runs correctly at round start

Co-authored-by: WarlockD <warlockd@gmail.com>
2020-10-27 02:22:25 +00:00

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/datum/map_template
var/name = "Default Template Name"
var/width = 0
var/height = 0
var/mappath = null
var/loaded = 0 // Times loaded this round
var/datum/parsed_map/cached_map
var/keep_cached_map = FALSE
/datum/map_template/New(path = null, rename = null, cache = FALSE)
if(path)
mappath = path
if(mappath)
preload_size(mappath, cache)
if(rename)
name = rename
/datum/map_template/proc/preload_size(path, cache = FALSE)
var/datum/parsed_map/parsed = new(file(path))
var/bounds = parsed?.bounds
if(bounds)
width = bounds[MAP_MAXX] // Assumes all templates are rectangular, have a single Z level, and begin at 1,1,1
height = bounds[MAP_MAXY]
if(cache)
cached_map = parsed
return bounds
/datum/parsed_map/proc/initTemplateBounds()
var/list/obj/machinery/atmospherics/atmos_machines = list()
var/list/obj/structure/cable/cables = list()
var/list/atom/atoms = list()
var/list/area/areas = list()
var/list/turfs = block(
locate(
bounds[MAP_MINX],
bounds[MAP_MINY],
bounds[MAP_MINZ]
),
locate(
bounds[MAP_MAXX],
bounds[MAP_MAXY],
bounds[MAP_MAXZ]
)
)
for(var/L in turfs)
var/turf/B = L
areas |= B.loc
for(var/A in B)
atoms += A
if(istype(A, /obj/structure/cable))
cables += A
continue
if(istype(A, /obj/machinery/atmospherics))
atmos_machines += A
SSmapping.reg_in_areas_in_z(areas)
SSatoms.InitializeAtoms(areas + turfs + atoms)
// NOTE, now that Initialize and LateInitialize run correctly, do we really
// need these two below?
SSmachines.setup_template_powernets(cables)
SSair.setup_template_machinery(atmos_machines)
//calculate all turfs inside the border
var/list/template_and_bordering_turfs = block(
locate(
max(bounds[MAP_MINX]-1, 1),
max(bounds[MAP_MINY]-1, 1),
bounds[MAP_MINZ]
),
locate(
min(bounds[MAP_MAXX]+1, world.maxx),
min(bounds[MAP_MAXY]+1, world.maxy),
bounds[MAP_MAXZ]
)
)
for(var/t in template_and_bordering_turfs)
var/turf/affected_turf = t
affected_turf.air_update_turf(TRUE)
affected_turf.levelupdate()
/datum/map_template/proc/load_new_z()
var/x = round((world.maxx - width) * 0.5) + 1
var/y = round((world.maxy - height) * 0.5) + 1
var/datum/space_level/level = SSmapping.add_new_zlevel(name, list(ZTRAIT_AWAY = TRUE))
var/datum/parsed_map/parsed = load_map(file(mappath), x, y, level.z_value, no_changeturf=(SSatoms.initialized == INITIALIZATION_INSSATOMS), placeOnTop=TRUE)
var/list/bounds = parsed.bounds
if(!bounds)
return FALSE
repopulate_sorted_areas()
//initialize things that are normally initialized after map load
parsed.initTemplateBounds()
smooth_zlevel(world.maxz)
log_game("Z-level [name] loaded at [x],[y],[world.maxz]")
return level
/datum/map_template/proc/load(turf/T, centered = FALSE)
if(centered)
T = locate(T.x - round(width/2) , T.y - round(height/2) , T.z)
if(!T)
return
if(T.x+width > world.maxx)
return
if(T.y+height > world.maxy)
return
var/list/border = block(locate(max(T.x-1, 1), max(T.y-1, 1), T.z),
locate(min(T.x+width+1, world.maxx), min(T.y+height+1, world.maxy), T.z))
for(var/L in border)
var/turf/turf_to_disable = L
SSair.remove_from_active(turf_to_disable) //stop processing turfs along the border to prevent runtimes, we return it in initTemplateBounds()
turf_to_disable.atmos_adjacent_turfs?.Cut()
// Accept cached maps, but don't save them automatically - we don't want
// ruins clogging up memory for the whole round.
var/datum/parsed_map/parsed = cached_map || new(file(mappath))
cached_map = keep_cached_map ? parsed : null
if(!parsed.load(T.x, T.y, T.z, cropMap=TRUE, no_changeturf=(SSatoms.initialized == INITIALIZATION_INSSATOMS), placeOnTop=TRUE))
return
var/list/bounds = parsed.bounds
if(!bounds)
return
if(!SSmapping.loading_ruins) //Will be done manually during mapping ss init
repopulate_sorted_areas()
//initialize things that are normally initialized after map load
parsed.initTemplateBounds()
log_game("[name] loaded at [T.x],[T.y],[T.z]")
return bounds
/datum/map_template/proc/post_load()
return
/datum/map_template/proc/get_affected_turfs(turf/T, centered = FALSE)
var/turf/placement = T
if(centered)
var/turf/corner = locate(placement.x - round(width/2), placement.y - round(height/2), placement.z)
if(corner)
placement = corner
return block(placement, locate(placement.x+width-1, placement.y+height-1, placement.z))
//for your ever biggening badminnery kevinz000
//❤ - Cyberboss
/proc/load_new_z_level(file, name)
var/datum/map_template/template = new(file, name)
template.load_new_z()