Files
Bubberstation/code/modules/mapping/map_template.dm
LemonInTheDark 6d1cb94ffb LINDA Reforged (#55604)
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
2021-01-08 08:14:08 +01:00

171 lines
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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
var/station_id = null // used to override the root id when generating
/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(datum/map_template/template)
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
var/area/G = B.loc
areas |= G
if(!SSatoms.initialized)
continue
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
// Not sure if there is some importance here to make sure the area is in z
// first or not. Its defined In Initialize yet its run first in templates
// BEFORE so... hummm
SSmapping.reg_in_areas_in_z(areas)
// We have to do this hack here because its the ONLY place we can get the
// meta data from the template so we can properly set up the area
SSnetworks.assign_areas_root_ids(areas, template)
// If the world is starting up stop here and the world will do the rest
if(!SSatoms.initialized)
return
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, 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(src)
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(src)
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()