Files
Bubberstation/code/modules/mapping/ruins.dm
Mothblocks 0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00

180 lines
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/datum/map_template/ruin/proc/try_to_place(z,allowed_areas,turf/forced_turf)
var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
return place_on_isolated_level(z)
while(sanity > 0)
sanity--
var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
var/valid = TRUE
for(var/turf/check in get_affected_turfs(central_turf,1))
var/area/new_area = get_area(check)
valid = FALSE // set to false before we check
if(check.flags_1 & NO_RUINS_1)
break
for(var/type in allowed_areas)
if(istype(new_area, type)) // it's at least one of our types so it's whitelisted
valid = TRUE
break
if(!valid)
break
if(!valid)
continue
testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
for(var/i in get_affected_turfs(central_turf, 1))
var/turf/T = i
for(var/obj/structure/spawner/nest in T)
qdel(nest)
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/plant in T)
qdel(plant)
load(central_turf,centered = TRUE)
loaded++
for(var/turf/T in get_affected_turfs(central_turf, 1))
T.flags_1 |= NO_RUINS_1
new /obj/effect/landmark/ruin(central_turf, src)
return central_turf
/datum/map_template/ruin/proc/place_on_isolated_level(z)
var/datum/turf_reservation/reservation = SSmapping.RequestBlockReservation(width, height, z) //Make the new level creation work with different traits.
if(!reservation)
return
var/turf/placement = locate(reservation.bottom_left_coords[1],reservation.bottom_left_coords[2],reservation.bottom_left_coords[3])
load(placement)
loaded++
for(var/turf/T in get_affected_turfs(placement))
T.flags_1 |= NO_RUINS_1
var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z)
new /obj/effect/landmark/ruin(center, src)
return center
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins)
if(!z_levels || !z_levels.len)
WARNING("No Z levels provided - Not generating ruins")
return
for(var/zl in z_levels)
var/turf/T = locate(1, 1, zl)
if(!T)
WARNING("Z level [zl] does not exist - Not generating ruins")
return
var/list/ruins = potentialRuins.Copy()
var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) or if the assoc value is a turf to the specified turf.
var/list/ruins_available = list() //we can try these in the current pass
//Set up the starting ruin list
for(var/key in ruins)
var/datum/map_template/ruin/R = ruins[key]
if(R.cost > budget) //Why would you do that
continue
if(R.always_place)
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_available[R] = R.placement_weight
while(budget > 0 && (ruins_available.len || forced_ruins.len))
var/datum/map_template/ruin/current_pick
var/forced = FALSE
var/forced_z //If set we won't pick z level and use this one instead.
var/forced_turf //If set we place the ruin centered on the given turf
if(forced_ruins.len) //We have something we need to load right now, so just pick it
for(var/ruin in forced_ruins)
current_pick = ruin
if(isturf(forced_ruins[ruin]))
var/turf/T = forced_ruins[ruin]
forced_z = T.z //In case of chained ruins
forced_turf = T
else if(forced_ruins[ruin] > 0) //Load into designated z
forced_z = forced_ruins[ruin]
forced = TRUE
break
else //Otherwise just pick random one
current_pick = pickweight(ruins_available)
var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
var/failed_to_place = TRUE
var/target_z = 0
var/turf/placed_turf //Where the ruin ended up if we succeeded
outer:
while(placement_tries > 0)
placement_tries--
target_z = pick(z_levels)
if(forced_z)
target_z = forced_z
if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists.
for(var/v in current_pick.always_spawn_with)
if(current_pick.always_spawn_with[v] == PLACE_BELOW)
var/turf/T = locate(1,1,target_z)
if(!SSmapping.get_turf_below(T))
if(forced_z)
continue outer
else
break outer
placed_turf = current_pick.try_to_place(target_z,whitelist,forced_turf)
if(!placed_turf)
continue
else
failed_to_place = FALSE
break
//That's done remove from priority even if it failed
if(forced)
//TODO : handle forced ruins with multiple variants
forced_ruins -= current_pick
forced = FALSE
if(failed_to_place)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_available -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_available -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_available)
if(istype(possible_exclusion,blacklisted_type))
ruins_available -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
if(istype(linked,v))
switch(current_pick.always_spawn_with[v])
if(PLACE_SAME_Z)
forced_ruins[linked] = target_z //I guess you might want a chain somehow
if(PLACE_LAVA_RUIN)
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
if(PLACE_SPACE_RUIN)
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
if(PLACE_DEFAULT)
forced_ruins[linked] = -1
if(PLACE_BELOW)
forced_ruins[linked] = SSmapping.get_turf_below(placed_turf)
if(PLACE_ISOLATED)
forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
//Update the available list
for(var/datum/map_template/ruin/R in ruins_available)
if(R.cost > budget)
ruins_available -= R
log_world("Ruin loader finished with [budget] left to spend.")