Files
Bubberstation/code/modules/procedural_mapping/mapGeneratorModule.dm
John Willard 88bb3afcce Mafia now starts without admin intervention (#79348)
## About The Pull Request

Mafia should now start without the need of admin intervention.
I made a unit test that should always have a PDA and a ghost spawning in
a game of Mafia and having it run through basic setup to confirm they
both successfully sign up and the game starts.

I had to change a lot of things in order to get this working, such as
giving unique ckeys to mock clients, fixing harddels in Mafia, and
plenty of minor fixes. This is the first time any of this code is put in
CI, so a lot of uncaught errors are now showing their faces.

Because loading maps mid-round runtimes due to smoothing, I have mafia
their own unit test-only map that doesn't use smoothing.

I also split the mafia ui code into its own file, and moved a single
helper that was sitting around in mafia's file into a helpers file.

I also added some comments to explain why certain things are the way
they are, because I wrote some undocumented code previously and forgot a
few things, leading to self-inflicted wasted time.

## Why It's Good For The Game

^

## Changelog

🆑
fix: Mafia games can now start properly.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-11-05 01:26:24 +00:00

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/datum/map_generator_module
var/datum/map_generator/mother = null
var/list/spawnableAtoms = list()
var/list/spawnableTurfs = list()
var/clusterMax = 5
var/clusterMin = 1
var/clusterCheckFlags = CLUSTER_CHECK_SAME_ATOMS
var/allowAtomsOnSpace = FALSE
/datum/map_generator_module/Destroy(force, ...)
mother = null
return ..()
//Syncs the module up with its mother
/datum/map_generator_module/proc/sync(datum/map_generator/mum)
mother = null
if(mum)
mother = mum
//Generates its spawnable atoms and turfs
/datum/map_generator_module/proc/generate()
if(!mother)
return
var/list/map = mother.map
for(var/turf/T in map)
place(T)
//Place a spawnable atom or turf on this turf
/datum/map_generator_module/proc/place(turf/T)
if(!T)
return 0
var/clustering = 0
var/skipLoopIteration = FALSE
//Turfs don't care whether atoms can be placed here
for(var/turfPath in spawnableTurfs)
//Clustering!
if(clusterMax && clusterMin)
//You're the same as me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_SAME_TURFS)
clustering = rand(clusterMin,clusterMax)
for(var/turf/F in RANGE_TURFS(clustering,T))
if(istype(F,turfPath))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//You're DIFFERENT to me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_DIFFERENT_TURFS)
clustering = rand(clusterMin,clusterMax)
for(var/turf/F in RANGE_TURFS(clustering,T))
if(!(istype(F,turfPath)))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//Success!
if(prob(spawnableTurfs[turfPath]))
T.ChangeTurf(turfPath)
//Atoms DO care whether atoms can be placed here
if(checkPlaceAtom(T))
for(var/atomPath in spawnableAtoms)
//Clustering!
if(clusterMax && clusterMin)
//You're the same as me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_SAME_ATOMS)
clustering = rand(clusterMin, clusterMax)
for(var/atom/movable/M in range(clustering,T))
if(istype(M,atomPath))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//You're DIFFERENT from me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_DIFFERENT_ATOMS)
clustering = rand(clusterMin, clusterMax)
for(var/atom/movable/M in range(clustering,T))
if(!(istype(M,atomPath)))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//Success!
if(prob(spawnableAtoms[atomPath]))
new atomPath(T)
. = 1
//Checks and Rejects dense turfs
/datum/map_generator_module/proc/checkPlaceAtom(turf/T)
if(!T)
return FALSE
if(T.density)
return FALSE
for(var/atom/A in T)
if(A.density)
return FALSE
if(!allowAtomsOnSpace && (isspaceturf(T)))
return FALSE
return TRUE
///////////////////////////////////////////////////////////
// PREMADE BASE TEMPLATES //
// Appropriate settings for usable types //
// Not usable types themselves, use them as parent types //
// Seriously, don't use these on their own, just parents //
///////////////////////////////////////////////////////////
//The /atom and /turf examples are just so these compile, replace those with your typepaths in your subtypes.
//Settings appropriate for a turf that covers the entire map region, eg a fill colour on a bottom layer in a graphics program.
//Should only have one of these in your mapGenerator unless you want to waste CPU
/datum/map_generator_module/bottom_layer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list()//Recommended: No atoms.
spawnableTurfs = list(/turf = 100)
//Settings appropriate for turfs/atoms that cover SOME of the map region, sometimes referred to as a splatter layer.
/datum/map_generator_module/splatter_layer
clusterCheckFlags = CLUSTER_CHECK_ALL
spawnableAtoms = list(/atom = 30)
spawnableTurfs = list(/turf = 30)
//Settings appropriate for turfs/atoms that cover a lot of the map region, eg a dense forest.
/datum/map_generator_module/dense_layer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list(/atom = 75)
spawnableTurfs = list(/turf = 75)