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## About The Pull Request Adds `Debug` group to initialization messages ## Why It's Good For The Game You can finally hide those annoying messages, and leave it on special Logs/Debug tabs <details><summary>Video</summary> https://github.com/user-attachments/assets/0b0d5219-d420-4d49-aa90-069961dcdaeb </details> ## Changelog 🆑 qol: Now you can hide `Initialized some shit within 0s` messages, by unchecking `Debug Log` checkbox into the chat tabs settings /🆑
358 lines
15 KiB
Plaintext
358 lines
15 KiB
Plaintext
/// The random offset applied to square coordinates, causes intermingling at biome borders
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#define BIOME_RANDOM_SQUARE_DRIFT 2
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/datum/map_generator/cave_generator
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var/name = "Cave Generator"
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///Weighted list of the types that spawns if the turf is open
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var/weighted_open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
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///Expanded list of the types that spawns if the turf is open
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var/open_turf_types
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///Weighted list of the types that spawns if the turf is closed
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var/weighted_closed_turf_types = list(/turf/closed/mineral/random = 1)
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///Expanded list of the types that spawns if the turf is closed
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var/closed_turf_types
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///Weighted list of mobs that can spawn in the area.
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var/list/weighted_mob_spawn_list
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///Expanded list of mobs that can spawn in the area. Reads from the weighted list
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var/list/mob_spawn_list
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///The mob spawn list but with no megafauna markers. autogenerated
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var/list/mob_spawn_no_mega_list
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// Weighted list of Megafauna that can spawn in the area
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var/list/weighted_megafauna_spawn_list
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///Expanded list of Megafauna that can spawn in the area. Reads from the weighted list
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var/list/megafauna_spawn_list
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///Weighted list of flora that can spawn in the area.
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var/list/weighted_flora_spawn_list
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///Expanded list of flora that can spawn in the area. Reads from the weighted list
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var/list/flora_spawn_list
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///Weighted list of extra features that can spawn in the area, such as geysers.
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var/list/weighted_feature_spawn_list
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///Expanded list of extra features that can spawn in the area. Reads from the weighted list
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var/list/feature_spawn_list
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/// The turf types to replace with a biome-related turf, as typecache.
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/// Leave empty for all open turfs (but not closed turfs) to be hijacked.
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var/list/biome_accepted_turfs = list()
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/// An associative list of biome type to the list of turfs that were
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/// generated of that biome specifically. Helps to improve the efficiency
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/// of biome-related operations. Is populated through
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/// `generate_terrain_with_biomes()`.
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var/list/generated_turfs_per_biome = list()
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/// 2D list of all biomes based on heat and humidity combos. Associative by
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/// `BIOME_X_HEAT` and then by `BIOME_X_HUMIDITY` (i.e.
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/// `possible_biomes[BIOME_LOW_HEAT][BIOME_LOWMEDIUM_HUMIDITY]`).
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/// Check /datum/map_generator/cave_generator/jungle for an example
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/// of how to set it up properly.
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var/list/possible_biomes = list()
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/// Used to select "zoom" level into the perlin noise, higher numbers
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/// result in slower transitions
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var/perlin_zoom = 65
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///Base chance of spawning a mob
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var/mob_spawn_chance = 6
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///Base chance of spawning flora
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var/flora_spawn_chance = 2
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///Base chance of spawning features
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var/feature_spawn_chance = 0.25
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///Unique ID for this spawner
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var/string_gen
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///Chance of cells starting closed
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var/initial_closed_chance = 45
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///Amount of smoothing iterations
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var/smoothing_iterations = 20
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///How much neighbours does a dead cell need to become alive
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var/birth_limit = 4
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///How little neighbours does a alive cell need to die
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var/death_limit = 3
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/datum/map_generator/cave_generator/New()
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. = ..()
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if(!weighted_mob_spawn_list)
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weighted_mob_spawn_list = list(
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/mob/living/basic/mining/basilisk = 4,
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/mob/living/basic/mining/goldgrub = 1,
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/mob/living/basic/mining/goliath/ancient = 5,
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/mob/living/basic/mining/hivelord = 3,
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)
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mob_spawn_list = expand_weights(weighted_mob_spawn_list)
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mob_spawn_no_mega_list = expand_weights(weighted_mob_spawn_list - SPAWN_MEGAFAUNA)
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if(!weighted_megafauna_spawn_list)
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weighted_megafauna_spawn_list = GLOB.megafauna_spawn_list
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megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
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if(!weighted_flora_spawn_list)
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weighted_flora_spawn_list = list(
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/obj/structure/flora/ash/leaf_shroom = 2,
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/obj/structure/flora/ash/cap_shroom = 2,
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/obj/structure/flora/ash/stem_shroom = 2,
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/obj/structure/flora/ash/cacti = 1,
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/obj/structure/flora/ash/tall_shroom = 2,
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/obj/structure/flora/ash/seraka = 2,
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)
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flora_spawn_list = expand_weights(weighted_flora_spawn_list)
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if(!weighted_feature_spawn_list)
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weighted_feature_spawn_list = list(
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/obj/structure/geyser/random = 1,
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/obj/structure/ore_vent/random = 1,
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)
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feature_spawn_list = expand_weights(weighted_feature_spawn_list)
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open_turf_types = expand_weights(weighted_open_turf_types)
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closed_turf_types = expand_weights(weighted_closed_turf_types)
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/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
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. = ..()
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if(!(generate_in.area_flags & CAVES_ALLOWED))
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return
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if(length(possible_biomes))
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return generate_terrain_with_biomes(turfs, generate_in)
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var/start_time = REALTIMEOFDAY
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string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
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for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
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var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
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var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types)
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// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
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// The old tile hasn't got the chance to init yet
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new_turf = new new_turf(gen_turf)
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if(gen_turf.turf_flags & NO_RUINS)
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new_turf.turf_flags |= NO_RUINS
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var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
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log_world(message)
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/**
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* This proc handles including biomes in the cave generation. This is slower than
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* `generate_terrain()`, so please use it only if you actually need biomes.
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*
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* This should only be called by `generate_terrain()`, if you have to call this,
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* you're probably doing something wrong.
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*/
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/datum/map_generator/cave_generator/proc/generate_terrain_with_biomes(list/turfs, area/generate_in)
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if(!(generate_in.area_flags & CAVES_ALLOWED))
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return
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var/humidity_seed = rand(0, 50000)
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var/heat_seed = rand(0, 50000)
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var/start_time = REALTIMEOFDAY
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string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
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var/humidity_gen = list()
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humidity_gen[BIOME_HIGH_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1")
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humidity_gen[BIOME_MEDIUM_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1")
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var/heat_gen = list()
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heat_gen[BIOME_HIGH_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1")
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heat_gen[BIOME_MEDIUM_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1")
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var/list/expanded_closed_turfs = src.closed_turf_types
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var/list/expanded_open_turfs = src.open_turf_types
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for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
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var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
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var/new_turf_type = pick(closed ? expanded_closed_turfs : expanded_open_turfs)
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var/datum/biome/selected_biome
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// Here comes the meat of the biome code.
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var/drift_x = clamp((gen_turf.x + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)), 1, world.maxx) // / perlin_zoom
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var/drift_y = clamp((gen_turf.y + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)), 2, world.maxy) // / perlin_zoom
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// Where we go in the generated string (generated outside of the loop for s p e e d)
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var/coordinate = world.maxx * (drift_y - 1) + drift_x
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// Type of humidity zone we're in (LOW-MEDIUM-HIGH)
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var/humidity_level = text2num(humidity_gen[BIOME_HIGH_HUMIDITY][coordinate]) ? \
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BIOME_HIGH_HUMIDITY : text2num(humidity_gen[BIOME_MEDIUM_HUMIDITY][coordinate]) ? BIOME_MEDIUM_HUMIDITY : BIOME_LOW_HUMIDITY
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// Type of heat zone we're in (LOW-MEDIUM-HIGH)
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var/heat_level = text2num(heat_gen[BIOME_HIGH_HEAT][coordinate]) ? \
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BIOME_HIGH_HEAT : text2num(heat_gen[BIOME_MEDIUM_HEAT][coordinate]) ? BIOME_MEDIUM_HEAT : BIOME_LOW_HEAT
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selected_biome = possible_biomes[heat_level][humidity_level]
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// Currently, we only affect open turfs, because biomes don't currently
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// have a definition for biome-specific closed turfs.
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if((!length(biome_accepted_turfs) && !closed) || biome_accepted_turfs[new_turf_type])
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LAZYADD(generated_turfs_per_biome[selected_biome], gen_turf)
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else
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// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
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// The old tile hasn't got the chance to init yet
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var/turf/new_turf = new new_turf_type(gen_turf)
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if(gen_turf.turf_flags & NO_RUINS)
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new_turf.turf_flags |= NO_RUINS
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CHECK_TICK
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for(var/biome in generated_turfs_per_biome)
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var/datum/biome/generating_biome = SSmapping.biomes[biome]
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var/list/turf/generated_turfs = generating_biome.generate_turfs_for_terrain(generated_turfs_per_biome[biome])
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generated_turfs_per_biome[biome] = generated_turfs
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var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
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log_world(message)
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/datum/map_generator/cave_generator/populate_terrain(list/turfs, area/generate_in)
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if(length(possible_biomes))
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return populate_terrain_with_biomes(turfs, generate_in)
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// Area var pullouts to make accessing in the loop faster
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var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(flora_spawn_list)
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var/feature_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(feature_spawn_list)
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var/mobs_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) && length(mob_spawn_list)
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var/megas_allowed = (generate_in.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && length(megafauna_spawn_list)
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var/start_time = REALTIMEOFDAY
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for(var/turf/target_turf as anything in turfs)
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if(!(target_turf.type in open_turf_types)) //only put stuff on open turfs we generated, so closed walls and rivers and stuff are skipped
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continue
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// If we've spawned something yet
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var/spawned_something = FALSE
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if(!(target_turf.turf_flags & TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES))
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///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
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//FLORA SPAWNING HERE
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if(flora_allowed && prob(flora_spawn_chance))
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var/flora_type = pick(flora_spawn_list)
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new flora_type(target_turf)
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spawned_something = TRUE
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//FEATURE SPAWNING HERE
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//we may have generated something from the flora list on the target turf, so let's not place
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//a feature here if that's the case (because it would look stupid)
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if(feature_allowed && !spawned_something && prob(feature_spawn_chance))
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var/can_spawn = TRUE
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var/atom/picked_feature = pick(feature_spawn_list)
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for(var/obj/structure/existing_feature in range(7, target_turf))
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if(istype(existing_feature, picked_feature))
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can_spawn = FALSE
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break
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if(can_spawn)
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new picked_feature(target_turf)
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spawned_something = TRUE
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//MOB SPAWNING HERE
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if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
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var/atom/picked_mob = pick(mob_spawn_list)
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var/is_megafauna = FALSE
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if(picked_mob == SPAWN_MEGAFAUNA)
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if(megas_allowed) //this is danger. it's boss time.
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picked_mob = pick(megafauna_spawn_list)
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is_megafauna = TRUE
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else //this is not danger, don't spawn a boss, spawn something else
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picked_mob = pick(mob_spawn_no_mega_list) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
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var/can_spawn = TRUE
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// prevents tendrils spawning in each other's collapse range
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if(ispath(picked_mob, /obj/structure/spawner/lavaland))
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for(var/obj/structure/spawner/lavaland/spawn_blocker in range(2, target_turf))
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can_spawn = FALSE
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break
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// if the random is not a tendril (hopefully meaning it is a mob), avoid spawning if there's another one within 12 tiles
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else
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var/list/things_in_range = range(12, target_turf)
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for(var/mob/living/mob_blocker in things_in_range)
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if(ismining(mob_blocker))
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can_spawn = FALSE
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break
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// Also block spawns if there's a random lavaland mob spawner nearby and it's not a mega
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if(!is_megafauna)
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can_spawn = can_spawn && !(locate(/obj/effect/spawner/random/lavaland_mob) in things_in_range)
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//if there's a megafauna within standard view don't spawn anything at all (This isn't really consistent, I don't know why we do this. you do you tho)
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if(can_spawn)
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for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, target_turf))
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can_spawn = FALSE
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break
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if(can_spawn)
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if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
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weighted_megafauna_spawn_list.Remove(picked_mob)
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megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
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megas_allowed = megas_allowed && length(megafauna_spawn_list)
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new picked_mob(target_turf)
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spawned_something = TRUE
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CHECK_TICK
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var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
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log_world(message)
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/**
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* This handles the population of terrain with biomes. Should only be called by
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* `populate_terrain()`, if you find yourself calling this, you're probably not
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* doing it right.
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*
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* This proc won't do anything if the area we're trying to generate in does not
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* have `FLORA_ALLOWED` or `MOB_SPAWN_ALLOWED` in its `area_flags`.
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*/
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/datum/map_generator/cave_generator/proc/populate_terrain_with_biomes(list/turfs, area/generate_in)
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// Area var pullouts to make accessing in the loop faster
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var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED)
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var/features_allowed = (generate_in.area_flags & FLORA_ALLOWED)
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var/fauna_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED)
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var/start_time = REALTIMEOFDAY
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// No sense in doing anything here if nothing is allowed anyway.
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if(!flora_allowed && !features_allowed && !fauna_allowed)
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var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
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log_world(message)
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return
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for(var/biome in generated_turfs_per_biome)
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var/datum/biome/generating_biome = SSmapping.biomes[biome]
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generating_biome.populate_turfs(generated_turfs_per_biome[biome], flora_allowed, features_allowed, fauna_allowed)
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CHECK_TICK
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var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
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log_world(message)
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/datum/map_generator/cave_generator/jungle
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possible_biomes = list(
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BIOME_LOW_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_MEDIUM_HUMIDITY = /datum/biome/mudlands,
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BIOME_HIGH_HUMIDITY = /datum/biome/water
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),
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BIOME_MEDIUM_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_MEDIUM_HUMIDITY = /datum/biome/jungle/deep,
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BIOME_HIGH_HUMIDITY = /datum/biome/jungle
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),
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BIOME_HIGH_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/wasteland,
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BIOME_MEDIUM_HUMIDITY = /datum/biome/plains,
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BIOME_HIGH_HUMIDITY = /datum/biome/jungle/deep
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)
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)
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#undef BIOME_RANDOM_SQUARE_DRIFT
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