mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-24 08:31:54 +00:00
* Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103) ## About The Pull Request In short, we used a static list previously within the ore_generation subsystem that held the amount of each ore that we expected a single map to uniformly need. We held this number constant, since we were spawning 15 vents per map. **Pros:** This worked flawlessly for Lavaland since 15 vents on a single Z level makes it pretty densely packed map with a good amount of map-based ore spawns, and it worked consistently. **Cons:** 15 vents did not work well on Icebox however, even when split so that the majority of the ores were spawning on the lower levels, players did not feel like icebox spawned nearly enough ores and reported the map spawning empty. **Result:** As a result, we adjusted the ratio, so that we spawned vastly more ores on the lower levels, now up to 4 vents on the upper level, and 21 vents on the lower level. However, as we were still using the ore distribution list based on lavaland, icebox vents were quickly running out of ores to distribute between them, resulting in empty vents -> which produced empty boulders -> which not only don't really let you process them properly, but also just result in a metric ton of runtimes. Icebox now has it's own list of ore distributions. These distributions are now moved to a set of global lists as opposed to being saved on the subsystem as a static list, which will make going and setting up new ore distribution lists very very easy. Additionally, we've moved the setting and getting of those ore_distributions over to the seedRuins proc, so that we're actually setting the list of ores right before we actually place them to make sure that the order that it's set is roughly as it's needed, while still setting the list at the same time the map-appropriate ruin placements are dropped in. **Plus some misc cleanup fixes:** `var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a similar budget list as `ore_vent_minerals`, since it `pick()`s off it's own static size list. Which is honestly fine for this five seconds, I can handle that later while we make sure the rest of the code code is stable. In the meantime, I've just tweak it so that it's easy to see at a glance how many of each random vent has spawned into the map. Tweaked the description to not include anything about chemical processing, as I'm planning on hitting on that in a part 2 PR that I'll be picking back up after the freeze. ## Why It's Good For The Game Cleans up the code a bit, but primarily fixes ores not spawning on icebox as they should. Should fix #81058. Improves description to not mention mechanics that aren't in game. Also, cleans up a piece of code that currently isn't serving much of a purpose. ## Changelog 🆑 fix: Icebox should have it's ore distribution and it's ore vents fixed, so that vents should now produce ore. spellcheck: Boulder processing machines now don't mention things they don't do. /🆑 * Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
200 lines
8.2 KiB
Plaintext
200 lines
8.2 KiB
Plaintext
/datum/map_generator/cave_generator
|
|
var/name = "Cave Generator"
|
|
///Weighted list of the types that spawns if the turf is open
|
|
var/weighted_open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
|
|
///Expanded list of the types that spawns if the turf is open
|
|
var/open_turf_types
|
|
///Weighted list of the types that spawns if the turf is closed
|
|
var/weighted_closed_turf_types = list(/turf/closed/mineral/random = 1)
|
|
///Expanded list of the types that spawns if the turf is closed
|
|
var/closed_turf_types
|
|
|
|
|
|
///Weighted list of mobs that can spawn in the area.
|
|
var/list/weighted_mob_spawn_list
|
|
///Expanded list of mobs that can spawn in the area. Reads from the weighted list
|
|
var/list/mob_spawn_list
|
|
///The mob spawn list but with no megafauna markers. autogenerated
|
|
var/list/mob_spawn_no_mega_list
|
|
// Weighted list of Megafauna that can spawn in the area
|
|
var/list/weighted_megafauna_spawn_list
|
|
///Expanded list of Megafauna that can spawn in the area. Reads from the weighted list
|
|
var/list/megafauna_spawn_list
|
|
///Weighted list of flora that can spawn in the area.
|
|
var/list/weighted_flora_spawn_list
|
|
///Expanded list of flora that can spawn in the area. Reads from the weighted list
|
|
var/list/flora_spawn_list
|
|
///Weighted list of extra features that can spawn in the area, such as geysers.
|
|
var/list/weighted_feature_spawn_list
|
|
///Expanded list of extra features that can spawn in the area. Reads from the weighted list
|
|
var/list/feature_spawn_list
|
|
|
|
|
|
///Base chance of spawning a mob
|
|
var/mob_spawn_chance = 6
|
|
///Base chance of spawning flora
|
|
var/flora_spawn_chance = 2
|
|
///Base chance of spawning features
|
|
var/feature_spawn_chance = 0.25
|
|
///Unique ID for this spawner
|
|
var/string_gen
|
|
|
|
///Chance of cells starting closed
|
|
var/initial_closed_chance = 45
|
|
///Amount of smoothing iterations
|
|
var/smoothing_iterations = 20
|
|
///How much neighbours does a dead cell need to become alive
|
|
var/birth_limit = 4
|
|
///How little neighbours does a alive cell need to die
|
|
var/death_limit = 3
|
|
|
|
/datum/map_generator/cave_generator/New()
|
|
. = ..()
|
|
if(!weighted_mob_spawn_list)
|
|
weighted_mob_spawn_list = list(
|
|
/mob/living/basic/mining/basilisk = 4,
|
|
/mob/living/basic/mining/goldgrub = 1,
|
|
/mob/living/basic/mining/goliath/ancient = 5,
|
|
/mob/living/basic/mining/hivelord = 3,
|
|
)
|
|
mob_spawn_list = expand_weights(weighted_mob_spawn_list)
|
|
mob_spawn_no_mega_list = expand_weights(weighted_mob_spawn_list - SPAWN_MEGAFAUNA)
|
|
if(!weighted_megafauna_spawn_list)
|
|
weighted_megafauna_spawn_list = GLOB.megafauna_spawn_list
|
|
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
|
|
if(!weighted_flora_spawn_list)
|
|
weighted_flora_spawn_list = list(
|
|
/obj/structure/flora/ash/leaf_shroom = 2,
|
|
/obj/structure/flora/ash/cap_shroom = 2,
|
|
/obj/structure/flora/ash/stem_shroom = 2,
|
|
/obj/structure/flora/ash/cacti = 1,
|
|
/obj/structure/flora/ash/tall_shroom = 2,
|
|
/obj/structure/flora/ash/seraka = 2,
|
|
)
|
|
flora_spawn_list = expand_weights(weighted_flora_spawn_list)
|
|
if(!weighted_feature_spawn_list)
|
|
weighted_feature_spawn_list = list(
|
|
/obj/structure/geyser/random = 1,
|
|
/obj/structure/ore_vent/random = 1,
|
|
)
|
|
feature_spawn_list = expand_weights(weighted_feature_spawn_list)
|
|
open_turf_types = expand_weights(weighted_open_turf_types)
|
|
closed_turf_types = expand_weights(weighted_closed_turf_types)
|
|
|
|
|
|
/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
|
|
. = ..()
|
|
if(!(generate_in.area_flags & CAVES_ALLOWED))
|
|
return
|
|
|
|
var/start_time = REALTIMEOFDAY
|
|
string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
|
|
|
|
for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
|
|
//SKYRAT EDIT ADDITION
|
|
if(istype(gen_turf, /turf/open/space/mirage))
|
|
continue
|
|
//SKYRAT EDIT END
|
|
|
|
var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
|
|
var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types)
|
|
|
|
// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
|
|
// The old tile hasn't got the chance to init yet
|
|
new_turf = new new_turf(gen_turf)
|
|
|
|
if(gen_turf.turf_flags & NO_RUINS)
|
|
new_turf.turf_flags |= NO_RUINS
|
|
|
|
var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!"
|
|
to_chat(world, span_boldannounce("[message]"))
|
|
log_world(message)
|
|
|
|
/datum/map_generator/cave_generator/populate_terrain(list/turfs, area/generate_in)
|
|
// Area var pullouts to make accessing in the loop faster
|
|
var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(flora_spawn_list)
|
|
var/feature_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(feature_spawn_list)
|
|
var/mobs_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) && length(mob_spawn_list)
|
|
var/megas_allowed = (generate_in.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && length(megafauna_spawn_list)
|
|
|
|
var/start_time = REALTIMEOFDAY
|
|
|
|
for(var/turf/target_turf as anything in turfs)
|
|
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
|
|
continue
|
|
|
|
// If we've spawned something yet
|
|
var/spawned_something = FALSE
|
|
|
|
///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
|
|
//FLORA SPAWNING HERE
|
|
if(flora_allowed && prob(flora_spawn_chance))
|
|
var/flora_type = pick(flora_spawn_list)
|
|
new flora_type(target_turf)
|
|
spawned_something = TRUE
|
|
|
|
//FEATURE SPAWNING HERE
|
|
//we may have generated something from the flora list on the target turf, so let's not place
|
|
//a feature here if that's the case (because it would look stupid)
|
|
if(feature_allowed && !spawned_something && prob(feature_spawn_chance))
|
|
var/can_spawn = TRUE
|
|
|
|
var/atom/picked_feature = pick(feature_spawn_list)
|
|
|
|
for(var/obj/structure/existing_feature in range(7, target_turf))
|
|
if(istype(existing_feature, picked_feature))
|
|
can_spawn = FALSE
|
|
break
|
|
|
|
if(can_spawn)
|
|
new picked_feature(target_turf)
|
|
spawned_something = TRUE
|
|
|
|
//MOB SPAWNING HERE
|
|
if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
|
|
var/atom/picked_mob = pick(mob_spawn_list)
|
|
var/is_megafauna = FALSE
|
|
|
|
if(picked_mob == SPAWN_MEGAFAUNA)
|
|
if(megas_allowed) //this is danger. it's boss time.
|
|
picked_mob = pick(megafauna_spawn_list)
|
|
is_megafauna = TRUE
|
|
else //this is not danger, don't spawn a boss, spawn something else
|
|
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?
|
|
|
|
var/can_spawn = TRUE
|
|
|
|
// prevents tendrils spawning in each other's collapse range
|
|
if(ispath(picked_mob, /obj/structure/spawner/lavaland))
|
|
for(var/obj/structure/spawner/lavaland/spawn_blocker in range(2, target_turf))
|
|
can_spawn = FALSE
|
|
break
|
|
// if the random is not a tendril (hopefully meaning it is a mob), avoid spawning if there's another one within 12 tiles
|
|
else
|
|
var/list/things_in_range = range(12, target_turf)
|
|
for(var/mob/living/mob_blocker in things_in_range)
|
|
if(ismining(mob_blocker))
|
|
can_spawn = FALSE
|
|
break
|
|
// Also block spawns if there's a random lavaland mob spawner nearby and it's not a mega
|
|
if(!is_megafauna)
|
|
can_spawn = can_spawn && !(locate(/obj/effect/spawner/random/lavaland_mob) in things_in_range)
|
|
//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)
|
|
if(can_spawn)
|
|
for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, target_turf))
|
|
can_spawn = FALSE
|
|
break
|
|
|
|
if(can_spawn)
|
|
if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
|
|
weighted_megafauna_spawn_list.Remove(picked_mob)
|
|
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
|
|
megas_allowed = megas_allowed && length(megafauna_spawn_list)
|
|
new picked_mob(target_turf)
|
|
spawned_something = TRUE
|
|
CHECK_TICK
|
|
|
|
var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
|
|
add_startup_message(message) //SKYRAT EDIT CHANGE - ORIGINAL: to_chat(world, span_boldannounce("[message]"))
|
|
log_world(message)
|