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* Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! (#83138) ## About The Pull Request Implements biomes into the Cave Generator, using some adapted code from the biomes feature of the Jungle Generator. It's there as a tool for whomever would want to implement it on /tg/, I simply don't have the sprites, mobs and motivation to add biomes to anything at this current point in time, even though I'm fully open to helping anyone that would be interested in doing so. Here's how it works: You supply a 2D list of biomes based on the two arbitrary criteria 'heat' and 'humidity', you can treat these as simply two independent variables that would affect your biome distribution. There's three levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at `possible_biomes` for a good example of it. Here's what it looks like by default (yes, that's the default on the jungle generator as well, except here we use 3x3 instead of 4x4):  On the `/datum/biome`, you have three important stats, split into two each: flora, features and fauna. They are evaluated in this order, so if a flora spawns, no feature nor fauna will spawn. If a feature spawns, no fauna will spawn, and if fauna spawns, then that's cool. Each of these stats have a corresponding `density` (i.e. `flora_density`), which is simply the probability for that thing to be spawned if it's eligible, and a `types` list (i.e. `flora_types`), which is a weighted list that then gets expanded at runtime in order to make the `pick()` operation faster. The areas you want to have the biomes in also need to have their `area_flags` set up to include `FLORA_ALLOWED` for both flora and features, and `MOB_SPAWN_ALLOWED` for fauna to spawn. The fauna currently does just about every check that is done in `cave_generator`'s `populate_terrain()`, except for handling megafauna differently, or taking megafauna into account. If that's desired, it can be added easily, I simply chose not to add it because it felt like wasted processor time over something that would probably not be pertinent in the majority of cases. I've run a few tests, and keeping in mind that I've got a high-specs computer, generating the caves with biomes takes about 1 second for an entire z-level covered in biomes. For comparison, I compile the repo in about 36 seconds. ~~It may increase the amount of time spent initializing the atoms subsystem, however, I'll need to compare that, I'd really appreciate some help optimizing that if anyone knows how to.~~ It didn't seem to have an effect, I just had seen things a bit weird. I optimized things by moving rust-g calls outside of the for loop, and we gained about 0.3-0.4 seconds, which is pretty nice. ## Why It's Good For The Game Biomes are cool, and since we use mainly cave generators for z-level generation, I decided to add biomes to that, so that the biome code added by floyd lives on. Here's an example of ice box with jungle caves, just as a proof of concept, to prove that it works:  ## Changelog 🆑 GoldenAlpharex add: Added Biomes capabilities to the Cave Generator, to allow for procedurally-placed biomes to be introduced in cave generation. This feature is not currently used on any map, but the tools are all there for anyone with the motivation to add biomes to any cave-generating area, like Lavaland and Ice Box. code: Biomes can now affect features (which are usually structures), on top of flora and fauna. /🆑 * Adds Biomes to the Cave Generator, for all of your procedurally-placed cave biome needs! --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
233 lines
7.6 KiB
Plaintext
233 lines
7.6 KiB
Plaintext
///This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
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/datum/biome
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///Type of turf this biome creates
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var/turf_type
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/// Chance of having a structure from the flora types list spawn
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var/flora_density = 0
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/// Chance of spawning special features, such as geysers.
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var/feature_density = 0
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/// Chance of having a mob from the fauna types list spawn
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var/fauna_density = 0
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/// Weighted list of type paths of flora that can be spawned when the
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/// turf spawns flora.
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var/list/flora_types = list()
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/// Weighted list of extra features that can spawn in the biome, such as
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/// geysers. Gets expanded automatically.
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var/list/feature_types = list()
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/// Weighted list of type paths of fauna that can be spawned when the
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/// turf spawns fauna.
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var/list/fauna_types = list()
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/datum/biome/New()
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. = ..()
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if(length(flora_types))
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flora_types = expand_weights(fill_with_ones(flora_types))
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if(length(fauna_types))
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fauna_types = expand_weights(fill_with_ones(fauna_types))
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if(length(feature_types))
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feature_types = expand_weights(feature_types)
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///This proc handles the creation of a turf of a specific biome type
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/datum/biome/proc/generate_turf(turf/gen_turf)
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gen_turf.ChangeTurf(turf_type, null, CHANGETURF_DEFER_CHANGE)
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if(length(flora_types) && prob(flora_density))
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var/obj/structure/flora = pick(flora_types)
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new flora(gen_turf)
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return
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if(length(feature_types) && prob(feature_density))
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var/atom/picked_feature = pick(feature_types)
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new picked_feature(gen_turf)
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return
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if(length(fauna_types) && prob(fauna_density))
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var/mob/fauna = pick(fauna_types)
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new fauna(gen_turf)
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/// This proc handles the creation of a turf of a specific biome type, assuming
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/// that the turf has not been initialized yet. Don't call this unless you know
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/// what you're doing.
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/datum/biome/proc/generate_turf_for_terrain(turf/gen_turf)
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var/turf/new_turf = new turf_type(gen_turf)
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return new_turf
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/**
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* This proc handles the sequential creation of turfs of a specific biome type
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* in order to optimize the generation for large amount of turfs.
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*
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* Arguments:
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* * gen_turfs - List of turfs to use for turf generation.
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*
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* Returns a new list of turfs that were generated by the biome.
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*/
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/datum/biome/proc/generate_turfs_for_terrain(list/turf/gen_turfs)
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var/list/turf/new_turfs = list()
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for(var/turf/gen_turf as anything in gen_turfs)
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var/turf/new_turf = new turf_type(gen_turf)
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new_turfs += new_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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return new_turfs
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/// This proc handles populating the given turf based on whether flora,
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/// features and fauna are allowed. Does not take megafauna into account.
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/datum/biome/proc/populate_turf(turf/target_turf, flora_allowed, features_allowed, fauna_allowed)
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if(flora_allowed && length(flora_types) && prob(flora_density))
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var/obj/structure/flora = pick(flora_types)
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new flora(target_turf)
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return TRUE
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if(features_allowed && prob(feature_density))
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var/can_spawn = TRUE
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var/atom/picked_feature = pick(feature_types)
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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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return TRUE
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if(fauna_allowed && length(fauna_types) && prob(fauna_density))
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var/mob/picked_mob = pick(fauna_types)
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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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return FALSE
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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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return FALSE
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new picked_mob(target_turf)
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return TRUE
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return FALSE
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/**
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* This proc handles populating the given turfs based on whether flora, features
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* and fauna are allowed. Does not take megafauna into account.
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*
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* Does nothing if `flora_allowed`, `features_allowed` and `fauna_allowed` are
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* `FALSE`, or if there's no flora, feature or fauna types for the matching
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* allowed type. Aka, we return early if the proc wouldn't do anything anyway.
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*/
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/datum/biome/proc/populate_turfs(list/turf/target_turfs, flora_allowed, features_allowed, fauna_allowed)
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if(!(flora_allowed && length(flora_types)) && !(features_allowed && length(feature_types)) && !(fauna_allowed && length(fauna_types)))
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return
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for(var/turf/target_turf as anything in target_turfs)
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// We do the CHECK_TICK here because there's a bunch of continue calls
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// in this.
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CHECK_TICK
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if(flora_allowed && length(flora_types) && prob(flora_density))
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var/obj/structure/flora = pick(flora_types)
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new flora(target_turf)
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continue
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if(features_allowed && prob(feature_density))
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var/can_spawn = TRUE
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var/atom/picked_feature = pick(feature_types)
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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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continue
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if(fauna_allowed && length(fauna_types) && prob(fauna_density))
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var/mob/picked_mob = pick(fauna_types)
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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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continue
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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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continue
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new picked_mob(target_turf)
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/datum/biome/mudlands
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turf_type = /turf/open/misc/dirt/jungle/dark
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flora_types = list(
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/obj/structure/flora/grass/jungle/a/style_random = 1,
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/obj/structure/flora/grass/jungle/b/style_random = 1,
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/obj/structure/flora/rock/pile/jungle/style_random = 1,
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/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
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)
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flora_density = 3
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/datum/biome/plains
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turf_type = /turf/open/misc/grass/jungle
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flora_types = list(
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/obj/structure/flora/grass/jungle/a/style_random = 1,
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/obj/structure/flora/grass/jungle/b/style_random = 1,
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/obj/structure/flora/tree/jungle/style_random = 1,
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/obj/structure/flora/rock/pile/jungle/style_random = 1,
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/obj/structure/flora/bush/jungle/a/style_random = 1,
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/obj/structure/flora/bush/jungle/b/style_random = 1,
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/obj/structure/flora/bush/jungle/c/style_random = 1,
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/obj/structure/flora/bush/large/style_random = 1,
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/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
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)
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flora_density = 15
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/datum/biome/jungle
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turf_type = /turf/open/misc/grass/jungle
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flora_types = list(
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/obj/structure/flora/grass/jungle/a/style_random = 1,
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/obj/structure/flora/grass/jungle/b/style_random = 1,
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/obj/structure/flora/tree/jungle/style_random = 1,
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/obj/structure/flora/rock/pile/jungle/style_random = 1,
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/obj/structure/flora/bush/jungle/a/style_random = 1,
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/obj/structure/flora/bush/jungle/b/style_random = 1,
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/obj/structure/flora/bush/jungle/c/style_random = 1,
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/obj/structure/flora/bush/large/style_random = 1,
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/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
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)
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flora_density = 40
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/datum/biome/jungle/deep
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flora_density = 65
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/datum/biome/wasteland
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turf_type = /turf/open/misc/dirt/jungle/wasteland
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/datum/biome/water
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turf_type = /turf/open/water/jungle
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/datum/biome/mountain
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turf_type = /turf/closed/mineral/random/jungle
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