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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>
362 lines
15 KiB
Plaintext
362 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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//SKYRAT EDIT ADDITION
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if(istype(gen_turf, /turf/open/space/mirage))
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continue
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//SKYRAT EDIT END
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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]"))
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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]"))
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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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add_startup_message(message) //SKYRAT EDIT CHANGE - ORIGINAL: to_chat(world, span_boldannounce("[message]"))
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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]"))
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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]"))
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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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