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Bubberstation/code/datums/mapgen/JungleGenerator.dm
san7890 e74d0990e2 Adds Ruinless Cave Generation to IceBoxStation (#64671)
* Adds Ruinless Cave Generation to Lavaland

This PR adds a new type of cave generation to lavaland, where you can specify different areas to spawn without ruins. This is especially important for the parts indicated in the image below, because they're bald and ugly in order to help accomodate for the structures below.

I add a new datum for cave generation that doesn't spawn ruins (simply because the generation subsystem can't spend budget in those areas), as well as a nice new area and genturf sprite to help improve contrast for the mappers who succeed me.
2022-02-13 14:40:30 -07:00

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//the random offset applied to square coordinates, causes intermingling at biome borders
#define BIOME_RANDOM_SQUARE_DRIFT 2
/datum/map_generator/jungle_generator
///2D list of all biomes based on heat and humidity combos.
var/list/possible_biomes = list(
BIOME_LOW_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/plains,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/mudlands,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/mudlands,
BIOME_HIGH_HUMIDITY = /datum/biome/water
),
BIOME_LOWMEDIUM_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/plains,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/jungle,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle,
BIOME_HIGH_HUMIDITY = /datum/biome/mudlands
),
BIOME_HIGHMEDIUM_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/plains,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/plains,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle/deep,
BIOME_HIGH_HUMIDITY = /datum/biome/jungle
),
BIOME_HIGH_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/wasteland,
BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/plains,
BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle,
BIOME_HIGH_HUMIDITY = /datum/biome/jungle/deep
)
)
///Used to select "zoom" level into the perlin noise, higher numbers result in slower transitions
var/perlin_zoom = 65
///Seeds the rust-g perlin noise with a random number.
/datum/map_generator/jungle_generator/generate_terrain(list/turfs)
. = ..()
var/height_seed = rand(0, 50000)
var/humidity_seed = rand(0, 50000)
var/heat_seed = rand(0, 50000)
for(var/t in turfs) //Go through all the turfs and generate them
var/turf/gen_turf = t
var/drift_x = (gen_turf.x + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)) / perlin_zoom
var/drift_y = (gen_turf.y + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)) / perlin_zoom
var/height = text2num(rustg_noise_get_at_coordinates("[height_seed]", "[drift_x]", "[drift_y]"))
var/datum/biome/selected_biome
if(height <= 0.85) //If height is less than 0.85, we generate biomes based on the heat and humidity of the area.
var/humidity = text2num(rustg_noise_get_at_coordinates("[humidity_seed]", "[drift_x]", "[drift_y]"))
var/heat = text2num(rustg_noise_get_at_coordinates("[heat_seed]", "[drift_x]", "[drift_y]"))
var/heat_level //Type of heat zone we're in LOW-MEDIUM-HIGH
var/humidity_level //Type of humidity zone we're in LOW-MEDIUM-HIGH
switch(heat)
if(0 to 0.25)
heat_level = BIOME_LOW_HEAT
if(0.25 to 0.5)
heat_level = BIOME_LOWMEDIUM_HEAT
if(0.5 to 0.75)
heat_level = BIOME_HIGHMEDIUM_HEAT
if(0.75 to 1)
heat_level = BIOME_HIGH_HEAT
switch(humidity)
if(0 to 0.25)
humidity_level = BIOME_LOW_HUMIDITY
if(0.25 to 0.5)
humidity_level = BIOME_LOWMEDIUM_HUMIDITY
if(0.5 to 0.75)
humidity_level = BIOME_HIGHMEDIUM_HUMIDITY
if(0.75 to 1)
humidity_level = BIOME_HIGH_HUMIDITY
selected_biome = possible_biomes[heat_level][humidity_level]
else //Over 0.85; It's a mountain
selected_biome = /datum/biome/mountain
selected_biome = SSmapping.biomes[selected_biome] //Get the instance of this biome from SSmapping
selected_biome.generate_turf(gen_turf)
CHECK_TICK
/turf/open/genturf
name = "ungenerated turf"
desc = "If you see this, and you're not a ghost, yell at coders"
icon = 'icons/turf/debug.dmi'
icon_state = "genturf"
/turf/open/genturf/alternative //currently used for edge cases in which you want a certain type of map generation intermingled with other genturfs
name = "alternative ungenerated turf"
desc = "If you see this, and you're not a ghost, yell at coders pretty loudly"
icon_state = "genturf_alternative"
/area/mine/planetgeneration
name = "planet generation area"
static_lighting = FALSE
base_lighting_alpha = 255
map_generator = /datum/map_generator/jungle_generator