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## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑
121 lines
4.5 KiB
Plaintext
121 lines
4.5 KiB
Plaintext
#define RANDOM_UPPER_X 200
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#define RANDOM_UPPER_Y 200
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#define RANDOM_LOWER_X 50
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#define RANDOM_LOWER_Y 50
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/proc/spawn_rivers(target_z, nodes, turf_type, whitelist_area, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y)
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var/list/river_nodes = list()
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var/num_spawned = 0
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var/width = max_x - min_x
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var/height = max_y - min_y
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var/turf/corner = locate(min_x, min_y, target_z)
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var/list/possible_locs = CORNER_BLOCK(corner, width, height)
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while(num_spawned < nodes && possible_locs.len)
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var/turf/T = pick(possible_locs)
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var/area/A = get_area(T)
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if(!istype(A, whitelist_area) || (T.turf_flags & NO_LAVA_GEN))
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possible_locs -= T
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else
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river_nodes += new /obj/effect/landmark/river_waypoint(T)
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num_spawned++
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//make some randomly pathing rivers
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for(var/obj/effect/landmark/river_waypoint/waypoints as anything in river_nodes)
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if (waypoints.z != target_z || waypoints.connected)
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continue
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waypoints.connected = TRUE
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// Workaround around ChangeTurf that's safe because of when this proc is called
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var/turf/cur_turf = get_turf(waypoints)
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cur_turf = new turf_type(cur_turf)
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var/turf/target_turf = get_turf(pick(river_nodes - waypoints))
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if(!target_turf)
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break
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var/detouring = FALSE
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var/cur_dir = get_dir(cur_turf, target_turf)
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while(cur_turf != target_turf)
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if(detouring) //randomly snake around a bit
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if(prob(20))
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detouring = FALSE
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cur_dir = get_dir(cur_turf, target_turf)
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else if(prob(20))
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detouring = TRUE
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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var/area/new_area = get_area(cur_turf)
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if(!istype(new_area, whitelist_area) || (cur_turf.turf_flags & NO_LAVA_GEN)) //Rivers will skip ruins
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detouring = FALSE
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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else
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// Workaround around ChangeTurf that's safe because of when this proc is called
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var/turf/river_turf = new turf_type(cur_turf)
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river_turf.Spread(25, 11, whitelist_area)
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for(var/waypoints_spawned in river_nodes)
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qdel(waypoints_spawned)
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/obj/effect/landmark/river_waypoint
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name = "river waypoint"
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var/connected = FALSE
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invisibility = INVISIBILITY_ABSTRACT
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/turf/proc/Spread(probability = 30, prob_loss = 25, whitelisted_area)
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if(probability <= 0)
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return
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var/list/cardinal_turfs = list()
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var/list/diagonal_turfs = list()
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var/logged_turf_type
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for(var/turf/canidate as anything in RANGE_TURFS(1, src) - src)
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if(!canidate || (canidate.density && !ismineralturf(canidate)) || isindestructiblefloor(canidate))
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continue
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var/area/new_area = get_area(canidate)
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if((!istype(new_area, whitelisted_area) && whitelisted_area) || (canidate.turf_flags & NO_LAVA_GEN))
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continue
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if(!logged_turf_type && ismineralturf(canidate))
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var/turf/closed/mineral/mineral_canidate = canidate
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logged_turf_type = mineral_canidate.turf_type
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if(get_dir(src, canidate) in GLOB.cardinals)
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cardinal_turfs += canidate
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else
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diagonal_turfs += canidate
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for(var/turf/cardinal_canidate as anything in cardinal_turfs) //cardinal turfs are always changed but don't always spread
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// NOTE: WE ARE SKIPPING CHANGETURF HERE
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// The calls in this proc only serve to provide a satisfactory (if it's not ALREADY this) check. They do not actually call changeturf
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// This is safe because this proc can only be run during mapload, and nothing has initialized by now so there's nothing to inherit or delete
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if(!istype(cardinal_canidate, logged_turf_type) && cardinal_canidate.ChangeTurf(type, baseturfs, CHANGETURF_SKIP) && prob(probability))
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if(baseturfs)
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cardinal_canidate.baseturfs = baseturfs
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cardinal_canidate.Spread(probability - prob_loss, prob_loss, whitelisted_area)
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for(var/turf/diagonal_canidate as anything in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
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// Important NOTE: SEE ABOVE
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if(!istype(diagonal_canidate, logged_turf_type) && prob(probability) && diagonal_canidate.ChangeTurf(type, baseturfs, CHANGETURF_SKIP))
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if(baseturfs)
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diagonal_canidate.baseturfs = baseturfs
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diagonal_canidate.Spread(probability - prob_loss, prob_loss, whitelisted_area)
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else if(ismineralturf(diagonal_canidate))
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var/turf/closed/mineral/diagonal_mineral = diagonal_canidate
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// SEE ABOVE, THIS IS ONLY VERY RARELY SAFE
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new diagonal_mineral.turf_type(diagonal_mineral)
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#undef RANDOM_UPPER_X
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#undef RANDOM_UPPER_Y
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#undef RANDOM_LOWER_X
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#undef RANDOM_LOWER_Y
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