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Bubberstation/code/modules/mapping/ruins.dm
SkyratBot d9624bdf97 [MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse

* Update hilbertshotel.dm

* Modular proc ref

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-09-19 13:26:14 -04:00

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/datum/map_template/ruin/proc/try_to_place(z, list/allowed_areas_typecache, turf/forced_turf, clear_below)
var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
return place_on_isolated_level(z)
while(sanity > 0)
sanity--
var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
var/valid = TRUE
var/list/affected_turfs = get_affected_turfs(central_turf,1)
var/list/affected_areas = list()
for(var/turf/check in affected_turfs)
// Use assoc lists to move this out, it's easier that way
if(check.turf_flags & NO_RUINS)
valid = FALSE // set to false before we check
break
var/area/new_area = get_area(check)
affected_areas[new_area] = TRUE
// This is faster yes. Only BARELY but it is faster
for(var/area/affct_area as anything in affected_areas)
if(!allowed_areas_typecache[affct_area.type])
valid = FALSE
break
if(!valid)
continue
testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
if(clear_below)
var/list/static/clear_below_typecache = typecacheof(list(
/obj/structure/spawner,
/mob/living/simple_animal,
/obj/structure/flora
))
for(var/turf/T as anything in affected_turfs)
for(var/atom/thing as anything in T)
if(clear_below_typecache[thing.type])
qdel(thing)
load(central_turf,centered = TRUE)
loaded++
for(var/turf/T in affected_turfs)
T.turf_flags |= NO_RUINS
new /obj/effect/landmark/ruin(central_turf, src)
return central_turf
/datum/map_template/ruin/proc/place_on_isolated_level(z)
var/datum/turf_reservation/reservation = SSmapping.request_turf_block_reservation(width, height, 1, z) //Make the new level creation work with different traits.
if(!reservation)
return
var/turf/placement = reservation.bottom_left_turfs[1]
load(placement)
loaded++
for(var/turf/T in get_affected_turfs(placement))
T.turf_flags |= NO_RUINS
var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z)
new /obj/effect/landmark/ruin(center, src)
return center
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins, clear_below = FALSE)
if(!z_levels || !z_levels.len)
WARNING("No Z levels provided - Not generating ruins")
return
var/list/whitelist_typecache = typecacheof(whitelist)
for(var/zl in z_levels)
var/turf/T = locate(1, 1, zl)
if(!T)
WARNING("Z level [zl] does not exist - Not generating ruins")
return
var/list/ruins = potentialRuins.Copy()
var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) or if the assoc value is a turf to the specified turf.
var/list/ruins_available = list() //we can try these in the current pass
if(PERFORM_ALL_TESTS(log_mapping))
log_mapping("All ruins being loaded for map testing.")
//Set up the starting ruin list
for(var/key in ruins)
var/datum/map_template/ruin/R = ruins[key]
if(PERFORM_ALL_TESTS(log_mapping))
R.cost = 0
R.allow_duplicates = FALSE // no multiples for testing
R.always_place = !R.unpickable // unpickable ruin means it spawns as a set with another ruin
if(R.cost > budget) //Why would you do that
continue
if(R.always_place)
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_available[R] = R.placement_weight
while(budget > 0 && (ruins_available.len || forced_ruins.len))
var/datum/map_template/ruin/current_pick
var/forced = FALSE
var/forced_z //If set we won't pick z level and use this one instead.
var/forced_turf //If set we place the ruin centered on the given turf
if(forced_ruins.len) //We have something we need to load right now, so just pick it
for(var/ruin in forced_ruins)
current_pick = ruin
if(isturf(forced_ruins[ruin]))
var/turf/T = forced_ruins[ruin]
forced_z = T.z //In case of chained ruins
forced_turf = T
else if(forced_ruins[ruin] > 0) //Load into designated z
forced_z = forced_ruins[ruin]
forced = TRUE
break
else //Otherwise just pick random one
current_pick = pick_weight(ruins_available)
var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
var/failed_to_place = TRUE
var/target_z = 0
var/turf/placed_turf //Where the ruin ended up if we succeeded
outer:
while(placement_tries > 0)
placement_tries--
target_z = pick(z_levels)
if(forced_z)
target_z = forced_z
if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists.
for(var/v in current_pick.always_spawn_with)
if(current_pick.always_spawn_with[v] == PLACE_BELOW)
var/turf/T = locate(1,1,target_z)
if(!GET_TURF_BELOW(T))
if(forced_z)
continue outer
else
break outer
placed_turf = current_pick.try_to_place(target_z,whitelist_typecache,forced_turf,clear_below)
if(!placed_turf)
continue
else
failed_to_place = FALSE
break
//That's done remove from priority even if it failed
if(forced)
//TODO : handle forced ruins with multiple variants
forced_ruins -= current_pick
forced = FALSE
if(failed_to_place)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_available -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_available)
if(R.id == current_pick.id)
ruins_available -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_available)
if(istype(possible_exclusion,blacklisted_type))
ruins_available -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
if(istype(linked,v))
switch(current_pick.always_spawn_with[v])
if(PLACE_SAME_Z)
forced_ruins[linked] = target_z //I guess you might want a chain somehow
if(PLACE_LAVA_RUIN)
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
if(PLACE_SPACE_RUIN)
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
if(PLACE_DEFAULT)
forced_ruins[linked] = -1
if(PLACE_BELOW)
forced_ruins[linked] = GET_TURF_BELOW(placed_turf)
if(PLACE_ISOLATED)
forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
//Update the available list
for(var/datum/map_template/ruin/R in ruins_available)
if(R.cost > budget)
ruins_available -= R
log_world("Ruin loader finished with [budget] left to spend.")