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* Macros multi-z code, removes the false premise of manual offsets (#76248) ## About The Pull Request [Removes the pretense of relative multiz levels](0293fdc2bd) Our multiz system does not support having a z level that is only connected one way, or which goes down backwards or anything like that. That's a fiction of the trait system, the actual backend has never really supported this. This pr removes the assumptions we were making backend around this, and uses that to save cpu time. I am also converting multiz_levels from an assoc list to a pure one, which saves significantly on access times and cleans up the code somewhat. Also I'm making the get_below/get_above procs into macros, for the sake of cpu time. [Converts the starlight disease to use BYOND's directional defines instead of our own](7d698f02d9) To some extent spurred on by https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known before ## Why It's Good For The Game Faster multiz code, faster init, etc etc etc * modular files how very dare you --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
196 lines
7.2 KiB
Plaintext
196 lines
7.2 KiB
Plaintext
/datum/map_template/ruin/proc/try_to_place(z, list/allowed_areas_typecache, turf/forced_turf, clear_below)
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var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
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if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
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return place_on_isolated_level(z)
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while(sanity > 0)
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sanity--
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var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
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var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
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var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
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var/valid = TRUE
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var/list/affected_turfs = get_affected_turfs(central_turf,1)
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var/list/affected_areas = list()
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for(var/turf/check in affected_turfs)
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// Use assoc lists to move this out, it's easier that way
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if(check.turf_flags & NO_RUINS)
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valid = FALSE // set to false before we check
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break
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var/area/new_area = get_area(check)
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affected_areas[new_area] = TRUE
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// This is faster yes. Only BARELY but it is faster
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for(var/area/affct_area as anything in affected_areas)
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if(!allowed_areas_typecache[affct_area.type])
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valid = FALSE
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break
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if(!valid)
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continue
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testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
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if(clear_below)
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var/list/static/clear_below_typecache = typecacheof(list(
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/obj/structure/spawner,
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/mob/living/simple_animal,
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/obj/structure/flora
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))
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for(var/turf/T as anything in affected_turfs)
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for(var/atom/thing as anything in T)
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if(clear_below_typecache[thing.type])
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qdel(thing)
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load(central_turf,centered = TRUE)
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loaded++
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for(var/turf/T in affected_turfs)
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T.turf_flags |= NO_RUINS
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new /obj/effect/landmark/ruin(central_turf, src)
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return central_turf
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/datum/map_template/ruin/proc/place_on_isolated_level(z)
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var/datum/turf_reservation/reservation = SSmapping.RequestBlockReservation(width, height, z) //Make the new level creation work with different traits.
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if(!reservation)
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return
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var/turf/placement = locate(reservation.bottom_left_coords[1],reservation.bottom_left_coords[2],reservation.bottom_left_coords[3])
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load(placement)
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loaded++
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for(var/turf/T in get_affected_turfs(placement))
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T.turf_flags |= NO_RUINS
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var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z)
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new /obj/effect/landmark/ruin(center, src)
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return center
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/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins, clear_below = FALSE)
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if(!z_levels || !z_levels.len)
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WARNING("No Z levels provided - Not generating ruins")
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return
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var/list/whitelist_typecache = typecacheof(whitelist)
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for(var/zl in z_levels)
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var/turf/T = locate(1, 1, zl)
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if(!T)
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WARNING("Z level [zl] does not exist - Not generating ruins")
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return
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var/list/ruins = potentialRuins.Copy()
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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.
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var/list/ruins_available = list() //we can try these in the current pass
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if(PERFORM_ALL_TESTS(log_mapping))
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log_mapping("All ruins being loaded for map testing.")
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//Set up the starting ruin list
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for(var/key in ruins)
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var/datum/map_template/ruin/R = ruins[key]
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if(PERFORM_ALL_TESTS(log_mapping))
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R.cost = 0
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R.allow_duplicates = FALSE // no multiples for testing
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R.always_place = !R.unpickable // unpickable ruin means it spawns as a set with another ruin
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if(R.cost > budget) //Why would you do that
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continue
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if(R.always_place)
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forced_ruins[R] = -1
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if(R.unpickable)
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continue
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ruins_available[R] = R.placement_weight
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while(budget > 0 && (ruins_available.len || forced_ruins.len))
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var/datum/map_template/ruin/current_pick
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var/forced = FALSE
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var/forced_z //If set we won't pick z level and use this one instead.
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var/forced_turf //If set we place the ruin centered on the given turf
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if(forced_ruins.len) //We have something we need to load right now, so just pick it
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for(var/ruin in forced_ruins)
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current_pick = ruin
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if(isturf(forced_ruins[ruin]))
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var/turf/T = forced_ruins[ruin]
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forced_z = T.z //In case of chained ruins
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forced_turf = T
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else if(forced_ruins[ruin] > 0) //Load into designated z
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forced_z = forced_ruins[ruin]
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forced = TRUE
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break
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else //Otherwise just pick random one
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current_pick = pick_weight(ruins_available)
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var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
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var/failed_to_place = TRUE
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var/target_z = 0
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var/turf/placed_turf //Where the ruin ended up if we succeeded
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outer:
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while(placement_tries > 0)
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placement_tries--
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target_z = pick(z_levels)
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if(forced_z)
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target_z = forced_z
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if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists.
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for(var/v in current_pick.always_spawn_with)
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if(current_pick.always_spawn_with[v] == PLACE_BELOW)
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var/turf/T = locate(1,1,target_z)
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if(!GET_TURF_BELOW(T))
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if(forced_z)
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continue outer
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else
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break outer
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placed_turf = current_pick.try_to_place(target_z,whitelist_typecache,forced_turf,clear_below)
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if(!placed_turf)
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continue
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else
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failed_to_place = FALSE
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break
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//That's done remove from priority even if it failed
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if(forced)
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//TODO : handle forced ruins with multiple variants
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forced_ruins -= current_pick
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forced = FALSE
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if(failed_to_place)
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for(var/datum/map_template/ruin/R in ruins_available)
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if(R.id == current_pick.id)
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ruins_available -= R
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log_world("Failed to place [current_pick.name] ruin.")
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else
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budget -= current_pick.cost
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if(!current_pick.allow_duplicates)
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for(var/datum/map_template/ruin/R in ruins_available)
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if(R.id == current_pick.id)
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ruins_available -= R
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if(current_pick.never_spawn_with)
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for(var/blacklisted_type in current_pick.never_spawn_with)
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for(var/possible_exclusion in ruins_available)
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if(istype(possible_exclusion,blacklisted_type))
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ruins_available -= possible_exclusion
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if(current_pick.always_spawn_with)
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for(var/v in current_pick.always_spawn_with)
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for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
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var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
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if(istype(linked,v))
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switch(current_pick.always_spawn_with[v])
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if(PLACE_SAME_Z)
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forced_ruins[linked] = target_z //I guess you might want a chain somehow
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if(PLACE_LAVA_RUIN)
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forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
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if(PLACE_SPACE_RUIN)
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forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
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if(PLACE_DEFAULT)
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forced_ruins[linked] = -1
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if(PLACE_BELOW)
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forced_ruins[linked] = GET_TURF_BELOW(placed_turf)
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if(PLACE_ISOLATED)
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forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
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//Update the available list
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for(var/datum/map_template/ruin/R in ruins_available)
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if(R.cost > budget)
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ruins_available -= R
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log_world("Ruin loader finished with [budget] left to spend.")
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