Files
Bubberstation/code/modules/mapping/ruins.dm
ArcaneMusic ed31397cc4 Fixes ore vents spawning without ores on icebox, sets up map specific ore configurations (#81103)
## About The Pull Request

In short, we used a static list previously within the ore_generation
subsystem that held the amount of each ore that we expected a single map
to uniformly need. We held this number constant, since we were spawning
15 vents per map.

**Pros:** This worked flawlessly for Lavaland since 15 vents on a single
Z level makes it pretty densely packed map with a good amount of
map-based ore spawns, and it worked consistently.

**Cons:** 15 vents did not work well on Icebox however, even when split
so that the majority of the ores were spawning on the lower levels,
players did not feel like icebox spawned nearly enough ores and reported
the map spawning empty.

**Result:** As a result, we adjusted the ratio, so that we spawned
vastly more ores on the lower levels, now up to 4 vents on the upper
level, and 21 vents on the lower level. However, as we were still using
the ore distribution list based on lavaland, icebox vents were quickly
running out of ores to distribute between them, resulting in empty vents
-> which produced empty boulders -> which not only don't really let you
process them properly, but also just result in a metric ton of runtimes.

Icebox now has it's own list of ore distributions. These distributions
are now moved to a set of global lists as opposed to being saved on the
subsystem as a static list, which will make going and setting up new ore
distribution lists very very easy. Additionally, we've moved the setting
and getting of those ore_distributions over to the seedRuins proc, so
that we're actually setting the list of ores right before we actually
place them to make sure that the order that it's set is roughly as it's
needed, while still setting the list at the same time the
map-appropriate ruin placements are dropped in.

**Plus some misc cleanup fixes:**
`var/list/ore_vent_sizes` in SSore_generation wasn't being treated as a
similar budget list as `ore_vent_minerals`, since it `pick()`s off it's
own static size list. Which is honestly fine for this five seconds, I
can handle that later while we make sure the rest of the code code is
stable. In the meantime, I've just tweak it so that it's easy to see at
a glance how many of each random vent has spawned into the map.

Tweaked the description to not include anything about chemical
processing, as I'm planning on hitting on that in a part 2 PR that I'll
be picking back up after the freeze.

## Why It's Good For The Game

Cleans up the code a bit, but primarily fixes ores not spawning on
icebox as they should.
Should fix #81058.
Improves description to not mention mechanics that aren't in game.
Also, cleans up a piece of code that currently isn't serving much of a
purpose.

## Changelog

🆑
fix: Icebox should have it's ore distribution and it's ore vents fixed,
so that vents should now produce ore.
spellcheck: Boulder processing machines now don't mention things they
don't do.
/🆑
2024-02-07 05:20:25 +01:00

212 lines
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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
/**
* Loads the ruins for a given z level.
* @param z_levels The z levels to load ruins on.
* @param budget The budget to spend on ruins. Compare against the cost of the ruins in /datum/map_template/ruin.
* @param whitelist A list of areas to allow ruins to be placed in.
* @param potentialRuins A list of ruins to choose from.
* @param clear_below Whether to clear the area below the ruin. Used for multiz ruins.
* @param mineral_budget The budget to spend on ruins that spawn ore vents. Map templates with vents have that defined by mineral_cost.
* @param mineral_budget_update What type of ore distribution should spawn from ruins picked by this cave generator? This list is copied from ores_spawned.dm into SSore_generation.ore_vent_minerals.
*/
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins, clear_below = FALSE, mineral_budget = 15, mineral_budget_update)
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.")
switch(mineral_budget_update) //If we use more map configurations, add another case
if(OREGEN_PRESET_LAVALAND)
SSore_generation.ore_vent_minerals = expand_weights(GLOB.ore_vent_minerals_lavaland)
if(OREGEN_PRESET_TRIPLE_Z)
SSore_generation.ore_vent_minerals = expand_weights(GLOB.ore_vent_minerals_triple_z)
//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 || R.mineral_cost > mineral_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 || mineral_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
mineral_budget -= current_pick.mineral_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 || R.mineral_cost > mineral_budget)
ruins_available -= R
log_world("Ruin loader finished with [budget] left to spend.")