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https://github.com/Bubberstation/Bubberstation.git
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Converts a shitload of istypes to their more concise macros Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
110 lines
3.6 KiB
Plaintext
110 lines
3.6 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 = 4, turf_type = /turf/open/lava/smooth/lava_land_surface, whitelist_area = /area/lavaland/surface/outdoors/unexplored, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y, new_baseturfs)
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var/list/river_nodes = list()
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var/num_spawned = 0
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var/list/possible_locs = block(locate(min_x, min_y, target_z), locate(max_x, max_y, target_z))
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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/A in river_nodes)
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var/obj/effect/landmark/river_waypoint/W = A
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if (W.z != target_z || W.connected)
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continue
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W.connected = TRUE
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var/turf/cur_turf = get_turf(W)
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cur_turf.ChangeTurf(turf_type, new_baseturfs, CHANGETURF_IGNORE_AIR)
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var/turf/target_turf = get_turf(pick(river_nodes - W))
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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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var/turf/river_turf = cur_turf.ChangeTurf(turf_type, new_baseturfs, CHANGETURF_IGNORE_AIR)
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river_turf.Spread(25, 11, whitelist_area)
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for(var/WP in river_nodes)
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qdel(WP)
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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/F in RANGE_TURFS(1, src) - src)
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var/turf/T = F
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var/area/new_area = get_area(T)
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if(!T || (T.density && !ismineralturf(T)) || isindestructiblefloor(T) || (whitelisted_area && !istype(new_area, whitelisted_area)) || (T.turf_flags & NO_LAVA_GEN) )
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continue
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if(!logged_turf_type && ismineralturf(T))
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var/turf/closed/mineral/M = T
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logged_turf_type = M.turf_type
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if(get_dir(src, F) in GLOB.cardinals)
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cardinal_turfs += F
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else
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diagonal_turfs += F
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for(var/F in cardinal_turfs) //cardinal turfs are always changed but don't always spread
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var/turf/T = F
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if(!istype(T, logged_turf_type) && T.ChangeTurf(type, baseturfs, CHANGETURF_IGNORE_AIR) && prob(probability))
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T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
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for(var/F in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
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var/turf/T = F
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if(!istype(T, logged_turf_type) && prob(probability) && T.ChangeTurf(type, baseturfs, CHANGETURF_IGNORE_AIR))
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T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
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else if(ismineralturf(T))
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var/turf/closed/mineral/M = T
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M.ChangeTurf(M.turf_type, M.baseturfs, CHANGETURF_IGNORE_AIR)
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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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