Files
Bubberstation/code/datums/mapgen/CaveGenerator.dm
SkyratBot c267799416 [MIRROR] Chasm Hell On Icebox - 300 Active Turfs on Prod Moment [MDB IGNORE] (#20260)
* Chasm Hell On Icebox - 300 Active Turfs on Prod Moment (#74410)

## About The Pull Request

Spontaneous regressions introduced by #74359
(1e58c1875d).
```txt
 - Z-Level 2 has 150 active turf(s).
 - Z-Level 3 has 150 active turf(s).
 - Z-Level trait Ice Ruins Underground has 300 active turf(s).
 - Z-Level trait Mining has 300 active turf(s).
 - Z-Level trait Station has 300 active turf(s).
 - End of active turf list.
 ```

![image](https://user-images.githubusercontent.com/34697715/229213138-5a6a7a4f-edec-47ab-8def-ee4e4bddfe61.png)

Basically the lavaland ruin sucks dogshit and I had to do a lot of stuff to account for everything failing. There was even a moment where we were adding something to `flags_1` instead of `turf_flags` and that was also really bad to figure out.

![image](https://user-images.githubusercontent.com/34697715/229213428-63bb1f6e-6f88-4604-a3c6-e08e20cbfa7a.png)

i also had to add orange genturfs because it was really getting bad with all of the assertions we had to keep making, especially since stuff like this could also show up:

![image](https://user-images.githubusercontent.com/34697715/229213562-4a145453-5f90-4d05-b8cc-5c1beec2b0dd.png)

That's the prison in the red box, those are active turfs because a chasm scraped it away.

Sorry if this is hard to follow but I promise you everything in this is essential. I wish we didn't have to rely on turf flags as much as we do but this is a fix PR, not a refactor.
## Why It's Good For The Game

Even one active turf on IceBox ate up _three_ seconds of SSair's initialization every single time it was really fucking bad.

We haven't had to deal with chasms for about two years so there's a lot of mapping assertions we made since they just weren't a thing, but now they're back so lets do it properly.
## Changelog
🆑
fix: The prison on IceBox should no longer leak air as often.
/🆑

I have compiled this map about 30 times until active turfs stopped fucking happening and now I am content. This likely doesn't fix _everything_ because some stuff can still be hidden to me, and we still have PRs that need to be merged to reduce the amount of noise we're getting on prod.

* Chasm Hell On Icebox - 300 Active Turfs on Prod Moment

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-02 03:31:56 +01:00

171 lines
7.3 KiB
Plaintext

/datum/map_generator/cave_generator
var/name = "Cave Generator"
///Weighted list of the types that spawns if the turf is open
var/weighted_open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
///Expanded list of the types that spawns if the turf is open
var/open_turf_types
///Weighted list of the types that spawns if the turf is closed
var/weighted_closed_turf_types = list(/turf/closed/mineral/random = 1)
///Expanded list of the types that spawns if the turf is closed
var/closed_turf_types
///Weighted list of mobs that can spawn in the area.
var/list/weighted_mob_spawn_list
///Expanded list of mobs that can spawn in the area. Reads from the weighted list
var/list/mob_spawn_list
///The mob spawn list but with no megafauna markers. autogenerated
var/list/mob_spawn_no_mega_list
// Weighted list of Megafauna that can spawn in the area
var/list/weighted_megafauna_spawn_list
///Expanded list of Megafauna that can spawn in the area. Reads from the weighted list
var/list/megafauna_spawn_list
///Weighted list of flora that can spawn in the area.
var/list/weighted_flora_spawn_list
///Expanded list of flora that can spawn in the area. Reads from the weighted list
var/list/flora_spawn_list
///Weighted list of extra features that can spawn in the area, such as geysers.
var/list/weighted_feature_spawn_list
///Expanded list of extra features that can spawn in the area. Reads from the weighted list
var/list/feature_spawn_list
///Base chance of spawning a mob
var/mob_spawn_chance = 6
///Base chance of spawning flora
var/flora_spawn_chance = 2
///Base chance of spawning features
var/feature_spawn_chance = 0.15
///Unique ID for this spawner
var/string_gen
///Chance of cells starting closed
var/initial_closed_chance = 45
///Amount of smoothing iterations
var/smoothing_iterations = 20
///How much neighbours does a dead cell need to become alive
var/birth_limit = 4
///How little neighbours does a alive cell need to die
var/death_limit = 3
/datum/map_generator/cave_generator/New()
. = ..()
if(!weighted_mob_spawn_list)
weighted_mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
mob_spawn_list = expand_weights(weighted_mob_spawn_list)
mob_spawn_no_mega_list = expand_weights(weighted_mob_spawn_list - SPAWN_MEGAFAUNA)
if(!weighted_megafauna_spawn_list)
weighted_megafauna_spawn_list = GLOB.megafauna_spawn_list
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
if(!weighted_flora_spawn_list)
weighted_flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ash/seraka = 2)
flora_spawn_list = expand_weights(weighted_flora_spawn_list)
if(!weighted_feature_spawn_list)
weighted_feature_spawn_list = list(/obj/structure/geyser/random = 1)
feature_spawn_list = expand_weights(weighted_feature_spawn_list)
open_turf_types = expand_weights(weighted_open_turf_types)
closed_turf_types = expand_weights(weighted_closed_turf_types)
/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
. = ..()
if(!(generate_in.area_flags & CAVES_ALLOWED))
return
var/start_time = REALTIMEOFDAY
string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
// Area var pullouts to make accessing in the loop faster
var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(flora_spawn_list)
var/feature_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(feature_spawn_list)
var/mobs_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) && length(mob_spawn_list)
var/megas_allowed = (generate_in.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && length(megafauna_spawn_list)
for(var/i in turfs) //Go through all the turfs and generate them
var/turf/gen_turf = i
//SKYRAT EDIT ADDITION
if(istype(gen_turf, /turf/open/space/mirage))
continue
//SKYRAT EDIT END
var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types)
// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
// The old tile hasn't got the chance to init yet
new_turf = new new_turf(gen_turf)
if(gen_turf.turf_flags & NO_RUINS)
new_turf.turf_flags |= NO_RUINS
if(closed)//Open turfs have some special behavior related to spawning flora and mobs.
CHECK_TICK
continue
// If we've spawned something yet
var/spawned_something = FALSE
///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
//FLORA SPAWNING HERE
if(flora_allowed && prob(flora_spawn_chance))
var/flora_type = pick(flora_spawn_list)
new flora_type(new_turf)
spawned_something = TRUE
//FEATURE SPAWNING HERE
if(feature_allowed && prob(feature_spawn_chance))
var/can_spawn = TRUE
var/atom/picked_feature = pick(feature_spawn_list)
for(var/obj/structure/existing_feature in range(7, new_turf))
if(istype(existing_feature, picked_feature))
can_spawn = FALSE
break
if(can_spawn)
new picked_feature(new_turf)
spawned_something = TRUE
//MOB SPAWNING HERE
if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
var/atom/picked_mob = pick(mob_spawn_list)
if(picked_mob == SPAWN_MEGAFAUNA)
if(megas_allowed) //this is danger. it's boss time.
picked_mob = pick(megafauna_spawn_list)
else //this is not danger, don't spawn a boss, spawn something else
picked_mob = pick(mob_spawn_no_mega_list) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
var/can_spawn = TRUE
// prevents tendrils spawning in each other's collapse range
if(ispath(picked_mob, /obj/structure/spawner/lavaland))
for(var/obj/structure/spawner/lavaland/spawn_blocker in range(2, new_turf))
can_spawn = FALSE
break
//if the random is a standard mob, avoid spawning if there's another one within 12 tiles
else if(isminingpath(picked_mob))
for(var/mob/living/mob_blocker in range(12, new_turf))
if(ismining(mob_blocker))
can_spawn = FALSE
break
//if there's a megafauna within standard view don't spawn anything at all (This isn't really consistent, I don't know why we do this. you do you tho)
if(can_spawn)
for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, new_turf))
can_spawn = FALSE
break
if(can_spawn)
if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
weighted_megafauna_spawn_list.Remove(picked_mob)
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
megas_allowed = megas_allowed && length(megafauna_spawn_list)
new picked_mob(new_turf)
spawned_something = TRUE
CHECK_TICK
var/message = "[name] finished in [(REALTIMEOFDAY - start_time)/10]s!"
add_startup_message(message) //SKYRAT EDIT CHANGE
log_world(message)