Merge with dev.

This commit is contained in:
Zuhayr
2015-02-05 20:17:24 +10:30
78 changed files with 2949 additions and 2409 deletions

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#define MIN_SURFACE_COUNT 500
#define MIN_RARE_COUNT 200
#define MIN_DEEP_COUNT 100
#define RESOURCE_HIGH_MAX 4
#define RESOURCE_HIGH_MIN 2
#define RESOURCE_MID_MAX 3
#define RESOURCE_MID_MIN 1
#define RESOURCE_LOW_MAX 1
#define RESOURCE_LOW_MIN 0
/*
Surface minerals:
silicates
iron
gold
silver
Rare minerals:
uranium
diamond
Deep minerals:
phoron
osmium (platinum)
tritium (hydrogen)
*/
/datum/random_map/ore
descriptor = "resource distribution map"
real_size = 65 // Must be (power of 2)+1 for diamond-square.
cell_range = 255 // These values are used to seed ore values rather than to determine a turf type.
iterations = 0 // We'll handle iterating on our end (recursive, with args).
var/chunk_size = 4 // Size each cell represents on map
var/random_variance_chance = 25 // % chance of applying random_element.
var/random_element = 0.5 // Determines the variance when smoothing out cell values.
var/deep_val = 0.8 // Threshold for deep metals, set in new as percentage of cell_range.
var/rare_val = 0.7 // Threshold for rare metal, set in new as percentage of cell_range.
var/cell_base // Set in New()
var/initial_cell_range // Set in New()
/datum/random_map/ore/New()
rare_val = cell_range * rare_val
deep_val = cell_range * deep_val
initial_cell_range = cell_range/5
cell_base = cell_range/2
..()
/datum/random_map/ore/check_map_sanity()
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
// Increment map sanity counters.
for(var/value in map)
if(value < rare_val)
surface_count++
else if(value < deep_val)
rare_count++
else
deep_count++
// Sanity check.
if(surface_count < MIN_SURFACE_COUNT)
world << "<span class='danger'>Insufficient surface minerals. Rerolling...</span>"
return 0
else if(rare_count < MIN_RARE_COUNT)
world << "<span class='danger'>Insufficient rare minerals. Rerolling...</span>"
return 0
else if(deep_count < MIN_DEEP_COUNT)
world << "<span class='danger'>Insufficient deep minerals. Rerolling...</span>"
return 0
else
return 1
//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
/datum/random_map/ore/seed_map()
// Instantiate the grid.
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
map[get_map_cell(x,y)] = 0
// Now dump in the actual random data.
map[get_map_cell(1,1)] = cell_base+rand(initial_cell_range)
map[get_map_cell(1,real_size)] = cell_base+rand(initial_cell_range)
map[get_map_cell(real_size,real_size)] = cell_base+rand(initial_cell_range)
map[get_map_cell(real_size,1)] = cell_base+rand(initial_cell_range)
iterate(1,1,1,(real_size-1)) // Start the recursion here.
/datum/random_map/ore/display_map(atom/user)
if(!user)
user = world
for(var/x = 1, x <= real_size, x++)
var/line = ""
for(var/y = 1, y <= real_size, y++)
var/current_cell = get_map_cell(x,y)
if(within_bounds(current_cell) && map[current_cell])
if(map[current_cell] < rare_val)
line += "S"
else if(map[current_cell] < deep_val)
line += "R"
else
line += "D"
else
line += "X"
user << line
/datum/random_map/ore/iterate(var/iteration,var/x,var/y,var/input_size)
// Infinite loop check!
if(iteration>=iterate_before_fail)
world << "<span class='danger'>Iteration count exceeded, aborting.</span>"
return
var/isize = input_size
var/hsize = round(input_size/2)
/*
(x,y+isize)----(x+hsize,y+isize)----(x+size,y+isize)
| | |
| | |
| | |
(x,y+hsize)----(x+hsize,y+hsize)----(x+isize,y)
| | |
| | |
| | |
(x,y)----------(x+hsize,y)----------(x+isize,y)
*/
// Central edge values become average of corners.
map[get_map_cell(x+hsize,y+isize)] = round((\
map[get_map_cell(x,y+isize)] + \
map[get_map_cell(x+isize,y+isize)] \
)/2)
map[get_map_cell(x+hsize,y)] = round(( \
map[get_map_cell(x,y)] + \
map[get_map_cell(x+isize,y)] \
)/2)
map[get_map_cell(x,y+hsize)] = round(( \
map[get_map_cell(x,y+isize)] + \
map[get_map_cell(x,y)] \
)/2)
map[get_map_cell(x+isize,y+hsize)] = round(( \
map[get_map_cell(x+isize,y+isize)] + \
map[get_map_cell(x+isize,y)] \
)/2)
// Centre value becomes the average of all other values + possible random variance.
var/current_cell = get_map_cell(x+hsize,y+hsize)
map[current_cell] = round((map[get_map_cell(x+hsize,y+isize)]+map[get_map_cell(x+hsize,y)]+map[get_map_cell(x,y+hsize)]+map[get_map_cell(x+isize,y)])/4)
if(prob(random_variance_chance))
map[current_cell] *= (rand(1,2)==1 ? (1.0-random_element) : (1.0+random_element))
map[current_cell] = max(0,min(cell_range,map[current_cell]))
// Recurse until size is too small to subdivide.
if(isize>3)
sleep(-1)
iteration++
iterate(iteration, x, y, hsize)
iterate(iteration, x+hsize, y, hsize)
iterate(iteration, x, y+hsize, hsize)
iterate(iteration, x+hsize, y+hsize, hsize)
/datum/random_map/ore/apply_to_map()
for(var/x = 0, x < real_size, x++)
if((origin_x + x) > limit_x) continue
for(var/y = 0, y < real_size, y++)
if((origin_y + y) > limit_y) continue
sleep(-1)
apply_to_turf(x,y)
/datum/random_map/ore/apply_to_turf(var/x,var/y)
var/tx = origin_x+((x-1)*chunk_size)
var/ty = origin_y+((y-1)*chunk_size)
for(var/i=0,i<chunk_size,i++)
if(ty+i>limit_y)
continue
for(var/j=0,j<chunk_size,j++)
if(tx+j>limit_x)
continue
var/turf/T = locate(tx+j, ty+i, origin_z)
if(!T || !T.has_resources)
continue
sleep(-1)
T.resources = list()
T.resources["silicates"] = rand(3,5)
T.resources["carbonaceous rock"] = rand(3,5)
var/current_cell = map[get_map_cell(x,y)]
if(current_cell < rare_val) // Surface metals.
T.resources["iron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["gold"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["silver"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = 0
T.resources["phoron"] = 0
T.resources["osmium"] = 0
T.resources["hydrogen"] = 0
else if(current_cell < deep_val) // Rare metals.
T.resources["gold"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["silver"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["uranium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["phoron"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["osmium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["hydrogen"] = 0
T.resources["diamond"] = 0
T.resources["iron"] = 0
else // Deep metals.
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["phoron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["osmium"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["hydrogen"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["iron"] = 0
T.resources["gold"] = 0
T.resources["silver"] = 0
return
/datum/random_map/ore/cleanup()
return 1
#undef MIN_SURFACE_COUNT
#undef MIN_RARE_COUNT
#undef MIN_DEEP_COUNT
#undef RESOURCE_HIGH_MAX
#undef RESOURCE_HIGH_MIN
#undef RESOURCE_MID_MAX
#undef RESOURCE_MID_MIN
#undef RESOURCE_LOW_MAX
#undef RESOURCE_LOW_MIN

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#define ORE_COUNT 1000
/*
This module is used to generate the debris fields/distribution maps/procedural stations.
*/
var/global/list/random_maps = list()
/datum/random_map
var/descriptor = "asteroid" // Display name.
var/real_size = 246 // Size of each edge (must be square :().
var/cell_range = 2 // Random range for initial cells.
var/iterations = 5 // Number of times to apply the automata rule.
var/max_attempts = 5 // Fail if a sane map isn't generated by this point.
var/raw_map_size // Used for creating new maps each iteration. Value must be real_size^2
var/list/map = list() // Actual map.
var/origin_x = 1 // Origin point, left.
var/origin_y = 1 // Origin point, bottom.
var/origin_z = 1 // Target Z-level.
var/limit_x = 256 // Maximum x bound.
var/limit_y = 256 // Maximum y bound.
var/iterate_before_fail = 120 // Infinite loop safeguard.
/datum/random_map/proc/get_map_cell(var/x,var/y)
return ((y-1)*real_size)+x
/datum/random_map/proc/display_map(atom/user)
if(!user)
user = world
for(var/x = 1, x <= real_size, x++)
var/line = ""
for(var/y = 1, y <= real_size, y++)
var/current_cell = get_map_cell(x,y)
if(within_bounds(current_cell))
if(map[current_cell] == 2)
line += "#"
else
line += "."
user << line
/datum/random_map/New(var/seed, var/tx, var/ty, var/tz, var/tlx, var/tly)
// Store this for debugging.
random_maps |= src
// Initialize map.
set_map_size()
// Get origins for applying the map later.
if(tx) origin_x = tx
if(ty) origin_y = ty
if(tz) origin_z = tz
if(tlx) limit_x = tlx
if(tly) limit_y = tly
// testing needed to see how reliable this is (asynchronous calls, called during worldgen), DM ref is not optimistic
if(seed) rand_seed(seed)
var/start_time = world.timeofday
world << "<span class='danger'>Generating [descriptor].</span>"
for(var/i = 0;i<max_attempts;i++)
if(generate())
world << "<span class='danger'>[capitalize(descriptor)] generation completed in [round(0.1*(world.timeofday-start_time),0.1)] seconds.</span>"
return
world << "<span class='danger'>[capitalize(descriptor)] generation failed in [round(0.1*(world.timeofday-start_time),0.1)] seconds: could not produce sane map.</span>"
/datum/random_map/proc/within_bounds(var/val)
return (val>0) && (val<=raw_map_size)
/datum/random_map/proc/set_map_size(var/raw_size)
if(!raw_size)
raw_size = real_size * real_size
raw_map_size = raw_size
map.len = raw_map_size
/datum/random_map/proc/seed_map()
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
var/current_cell = get_map_cell(x,y)
if(prob(55))
map[current_cell] = 2
else
map[current_cell] = 1
/datum/random_map/proc/clear_map()
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
map[get_map_cell(x,y)] = 0
/datum/random_map/proc/generate()
seed_map()
for(var/i=1;i<=iterations;i++)
iterate(i)
if(check_map_sanity())
cleanup()
apply_to_map()
return 1
return 0
/datum/random_map/proc/iterate(var/iteration)
var/list/next_map[raw_map_size]
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
var/current_cell = get_map_cell(x,y)
// Sanity check.
if(!within_bounds(current_cell))
continue
// Copy over original value.
next_map[current_cell] = map[current_cell]
// Check all neighbors.
var/count = 0
for(var/cell in list(current_cell,get_map_cell(x+1,y+1),get_map_cell(x-1,y-1),get_map_cell(x+1,y-1),get_map_cell(x-1,y+1),get_map_cell(x-1,y),get_map_cell(x,y-1),get_map_cell(x+1,y),get_map_cell(x,y+1)))
if(within_bounds(cell) && map[cell] == 2)
count++
if(count>=5)
next_map[current_cell] = 2 // becomes a wall
else
next_map[current_cell] = 1 // becomes a floor
map = next_map
/datum/random_map/proc/check_map_sanity()
return 1
/datum/random_map/proc/apply_to_map()
for(var/x = 0, x < real_size, x++)
if((origin_x + x) > limit_x) continue
for(var/y = 0, y < real_size, y++)
if((origin_y + y) > limit_y) continue
sleep(-1)
apply_to_turf(origin_x+x,origin_y+y)
/datum/random_map/proc/apply_to_turf(var/x,var/y)
var/current_cell = get_map_cell(x,y)
if(!within_bounds(current_cell))
return
var/turf/T = locate(x,y,origin_z)
if(!T || !istype(T,/turf/unsimulated/mask))
return
switch(map[current_cell])
if(1)
T.ChangeTurf(/turf/simulated/floor/plating/airless/asteroid)
if(2)
T.ChangeTurf(/turf/simulated/mineral)
if(3)
T.ChangeTurf(/turf/simulated/mineral/random)
if(4)
T.ChangeTurf(/turf/simulated/mineral/random/high_chance)
/datum/random_map/proc/cleanup()
sleep(-1)
// Create ore.
var/ore_count = ORE_COUNT
while(ore_count)
var/check_cell = get_map_cell(rand(1,real_size),rand(1,real_size))
if(!(within_bounds(check_cell)) || map[check_cell] != 2)
continue
if(prob(25))
map[check_cell] = 4
else
map[check_cell] = 3
ore_count--
sleep(-1)
// Place random asteroid rooms.
var/rooms_placed = 0
for(var/i = 0, i < max_secret_rooms, i++)
if(make_mining_asteroid_secret())
rooms_placed++
world << "<span class='danger'>Placed [rooms_placed] secrets.</span>"
return 1