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Refactored random map generator system and added several terrain generators.
Created a global list to track base turfs for explosions/shuttle moves. Remaps the asteroid to be a moonlet. Tidies up some references to 'asteroid', removes moonbase from the accessible z level list.
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65
code/modules/random_map/automata/automata.dm
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65
code/modules/random_map/automata/automata.dm
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/datum/random_map/automata
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descriptor = "generic caves"
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initial_wall_cell = 55
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var/iterations = 0 // Number of times to apply the automata rule.
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var/cell_live_value = WALL_CHAR // Cell is alive if it has this value.
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var/cell_dead_value = FLOOR_CHAR // As above for death.
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var/cell_threshold = 5 // Cell becomes alive with this many live neighbors.
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// Automata-specific procs and processing.
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/datum/random_map/automata/generate_map()
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for(var/i=1;i<=iterations;i++)
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iterate(i)
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/datum/random_map/automata/get_additional_spawns(var/value, var/turf/T)
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return
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/datum/random_map/automata/proc/iterate(var/iteration)
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var/list/next_map[limit_x*limit_y]
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for(var/x = 1, x <= limit_x, x++)
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for(var/y = 1, y <= limit_y, y++)
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var/current_cell = get_map_cell(x,y)
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next_map[current_cell] = map[current_cell]
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var/count = 0
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// Every attempt to place this in a proc or a list has resulted in
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// the generator being totally bricked and useless. Fuck it. We're
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// hardcoding this shit. Feel free to rewrite and PR a fix. ~ Z
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var/tmp_cell = get_map_cell(x,y)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x+1,y+1)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x-1,y-1)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x+1,y-1)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x-1,y+1)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x-1,y)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x,y-1)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x+1,y)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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tmp_cell = get_map_cell(x,y+1)
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if(tmp_cell && cell_is_alive(map[tmp_cell])) count++
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if(count >= cell_threshold)
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revive_cell(current_cell, next_map, (iteration == iterations))
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else
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kill_cell(current_cell, next_map, (iteration == iterations))
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map = next_map
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// Check if a given tile counts as alive for the automata generations.
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/datum/random_map/automata/proc/cell_is_alive(var/value)
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return (value == cell_live_value) && (value != cell_dead_value)
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/datum/random_map/automata/proc/revive_cell(var/target_cell, var/list/use_next_map, var/final_iter)
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if(!use_next_map)
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use_next_map = map
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use_next_map[target_cell] = cell_live_value
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/datum/random_map/automata/proc/kill_cell(var/target_cell, var/list/use_next_map, var/final_iter)
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if(!use_next_map)
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use_next_map = map
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use_next_map[target_cell] = cell_dead_value
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