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https://github.com/CHOMPStation2/CHOMPStation2.git
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Adds Submap (PoI) Seeding Procedure
Mostly ports /tg/'s method of seeding submaps into specific z-levels. Due to the low number of submaps present, all of the PoIs are guaranteed to spawn. As more are added, this should fix itself.
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@@ -18,6 +18,12 @@ var/list/global/map_templates = list()
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var/mappath = null
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var/loaded = 0 // Times loaded this round
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var/annihilate = FALSE // If true, all (movable) atoms at the location where the map is loaded will be deleted before the map is loaded in.
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var/cost = null // The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until \
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it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. \
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Set to -1 to force the submap to always be made.
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var/allow_duplicates = FALSE // If false, only one map template will be spawned by the game. Doesn't affect admins spawning then manually.
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var/static/dmm_suite/maploader = new
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/datum/map_template/New(path = null, rename = null)
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@@ -111,7 +117,7 @@ var/list/global/map_templates = list()
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log_game("Z-level [name] loaded at at [x],[y],[world.maxz]")
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return TRUE
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/datum/map_template/proc/load(turf/T, centered = FALSE)
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/datum/map_template/proc/load(turf/T, centered = FALSE, dont_init = FALSE)
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var/old_T = T
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if(centered)
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T = locate(T.x - round(width/2) , T.y - round(height/2) , T.z)
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@@ -133,7 +139,8 @@ var/list/global/map_templates = list()
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// repopulate_sorted_areas()
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//initialize things that are normally initialized after map load
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initTemplateBounds(bounds)
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if(!dont_init)
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initTemplateBounds(bounds)
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log_game("[name] loaded at at [T.x],[T.y],[T.z]")
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loaded++
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@@ -163,4 +170,118 @@ var/list/global/map_templates = list()
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//❤ - Cyberboss
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/proc/load_new_z_level(var/file, var/name)
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var/datum/map_template/template = new(file, name)
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template.load_new_z()
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template.load_new_z()
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// Very similar to the /tg/ version.
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/proc/seed_submaps(var/list/z_levels, var/budget = 0, var/whitelist = /area/space, var/desired_map_template_type = null)
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set background = TRUE
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if(!z_levels || !z_levels.len)
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admin_notice("seed_submaps() was not given any Z-levels.", R_DEBUG)
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return
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for(var/zl in z_levels)
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var/turf/T = locate(1, 1, zl)
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if(!T)
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admin_notice("Z level [zl] does not exist - Not generating submaps", R_DEBUG)
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return
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var/overall_sanity = 100 // If the proc fails to place a submap more than this, the whole thing aborts.
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var/list/potential_submaps = list() // Submaps we may or may not place.
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var/list/priority_submaps = list() // Submaps that will always be placed.
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// Lets go find some submaps to make.
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for(var/map in map_templates)
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var/datum/map_template/MT = map_templates[map]
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if(!MT.allow_duplicates && MT.loaded > 0) // This probably won't be an issue but we might as well.
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continue
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if(!istype(MT, desired_map_template_type)) // Not the type wanted.
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continue
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if(MT.cost && MT.cost < 0) // Negative costs always get spawned.
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priority_submaps += MT
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else
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potential_submaps += MT
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CHECK_TICK
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var/list/loaded_submap_names = list()
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// Now lets start choosing some.
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while(budget > 0 && overall_sanity > 0)
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overall_sanity--
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var/datum/map_template/chosen_template = null
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if(potential_submaps.len)
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if(priority_submaps.len) // Do these first.
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chosen_template = pick(priority_submaps)
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else
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chosen_template = pick(potential_submaps)
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else // We're out of submaps.
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admin_notice("Submap loader had no submaps to pick from with [budget] left to spend.", R_DEBUG)
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break
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CHECK_TICK
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// Can we afford it?
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if(chosen_template.cost > budget)
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continue
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// If so, try to place it.
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var/specific_sanity = 100 // A hundred chances to place the chosen submap.
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while(specific_sanity > 0)
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specific_sanity--
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var/width_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(chosen_template.width / 2)
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var/height_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(chosen_template.height / 2)
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var/z_level = pick(z_levels)
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var/turf/T = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z_level)
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var/valid = TRUE
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for(var/turf/check in chosen_template.get_affected_turfs(T,1))
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var/area/new_area = get_area(check)
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if(!(istype(new_area, whitelist)))
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valid = FALSE // Probably overlapping something important.
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// world << "Invalid due to overlapping with area [new_area.type], when wanting area [whitelist]."
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break
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CHECK_TICK
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CHECK_TICK
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if(!valid)
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continue
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admin_notice("Submap \"[chosen_template.name]\" placed at ([T.x], [T.y], [T.z])", R_DEBUG)
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// Do loading here.
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chosen_template.load(T, centered = TRUE, dont_init = TRUE) // This is run before the main map's initialization routine, so that can initilize our submaps for us instead.
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CHECK_TICK
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if(loaded_submap_names[chosen_template.name])
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loaded_submap_names[chosen_template.name] += 1
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else
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loaded_submap_names[chosen_template.name] = 1
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if(chosen_template.cost >= 0)
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budget -= chosen_template.cost
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if(chosen_template in priority_submaps) // Always remove priority submaps.
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priority_submaps -= chosen_template
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else if(!chosen_template.allow_duplicates)
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potential_submaps -= chosen_template
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break // Load the next submap.
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var/list/pretty_submap_list = list()
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for(var/submap_name in loaded_submap_names)
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var/count = loaded_submap_names[submap_name]
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if(count > 1)
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pretty_submap_list += "[count] <b>[submap_name]</b>"
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else
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pretty_submap_list += "<b>[submap_name]</b>"
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if(!overall_sanity)
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admin_notice("Submap loader gave up with [budget] left to spend.", R_DEBUG)
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else
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admin_notice("Submaps loaded.", R_DEBUG)
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admin_notice("Loaded: [english_list(pretty_submap_list)]", R_DEBUG)
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