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synced 2025-12-10 10:12:45 +00:00
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.
This commit is contained in:
@@ -6,3 +6,6 @@
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#define MAP_LEVEL_SEALED 0x010 // Z-levels that don't allow random transit at edge
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#define MAP_LEVEL_EMPTY 0x020 // Empty Z-levels that may be used for various things (currently used by bluespace jump)
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#define MAP_LEVEL_CONSOLES 0x040 // Z-levels available to various consoles, such as the crew monitor (when that gets coded in). Defaults to station_levels if unset.
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// Misc map defines.
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#define SUBMAP_MAP_EDGE_PAD 15 // Automatically created submaps are forbidden from being this close to the main map's edge.
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@@ -51,9 +51,10 @@ var/datum/controller/process/planet/planet_controller = null
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//Redraw weather icons
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for(var/T in P.planet_floors)
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var/turf/simulated/turf = T
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turf.overlays -= turf.weather_overlay
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// turf.overlays -= turf.weather_overlay
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turf.weather_overlay = new_overlay
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turf.overlays += turf.weather_overlay
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// turf.overlays += turf.weather_overlay
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turf.update_icon()
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SCHECK
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//Sun light needs changing
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@@ -540,10 +540,10 @@ var/datum/controller/master/Master = new()
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stat("Byond:", "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)]([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%))")
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stat("Master Controller:", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration])"))
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/datum/controller/master/StartLoadingMap()
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/datum/controller/master/StartLoadingMap(var/quiet = TRUE)
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if(map_loading)
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admin_notice("<span class='danger'>Another map is attempting to be loaded before first map released lock. Delaying.</span>", R_DEBUG)
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else
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else if(!quiet)
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admin_notice("<span class='danger'>Map is now being built. Locking.</span>", R_DEBUG)
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//disallow more than one map to load at once, multithreading it will just cause race conditions
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@@ -557,7 +557,8 @@ var/datum/controller/master/Master = new()
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air_processing_killed = TRUE
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map_loading = TRUE
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/datum/controller/master/StopLoadingMap(bounds = null)
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/datum/controller/master/StopLoadingMap(var/quiet = TRUE)
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if(!quiet)
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admin_notice("<span class='danger'>Map is finished. Unlocking.</span>", R_DEBUG)
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air_processing_killed = FALSE
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map_loading = FALSE
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@@ -13,10 +13,10 @@ SUBSYSTEM_DEF(creation)
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var/map_loading = FALSE
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/datum/controller/subsystem/creation/StartLoadingMap()
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/datum/controller/subsystem/creation/StartLoadingMap(var/quiet)
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map_loading = TRUE
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/datum/controller/subsystem/creation/StopLoadingMap()
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/datum/controller/subsystem/creation/StopLoadingMap(var/quiet)
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map_loading = FALSE
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/datum/controller/subsystem/creation/proc/initialize_late_atoms()
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@@ -5,6 +5,8 @@ var/list/flooring_cache = list()
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if(lava)
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return
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overlays.Cut()
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if(flooring)
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// Set initial icon and strings.
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name = flooring.name
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@@ -20,7 +22,6 @@ var/list/flooring_cache = list()
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flooring_override = icon_state
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// Apply edges, corners, and inner corners.
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overlays.Cut()
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var/has_border = 0
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if(flooring.flags & TURF_HAS_EDGES)
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for(var/step_dir in cardinal)
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@@ -20,12 +20,12 @@ var/list/grass_types = list(
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grass_chance = 0
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var/tree_chance = 2
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/turf/simulated/floor/outdoors/grass/sif/New()
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/turf/simulated/floor/outdoors/grass/sif/initialize()
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if(tree_chance && prob(tree_chance))
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new /obj/structure/flora/tree/sif(src)
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..()
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/turf/simulated/floor/outdoors/grass/New()
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/turf/simulated/floor/outdoors/grass/initialize()
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if(prob(50))
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icon_state += "2"
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//edge_blending_priority++
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@@ -40,7 +40,10 @@ var/list/outdoor_turfs = list()
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/turf/simulated/proc/make_indoors()
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outdoors = FALSE
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if(planet_controller)
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planet_controller.unallocateTurf(src)
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else // This is happening during map gen, if there's no planet_controller (hopefully).
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outdoor_turfs -= src
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qdel(weather_overlay)
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update_icon()
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@@ -19,8 +19,8 @@
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update_icon()
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/turf/simulated/floor/water/update_icon()
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..() // To get the edges. This also gets rid of other overlays so it needs to go first.
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overlays.Cut()
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..() // To get the edges.
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icon_state = water_state
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var/image/floorbed_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = under_state)
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underlays.Add(floorbed_sprite)
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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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@@ -133,6 +139,7 @@ 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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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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@@ -164,3 +171,117 @@ var/list/global/map_templates = list()
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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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// 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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@@ -65,9 +65,19 @@
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else
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return ..()
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/datum/map/northern_star/perform_map_generation()
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/datum/map/southern_cross/perform_map_generation()
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// First, place a bunch of submaps. This comes before tunnel/forest generation as to not interfere with the submap.
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// Cave submaps are first.
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seed_submaps(list(Z_LEVEL_SURFACE_MINE), 100, /area/mine/unexplored, /datum/map_template/cave)
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// Wilderness is next.
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seed_submaps(list(Z_LEVEL_SURFACE_WILD), 100, /area/surface/outside/wilderness, /datum/map_template/surface)
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// If Space submaps are made, add a line to make them here as well.
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// Now for the tunnels.
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new /datum/random_map/automata/cave_system(null, 1, 1, Z_LEVEL_SURFACE_MINE, world.maxx, world.maxy) // Create the mining Z-level.
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new /datum/random_map/noise/ore(null, 1, 1, Z_LEVEL_SURFACE_MINE, 64, 64) // Create the mining ore distribution map.
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// Todo: Forest generation.
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return 1
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/datum/map_z_level/southern_cross/station
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@@ -17,13 +17,16 @@
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name = "Abandoned Relay"
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desc = "An unregistered comms relay, abandoned to the elements."
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mappath = 'maps/submaps/cave_submaps/deadBeacon.dmm'
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cost = 10
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/datum/map_template/cave/prepper1
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name = "Prepper Bunker"
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desc = "A little hideaway for someone with more time and money than sense."
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mappath = 'maps/submaps/cave_submaps/prepper1.dmm'
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cost = 10
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/datum/map_template/cave/qshuttle
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name = "Quarantined Shuttle"
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desc = "An emergency landing turned viral outbreak turned tragedy."
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mappath = 'maps/submaps/cave_submaps/quarantineshuttle.dmm'
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cost = 20
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@@ -8,7 +8,7 @@
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/datum/map_template/surface
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name = "Surface Content"
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desc = "Used to make the surface by 17% less boring."
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desc = "Used to make the surface be 17% less boring."
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// To be added: Templates for surface exploration when they are made.
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@@ -16,8 +16,11 @@
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name = "Farm 1"
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desc = "A small farm tended by a farmbot."
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mappath = 'maps/submaps/surface_submaps/farm1.dmm'
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cost = 10
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/datum/map_template/surface/spider1
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name = "Spider Nest 1"
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desc = "A small spider nest, in the forest."
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mappath = 'maps/submaps/surface_submaps/spider1.dmm'
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allow_duplicates = TRUE
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cost = 5
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