/datum/map_template var/name = "Default Template Name" var/desc = "Some text should go here. Maybe." var/template_group = null // If this is set, no more than one template in the same group will be spawned, per submap seeding. var/width = 0 var/height = 0 var/mappath = null var/loaded = 0 // Times loaded this round 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. var/fixed_orientation = FALSE // If true, the submap will not be rotated randomly when loaded. var/cost = null // The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until \ it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. \ Set to -1 to force the submap to always be made. var/allow_duplicates = FALSE // If false, only one map template will be spawned by the game. Doesn't affect admins spawning then manually. var/discard_prob = 0 // If non-zero, there is a chance that the map seeding algorithm will skip this template when selecting potential templates to use. /datum/map_template/New(path = null, rename = null) if(path) mappath = path if(mappath) spawn(1) preload_size(mappath) if(rename) name = rename /datum/map_template/proc/preload_size(path, orientation = SOUTH) var/bounds = SSmapping.maploader.load_map(file(path), 1, 1, 1, cropMap=FALSE, measureOnly=TRUE, orientation=orientation) if(bounds) width = bounds[MAP_MAXX] // Assumes all templates are rectangular, have a single Z level, and begin at 1,1,1 height = bounds[MAP_MAXY] return bounds /datum/map_template/proc/initTemplateBounds(var/list/bounds) if (SSatoms.initialized == INITIALIZATION_INSSATOMS) return // let proper initialisation handle it later var/list/atom/atoms = list() var/list/area/areas = list() var/list/obj/structure/cable/cables = list() var/list/obj/machinery/atmospherics/atmos_machines = list() var/list/turf/turfs = block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]), locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])) for(var/L in turfs) var/turf/B = L atoms += B areas |= B.loc for(var/A in B) atoms += A if(istype(A, /obj/structure/cable)) cables += A else if(istype(A, /obj/machinery/atmospherics)) atmos_machines += A atoms |= areas admin_notice("Initializing newly created atom(s) in submap.", R_DEBUG) SSatoms.InitializeAtoms(atoms) admin_notice("Initializing atmos pipenets and machinery in submap.", R_DEBUG) SSmachines.setup_atmos_machinery(atmos_machines) admin_notice("Rebuilding powernets due to submap creation.", R_DEBUG) SSmachines.setup_powernets_for_cables(cables) // Ensure all machines in loaded areas get notified of power status for(var/I in areas) var/area/A = I A.power_change() admin_notice("Submap initializations finished.", R_DEBUG) /datum/map_template/proc/load_new_z(var/centered = FALSE, var/orientation = SOUTH) var/x = 1 var/y = 1 if(centered) x = round((world.maxx - width)/2) y = round((world.maxy - height)/2) var/list/bounds = SSmapping.maploader.load_map(file(mappath), x, y, no_changeturf = TRUE, orientation=orientation) if(!bounds) return FALSE // repopulate_sorted_areas() //initialize things that are normally initialized after map load initTemplateBounds(bounds) log_game("Z-level [name] loaded at at [x],[y],[world.maxz]") on_map_loaded(world.maxz) //VOREStation Edit return TRUE /datum/map_template/proc/load(turf/T, centered = FALSE, orientation = SOUTH) var/old_T = T if(centered) T = locate(T.x - round(((orientation & NORTH|SOUTH) ? width : height)/2) , T.y - round(((orientation & NORTH|SOUTH) ? height : width)/2) , T.z) if(!T) return if(T.x+width > world.maxx) return if(T.y+height > world.maxy) return if(annihilate) annihilate_bounds(old_T, centered, orientation) var/list/bounds = SSmapping.maploader.load_map(file(mappath), T.x, T.y, T.z, cropMap=TRUE, orientation = orientation) if(!bounds) return // if(!SSmapping.loading_ruins) //Will be done manually during mapping ss init // repopulate_sorted_areas() //initialize things that are normally initialized after map load initTemplateBounds(bounds) log_game("[name] loaded at at [T.x],[T.y],[T.z]") loaded++ return TRUE /datum/map_template/proc/get_affected_turfs(turf/T, centered = FALSE, orientation = SOUTH) var/turf/placement = T if(centered) var/turf/corner = locate(placement.x - round(((orientation & NORTH|SOUTH) ? width : height)/2), placement.y - round(((orientation & NORTH|SOUTH) ? height : width)/2), placement.z) if(corner) placement = corner return block(placement, locate(placement.x+((orientation & NORTH|SOUTH) ? width : height)-1, placement.y+((orientation & NORTH|SOUTH) ? height : width)-1, placement.z)) /datum/map_template/proc/annihilate_bounds(turf/origin, centered = FALSE, orientation = SOUTH) var/deleted_atoms = 0 admin_notice("Annihilating objects in submap loading locatation.", R_DEBUG) var/list/turfs_to_clean = get_affected_turfs(origin, centered, orientation) if(turfs_to_clean.len) for(var/turf/T in turfs_to_clean) for(var/atom/movable/AM in T) ++deleted_atoms qdel(AM) admin_notice("Annihilated [deleted_atoms] objects.", R_DEBUG) //for your ever biggening badminnery kevinz000 //❤ - Cyberboss /proc/load_new_z_level(var/file, var/name, var/orientation = SOUTH) var/datum/map_template/template = new(file, name) template.load_new_z(orientation) // Very similar to the /tg/ version. /proc/seed_submaps(var/list/z_levels, var/budget = 0, var/whitelist = /area/space, var/desired_map_template_type = null) set background = TRUE if(!z_levels || !z_levels.len) admin_notice("seed_submaps() was not given any Z-levels.", R_DEBUG) return for(var/zl in z_levels) var/turf/T = locate(1, 1, zl) if(!T) admin_notice("Z level [zl] does not exist - Not generating submaps", R_DEBUG) return var/overall_sanity = 100 // If the proc fails to place a submap more than this, the whole thing aborts. var/list/potential_submaps = list() // Submaps we may or may not place. var/list/priority_submaps = list() // Submaps that will always be placed. // Lets go find some submaps to make. for(var/map in SSmapping.map_templates) var/datum/map_template/MT = SSmapping.map_templates[map] if(!MT.allow_duplicates && MT.loaded > 0) // This probably won't be an issue but we might as well. continue if(!istype(MT, desired_map_template_type)) // Not the type wanted. continue if(MT.discard_prob && prob(MT.discard_prob)) continue if(MT.cost && MT.cost < 0) // Negative costs always get spawned. priority_submaps += MT else potential_submaps += MT CHECK_TICK var/list/loaded_submap_names = list() var/list/template_groups_used = list() // Used to avoid spawning three seperate versions of the same PoI. // Now lets start choosing some. while(budget > 0 && overall_sanity > 0) overall_sanity-- var/datum/map_template/chosen_template = null if(potential_submaps.len) if(priority_submaps.len) // Do these first. chosen_template = pick(priority_submaps) else chosen_template = pick(potential_submaps) else // We're out of submaps. admin_notice("Submap loader had no submaps to pick from with [budget] left to spend.", R_DEBUG) break CHECK_TICK // Can we afford it? if(chosen_template.cost > budget) priority_submaps -= chosen_template potential_submaps -= chosen_template continue // Did we already place down a very similar submap? if(chosen_template.template_group && chosen_template.template_group in template_groups_used) priority_submaps -= chosen_template potential_submaps -= chosen_template continue // If so, try to place it. var/specific_sanity = 100 // A hundred chances to place the chosen submap. while(specific_sanity > 0) specific_sanity-- var/orientation if(chosen_template.fixed_orientation || !config.random_submap_orientation) orientation = SOUTH else orientation = pick(cardinal) chosen_template.preload_size(chosen_template.mappath, orientation) var/width_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(((orientation & NORTH|SOUTH) ? chosen_template.width : chosen_template.height) / 2) var/height_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(((orientation & NORTH|SOUTH) ? chosen_template.height : chosen_template.width) / 2) var/z_level = pick(z_levels) var/turf/T = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z_level) var/valid = TRUE for(var/turf/check in chosen_template.get_affected_turfs(T,TRUE,orientation)) var/area/new_area = get_area(check) if(!(istype(new_area, whitelist))) valid = FALSE // Probably overlapping something important. // world << "Invalid due to overlapping with area [new_area.type] at ([check.x], [check.y], [check.z]), when attempting to place at ([T.x], [T.y], [T.z])." break CHECK_TICK CHECK_TICK if(!valid) continue admin_notice("Submap \"[chosen_template.name]\" placed at ([T.x], [T.y], [T.z])\n", R_DEBUG) // Do loading here. chosen_template.load(T, centered = TRUE, orientation=orientation) // This is run before the main map's initialization routine, so that can initilize our submaps for us instead. CHECK_TICK // For pretty maploading statistics. if(loaded_submap_names[chosen_template.name]) loaded_submap_names[chosen_template.name] += 1 else loaded_submap_names[chosen_template.name] = 1 // To avoid two 'related' similar submaps existing at the same time. if(chosen_template.template_group) template_groups_used += chosen_template.template_group // To deduct the cost. if(chosen_template.cost >= 0) budget -= chosen_template.cost // Remove the submap from our options. if(chosen_template in priority_submaps) // Always remove priority submaps. priority_submaps -= chosen_template else if(!chosen_template.allow_duplicates) potential_submaps -= chosen_template break // Load the next submap. var/list/pretty_submap_list = list() for(var/submap_name in loaded_submap_names) var/count = loaded_submap_names[submap_name] if(count > 1) pretty_submap_list += "[count] [submap_name]" else pretty_submap_list += "[submap_name]" if(!overall_sanity) admin_notice("Submap loader gave up with [budget] left to spend.", R_DEBUG) else admin_notice("Submaps loaded.", R_DEBUG) admin_notice("Loaded: [english_list(pretty_submap_list)]", R_DEBUG)