var/list/global/map_templates = list()
// Called when the world starts, in world.dm
/proc/load_map_templates()
for(var/T in subtypesof(/datum/map_template))
var/datum/map_template/template = T
if(!(initial(template.mappath))) // If it's missing the actual path its probably a base type or being used for inheritence.
continue
template = new T()
map_templates[template.name] = template
return TRUE
/datum/map_template
var/name = "Default Template Name"
var/desc = "Some text should go here. Maybe."
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/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/static/dmm_suite/maploader = new
/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)
var/bounds = maploader.load_map(file(path), 1, 1, 1, cropMap=FALSE, measureOnly=TRUE)
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)
var/list/obj/machinery/atmospherics/atmos_machines = list()
var/list/atom/atoms = list()
var/list/area/areas = list()
// var/list/turf/turfs = list()
for(var/L in block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]),
locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])))
var/turf/B = L
atoms += B
for(var/A in B)
atoms += A
// turfs += B
areas |= get_area(B)
if(istype(A, /obj/machinery/atmospherics))
atmos_machines += A
var/i = 0
// Apparently when areas get initialize()'d they initialize their turfs as well.
// If this is ever changed, uncomment the block of code below.
// admin_notice("Initializing newly created simulated turfs in submap.", R_DEBUG)
// for(var/turf/simulated/T in turfs)
// T.initialize()
// i++
// admin_notice("[i] turf\s initialized.", R_DEBUG)
// i = 0
SScreation.initialize_late_atoms()
admin_notice("Initializing newly created area(s) in submap.", R_DEBUG)
for(var/area/A in areas)
A.initialize()
i++
admin_notice("[i] area\s initialized.", R_DEBUG)
i = 0
admin_notice("Initializing atmos pipenets and machinery in submap.", R_DEBUG)
for(var/obj/machinery/atmospherics/machine in atmos_machines)
machine.atmos_init()
i++
for(var/obj/machinery/atmospherics/machine in atmos_machines)
machine.build_network()
for(var/obj/machinery/atmospherics/unary/U in machines)
if(istype(U, /obj/machinery/atmospherics/unary/vent_pump))
var/obj/machinery/atmospherics/unary/vent_pump/T = U
T.broadcast_status()
else if(istype(U, /obj/machinery/atmospherics/unary/vent_scrubber))
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
admin_notice("[i] pipe\s initialized.", R_DEBUG)
admin_notice("Rebuilding powernets due to submap creation.", R_DEBUG)
SSmachines.makepowernets()
admin_notice("Submap initializations finished.", R_DEBUG)
/datum/map_template/proc/load_new_z(var/centered = FALSE, var/dont_init = FALSE)
var/x = 1
var/y = 1
if(centered)
x = round((world.maxx - width)/2)
y = round((world.maxy - height)/2)
var/list/bounds = maploader.load_map(file(mappath), x, y, no_changeturf = TRUE)
if(!bounds)
return FALSE
// repopulate_sorted_areas()
//initialize things that are normally initialized after map load
if(!dont_init)
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, dont_init = FALSE)
var/old_T = T
if(centered)
T = locate(T.x - round(width/2) , T.y - round(height/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)
var/list/bounds = maploader.load_map(file(mappath), T.x, T.y, T.z, cropMap=TRUE)
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
if(!dont_init)
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)
var/turf/placement = T
if(centered)
var/turf/corner = locate(placement.x - round(width/2), placement.y - round(height/2), placement.z)
if(corner)
placement = corner
return block(placement, locate(placement.x+width-1, placement.y+height-1, placement.z))
/datum/map_template/proc/annihilate_bounds(turf/origin, centered = FALSE)
var/deleted_atoms = 0
admin_notice("Annihilating objects in submap loading locatation.", R_DEBUG)
var/list/turfs_to_clean = get_affected_turfs(origin, centered)
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/datum/map_template/template = new(file, name)
template.load_new_z()
// 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 map_templates)
var/datum/map_template/MT = 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.cost && MT.cost < 0) // Negative costs always get spawned.
priority_submaps += MT
else
potential_submaps += MT
CHECK_TICK
var/list/loaded_submap_names = list()
// 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)
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/width_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(chosen_template.width / 2)
var/height_border = TRANSITIONEDGE + SUBMAP_MAP_EDGE_PAD + round(chosen_template.height / 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,1))
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], when wanting area [whitelist]."
break
CHECK_TICK
CHECK_TICK
if(!valid)
continue
admin_notice("Submap \"[chosen_template.name]\" placed at ([T.x], [T.y], [T.z])", R_DEBUG)
// Do loading here.
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.
CHECK_TICK
if(loaded_submap_names[chosen_template.name])
loaded_submap_names[chosen_template.name] += 1
else
loaded_submap_names[chosen_template.name] = 1
if(chosen_template.cost >= 0)
budget -= chosen_template.cost
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)