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)