#define KILL_CELL(CELL, NEXT_MAP) NEXT_MAP[CELL] = cell_dead_value; #define REVIVE_CELL(CELL, NEXT_MAP) NEXT_MAP[CELL] = cell_live_value; /datum/random_map/automata descriptor = "generic caves" initial_wall_cell = 55 var/iterations = 0 // Number of times to apply the automata rule. var/cell_live_value = WALL_CHAR // Cell is alive if it has this value. var/cell_dead_value = FLOOR_CHAR // As above for death. var/cell_threshold = 5 // Cell becomes alive with this many live neighbors. // Automata-specific procs and processing. /datum/random_map/automata/seed_map() return // Do not seed, we use Verdigris for this now /datum/random_map/automata/generate_map() map = verdigris_generate_automata(limit_x, limit_y, iterations, initial_wall_cell) /datum/random_map/automata/get_additional_spawns(value, turf/T) return #undef KILL_CELL #undef REVIVE_CELL