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CHOMPStation2/code/modules/mining/drilling/distribution.dm

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//If anyone can think of a less shitty way to work out x,y points on a linear string of integers please tell me.
#define MAP_CELL ((y-1)*real_size)+x
#define MAP_CENTRE (((y-1)+size/2)*real_size)+(x+size/2)
#define MAP_TOP_LEFT ((y-1)*real_size)+x
#define MAP_TOP_RIGHT ((y-1)*real_size)+(x+size)
#define MAP_BOTTOM_LEFT (((y+size)-1)*real_size)+x
#define MAP_BOTTOM_RIGHT ((((y+size)-1)*real_size)+(x+size))
#define MAP_MID_TOP MAP_TOP_LEFT + (size/2)
#define MAP_MID_BOTTOM MAP_BOTTOM_LEFT + (size/2)
#define MAP_MID_LEFT (((y-1)+size/2)*real_size)+x
#define MAP_MID_RIGHT (((y-1)+size/2)*real_size)+(x+size)
#define MIN_SURFACE_COUNT 1000
#define MAX_SURFACE_COUNT 5000
#define MIN_RARE_COUNT 1000
#define MAX_RARE_COUNT 5000
#define MIN_DEEP_COUNT 100
#define MAX_DEEP_COUNT 300
#define ITERATE_BEFORE_FAIL 200
#define RESOURCE_HIGH_MAX 3
#define RESOURCE_HIGH_MIN 0
#define RESOURCE_MID_MAX 2
#define RESOURCE_MID_MIN 1
#define RESOURCE_LOW_MAX 1
#define RESOURCE_LOW_MIN 0
/*
Surface minerals:
silicates
iron
gold
silver
Rare minerals:
uranium
diamond
Deep minerals:
phoron
osmium (platinum)
tritium (hydrogen)
*/
/datum/ore_distribution
var/real_size = 65 //Overall map size ((must be power of 2)+1)
var/chunk_size = 4 //Size each cell represents on map (like hell we're generating up to 100 256^2 grids at roundstart)
var/list/map[4225] //The actual map. real_size squared.
var/range = 255 //Max random range of cells in map.
var/random_variance_chance = 25
var/random_element = 0.5
/datum/ore_distribution/proc/map_is_sane()
if(!map) return 0
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
for(var/cell in map)
if(cell>(range*0.60))
deep_count++
else if(cell>(range*0.40))
rare_count++
else
surface_count++
if(surface_count < MIN_SURFACE_COUNT || surface_count > MAX_SURFACE_COUNT) return 0
if(rare_count < MIN_RARE_COUNT || rare_count > MAX_RARE_COUNT) return 0
if(deep_count < MIN_DEEP_COUNT || deep_count > MAX_DEEP_COUNT) return 0
return 1
//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
/datum/ore_distribution/proc/populate_distribution_map()
//Announce it!
world << "<b><font color='red'>Generating resource distribution map.</b></font>"
//Seed beginning values.
var/x = 1
var/y = 1
var/size = real_size-1
map[MAP_TOP_LEFT] = (range/3)+rand(range/5)
map[MAP_TOP_RIGHT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_LEFT] = (range/3)+rand(range/5)
map[MAP_BOTTOM_RIGHT] = (range/3)+rand(range/5)
//Fill in and smooth it out.
var/attempts = 0
do
attempts++
generate_distribution_map(1,1,size)
while(attempts < ITERATE_BEFORE_FAIL && !map_is_sane())
if(attempts >= ITERATE_BEFORE_FAIL)
world << "<b><font color='red'>Could not generate a sane distribution map. Aborting.</font></b>"
map = null
return
else
apply_to_asteroid()
/datum/ore_distribution/proc/clear_distribution_map()
for(var/x = 1, x <= real_size, x++)
for(var/y = 1, y <= real_size, y++)
map[MAP_CELL] = 0
/datum/ore_distribution/proc/generate_distribution_map(var/x,var/y,var/input_size)
var/size = input_size
map[MAP_MID_TOP] = (map[MAP_TOP_LEFT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_RIGHT] = (map[MAP_BOTTOM_RIGHT] + map[MAP_TOP_RIGHT])/2
map[MAP_MID_BOTTOM] = (map[MAP_BOTTOM_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_MID_LEFT] = (map[MAP_TOP_LEFT] + map[MAP_BOTTOM_RIGHT])/2
map[MAP_CENTRE] = (map[MAP_MID_LEFT]+map[MAP_MID_RIGHT]+map[MAP_MID_BOTTOM]+map[MAP_MID_TOP])/4
if(prob(random_variance_chance))
map[MAP_CENTRE] *= (rand(1) ? (1.0-random_element) : (1.0+random_element))
map[MAP_CENTRE] = max(0,min(range,map[MAP_CENTRE]))
if(size>3)
generate_distribution_map(x,y,input_size/2)
generate_distribution_map(x+(input_size/2),y,input_size/2)
generate_distribution_map(x,y+(input_size/2),input_size/2)
generate_distribution_map(x+(input_size/2),y+(input_size/2),input_size/2)
/datum/ore_distribution/proc/apply_to_asteroid()
// THESE VALUES DETERMINE THE AREA THAT THE DISTRIBUTION MAP IS APPLIED TO.
// IF YOU DO NOT RUN OFFICIAL BAYCODE ASTEROID MAP YOU NEED TO CHANGE THEM.
// ORIGIN IS THE BOTTOM LEFT CORNER OF THE SQUARE CONTAINING ALL ASTEROID
// TILES YOU WISH TO APPLY THE DISTRIBUTION MAP TO.
var/origin_x = 13 //We start here...
var/origin_y = 32 //...and here...
var/limit_x = 217 //...and iterate until here...
var/limit_y = 223 //...and here...
var/asteroid_z = 5 //...on this Z-level.
var/tx = origin_x
var/ty = origin_y
for(var/y = 1, y <= real_size, y++)
for(var/x = 1, x <= real_size, x++)
var/turf/target_turf
for(var/i=0,i<chunk_size,i++)
for(var/j=0,j<chunk_size,j++)
if(tx+j > limit_x || ty+i > limit_y)
continue
target_turf = locate(tx+j, ty+i, asteroid_z)
if(target_turf && target_turf.has_resources)
target_turf.resources = list()
target_turf.resources["silicates"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["carbonaceous rock"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
if(map[MAP_CELL] > (range*0.60))
target_turf.resources["iron"] = 0
target_turf.resources["gold"] = 0
target_turf.resources["silver"] = 0
target_turf.resources["uranium"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_HIGH_MIN,RESOURCE_HIGH_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
else if(map[MAP_CELL] > (range*0.40))
target_turf.resources["iron"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["gold"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["silver"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_MID_MIN,RESOURCE_MID_MAX)
target_turf.resources["phoron"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["osmium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["hydrogen"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
else
target_turf.resources["iron"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["gold"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["silver"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["uranium"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["diamond"] = rand(RESOURCE_LOW_MIN,RESOURCE_LOW_MAX)
target_turf.resources["phoron"] = 0
target_turf.resources["osmium"] = 0
target_turf.resources["hydrogen"] = 0
tx += chunk_size
tx = origin_x
ty += chunk_size
world << "<b><font color='red'Resource map generation complete.</font></b>"
return
#undef MAP_CELL
#undef MAP_CENTRE
#undef MAP_TOP_LEFT
#undef MAP_TOP_RIGHT
#undef MAP_BOTTOM_LEFT
#undef MAP_BOTTOM_RIGHT
#undef MAP_MID_TOP
#undef MAP_MID_BOTTOM
#undef MAP_MID_LEFT
#undef MAP_MID_RIGHT
#undef MIN_SURFACE_COUNT
#undef MAX_SURFACE_COUNT
#undef MIN_RARE_COUNT
#undef MAX_RARE_COUNT
#undef MIN_DEEP_COUNT
#undef MAX_DEEP_COUNT
#undef ITERATE_BEFORE_FAIL
#undef RESOURCE_HIGH_MAX
#undef RESOURCE_HIGH_MIN
#undef RESOURCE_MID_MAX
#undef RESOURCE_MID_MIN
#undef RESOURCE_LOW_MAX
#undef RESOURCE_LOW_MIN