Removes the space cube, implements the round-randomized torus space map

This commit is contained in:
Markolie
2015-09-27 06:02:45 +02:00
parent 0034a8a116
commit 24150330cf
3 changed files with 199 additions and 118 deletions
+11 -118
View File
@@ -9,7 +9,7 @@
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 700000
var/transition //These is used in transistions as a way to tell where on the "cube" of space you're transitioning from/to
var/destination_z
var/destination_x
var/destination_y
@@ -85,30 +85,18 @@
user << "\red The plating is going to need some support."
return
// Ported from unstable r355
/turf/space/Entered(atom/movable/A as mob|obj)
..()
if ((!(A) || src != A.loc)) return
if ((!(A) || src != A.loc))
return
if(transition)
if(A.z > MAX_Z) return //for away missions
if(destination_x)
A.x = destination_x
if(destination_y)
A.y = destination_y
var/obj/item/flag/nation/fukkenflag = A.GetTypeInAllContents(/obj/item/flag/nation)
if(fukkenflag)
fukkenflag.loc = fukkenflag.startloc
if(isliving(A))
A << "<span class='warning'>The flag you were carrying was just returned to it's base. Nice try.</span>"
A.z = text2num(transition)
if(destination_z)
if(A.z > MAX_Z)
return
A.x = destination_x
A.y = destination_y
A.z = destination_z
if(isliving(A))
var/mob/living/L = A
@@ -229,100 +217,5 @@
A.loc.Entered(A)
return
/turf/space/proc/Assign_Destination()
if(transition)
if(x <= TRANSITIONEDGE) //west
destination_x = world.maxx - TRANSITIONEDGE - 2
else if (x >= (world.maxx - TRANSITIONEDGE - 1)) //east
destination_x = TRANSITIONEDGE + 1
else if (y <= TRANSITIONEDGE) //south
destination_y = world.maxy - TRANSITIONEDGE - 2
else if (y >= (world.maxy - TRANSITIONEDGE - 1)) //north
destination_y = TRANSITIONEDGE + 1
/*
Set the space turf transitions for the "space cube"
Connections:
___ ___
/_A_/| /_F_/|
| |C| | |E|
|_B_|/ |_D_|/
Note that all maps except F are oriented with north towards A. A and F are oriented with north towards D.
The characters on the second cube should be upside down in this illustration, but aren't because of a lack of unicode support.
*/
proc/setup_map_transitions() //listamania
var/list/unplaced_z_levels = accessable_z_levels
var/list/free_zones = list("A", "B", "C", "D", "E", "F")
var/list/zone_connections = list("D ","C ","B ","E ","A ","C ","F ","E ","A ","D ","F ","B ","A ","E ","F ","C ","A ","B ","F ","D ","D ","C ","B ","E") //This describes the borders of a cube based on free zones, really!
var/text_zone_connections = list2text(zone_connections)
var/list/final_zone_connections = list()
var/list/turfs_needing_transition = list()
var/list/turfs_needing_destinations = list()
var/list/z_level_order = list()
var/z_level
var/placement
var/total_processed = 0
for(var/turf/space/S in world) //Define the transistions of the z levels
total_processed++
if (S.x == TRANSITIONEDGE || S.x == (world.maxx - TRANSITIONEDGE - 1) || S.y == TRANSITIONEDGE || S.y == (world.maxy - TRANSITIONEDGE - 1))
turfs_needing_transition += S
//if we've processed lots of turfs, switch to background processing to prevent being mistaken for an infinite loop
if(total_processed > 450000)
set background = 1
while(free_zones.len != 0) //Assign the sides of the cube
if(!unplaced_z_levels || !unplaced_z_levels.len) //if we're somehow unable to fill the cube, pad with deep space
z_level = 6
else
z_level = pick(unplaced_z_levels)
if(z_level > world.maxz) //A safety if one of the unplaced_z_levels doesn't actually exist
z_level = 6
placement = pick(free_zones)
text_zone_connections = replacetext(text_zone_connections, placement, "[z_level]")
for(var/turf/space/S in turfs_needing_transition) //pass the identity zone to the relevent turfs
if(S.transition && prob(50)) //In z = 6 (deep space) it's a bit of a crapshoot in terms of navigation
continue
if(S.z == z_level)
S.transition = num2text(z_level)
if(!(S in turfs_needing_destinations))
turfs_needing_destinations += S
if(S.z != 6) //deep space turfs need to hang around in case they get reassigned a zone
turfs_needing_transition -= S
z_level_order += num2text(z_level)
unplaced_z_levels -= z_level
free_zones -= placement
zone_connections = text2list(replacetext(text_zone_connections, " ", "\n")) //Convert the string back into a list
final_zone_connections.len = z_level_order.len
var/list/temp = list()
for(var/j=1, j<= 24, j++)
temp += zone_connections[j]
if(temp.len == 4) //Chunks of cardinal directions
final_zone_connections[z_level_order[j/4]] += temp
temp = list()
for(var/turf/space/S in turfs_needing_destinations) //replace the identity zone with the destination z-level
var/list/directions = final_zone_connections[S.transition]
if(S.x <= TRANSITIONEDGE)
S.transition = directions[Z_WEST]
else if(S.x >= (world.maxx - TRANSITIONEDGE - 1))
S.transition = directions[Z_EAST]
else if(S.y <= TRANSITIONEDGE)
S.transition = directions[Z_SOUTH]
else
S.transition = directions[Z_NORTH]
S.Assign_Destination()
/turf/space/singularity_act()
return
return
@@ -0,0 +1,187 @@
//This is realisation of the working torus-looping randomized-per-round space map, this kills the cube
#define Z_LEVEL_NORTH "1"
#define Z_LEVEL_SOUTH "2"
#define Z_LEVEL_EAST "4"
#define Z_LEVEL_WEST "8"
var/list/z_levels_list = list()
/datum/space_level
var/name = "Your config settings failed, you need to fix this for the datum space levels to work"
var/list/neigbours
var/z_value = 1 //actual z placement
var/linked = 1
var/xi
var/yi //imaginary placements on the grid
/datum/space_level/New()
neigbours = list()
var/list/L = list(Z_LEVEL_NORTH,Z_LEVEL_SOUTH,Z_LEVEL_EAST,Z_LEVEL_WEST)
for(var/A in L)
neigbours[A] = src
/datum/space_level/proc/set_neigbours(list/L)
for(var/datum/point/P in L)
if(P.x == xi)
if(P.y == yi+1)
neigbours[Z_LEVEL_NORTH] = P.spl
P.spl.neigbours[Z_LEVEL_SOUTH] = src
else if(P.y == yi-1)
neigbours[Z_LEVEL_SOUTH] = P.spl
P.spl.neigbours[Z_LEVEL_NORTH] = src
else if(P.y == yi)
if(P.x == xi+1)
neigbours[Z_LEVEL_EAST] = P.spl
P.spl.neigbours[Z_LEVEL_WEST] = src
else if(P.x == xi-1)
neigbours[Z_LEVEL_WEST] = P.spl
P.spl.neigbours[Z_LEVEL_EAST] = src
/datum/point //this is explicitly utilitarian datum type made specially for the space map generation and are absolutely unusable for anything else
var/list/neigbours = list()
var/x
var/y
var/datum/space_level/spl
/datum/point/New(nx, ny, list/point_grid)
if(!point_grid)
qdel(src)
return
var/list/L = point_grid[1]
if(nx > point_grid.len || ny > L.len)
qdel(src)
return
x = nx
y = ny
if(point_grid[x][y])
return
point_grid[x][y] = src
/datum/point/proc/set_neigbours(list/grid)
var/max_X = grid.len
var/list/max_Y = grid[1]
max_Y = max_Y.len
neigbours.Cut()
if(x+1 <= max_X)
neigbours |= grid[x+1][y]
if(x-1 >= 1)
neigbours |= grid[x-1][y]
if(y+1 <= max_Y)
neigbours |= grid[x][y+1]
if(y-1 >= 1)
neigbours |= grid[x][y-1]
//config/space_levels.txt is where you define your zlevel datum names, their connection to actual z levels and if you want them connected to one another or not
//Grammar: Name;z value;linked/unlinked
//Name is the name of the datum, just for the sake of it
//z value is to what actual map z level this datum is pointing
//linked/unlinked decide if you want the z level in the general map or not, for example centcomm is not reachable
//Each entry must be separated with a single empty line, no spaces outside the name
//No comments in the file allowed
/proc/setup_map_transitions() //listamania
var/list/SLS = file2list("config/space_levels.txt", "\n\n")
var/datum/space_level/D
var/list/config_settings[SLS.len][]
for(var/A in SLS)
config_settings[SLS.Find(A)] = text2list(A, ";")
var/conf_set_len = SLS.len
SLS.Cut()
for(var/A in config_settings)
D = new()
D.name = A[1]
D.z_value = text2num(A[2])
if(A[3] != "linked")
D.linked = 0
z_levels_list["[D.z_value]"] = D
else
SLS.Add(D)
var/list/point_grid[conf_set_len*2+1][conf_set_len*2+1]
var/list/grid = list()
var/datum/point/P
for(var/i = 1, i<=conf_set_len*2+1, i++)
for(var/j = 1, j<=conf_set_len*2+1, j++)
P = new/datum/point(i,j, point_grid)
point_grid[i][j] = P
grid.Add(P)
for(var/datum/point/pnt in grid)
pnt.set_neigbours(point_grid)
P = point_grid[conf_set_len][conf_set_len]
var/list/possible_points = list()
var/list/used_points = list()
grid.Cut()
while(SLS.len)
D = pick(SLS)
SLS.Remove(D)
D.xi = P.x
D.yi = P.y
P.spl = D
possible_points |= P.neigbours
used_points |= P
possible_points.Remove(used_points)
D.set_neigbours(used_points)
P = pick(possible_points)
grid["[D.z_value]"] = D
for(var/A in z_levels_list)
grid[A] = z_levels_list[A]
for(var/turf/space/S in world) //Define the transistions of the z levels
if(S.x <= TRANSITIONEDGE)
D = grid["[S.z]"]
if(D.neigbours[Z_LEVEL_WEST] != D)
D = D.neigbours[Z_LEVEL_WEST]
S.destination_z = D.z_value
else
while(D.neigbours[Z_LEVEL_EAST] != D)
D = D.neigbours[Z_LEVEL_EAST]
S.destination_z = D.z_value
S.destination_x = world.maxx - TRANSITIONEDGE - 2
S.destination_y = S.y
if(S.x >= (world.maxx - TRANSITIONEDGE - 1))
D = grid["[S.z]"]
if(D.neigbours[Z_LEVEL_EAST] != D)
D = D.neigbours[Z_LEVEL_EAST]
S.destination_z = D.z_value
else
while(D.neigbours[Z_LEVEL_WEST] != D)
D = D.neigbours[Z_LEVEL_WEST]
S.destination_z = D.z_value
S.destination_x = TRANSITIONEDGE + 2
S.destination_y = S.y
if(S.y <= TRANSITIONEDGE)
D = grid["[S.z]"]
if(D.neigbours[Z_LEVEL_SOUTH] != D)
D = D.neigbours[Z_LEVEL_SOUTH]
S.destination_z = D.z_value
else
while(D.neigbours[Z_LEVEL_NORTH] != D)
D = D.neigbours[Z_LEVEL_NORTH]
S.destination_z = D.z_value
S.destination_x = S.x
S.destination_y = world.maxy - TRANSITIONEDGE - 2
if(S.y >= (world.maxy - TRANSITIONEDGE - 1))
D = grid["[S.z]"]
if(D.neigbours[Z_LEVEL_NORTH] != D)
D = D.neigbours[Z_LEVEL_NORTH]
S.destination_z = D.z_value
else
while(D.neigbours[Z_LEVEL_SOUTH] != D)
D = D.neigbours[Z_LEVEL_SOUTH]
S.destination_z = D.z_value
S.destination_x = S.x
S.destination_y = TRANSITIONEDGE + 2
for(var/A in grid)
z_levels_list[A] = grid[A]
#undef Z_LEVEL_NORTH
#undef Z_LEVEL_SOUTH
#undef Z_LEVEL_EAST
#undef Z_LEVEL_WEST
+1
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@@ -1822,6 +1822,7 @@
#include "code\modules\shuttles\shuttle_supply.dm"
#include "code\modules\shuttles\shuttles_multi.dm"
#include "code\modules\shuttles\whiteship.dm"
#include "code\modules\space transition\space_transition.dm"
#include "code\modules\store\items.dm"
#include "code\modules\store\store.dm"
#include "code\modules\surgery\bones.dm"