Refactor Lavaland river spawner. (#24192)

* Refactor lavaland river generator.

* document var
This commit is contained in:
warriorstar-orion
2024-03-21 18:42:35 +00:00
committed by GitHub
parent d6a48deac3
commit 6a2d229795
3 changed files with 70 additions and 56 deletions
+1 -1
View File
@@ -43,7 +43,7 @@
if(istype(T, /turf/simulated/mineral/random))
Spread(T)
/turf/simulated/mineral/Spread(turf/T)
/turf/simulated/mineral/proc/Spread(turf/T)
T.ChangeTurf(type)
/turf/simulated/mineral/shuttleRotate(rotation)
+62 -40
View File
@@ -1,17 +1,53 @@
#define RANDOM_UPPER_X 200
#define RANDOM_UPPER_Y 200
#define RIVER_MAX_X 200
#define RIVER_MAX_Y 200
#define RANDOM_LOWER_X 50
#define RANDOM_LOWER_Y 50
#define RIVER_MIN_X 50
#define RIVER_MIN_Y 50
/proc/spawn_rivers(target_z, nodes = 4, turf_type = /turf/simulated/floor/lava/mapping_lava, whitelist_area = /area/lavaland/surface/outdoors, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y, prob = 25, prob_loss = 11)
/obj/effect/landmark/river_waypoint
name = "river waypoint"
/// Whether the turf of this landmark has already been linked to others during river generation.
var/connected = FALSE
invisibility = INVISIBILITY_ABSTRACT
/// A straightforward system for making "rivers", paths made up of a specific
/// turf type that are generated in a random path on a z-level.
/datum/river_spawner
/// The z-level to generate the river on. There is theoretically nothing stopping
/// this from being used across z-levels, but we're keeping things simple.
var/target_z
/// The initial probability that a river tile will spread to adjacent tiles.
var/spread_prob
/// The amount reduced from spread_prob on every spread iteration to cause falloff.
var/spread_prob_loss
/// The base type that makes up the river.
var/river_turf_type = /turf/simulated/floor/lava/mapping_lava
/// The area that the spawner is allowed to spread or detour to.
var/whitelist_area_type = /area/lavaland/surface/outdoors
/// The type that the spawner is allowed to spread or detour to.
var/whitelist_turf_type = /turf/simulated/mineral
/// The turf used when a spread of the tile stops.
var/shoreline_turf_type = /turf/simulated/floor/plating/asteroid/basalt/lava_land_surface
/datum/river_spawner/New(target_z_, spread_prob_ = 25, spread_prob_loss_ = 11)
target_z = target_z_
spread_prob = spread_prob_
spread_prob_loss = spread_prob_loss_
/// Generate a river between the bounds specified by (`min_x`, `min_y`) and
/// (`max_x`, `max_y`).
///
/// `nodes` is the number of unique points in those bounds the river will
/// connect to. Note that `nodes` says little about the resultant size of the
/// river due to its ability to detour far away from the direct path between them.
/datum/river_spawner/proc/generate(nodes = 4, min_x = RIVER_MIN_X, min_y = RIVER_MIN_Y, max_x = RIVER_MAX_X, max_y = RIVER_MAX_Y)
var/list/river_nodes = list()
var/num_spawned = 0
var/list/possible_locs = block(locate(min_x, min_y, target_z), locate(max_x, max_y, target_z))
while(num_spawned < nodes && possible_locs.len)
var/turf/T = pick(possible_locs)
var/area/A = get_area(T)
if(!istype(A, whitelist_area) || (T.flags & NO_LAVA_GEN))
if(!istype(A, whitelist_area_type) || (T.flags & NO_LAVA_GEN))
possible_locs -= T
else
river_nodes += new /obj/effect/landmark/river_waypoint(T)
@@ -24,14 +60,13 @@
continue
W.connected = TRUE
var/turf/cur_turf = get_turf(W)
cur_turf.ChangeTurf(turf_type, ignore_air = TRUE)
cur_turf.ChangeTurf(river_turf_type, ignore_air = TRUE)
var/turf/target_turf = get_turf(pick(river_nodes - W))
if(!target_turf)
break
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
while(cur_turf != target_turf)
if(detouring) //randomly snake around a bit
if(prob(20))
detouring = 0
@@ -50,68 +85,55 @@
stack_trace("Encountered a null turf in river loop, target turf was [target_turf], x=[target_turf.x], y=[target_turf.y].")
break
var/area/new_area = get_area(cur_turf)
if(!istype(new_area, whitelist_area) || (cur_turf.flags & NO_LAVA_GEN)) //Rivers will skip ruins
if(!istype(new_area, whitelist_area_type) || (cur_turf.flags & NO_LAVA_GEN)) //Rivers will skip ruins
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
else
var/turf/river_turf = cur_turf.ChangeTurf(turf_type, ignore_air = TRUE)
var/turf/river_turf = cur_turf.ChangeTurf(river_turf_type, ignore_air = TRUE)
if(prob(1))
new /obj/effect/spawner/bridge(river_turf)
river_turf.Spread(prob, prob_loss, whitelist_area)
spread_turf(river_turf, spread_prob, spread_prob_loss, whitelist_area_type)
for(var/WP in river_nodes)
qdel(WP)
/obj/effect/landmark/river_waypoint
name = "river waypoint"
var/connected = FALSE
invisibility = INVISIBILITY_ABSTRACT
/turf/proc/Spread(probability = 30, prob_loss = 25, whitelisted_area)
/datum/river_spawner/proc/spread_turf(turf/start_turf, probability = 30, prob_loss = 25, whitelisted_area)
if(probability <= 0)
return
var/list/cardinal_turfs = list()
var/list/diagonal_turfs = list()
var/logged_turf_type
for(var/F in RANGE_TURFS(1, src) - src)
for(var/F in RANGE_TURFS(1, start_turf) - start_turf)
var/turf/T = F
var/area/new_area = get_area(T)
if(!T || (T.density && !ismineralturf(T)) || istype(T, /turf/simulated/floor/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)) || (T.flags & NO_LAVA_GEN))
if(!T || (T.density && !istype(T, whitelist_turf_type)) || istype(T, /turf/simulated/floor/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)) || (T.flags & NO_LAVA_GEN))
continue
if(!logged_turf_type && ismineralturf(T))
var/turf/simulated/mineral/M = T
logged_turf_type = M.turf_type
if(get_dir(src, F) in GLOB.cardinal)
if(get_dir(start_turf, F) in GLOB.cardinal)
cardinal_turfs += F
else
diagonal_turfs += F
for(var/F in cardinal_turfs) //cardinal turfs are always changed but don't always spread
var/turf/T = F
if(!istype(T, logged_turf_type) && T.ChangeTurf(type, ignore_air = TRUE) && prob(probability))
T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
if(!istype(T, start_turf.type) && T.ChangeTurf(start_turf.type, ignore_air = TRUE) && prob(probability))
spread_turf(T, probability - prob_loss, prob_loss, whitelisted_area)
if(prob(1))
new /obj/effect/spawner/bridge(T)
for(var/F in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
var/turf/T = F
if(!istype(T, logged_turf_type) && prob(probability) && T.ChangeTurf(type, ignore_air = TRUE))
T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
else if(ismineralturf(T))
var/turf/simulated/mineral/M = T
M.ChangeTurf(M.turf_type, ignore_air = TRUE)
if(!istype(T, shoreline_turf_type) && prob(probability) && T.ChangeTurf(start_turf.type, ignore_air = TRUE))
spread_turf(T, probability - prob_loss, prob_loss, whitelisted_area)
else if(istype(T, whitelist_turf_type) && !istype(T, start_turf.type))
T.ChangeTurf(shoreline_turf_type, ignore_air = TRUE)
if(prob(1))
new /obj/effect/spawner/bridge(M)
new /obj/effect/spawner/bridge(T)
#undef RIVER_MAX_X
#undef RIVER_MAX_Y
#undef RANDOM_UPPER_X
#undef RANDOM_UPPER_Y
#undef RANDOM_LOWER_X
#undef RANDOM_LOWER_Y
#undef RIVER_MIN_X
#undef RIVER_MIN_Y
+7 -15
View File
@@ -25,7 +25,8 @@
planet_icon_state = "planet_lava"
/datum/lavaland_theme/lava/setup()
spawn_rivers(level_name_to_num(MINING))
var/datum/river_spawner/lava_spawner = new(level_name_to_num(MINING))
lava_spawner.generate()
/datum/lavaland_theme/plasma
name = "plasma"
@@ -33,8 +34,9 @@
planet_icon_state = "planet_plasma"
/datum/lavaland_theme/plasma/setup()
spawn_rivers(level_name_to_num(MINING), nodes = 2)
spawn_rivers(level_name_to_num(MINING), nodes = 2)
var/datum/river_spawner/spawner = new(level_name_to_num(MINING))
spawner.generate(nodes = 2)
spawner.generate(nodes = 2) // twice
/datum/lavaland_theme/chasm
name = "chasm"
@@ -42,15 +44,5 @@
planet_icon_state = "planet_chasm"
/datum/lavaland_theme/chasm/setup()
spawn_rivers(
level_name_to_num(MINING),
nodes = 6,
turf_type = /turf/simulated/floor/lava/mapping_lava,
whitelist_area = /area/lavaland/surface/outdoors,
min_x = 50,
min_y = 7,
max_x = 250,
max_y = 225,
prob = 10,
prob_loss = 5
)
var/datum/river_spawner/spawner = new(level_name_to_num(MINING), spread_prob_ = 10, spread_prob_loss_ = 5)
spawner.generate(nodes = 6, min_x = 50, min_y = 7, max_x = 250, max_y = 225)