SUBSYSTEM_DEF(mapping) name = "Mapping" init_order = INIT_ORDER_MAPPING // 9 flags = SS_NO_FIRE /// What map datum are we using var/datum/map/map_datum /// What map will be used next round var/datum/map/next_map /// List of all areas that can be accessed via IC means var/list/teleportlocs /// List of all areas that can be accessed via IC and OOC means var/list/ghostteleportlocs ///List of areas that exist on the station this shift var/list/existing_station_areas ///What do we have as the lavaland theme today? var/datum/lavaland_theme/lavaland_theme ///What primary cave theme we have picked for cave generation today. var/datum/caves_theme/caves_theme // Tells if all maintenance airlocks have emergency access enabled var/maint_all_access = FALSE // Tells if all station airlocks have emergency access enabled var/station_all_access = FALSE /// A mapping of environment names to MILLA environment IDs. var/list/environments // This has to be here because world/New() uses [station_name()], which looks this datum up /datum/controller/subsystem/mapping/PreInit() . = ..() if(map_datum) // Dont do this again if we are recovering return if(fexists("data/next_map.txt")) var/list/lines = file2list("data/next_map.txt") // Check its valid try map_datum = text2path(lines[1]) map_datum = new map_datum catch map_datum = new /datum/map/boxstation // Assume cyberiad if non-existent fdel("data/next_map.txt") // Remove to avoid the same map existing forever else map_datum = new /datum/map/boxstation // Assume cyberiad if non-existent /datum/controller/subsystem/mapping/Shutdown() if(next_map) // Save map for next round var/F = file("data/next_map.txt") F << next_map.type /datum/controller/subsystem/mapping/Initialize() environments = list() environments[ENVIRONMENT_LAVALAND] = create_environment(oxygen = LAVALAND_OXYGEN, nitrogen = LAVALAND_NITROGEN, temperature = LAVALAND_TEMPERATURE) environments[ENVIRONMENT_TEMPERATE] = create_environment(oxygen = MOLES_O2STANDARD, nitrogen = MOLES_N2STANDARD, temperature = T20C) environments[ENVIRONMENT_COLD] = create_environment(oxygen = MOLES_O2STANDARD, nitrogen = MOLES_N2STANDARD, temperature = 180) var/datum/lavaland_theme/lavaland_theme_type = pick(subtypesof(/datum/lavaland_theme)) ASSERT(lavaland_theme_type) lavaland_theme = new lavaland_theme_type log_startup_progress("We're in the mood for [lavaland_theme.name] today...") //We load this first. In the event some nerd ever makes a surface map, and we don't have it in lavaland in the event lavaland is disabled. SSblackbox.record_feedback("text", "procgen_settings", 1, "[lavaland_theme_type]") var/caves_theme_type = pick(subtypesof(/datum/caves_theme)) ASSERT(caves_theme_type) caves_theme = new caves_theme_type log_startup_progress("We feel like [caves_theme.name] today...") SSblackbox.record_feedback("text", "procgen_settings", 1, "[caves_theme_type]") // Load all Z level templates preloadTemplates() preloadTemplates(path = "code/modules/unit_tests/atmos/") // Load the station loadStation() // Load lavaland loadLavaland() // Seed space ruins if(GLOB.configuration.ruins.enable_space_ruins) handleRuins() else log_startup_progress("Skipping space ruins...") // Makes a blank space level for the sake of randomness GLOB.space_manager.add_new_zlevel("Empty Area", linkage = CROSSLINKED, traits = list(REACHABLE_BY_CREW, REACHABLE_SPACE_ONLY)) // Setup the Z-level linkage GLOB.space_manager.do_transition_setup() if(GLOB.configuration.ruins.enable_lavaland) // Spawn Lavaland ruins and rivers. log_startup_progress("Populating lavaland...") var/lavaland_setup_timer = start_watch() seedRuins(list(level_name_to_num(MINING)), GLOB.configuration.ruins.lavaland_ruin_budget, /area/lavaland/surface/outdoors/unexplored, GLOB.lava_ruins_templates) if(lavaland_theme) lavaland_theme.setup() if(caves_theme) caves_theme.setup() var/time_spent = stop_watch(lavaland_setup_timer) log_startup_progress("Successfully populated lavaland in [time_spent]s.") else log_startup_progress("Skipping lavaland ruins...") // Now we make a list of areas for teleport locs // Located below is some of the worst code I've ever seen // Checking all areas to see if they have a turf in them? Nice one ssmapping! var/list/all_areas = list() for(var/area/areas in world) all_areas += areas teleportlocs = list() for(var/area/AR as anything in all_areas) if(AR.no_teleportlocs) continue if(teleportlocs[AR.name]) continue var/list/pickable_turfs = list() for(var/turf/turfs in AR) pickable_turfs += turfs CHECK_TICK var/turf/picked = safepick(pickable_turfs) if(picked && is_station_level(picked.z)) teleportlocs[AR.name] = AR CHECK_TICK teleportlocs = sortAssoc(teleportlocs) ghostteleportlocs = list() for(var/area/AR as anything in all_areas) if(ghostteleportlocs[AR.name]) continue var/list/pickable_turfs = list() for(var/turf/turfs in AR) pickable_turfs += turfs CHECK_TICK if(length(pickable_turfs)) ghostteleportlocs[AR.name] = AR CHECK_TICK ghostteleportlocs = sortAssoc(ghostteleportlocs) // Now we make a list of areas that exist on the station. Good for if you don't want to select areas that exist for one station but not others. Directly references existing_station_areas = list() for(var/area/AR as anything in all_areas) var/list/pickable_turfs = list() for(var/turf/turfs in AR) pickable_turfs += turfs CHECK_TICK var/turf/picked = safepick(pickable_turfs) if(picked && is_station_level(picked.z)) existing_station_areas += AR CHECK_TICK // World name if(GLOB.configuration.general.server_name) world.name = "[GLOB.configuration.general.server_name]: [station_name()]" else world.name = station_name() if(HAS_TRAIT(SSstation, STATION_TRAIT_MESSY)) generate_themed_messes(subtypesof(/obj/effect/spawner/themed_mess) - /obj/effect/spawner/themed_mess/party) if(HAS_TRAIT(SSstation, STATION_TRAIT_HANGOVER)) generate_themed_messes(list(/obj/effect/spawner/themed_mess/party)) /datum/controller/subsystem/mapping/proc/seed_space_salvage(space_z_levels) log_startup_progress("Seeding space salvage...") var/space_salvage_timer = start_watch() var/seeded_salvage_surfaces = list() var/seeded_salvage_closets = list() var/list/small_salvage_items = list( /obj/item/salvage/ruin/brick, /obj/item/salvage/ruin/nanotrasen, /obj/item/salvage/ruin/carp, /obj/item/salvage/ruin/tablet, /obj/item/salvage/ruin/pirate, /obj/item/salvage/ruin/soviet ) for(var/z_level in space_z_levels) var/list/turf/z_level_turfs = block(1, 1, z_level, world.maxx, world.maxy, z_level) for(var/z_level_turf in z_level_turfs) var/turf/T = z_level_turf var/area/A = get_area(T) if(istype(A, /area/ruin/space)) // cardboard boxes are blacklisted otherwise deepstorage.dmm ends up hogging all the loot var/list/closet_blacklist = list(/obj/structure/closet/cardboard, /obj/structure/closet/fireaxecabinet, /obj/structure/closet/walllocker/emerglocker, /obj/structure/closet/crate/can, /obj/structure/closet/body_bag, /obj/structure/closet/coffin) for(var/obj/structure/closet/closet in T) if(is_type_in_list(closet, closet_blacklist)) continue seeded_salvage_closets |= closet for(var/obj/structure/table/table in T) if(locate(/obj/machinery) in T) continue // Machinery on tables tend to take up all the visible space seeded_salvage_surfaces |= table var/max_salvage_attempts = rand(10, 15) while(max_salvage_attempts > 0 && length(seeded_salvage_closets) > 0) var/obj/structure/closet/C = pick_n_take(seeded_salvage_closets) var/salvage_item_type = pick(small_salvage_items) var/obj/salvage_item = new salvage_item_type(C) salvage_item.pixel_x = rand(-5, 5) salvage_item.pixel_y = rand(-5, 5) max_salvage_attempts -= 1 max_salvage_attempts = rand(10, 15) while(max_salvage_attempts > 0 && length(seeded_salvage_surfaces) > 0) var/obj/T = pick_n_take(seeded_salvage_surfaces) var/salvage_item_type = pick(small_salvage_items) var/obj/salvage_item = new salvage_item_type(T.loc) salvage_item.pixel_x = rand(-5, 5) salvage_item.pixel_y = rand(-5, 5) max_salvage_attempts -= 1 log_startup_progress("Successfully seeded space salvage in [stop_watch(space_salvage_timer)]s.") // Do not confuse with seedRuins() /datum/controller/subsystem/mapping/proc/handleRuins() // load in extra levels of space ruins var/load_zlevels_timer = start_watch() log_startup_progress("Creating random space levels...") var/num_extra_space = rand(GLOB.configuration.ruins.extra_levels_min, GLOB.configuration.ruins.extra_levels_max) for(var/i in 1 to num_extra_space) GLOB.space_manager.add_new_zlevel("Ruin Area #[i]", linkage = CROSSLINKED, traits = list(REACHABLE_BY_CREW, SPAWN_RUINS, REACHABLE_SPACE_ONLY)) CHECK_TICK log_startup_progress("Loaded random space levels in [stop_watch(load_zlevels_timer)]s.") // Now spawn ruins, random budget between 20 and 30 for all zlevels combined. // While this may seem like a high number, the amount of ruin Z levels can be anywhere between 3 and 7. // Note that this budget is not split evenly accross all zlevels log_startup_progress("Seeding ruins...") var/seed_ruins_timer = start_watch() var/space_z_levels = levels_by_trait(SPAWN_RUINS) seedRuins(space_z_levels, rand(20, 30), /area/space, GLOB.space_ruins_templates) log_startup_progress("Successfully seeded ruins in [stop_watch(seed_ruins_timer)]s.") seed_space_salvage(space_z_levels) // Loads in the station /datum/controller/subsystem/mapping/proc/loadStation() if(GLOB.configuration.system.override_map) log_startup_progress("Station map overridden by configuration to [GLOB.configuration.system.override_map].") var/map_datum_path = text2path(GLOB.configuration.system.override_map) if(map_datum_path) map_datum = new map_datum_path else to_chat(world, "ERROR: The map datum specified to load is invalid. Falling back to... cyberiad probably?") ASSERT(map_datum.map_path) if(!fexists(map_datum.map_path)) // Make a VERY OBVIOUS error to_chat(world, "ERROR: The path specified for the map to load is invalid. No station has been loaded!") return var/watch = start_watch() log_startup_progress("Loading [map_datum.fluff_name]...") // This should always be Z2, but you never know var/map_z_level = GLOB.space_manager.add_new_zlevel(MAIN_STATION, linkage = CROSSLINKED, traits = list(STATION_LEVEL, STATION_CONTACT, REACHABLE_BY_CREW, REACHABLE_SPACE_ONLY, AI_OK)) GLOB.maploader.load_map(wrap_file(map_datum.map_path), z_offset = map_z_level) log_startup_progress("Loaded [map_datum.fluff_name] in [stop_watch(watch)]s") // Save station name in the DB if(!SSdbcore.IsConnected()) return var/datum/db_query/query_set_map = SSdbcore.NewQuery( "UPDATE round SET start_datetime=NOW(), map_name=:mapname, station_name=:stationname WHERE id=:round_id", list("mapname" = map_datum.technical_name, "stationname" = map_datum.fluff_name, "round_id" = GLOB.round_id) ) query_set_map.Execute(async = FALSE) // This happens during a time of intense server lag, so should be non-async qdel(query_set_map) // Loads in lavaland /datum/controller/subsystem/mapping/proc/loadLavaland() if(!GLOB.configuration.ruins.enable_lavaland) log_startup_progress("Skipping Lavaland...") return var/watch = start_watch() log_startup_progress("Loading Lavaland...") var/lavaland_z_level = GLOB.space_manager.add_new_zlevel(MINING, linkage = SELFLOOPING, traits = list(ORE_LEVEL, REACHABLE_BY_CREW, STATION_CONTACT, HAS_WEATHER, AI_OK)) GLOB.maploader.load_map(file("_maps/map_files/generic/Lavaland.dmm"), z_offset = lavaland_z_level) log_startup_progress("Loaded Lavaland in [stop_watch(watch)]s") /datum/controller/subsystem/mapping/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = /area/space, list/potentialRuins) if(!z_levels || !length(z_levels)) WARNING("No Z levels provided - Not generating ruins") return for(var/zl in z_levels) var/turf/T = locate(1, 1, zl) if(!T) WARNING("Z level [zl] does not exist - Not generating ruins") return var/list/ruins = potentialRuins.Copy() var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) var/list/ruins_availible = list() //we can try these in the current pass var/forced_z //If set we won't pick z level and use this one instead. //Set up the starting ruin list for(var/key in ruins) var/datum/map_template/ruin/R = ruins[key] if(R.cost > budget) //Why would you do that continue if(R.always_place) forced_ruins[R] = -1 if(R.unpickable) continue ruins_availible[R] = R.placement_weight while(budget > 0 && (length(ruins_availible) || length(forced_ruins))) var/datum/map_template/ruin/current_pick var/forced = FALSE if(length(forced_ruins)) //We have something we need to load right now, so just pick it for(var/ruin in forced_ruins) current_pick = ruin if(forced_ruins[ruin] > 0) //Load into designated z forced_z = forced_ruins[ruin] forced = TRUE break else //Otherwise just pick random one current_pick = pickweight(ruins_availible) var/placement_tries = PLACEMENT_TRIES var/failed_to_place = TRUE var/z_placed = 0 while(placement_tries > 0) placement_tries-- z_placed = pick(z_levels) if(!current_pick.try_to_place(forced_z ? forced_z : z_placed,whitelist)) continue else failed_to_place = FALSE break //That's done remove from priority even if it failed if(forced) //TODO : handle forced ruins with multiple variants forced_ruins -= current_pick forced = FALSE if(failed_to_place) for(var/datum/map_template/ruin/R in ruins_availible) if(R.id == current_pick.id) ruins_availible -= R log_world("Failed to place [current_pick.name] ruin.") else budget -= current_pick.cost if(!current_pick.allow_duplicates) for(var/datum/map_template/ruin/R in ruins_availible) if(R.id == current_pick.id) ruins_availible -= R if(current_pick.never_spawn_with) for(var/blacklisted_type in current_pick.never_spawn_with) for(var/possible_exclusion in ruins_availible) if(istype(possible_exclusion,blacklisted_type)) ruins_availible -= possible_exclusion forced_z = 0 //Update the availible list for(var/datum/map_template/ruin/R in ruins_availible) if(R.cost > budget) ruins_availible -= R log_world("Ruin loader finished with [budget] left to spend.") /datum/controller/subsystem/mapping/proc/make_maint_all_access() for(var/area/station/maintenance/A in existing_station_areas) for(var/obj/machinery/door/airlock/D in A) D.emergency = TRUE D.update_icon() GLOB.minor_announcement.Announce("Access restrictions on maintenance and external airlocks have been removed.") maint_all_access = TRUE SSblackbox.record_feedback("nested tally", "keycard_auths", 1, list("emergency maintenance access", "enabled")) /datum/controller/subsystem/mapping/proc/revoke_maint_all_access() for(var/area/station/maintenance/A in existing_station_areas) for(var/obj/machinery/door/airlock/D in A) D.emergency = FALSE D.update_icon() GLOB.minor_announcement.Announce("Access restrictions on maintenance and external airlocks have been re-added.") maint_all_access = FALSE SSblackbox.record_feedback("nested tally", "keycard_auths", 1, list("emergency maintenance access", "disabled")) /datum/controller/subsystem/mapping/proc/make_station_all_access() for(var/obj/machinery/door/airlock/D in GLOB.airlocks) if(is_station_level(D.z)) D.emergency = TRUE D.update_icon() GLOB.minor_announcement.Announce("Access restrictions on all station airlocks have been removed due to an ongoing crisis. Trespassing laws still apply unless ordered otherwise by Command staff.") station_all_access = TRUE SSblackbox.record_feedback("nested tally", "keycard_auths", 1, list("emergency station access", "enabled")) /datum/controller/subsystem/mapping/proc/revoke_station_all_access() for(var/obj/machinery/door/airlock/D in GLOB.airlocks) if(is_station_level(D.z)) D.emergency = FALSE D.update_icon() GLOB.minor_announcement.Announce("Access restrictions on all station airlocks have been re-added. Seek station AI or a colleague's assistance if you are stuck.") station_all_access = FALSE SSblackbox.record_feedback("nested tally", "keycard_auths", 1, list("emergency station access", "disabled")) /datum/controller/subsystem/mapping/Recover() flags |= SS_NO_INIT