SUBSYSTEM_DEF(mapping) name = "Mapping" init_order = INIT_ORDER_MAPPING // 9 flags = SS_NO_FIRE /datum/controller/subsystem/mapping/Initialize(timeofday) // Load all Z level templates preloadTemplates() // Pick a random away mission. if(!config.disable_away_missions) createRandomZlevel() // Seed space ruins if(!config.disable_space_ruins) // 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(config.extra_space_ruin_levels_min, config.extra_space_ruin_levels_max) for(var/i = 1, i <= num_extra_space, i++) GLOB.space_manager.add_new_zlevel("Ruin Area #[i]", linkage = CROSSLINKED, traits = list(REACHABLE, SPAWN_RUINS)) 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() seedRuins(levels_by_trait(SPAWN_RUINS), rand(20, 30), /area/space, GLOB.space_ruins_templates) log_startup_progress("Successfully seeded ruins in [stop_watch(seed_ruins_timer)]s.") // Makes a blank space level for the sake of randomness GLOB.space_manager.add_new_zlevel("Empty Area", linkage = CROSSLINKED, traits = list(REACHABLE)) // Setup the Z-level linkage GLOB.space_manager.do_transition_setup() // Spawn Lavaland ruins and rivers. log_startup_progress("Populating lavaland...") var/lavaland_setup_timer = start_watch() seedRuins(list(level_name_to_num(MINING)), config.lavaland_budget, /area/lavaland/surface/outdoors/unexplored, GLOB.lava_ruins_templates) spawn_rivers(list(level_name_to_num(MINING))) log_startup_progress("Successfully populated lavaland in [stop_watch(lavaland_setup_timer)]s.") // Now we make a list of areas for teleport locs // TOOD: Make these locs into lists on the SS itself, not globs for(var/area/AR in world) if(AR.no_teleportlocs) continue if(GLOB.teleportlocs[AR.name]) continue var/turf/picked = safepick(get_area_turfs(AR.type)) if(picked && is_station_level(picked.z)) GLOB.teleportlocs[AR.name] = AR GLOB.teleportlocs = sortAssoc(GLOB.teleportlocs) for(var/area/AR in world) if(GLOB.ghostteleportlocs[AR.name]) continue var/list/turfs = get_area_turfs(AR.type) if(turfs.len) GLOB.ghostteleportlocs[AR.name] = AR GLOB.ghostteleportlocs = sortAssoc(GLOB.ghostteleportlocs) return ..() /datum/controller/subsystem/mapping/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = /area/space, list/potentialRuins) if(!z_levels || !z_levels.len) 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 && (ruins_availible.len || forced_ruins.len)) var/datum/map_template/ruin/current_pick var/forced = FALSE if(forced_ruins.len) //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/Recover() flags |= SS_NO_INIT