//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