Merge pull request #13014 from Hatterhat/tendril-minimum

[REVIEW PLEASE] Minimum Megas/Tendrils For Lavaland But Cleaner I Swear
This commit is contained in:
silicons
2020-10-10 21:58:15 -07:00
committed by GitHub
4 changed files with 152 additions and 4 deletions

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SUBSYSTEM_DEF(min_spawns)
name = "Minimum Spawns" /// this hot steaming pile of garbage makes sure theres a minimum of tendrils scattered around
init_order = INIT_ORDER_DEFAULT
flags = SS_BACKGROUND | SS_NO_FIRE | SS_ALWAYS_SHOW_STAT
wait = 2
var/where_we_droppin_boys_iterations = 0
var/snaxi_snowflake_check = FALSE
var/list/active_spawns = list() // lavaland, snaxi, etc. primary spawn list
var/list/active_spawns_2 = list() // snaxi underground, etc. secondary spawn list
var/list/valid_mining_turfs = list() // lavaland/snaxi turfs
var/list/valid_mining_turfs_2 = list() // snaxi underground turfs
GLOBAL_LIST_INIT(minimum_lavaland_spawns, list(
/obj/structure/spawner/lavaland,
/obj/structure/spawner/lavaland/goliath,
/obj/structure/spawner/lavaland/legion,
/mob/living/simple_animal/hostile/megafauna/dragon,
/mob/living/simple_animal/hostile/megafauna/colossus,
/mob/living/simple_animal/hostile/megafauna/bubblegum
))
GLOBAL_LIST_INIT(minimum_snow_surface_spawns, list(
/obj/structure/spawner/ice_moon,
/obj/structure/spawner/ice_moon/polarbear
))
GLOBAL_LIST_INIT(minimum_snow_under_spawns, list(
/obj/structure/spawner/ice_moon/demonic_portal,
/obj/structure/spawner/ice_moon/demonic_portal/ice_whelp,
/obj/structure/spawner/ice_moon/demonic_portal/snowlegion
))
// step 1: check for which list(s) to use - done
// step 2: check for caves - done
// step 3: check for mobs - done
// step 4: start throwing shit down - done
// step 5: snaxi support - done?
/datum/controller/subsystem/min_spawns/Initialize(start_timeofday)
var/list/snaxi_zs_list = SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS) // boy if these things arent mutually exclusive
var/list/lavaland_zs_list = SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS) // i'm gonna fuckin scream
if(snaxi_zs_list.len)
active_spawns = GLOB.minimum_snow_surface_spawns
active_spawns_2 = GLOB.minimum_snow_under_spawns
snaxi_snowflake_check = TRUE
else if(lavaland_zs_list.len) //todo: recognizing maps that aren't lavaland mining but are also not snaxi
active_spawns = GLOB.minimum_lavaland_spawns
else
return ..() // call it a day i guess
// borrowing this from auxbase code - see code\modules\mining\aux_base.dm
if(snaxi_snowflake_check)
for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS))
for(var/turf/TT in Z_TURFS(z_level))
if(!isarea(TT.loc))
continue
var/area/A = TT.loc
if(!A.mob_spawn_allowed)
continue
if(!istype(TT, /turf/open/floor/plating/asteroid))
continue
if(typesof(/turf/open/lava) in orange(9, TT))
continue
valid_mining_turfs.Add(TT)
for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND))
for(var/turf/TT in Z_TURFS(z_level))
if(!isarea(TT.loc))
continue
var/area/A = TT.loc
if(!A.mob_spawn_allowed)
continue
if(!istype(TT, /turf/open/floor/plating/asteroid))
continue
if(typesof(/turf/open/lava) in orange(9, TT))
continue
valid_mining_turfs_2.Add(TT)
else
for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
for(var/turf/TT in Z_TURFS(z_level))
if(!isarea(TT.loc))
continue
var/area/A = TT.loc
if(!A.mob_spawn_allowed)
continue
if(!istype(TT, /turf/open/floor/plating/asteroid))
continue
if(typesof(/turf/open/lava) in orange(9, TT))
continue
valid_mining_turfs.Add(TT)
if(!valid_mining_turfs.len)
return ..() // call it a day i guess
// if we're at this point we might as well fucking hit it
where_we_droppin_boys()
return ..()
/datum/controller/subsystem/min_spawns/proc/where_we_droppin_boys()
while(active_spawns.len)
where_we_droppin_boys_iterations++
CHECK_TICK
if(where_we_droppin_boys_iterations >= 1250)
INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on spawns list 1 - too many iterations!")
break
var/turf/RT = pick_n_take(valid_mining_turfs) //Pick a random mining Z-level turf
var/MS_tospawn = pick_n_take(active_spawns)
for(var/mob/living/simple_animal/hostile/megafauna/H in urange(70,RT)) //prevents mob clumps
if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, H) <= 70)
active_spawns.Add(MS_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, H) <= 40)
active_spawns.Add(MS_tospawn)
continue //let's at least /try/ to space these out?
for(var/obj/structure/spawner/LT in urange(70,RT)) //prevents tendril/mega clumps
if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, LT) <= 70)
active_spawns.Add(MS_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, LT) <= 40)
active_spawns.Add(MS_tospawn)
continue //let's at least /try/ to space these out?
// man the overhead on this is gonna SUCK
new MS_tospawn(RT)
while(active_spawns_2.len)
where_we_droppin_boys_iterations++
CHECK_TICK
if(where_we_droppin_boys_iterations >= 1250)
INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on active list 2 - too many iterations!")
break
var/turf/RT2 = pick_n_take(valid_mining_turfs_2) //Pick a random mining Z-level turf
var/MS2_tospawn = pick_n_take(active_spawns_2)
for(var/mob/living/simple_animal/hostile/H in urange(70,RT2)) //prevents mob clumps
if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(RT2, H) <= 70)
active_spawns_2.Add(MS2_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, H) <= 40)
active_spawns_2.Add(MS2_tospawn)
continue //let's at least /try/ to space these out?
for(var/obj/structure/spawner/LT in urange(70,RT2)) //prevents tendril/mega clumps
if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT2, LT) <= 70)
active_spawns_2.Add(MS2_tospawn)
continue //let's try not to dump megas too close to each other?
if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, LT) <= 40)
active_spawns_2.Add(MS2_tospawn)
continue //let's at least /try/ to space these out?
// man the overhead on this is gonna SUCK
new MS2_tospawn(RT2)
if(!active_spawns.len && !active_spawns_2.len)
return // we're done here