initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions

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//clusterCheckFlags defines
//All based on clusterMin and clusterMax as guides
//Individual defines
#define CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
#define CLUSTER_CHECK_DIFFERENT_TURFS 2 //Don't let turfs of DIFFERENT types cluster
#define CLUSTER_CHECK_DIFFERENT_ATOMS 4 //Don't let atoms of DIFFERENT types cluster
#define CLUSTER_CHECK_SAME_TURFS 8 //Don't let turfs of the SAME type cluster
#define CLUSTER_CHECK_SAME_ATOMS 16 //Don't let atoms of the SAME type cluster
//Combined defines
#define CLUSTER_CHECK_SAMES 24 //Don't let any of the same type cluster
#define CLUSTER_CHECK_DIFFERENTS 6 //Don't let any of different types cluster
#define CLUSTER_CHECK_ALL_TURFS 10 //Don't let ANY turfs cluster same and different types
#define CLUSTER_CHECK_ALL_ATOMS 20 //Don't let ANY atoms cluster same and different types
//All
#define CLUSTER_CHECK_ALL 30 //Don't let anything cluster, like, at all
/datum/mapGenerator
//Map information
var/list/map = list()
//mapGeneratorModule information
var/list/modules = list()
/datum/mapGenerator/New()
..()
initialiseModules()
//Defines the region the map represents, sets map
//Returns the map
/datum/mapGenerator/proc/defineRegion(turf/Start, turf/End, replace = 0)
if(!checkRegion(Start, End))
return 0
if(replace)
undefineRegion()
map |= block(Start,End)
return map
//Defines the region the map represents, as a CIRCLE!, sets map
//Returns the map
/datum/mapGenerator/proc/defineCircularRegion(turf/Start, turf/End, replace = 0)
if(!checkRegion(Start, End))
return 0
var/centerX = max(abs((End.x+Start.x)/2),1)
var/centerY = max(abs((End.y+Start.y)/2),1)
var/lilZ = min(Start.z,End.z)
var/bigZ = max(Start.z,End.z)
var/sphereMagic = max(abs(bigZ-(lilZ/2)),1) //Spherical maps! woo!
var/radius = abs(max(centerX,centerY)) //take the biggest displacement as the radius
if(replace)
undefineRegion()
//Even sphere correction engage
var/offByOneOffset = 1
if(bigZ % 2 == 0)
offByOneOffset = 0
for(var/i = lilZ, i <= bigZ+offByOneOffset, i++)
var/theRadius = radius
if(i != sphereMagic)
theRadius = max(radius/max((2*abs(sphereMagic-i)),1),1)
map |= circlerange(locate(centerX,centerY,i),theRadius)
return map
//Empties the map list, he's dead jim.
/datum/mapGenerator/proc/undefineRegion()
map = list() //bai bai
//Checks for and Rejects bad region coordinates
//Returns 1/0
/datum/mapGenerator/proc/checkRegion(turf/Start, turf/End)
. = 1
if(!Start || !End)
return 0 //Just bail
if(Start.x > world.maxx || End.x > world.maxx)
. = 0
if(Start.y > world.maxy || End.y > world.maxy)
. = 0
if(Start.z > world.maxz || End.z > world.maxz)
. = 0
//Requests the mapGeneratorModule(s) to (re)generate
/datum/mapGenerator/proc/generate()
set background = 1 //this can get beefy
syncModules()
if(!modules || !modules.len)
return
for(var/datum/mapGeneratorModule/mod in modules)
spawn(0)
mod.generate()
//Requests the mapGeneratorModule(s) to (re)generate this one turf
/datum/mapGenerator/proc/generateOneTurf(turf/T)
if(!T)
return
syncModules()
if(!modules || !modules.len)
return
for(var/datum/mapGeneratorModule/mod in modules)
spawn(0)
mod.place(T)
//Replaces all paths in the module list with actual module datums
/datum/mapGenerator/proc/initialiseModules()
for(var/path in modules)
if(ispath(path))
modules.Remove(path)
modules |= new path
syncModules()
//Sync mapGeneratorModule(s) to mapGenerator
/datum/mapGenerator/proc/syncModules()
for(var/datum/mapGeneratorModule/mod in modules)
mod.sync(src)
///////////////////////////
// HERE BE DEBUG DRAGONS //
///////////////////////////
/client/proc/debugNatureMapGenerator()
set name = "Test Nature Map Generator"
set category = "Debug"
var/datum/mapGenerator/nature/N = new()
var/startInput = input(usr,"Start turf of Map, (X;Y;Z)", "Map Gen Settings", "1;1;1") as text
var/endInput = input(usr,"End turf of Map (X;Y;Z)", "Map Gen Settings", "[world.maxx];[world.maxy];[mob ? mob.z : 1]") as text
//maxx maxy and current z so that if you fuck up, you only fuck up one entire z level instead of the entire universe
if(!startInput || !endInput)
src << "Missing Input"
return
var/list/startCoords = splittext(startInput, ";")
var/list/endCoords = splittext(endInput, ";")
if(!startCoords || !endCoords)
src << "Invalid Coords"
src << "Start Input: [startInput]"
src << "End Input: [endInput]"
return
var/turf/Start = locate(text2num(startCoords[1]),text2num(startCoords[2]),text2num(startCoords[3]))
var/turf/End = locate(text2num(endCoords[1]),text2num(endCoords[2]),text2num(endCoords[3]))
if(!Start || !End)
src << "Invalid Turfs"
src << "Start Coords: [startCoords[1]] - [startCoords[2]] - [startCoords[3]]"
src << "End Coords: [endCoords[1]] - [endCoords[2]] - [endCoords[3]]"
return
var/list/clusters = list("None"=CLUSTER_CHECK_NONE,"All"=CLUSTER_CHECK_ALL,"Sames"=CLUSTER_CHECK_SAMES,"Differents"=CLUSTER_CHECK_DIFFERENTS, \
"Same turfs"=CLUSTER_CHECK_SAME_TURFS, "Same atoms"=CLUSTER_CHECK_SAME_ATOMS, "Different turfs"=CLUSTER_CHECK_DIFFERENT_TURFS, \
"Different atoms"=CLUSTER_CHECK_DIFFERENT_ATOMS, "All turfs"=CLUSTER_CHECK_ALL_TURFS,"All atoms"=CLUSTER_CHECK_ALL_ATOMS)
var/moduleClusters = input("Cluster Flags (Cancel to leave unchanged from defaults)","Map Gen Settings") as null|anything in clusters
//null for default
var/theCluster = 0
if(moduleClusters != "None")
if(!clusters[moduleClusters])
src << "Invalid Cluster Flags"
return
theCluster = clusters[moduleClusters]
else
theCluster = CLUSTER_CHECK_NONE
if(theCluster)
for(var/datum/mapGeneratorModule/M in N.modules)
M.clusterCheckFlags = theCluster
src << "Defining Region"
N.defineRegion(Start, End)
src << "Region Defined"
src << "Generating Region"
N.generate()
src << "Generated Region"

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/datum/mapGeneratorModule
var/datum/mapGenerator/mother = null
var/list/spawnableAtoms = list()
var/list/spawnableTurfs = list()
var/clusterMax = 5
var/clusterMin = 1
var/clusterCheckFlags = CLUSTER_CHECK_SAME_ATOMS
var/allowAtomsOnSpace = FALSE
//Syncs the module up with it's mother
/datum/mapGeneratorModule/proc/sync(datum/mapGenerator/mum)
mother = null
if(mum)
mother = mum
//Generates it's spawnable atoms and turfs
/datum/mapGeneratorModule/proc/generate()
if(!mother)
return
var/list/map = mother.map
for(var/turf/T in map)
place(T)
//Place a spawnable atom or turf on this turf
/datum/mapGeneratorModule/proc/place(turf/T)
if(!T)
return 0
var/clustering = 0
var/skipLoopIteration = FALSE
//Turfs don't care whether atoms can be placed here
for(var/turfPath in spawnableTurfs)
//Clustering!
if(clusterMax && clusterMin)
//You're the same as me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_SAME_TURFS)
clustering = rand(clusterMin,clusterMax)
for(var/turf/F in RANGE_TURFS(clustering,T))
if(istype(F,turfPath))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//You're DIFFERENT to me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_DIFFERENT_TURFS)
clustering = rand(clusterMin,clusterMax)
for(var/turf/F in RANGE_TURFS(clustering,T))
if(!(istype(F,turfPath)))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//Success!
if(prob(spawnableTurfs[turfPath]))
T.ChangeTurf(turfPath)
//Atoms DO care whether atoms can be placed here
if(checkPlaceAtom(T))
for(var/atomPath in spawnableAtoms)
//Clustering!
if(clusterMax && clusterMin)
//You're the same as me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_SAME_ATOMS)
clustering = rand(clusterMin, clusterMax)
for(var/atom/movable/M in range(clustering,T))
if(istype(M,atomPath))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//You're DIFFERENT from me? I hate you I'm going home
if(clusterCheckFlags & CLUSTER_CHECK_DIFFERENT_ATOMS)
clustering = rand(clusterMin, clusterMax)
for(var/atom/movable/M in range(clustering,T))
if(!(istype(M,atomPath)))
skipLoopIteration = TRUE
break
if(skipLoopIteration)
skipLoopIteration = FALSE
continue
//Success!
if(prob(spawnableAtoms[atomPath]))
new atomPath(T)
. = 1
//Checks and Rejects dense turfs
/datum/mapGeneratorModule/proc/checkPlaceAtom(turf/T)
. = 1
if(!T)
return 0
if(T.density)
. = 0
for(var/atom/A in T)
if(A.density)
. = 0
break
if(!allowAtomsOnSpace && (istype(T,/turf/open/space)))
. = 0
///////////////////////////////////////////////////////////
// PREMADE BASE TEMPLATES //
// Appropriate settings for usable types //
// Not usable types themselves, use them as parent types //
// Seriously, don't use these on their own, just parents //
///////////////////////////////////////////////////////////
//The /atom and /turf examples are just so these compile, replace those with your typepaths in your subtypes.
//Settings appropriate for a turf that covers the entire map region, eg a fill colour on a bottom layer in a graphics program.
//Should only have one of these in your mapGenerator unless you want to waste CPU
/datum/mapGeneratorModule/bottomLayer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list()//Recommended: No atoms.
spawnableTurfs = list(/turf = 100)
//Settings appropriate for turfs/atoms that cover SOME of the map region, sometimes referred to as a splatter layer.
/datum/mapGeneratorModule/splatterLayer
clusterCheckFlags = CLUSTER_CHECK_ALL
spawnableAtoms = list(/atom = 30)
spawnableTurfs = list(/turf = 30)
//Settings appropriate for turfs/atoms that cover a lot of the map region, eg a dense forest.
/datum/mapGeneratorModule/denseLayer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list(/atom = 75)
spawnableTurfs = list(/turf = 75)

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//Helper Modules
// Helper to repressurize the area in case it was run in space
/datum/mapGeneratorModule/bottomLayer/repressurize
spawnableAtoms = list()
spawnableTurfs = list()
/datum/mapGeneratorModule/bottomLayer/repressurize/generate()
if(!mother)
return
var/list/map = mother.map
for(var/turf/T in map)
SSair.remove_from_active(T)
for(var/turf/open/T in map)
if(T.air)
T.air.copy_from_turf(T)
SSair.add_to_active(T)
//Only places atoms/turfs on area borders
/datum/mapGeneratorModule/border
clusterCheckFlags = CLUSTER_CHECK_NONE
/datum/mapGeneratorModule/border/generate()
if(!mother)
return
var/list/map = mother.map
for(var/turf/T in map)
if(is_border(T))
place(T)
/datum/mapGeneratorModule/border/proc/is_border(turf/T)
for(var/direction in list(SOUTH,EAST,WEST,NORTH))
if (get_step(T,direction) in mother.map)
continue
return 1
return 0
/datum/mapGenerator/repressurize
modules = list(/datum/mapGeneratorModule/bottomLayer/repressurize)

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//Contents exist primarily for the nature generator test type.
//Pine Trees
/datum/mapGeneratorModule/pineTrees
spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)
//Dead Trees
/datum/mapGeneratorModule/deadTrees
spawnableAtoms = list(/obj/structure/flora/tree/dead = 10)
//Random assortment of bushes
/datum/mapGeneratorModule/randBushes
spawnableAtoms = list()
/datum/mapGeneratorModule/randBushes/New()
..()
spawnableAtoms = typesof(/obj/structure/flora/ausbushes)
for(var/i in spawnableAtoms)
spawnableAtoms[i] = 20
//Random assortment of rocks and rockpiles
/datum/mapGeneratorModule/randRocks
spawnableAtoms = list(/obj/structure/flora/rock = 40, /obj/structure/flora/rock/pile = 20)
//Grass turfs
/datum/mapGeneratorModule/bottomLayer/grassTurfs
spawnableTurfs = list(/turf/open/floor/grass = 100)
//Grass tufts with a high spawn chance
/datum/mapGeneratorModule/denseLayer/grassTufts
spawnableTurfs = list()
spawnableAtoms = list(/obj/structure/flora/ausbushes/grassybush = 75)

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/obj/effect/landmark/mapGenerator
var/startTurfX = 0
var/startTurfY = 0
var/startTurfZ = -1
var/endTurfX = 0
var/endTurfY = 0
var/endTurfZ = -1
var/mapGeneratorType = /datum/mapGenerator/nature
var/datum/mapGenerator/mapGenerator
/obj/effect/landmark/mapGenerator/New()
..()
if(startTurfZ < 0)
startTurfZ = z
if(endTurfZ < 0)
endTurfZ = z
mapGenerator = new mapGeneratorType()
mapGenerator.defineRegion(locate(startTurfX,startTurfY,startTurfZ), locate(endTurfX,endTurfY,endTurfZ))
mapGenerator.generate()

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/*
by RemieRichards
//////////////////////////////
// CODER INFORMATIVE README //
//////////////////////////////
(See below for Mapper Friendly Readme)
mapGenerator:
Desc: a mapGenerator is a master datum that collects
and syncs all mapGeneratorModules in it's modules list
defineRegion(var/turf/Start, var/turf/End, var/replace = 0)
Example: defineRegion(locate(1,1,1),locate(5,5,5),0)
Desc: Sets the bounds of the mapGenerator's "map"
defineCircularRegion(var/turf/Start, var/turf/End, var/replace = 0)
Example: defineCircularRegion(locate(1,1,1),locate(5,5,5),0)
Desc: Sets the mapGenerator's "map" as a circle, with center in the middle of Start and End's X,Y,Z coordinates
undefineRegion()
Example: undefineRegion()
Desc: Empties the map generator list
checkRegion(var/turf/Start, var/turf/End)
Example: checkRegion(locate(1,1,1), locate(5,5,5))
Desc: Checks if a rectangle between Start's coords and End's coords is valid
Existing Calls: mapGenerator/defineRegion(), mapGenerator/defineCircularRegion()
generate()
Example: generate()
Desc: Orders all mapGeneratorModules in the modules list to generate()
generateOneTurf(var/turf/T)
Example: generateOneTurf(locate(1,1,1))
Desc: Orders all mapGeneratorModules in the modules list to place(T) on this turf
initialiseModules()
Example: initialiseModules()
Desc: Replaces all typepaths in the modules list with actual /datum/mapGenerator/Module types
Existing Calls: mapGenerator/New()
syncModules()
Example: syncModules()
Desc: Sets the Mother variable on all mapGeneratorModules in the modules list to this mapGenerator
Existing Calls: initialiseModules(),generate(),generateOneTurf()
mapGeneratorModule
Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists
which it will generate on turfs in it's mother's map based on cluster variables
sync(var/datum/mapGenerator/mum)
Example: sync(a_mapGenerator_as_a_variable)
Desc: Sets the Mother variable to the mum argument
Existing Calls: mapGenerator/syncModules()
generate()
Example: generate()
Desc: Calls place(T) on all turfs in it's mother's map
Existing Calls: mapGenerator/generate()
place(var/turf/T)
Example: place(locate(1,1,1))
Desc: Run this mapGeneratorModule's effects on this turf (Spawning atoms, Changing turfs)
Existing Calls: mapGenerator/generate(), mapGenerator/generateOneTurf()
checkPlaceAtom(var/turf/T)
Example: checkPlace(locate(1,1,1))
Desc: Checks if the turf is valid for placing atoms
Existing Calls: place()
////////////////////////////
// MAPPER FRIENDLY README //
////////////////////////////
Simple Workflow:
1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
#Note: The order of the typepaths in the modules list is the order they will happen in, this is important for clusterCheckFlags.
3. Take notes of the Bottom Left and Top Right turfs of your rectangular "map"'s coordinates
#Note: X,Y AND Z, Yes you can created 3D "maps" by having differing Z coords
4. Create the mapGenerator type you created
5. Call yourMapGeneratorType.defineRegion(locate(X,Y,Z), locate(X,Y,Z))
#Note: The above X/Y/Zs are the coordinates of the start and end turfs, the locate() simply finds the turf for the code
6. Call yourMapGeneratorType.generate(), this will cause all the modules in the generator to build within the map bounds
Option Suggestions:
* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts
Using the Modules list
Simply think of it like each module is a layer in a graphics editing program!
To help you do this templates such as /mapGeneratorModule/bottomLayer have been provided with appropriate default settings.
These are located near the bottom of mapGeneratorModule.dm
you would order your list left to right, top to bottom, e.g:
modules = list(bottomLayer,nextLayer,nextNextLayer) etc.
Variable Breakdown (For Mappers):
mapGenerator
map - INTERNAL, do not touch
modules - A list of typepaths of mapGeneratorModules
mapGeneratorModule
mother - INTERNAL, do not touch
spawnableAtoms - A list of typepaths and their probability to spawn, eg: spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)
spawnableTurfs - A list of typepaths and their probability to spawn, eg: spawnableTurfs = list(/turf/unsimulated/floor/grass = 100)
clusterMax - The max range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax
clusterMin - The min range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax
clusterCheckFlags - A Bitfield that controls how the cluster checks work, All based on clusterMin and clusterMax guides
allowAtomsOnSpace - A Boolean for if we allow atoms to spawn on space tiles
clusterCheckFlags flags:
CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
CLUSTER_CHECK_DIFFERENT_TURFS 2 //Don't let turfs of DIFFERENT types cluster
CLUSTER_CHECK_DIFFERENT_ATOMS 4 //Don't let atoms of DIFFERENT types cluster
CLUSTER_CHECK_SAME_TURFS 8 //Don't let turfs of the SAME type cluster
CLUSTER_CHECK_SAME_ATOMS 16 //Don't let atoms of the SAME type cluster
CLUSTER_CHECK_SAMES 24 //Don't let any of the same type cluster
CLUSTER_CHECK_DIFFERENTS 6 //Don't let any different types cluster
CLUSTER_CHECK_ALL_TURFS 10 //Don't let ANY turfs cluster same and different types
CLUSTER_CHECK_ALL_ATOMS 20 //Don't let ANY atoms cluster same and different types
CLUSTER_CHECK_ALL 30 //Don't let anything cluster, like, at all
*/

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//Asteroid turfs
/datum/mapGeneratorModule/bottomLayer/asteroidTurfs
spawnableTurfs = list(/turf/open/floor/plating/asteroid = 100)
/datum/mapGeneratorModule/bottomLayer/asteroidWalls
spawnableTurfs = list(/turf/closed/mineral = 100)
//Border walls
/datum/mapGeneratorModule/border/asteroidWalls
spawnableAtoms = list()
spawnableTurfs = list(/turf/closed/mineral = 100)
//Random walls
/datum/mapGeneratorModule/splatterLayer/asteroidWalls
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list()
spawnableTurfs = list(/turf/closed/mineral = 30)
//Monsters
/datum/mapGeneratorModule/splatterLayer/asteroidMonsters
spawnableTurfs = list()
spawnableAtoms = list(/mob/living/simple_animal/hostile/asteroid/basilisk = 10, \
/mob/living/simple_animal/hostile/asteroid/hivelord = 10, \
/mob/living/simple_animal/hostile/asteroid/goliath = 10)
// GENERATORS
/datum/mapGenerator/asteroid/hollow
modules = list(/datum/mapGeneratorModule/bottomLayer/asteroidTurfs, \
/datum/mapGeneratorModule/border/asteroidWalls)
/datum/mapGenerator/asteroid/hollow/random
modules = list(/datum/mapGeneratorModule/bottomLayer/asteroidTurfs, \
/datum/mapGeneratorModule/border/asteroidWalls, \
/datum/mapGeneratorModule/splatterLayer/asteroidWalls)
/datum/mapGenerator/asteroid/hollow/random/monsters
modules = list(/datum/mapGeneratorModule/bottomLayer/asteroidTurfs, \
/datum/mapGeneratorModule/border/asteroidWalls, \
/datum/mapGeneratorModule/splatterLayer/asteroidWalls, \
/datum/mapGeneratorModule/splatterLayer/asteroidMonsters)
/datum/mapGenerator/asteroid/filled
modules = list(/datum/mapGeneratorModule/bottomLayer/asteroidWalls)

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// Very Simple Cellular Automata generators
// Mostly for better caves
// Should probably move these up and refactor modules so these can be mixed with other ones
/datum/mapGenerator/ca
var/list/b_rule = list() // 0 -> 1, 1 -> 1
var/list/s_rule = list() // 0 -> 0, 1 -> 1
var/iterations = 1
var/loop_edges = 0
var/edge_value = 1 //if loop_edges = 0
var/list/old_state
var/list/current_state
var/width = 10
var/height = 10
var/list/type_map = list(/turf/open/floor/plating,/turf/closed/wall)
var/turf/start = null
/datum/mapGenerator/ca/defineRegion(turf/Start, turf/End, replace = 0)
. = ..()
var/min_x = min(Start.x,End.x)
var/max_x = max(Start.x,End.x)
var/min_y = min(Start.y,End.y)
var/max_y = max(Start.y,End.y)
width = max_x - min_x
height = max_y - min_y
//We assume 2D everywhere anyway
start = locate(min_x,min_y,Start.z)
/datum/mapGenerator/ca/proc/initialize()
old_state = new/list(width)
for(var/i = 1,i<=width,i++)
old_state[i] = new/list(height)
for(var/j = 1,j<=height,j++)
old_state[i][j] = rand(0,1)
current_state = old_state.Copy()
/datum/mapGenerator/ca/generate()
set background = 1
//Abandon all hope for efficency all who enter here
//Maybe some less basic implemetation later, but this is just simple admin tool
initialize()
for(var/generation = 0,generation<iterations,generation++)
for(var/i = 1,i<=width,i++)
for(var/j = 1,j<=height,j++)
current_state[i][j] = apply_rule(i,j)
//copy state over
old_state = current_state.Copy()
for(var/i=1,i<=width,i++)
for(var/j=1,j<=height,j++)
var/turf/T = locate(start.x+i-1,start.y+j-1,start.z)
if(T)
T.ChangeTurf(type_map[current_state[i][j]+1])
/datum/mapGenerator/ca/proc/apply_rule(i,j)
var/value = 0
for(var/dx=-1,dx<=1,dx++)
for(var/dy=-1,dy<=1,dy++)
var/n_x = i+dx
var/n_y = j+dy
if(n_x < 1 || n_x > width || n_y <1 || n_y > height)
if(loop_edges)
if(n_x < 1)
n_x = width
else if(n_x > width)
n_x = 1
if(n_y < 1)
n_y = height
else if(n_y > height)
n_y = 1
else
value += edge_value
continue
value += old_state[n_x][n_y]
value -= old_state[i][j]
if(value in b_rule)
return 1
if(value in s_rule)
return old_state[i][j]
return 0
/datum/mapGenerator/ca/caves
b_rule = list(5,6,7,8)
s_rule = list(4)
type_map = list(/turf/open/floor/plating/asteroid/basalt,/turf/closed/mineral/volcanic)
iterations = 5
/datum/mapGenerator/ca/maze
b_rule = list(3)
s_rule = list(1,2,3,4,5)
iterations = 20
edge_value = 0

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/datum/mapGenerator/lavaland
var/start_z = 5
var/min_x = 0
var/min_y = 0
var/max_x = 0
var/max_y = 0
modules = list(/datum/mapGeneratorModule/river)
/datum/mapGenerator/lavaland/defineRegion(turf/Start, turf/End, replace = 0)
start_z = Start.z
min_x = min(Start.x,End.x)
min_y = min(Start.y,End.y)
max_x = max(Start.x,End.x)
max_y = max(Start.y,End.y)
..()
/datum/mapGeneratorModule/river
var/river_type = /turf/open/floor/plating/lava/smooth
var/river_nodes = 4
var/start_z = 5
/datum/mapGeneratorModule/river/generate()
var/datum/mapGenerator/lavaland/L = mother
if(!istype(L))
return
start_z = L.start_z
spawn_rivers(start_z, river_nodes, river_type, min_x = L.min_x, min_y = L.min_y, max_x = L.max_x, max_y = L.max_y)

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//Exists primarily as a test type.
/datum/mapGenerator/nature
modules = list(/datum/mapGeneratorModule/bottomLayer/grassTurfs, \
/datum/mapGeneratorModule/pineTrees, \
/datum/mapGeneratorModule/deadTrees, \
/datum/mapGeneratorModule/randBushes, \
/datum/mapGeneratorModule/randRocks, \
/datum/mapGeneratorModule/denseLayer/grassTufts)

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/datum/mapGeneratorModule/bottomLayer/shuttleFloor
spawnableTurfs = list(/turf/open/floor/plasteel/shuttle = 100)
/datum/mapGeneratorModule/border/shuttleWalls
spawnableAtoms = list()
spawnableTurfs = list(/turf/closed/wall/shuttle = 100)
// Generators
/datum/mapGenerator/shuttle/full
modules = list(/datum/mapGeneratorModule/bottomLayer/shuttleFloor, \
/datum/mapGeneratorModule/border/shuttleWalls,\
/datum/mapGeneratorModule/bottomLayer/repressurize)
/datum/mapGenerator/shuttle/floor
modules = list(/datum/mapGeneratorModule/bottomLayer/shuttleFloor)

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// Modules
/turf/open/floor/plasteel/shuttle/red/syndicate
name = "floor" //Not Brig Floor
/datum/mapGeneratorModule/bottomLayer/syndieFloor
spawnableTurfs = list(/turf/open/floor/plasteel/shuttle/red/syndicate = 100)
/datum/mapGeneratorModule/border/syndieWalls
spawnableAtoms = list()
spawnableTurfs = list(/turf/closed/wall/r_wall = 100)
/datum/mapGeneratorModule/syndieFurniture
clusterCheckFlags = CLUSTER_CHECK_ALL
spawnableTurfs = list()
spawnableAtoms = list(/obj/structure/table = 20,/obj/structure/chair = 15,/obj/structure/chair/stool = 10, \
/obj/structure/frame/computer = 15, /obj/item/weapon/storage/toolbox/syndicate = 15 ,\
/obj/structure/closet/syndicate = 25, /obj/machinery/suit_storage_unit/syndicate = 15)
/datum/mapGeneratorModule/splatterLayer/syndieMobs
spawnableAtoms = list(/mob/living/simple_animal/hostile/syndicate = 30, \
/mob/living/simple_animal/hostile/syndicate/melee = 20, \
/mob/living/simple_animal/hostile/syndicate/ranged = 20, \
/mob/living/simple_animal/hostile/viscerator = 30)
spawnableTurfs = list()
// Generators
/datum/mapGenerator/syndicate/empty //walls and floor only
modules = list(/datum/mapGeneratorModule/bottomLayer/syndieFloor, \
/datum/mapGeneratorModule/border/syndieWalls,\
/datum/mapGeneratorModule/bottomLayer/repressurize)
/datum/mapGenerator/syndicate/mobsonly
modules = list(/datum/mapGeneratorModule/bottomLayer/syndieFloor, \
/datum/mapGeneratorModule/border/syndieWalls,\
/datum/mapGeneratorModule/splatterLayer/syndieMobs, \
/datum/mapGeneratorModule/bottomLayer/repressurize)
/datum/mapGenerator/syndicate/furniture
modules = list(/datum/mapGeneratorModule/bottomLayer/syndieFloor, \
/datum/mapGeneratorModule/border/syndieWalls,\
/datum/mapGeneratorModule/syndieFurniture, \
/datum/mapGeneratorModule/bottomLayer/repressurize)
/datum/mapGenerator/syndicate/full
modules = list(/datum/mapGeneratorModule/bottomLayer/syndieFloor, \
/datum/mapGeneratorModule/border/syndieWalls,\
/datum/mapGeneratorModule/syndieFurniture, \
/datum/mapGeneratorModule/splatterLayer/syndieMobs, \
/datum/mapGeneratorModule/bottomLayer/repressurize)