buildmode mapgen tool save

This commit is contained in:
Artur
2021-10-26 16:31:36 +03:00
parent ce97595abe
commit bfcdf83e55
8 changed files with 335 additions and 0 deletions

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@@ -0,0 +1,14 @@
//Bits to save
#define SAVE_OBJECTS (1 << 1) //Save objects?
#define SAVE_MOBS (1 << 2) //Save Mobs?
#define SAVE_TURFS (1 << 3) //Save turfs?
#define SAVE_AREAS (1 << 4) //Save areas?
#define SAVE_SPACE (1 << 5) //Save space areas? (If not they will be saved as NOOP)
#define SAVE_OBJECT_PROPERTIES (1 << 6) //Save custom properties of objects (obj.on_object_saved() output)
#define SAVE_ALL SAVE_OBJECTS | SAVE_MOBS | SAVE_TURFS | SAVE_AREAS | SAVE_SPACE | SAVE_OBJECT_PROPERTIES
//Ignore turf if it contains
#define SAVE_SHUTTLEAREA_DONTCARE 0
#define SAVE_SHUTTLEAREA_IGNORE 1
#define SAVE_SHUTTLEAREA_ONLY 2

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@@ -732,3 +732,15 @@
*/
/datum/component/storage/proc/get_max_volume()
return max_volume || AUTO_SCALE_STORAGE_VOLUME(max_w_class, max_combined_w_class)
/obj/item/storage/on_object_saved(depth)
if(depth >= 10)
return ""
var/dat = ""
for(var/obj/item in contents)
var/metadata = generate_tgm_metadata(item)
dat += "[dat ? ",\n" : ""][item.type][metadata]"
//Save the contents of things inside the things inside us, EG saving the contents of bags inside lockers
var/custom_data = item.on_object_saved(depth++)
dat += "[custom_data ? ",\n[custom_data]" : ""]"
return dat

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@@ -383,3 +383,34 @@
/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
return
//For returning special data when the object is saved
//For example, or silos will return a list of their materials which will be dumped on top of them
//Can be customised if you have something that contains something you want saved
//If you put an incorrect format it will break outputting, so don't use this if you don't know what you are doing
//NOTE: Contents is automatically saved, so if you store your things in the contents var, don't worry about this
//====Output Format Examples====:
//===Single Object===
// "/obj/item/folder/blue"
//===Multiple Objects===
// "/obj/item/folder/blue,\n
// /obj/item/folder/red"
//===Single Object with metadata===
// "/obj/item/folder/blue{\n
// \tdir = 8;\n
// \tname = "special folder"\n
// \t}"
//===Multiple Objects with metadata===
// "/obj/item/folder/blue{\n
// \tdir = 8;\n
// \tname = "special folder"\n
// \t},\n
// /obj/item/folder/red"
//====How to save easily====:
// return "[thing.type][generate_tgm_metadata(thing)]"
//Where thing is the additional thing you want to same (For example ores inside an ORM)
//Just add ,\n between each thing
//generate_tgm_metadata(thing) handles everything inside the {} for you
/obj/proc/on_object_saved(depth)
return ""

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@@ -672,3 +672,15 @@
if(allowed(user))
return TRUE
to_chat(user, "<span class='notice'>Access denied.</span>")
/obj/structure/closet/on_object_saved(depth)
if(depth >= 10)
return ""
var/dat = ""
for(var/obj/item in contents)
var/metadata = generate_tgm_metadata(item)
dat += "[dat ? ",\n" : ""][item.type][metadata]"
//Save the contents of things inside the things inside us, EG saving the contents of bags inside lockers
var/custom_data = item.on_object_saved(depth++)
dat += "[custom_data ? ",\n[custom_data]" : ""]"
return dat

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@@ -0,0 +1,65 @@
GLOBAL_VAR_INIT(save_area_executing, FALSE)
/datum/mapGenerator/save_area
buildmode_name = "Save Area"
modules = list(/datum/mapGeneratorModule/save_area)
var/min_x = 0
var/min_y = 0
var/max_x = 0
var/max_y = 0
/datum/mapGenerator/save_area/defineRegion(turf/Start, turf/End, replace = 0)
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/save_area
var/areaName = "default.dm"
//This could be optimised by making turfs that are the same go in the same, but this is a quick bodge solution so yea, fun job for coder here :)
/datum/mapGeneratorModule/save_area/generate()
var/datum/mapGenerator/save_area/L = mother
if(!istype(L))
return
//If someone somehow gets build mode, stop them from using this.
if(!check_rights(R_ADMIN))
message_admins("[ckey(usr)] tried to run the map save generator but was rejected due to insufficient perms.")
to_chat(usr, "<span class='warning'>You must have R_ADMIN privellages to use this.</span>")
return
//Emergency check
if(L.map.len > 1600)
var/confirm = alert("Uhm, are you sure, the area is quiet large?", "Run generator", "Yes", "No")
if(confirm != "Yes")
return
if(GLOB.save_area_executing)
to_chat(usr, "<span class='warning'>Someone is already running the generator! Try again in a bit.</span>")
return
to_chat(usr, "<span class='warning'>Saving, please wait...</span>")
GLOB.save_area_executing = TRUE
//Log just in case something happens
log_game("[key_name(usr)] ran the save level map generator on [L.map.len] turfs.")
message_admins("[key_name(usr)] ran the save level map generator on [L.map.len] turfs.")
//Step 1: Get the data (This can take a while)
var/dat = "//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE\n"
dat += convert_map_to_tgm(L.map)
//Step 2: Write the data to a file
var/filedir = file("data/temp.dmm")
if(fexists(filedir))
fdel(filedir)
WRITE_FILE(filedir, "[dat]")
//Step 3: Give the file to client for download
usr << ftp(filedir)
//Step 4: Remove the file from the server (hopefully we can find a way to avoid step)
fdel(filedir)
log_game("[L.map.len] turfs have been saved by [ckey(usr)]")
alert("Area saved successfully.", "Action Successful!", "Ok")
GLOB.save_area_executing = FALSE

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@@ -0,0 +1,184 @@
//Map exporter
//Inputting a list of turfs into convert_map_to_tgm() will output a string
//with the turfs and their objects / areas on said turf into the TGM mapping format
//for .dmm files. This file can then be opened in the map editor or imported
//back into the game.
//============================
//This has been made semi-modular so you should be able to use these functions
//elsewhere in code if you ever need to get a file in the .dmm format
/atom/proc/get_save_vars()
return
GLOBAL_LIST_INIT(save_file_chars, list(
"a","b","c","d","e",
"f","g","h","i","j",
"k","l","m","n","o",
"p","q","r","s","t",
"u","v","w","x","y",
"z","A","B","C","D",
"E","F","G","H","I",
"J","K","L","M","N",
"O","P","Q","R","S",
"T","U","V","W","X",
"Y","Z"
))
//Converts a list of turfs into TGM file format
/proc/convert_map_to_tgm(list/map,\
save_flag = SAVE_ALL, \
shuttle_area_flag = SAVE_SHUTTLEAREA_DONTCARE, \
list/vars_to_save = list("pixel_x", "pixel_y", "dir", "name", "req_access", "req_access_txt", "piping_layer", "color", "icon_state", "pipe_color", "amount"),\
list/obj_blacklist = list())
//Calculate the bounds
var/minx = 1024
var/miny = 1024
var/maxx = -1
var/maxy = -1
for(var/turf/place in map)
minx = min(place.x, minx)
miny = min(place.y, miny)
maxx = max(place.x, maxx)
maxy = max(place.y, maxy)
var/width = maxx - minx + 1
var/height = maxy - miny + 1
//Sort the map so weird shaped / bad inputted maps can be handled
var/list/sortedmap = sort_map(map, minx, miny, maxx, maxy)
//Step 0: Calculate the amount of letters we need (26 ^ n > turf count)
var/turfsNeeded = width * height
var/layers = FLOOR(log(GLOB.save_file_chars.len, turfsNeeded) + 0.999,1)
//Step 1: Run through the area and generate file data
var/list/header_chars = list() //The characters of the header
var/list/header_dat = list() //The data of the header, lines up with chars
var/header = "" //The actual header in text
var/contents = "" //The contents in text (bit at the end)
var/index = 1
for(var/x in 1 to width)
contents += "\n([x],1,1) = {\"\n"
for(var/y in height to 1 step -1)
//====Get turfs Data====
var/turf/place = sortedmap[x][y]
var/area/location
var/list/objects
//If there is nothing there, save as a noop (For odd shapes)
if(!place)
place = /turf/template_noop
location = /area/template_noop
objects = list()
//Ignore things in space, must be a space turf and the area has to be empty space
else if(istype(place, /turf/open/space) && istype(get_area(place), /area/space) && !(save_flag & SAVE_SPACE))
place = /turf/template_noop
location = /area/template_noop
//Stuff to add
else
var/area/location_type = get_area(place)
location = location_type.type
objects = place
place = place.type
//====Saving shuttles only / non shuttles only====
var/is_shuttle_area = istype(location, /area/shuttle)
if((is_shuttle_area && shuttle_area_flag == SAVE_SHUTTLEAREA_IGNORE) || (!is_shuttle_area && shuttle_area_flag == SAVE_SHUTTLEAREA_ONLY))
place = /turf/template_noop
location = /area/template_noop
objects = list()
//====For toggling not saving areas and turfs====
if(!(save_flag & SAVE_AREAS))
location = /area/template_noop
if(!(save_flag & SAVE_TURFS))
place = /turf/template_noop
//====Generate Header Character====
var/header_char = calculate_tgm_header_index(index, layers) //The characters of the header
var/current_header = "(\n" //The actual stuff inside the header
//Add objects to the header file
var/empty = TRUE
//====SAVING OBJECTS====
if(save_flag & SAVE_OBJECTS)
for(var/obj/thing in objects)
if(thing.type in obj_blacklist)
continue
var/metadata = generate_tgm_metadata(thing, vars_to_save)
current_header += "[empty?"":",\n"][thing.type][metadata]"
empty = FALSE
//====SAVING SPECIAL DATA====
//This is what causes lockers and machines to save stuff inside of them
if(save_flag & SAVE_OBJECT_PROPERTIES)
var/custom_data = thing.on_object_saved()
current_header += "[custom_data ? ",\n[custom_data]" : ""]"
//====SAVING MOBS====
if(save_flag & SAVE_MOBS)
for(var/mob/living/thing in objects)
if(istype(thing, /mob/living/carbon)) //Ignore people, but not animals
continue
var/metadata = generate_tgm_metadata(thing, vars_to_save)
current_header += "[empty?"":",\n"][thing.type][metadata]"
empty = FALSE
current_header += "[empty?"":",\n"][place],\n[location])\n"
//====Fill the contents file====
//Compression is done here
var/position_of_header = header_dat.Find(current_header)
if(position_of_header)
//If the header has already been saved, change the character to the other saved header
header_char = header_chars[position_of_header]
else
header += "\"[header_char]\" = [current_header]"
header_chars += header_char
header_dat += current_header
index ++
contents += "[header_char]\n"
contents += "\"}"
return "[header][contents]"
//Sorts maps in terms of their positions, so scrambled / odd shaped maps can be saved
/proc/sort_map(list/map, minx, miny, maxx, maxy)
var/width = maxx - minx + 1
var/height = maxy - miny + 1
var/allTurfs = new/list(width, height)
for(var/turf/place in map)
allTurfs[place.x - minx + 1][place.y - miny + 1] = place
return allTurfs
//vars_to_save = list() to save all vars
/proc/generate_tgm_metadata(atom/O, list/vars_to_save = list("pixel_x", "pixel_y", "dir", "name", "req_access", "req_access_txt", "piping_layer", "color", "icon_state", "pipe_color", "amount"))
var/dat = ""
var/data_to_add = list()
for(var/V in O.vars)
if(O.get_save_vars())
if(!(V in O.get_save_vars()))
continue
else
if(!(V in vars_to_save) && vars_to_save)
continue
var/value = O.vars[V]
if(!value)
continue
if(value == initial(O.vars[V]) || !issaved(O.vars[V]))
continue
var/symbol = ""
if(istext(value))
symbol = "\""
value = sanitize_simple(value, list("{"="", "}"="", "\""="", ";"="", ","=""))
else if(isicon(value) || isfile(value))
symbol = "'"
else if(!(isnum(value) || ispath(value)))
continue
//Prevent symbols from being because otherwise you can name something [";},/obj/item/gun/energy/laser/instakill{name="da epic gun] and spawn yourself an instakill gun.
data_to_add += "[V] = [symbol][value][symbol]"
//Process data to add
var/first = TRUE
for(var/data in data_to_add)
dat += "[first ? "" : ";\n"]\t[data]"
first = FALSE
if(dat)
dat = "{\n[dat]\n\t}"
return dat
/proc/calculate_tgm_header_index(index, layers)
var/output = ""
for(var/i in 1 to layers)
var/l = GLOB.save_file_chars.len
var/c = FLOOR((index-1) / (l ** (i - 1)), 1)
c = (c % l) + 1
output = "[GLOB.save_file_chars[c]][output]"
return output

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@@ -243,3 +243,17 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
sep = ", "
msg += "[amount < 0 ? "-" : "+"][val] [M.name]"
formatted = msg.Join()
/obj/machinery/ore_silo/on_object_saved(var/depth = 0)
if(depth >= 10)
return ""
var/dat
var/datum/component/material_container/material_holder = GetComponent(/datum/component/material_container)
for(var/each in material_holder.materials)
var/amount = material_holder.materials[each] / MINERAL_MATERIAL_AMOUNT
var/datum/material/material_datum = each
while(amount > 0)
var/amount_in_stack = max(1, min(50, amount))
amount -= amount_in_stack
dat += "[dat ? ",\n" : ""][material_datum.sheet_type]{\n\tamount = [amount_in_stack]\n\t}"
return dat

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@@ -69,6 +69,7 @@
#include "code\__DEFINES\loadout.dm"
#include "code\__DEFINES\logging.dm"
#include "code\__DEFINES\machines.dm"
#include "code\__DEFINES\mapexporting.dm"
#include "code\__DEFINES\maps.dm"
#include "code\__DEFINES\materials.dm"
#include "code\__DEFINES\maths.dm"
@@ -1909,6 +1910,7 @@
#include "code\modules\buildmode\submodes\boom.dm"
#include "code\modules\buildmode\submodes\copy.dm"
#include "code\modules\buildmode\submodes\fill.dm"
#include "code\modules\buildmode\submodes\save_area.dm"
#include "code\modules\buildmode\submodes\mapgen.dm"
#include "code\modules\buildmode\submodes\throwing.dm"
#include "code\modules\buildmode\submodes\variable_edit.dm"
@@ -2453,6 +2455,7 @@
#include "code\modules\mafia\_defines.dm"
#include "code\modules\mafia\controller.dm"
#include "code\modules\mafia\map_pieces.dm"
#include "code\modules\mapexporting\mapexporter.dm"
#include "code\modules\mafia\outfits.dm"
#include "code\modules\mafia\roles.dm"
#include "code\modules\mapping\map_config.dm"