mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 09:54:52 +00:00
buildmode mapgen tool save
This commit is contained in:
14
code/__DEFINES/mapexporting.dm
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14
code/__DEFINES/mapexporting.dm
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@@ -0,0 +1,14 @@
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//Bits to save
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#define SAVE_OBJECTS (1 << 1) //Save objects?
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#define SAVE_MOBS (1 << 2) //Save Mobs?
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#define SAVE_TURFS (1 << 3) //Save turfs?
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#define SAVE_AREAS (1 << 4) //Save areas?
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#define SAVE_SPACE (1 << 5) //Save space areas? (If not they will be saved as NOOP)
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#define SAVE_OBJECT_PROPERTIES (1 << 6) //Save custom properties of objects (obj.on_object_saved() output)
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#define SAVE_ALL SAVE_OBJECTS | SAVE_MOBS | SAVE_TURFS | SAVE_AREAS | SAVE_SPACE | SAVE_OBJECT_PROPERTIES
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//Ignore turf if it contains
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#define SAVE_SHUTTLEAREA_DONTCARE 0
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#define SAVE_SHUTTLEAREA_IGNORE 1
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#define SAVE_SHUTTLEAREA_ONLY 2
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@@ -732,3 +732,15 @@
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*/
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/datum/component/storage/proc/get_max_volume()
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return max_volume || AUTO_SCALE_STORAGE_VOLUME(max_w_class, max_combined_w_class)
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/obj/item/storage/on_object_saved(depth)
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if(depth >= 10)
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return ""
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var/dat = ""
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for(var/obj/item in contents)
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var/metadata = generate_tgm_metadata(item)
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dat += "[dat ? ",\n" : ""][item.type][metadata]"
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//Save the contents of things inside the things inside us, EG saving the contents of bags inside lockers
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var/custom_data = item.on_object_saved(depth++)
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dat += "[custom_data ? ",\n[custom_data]" : ""]"
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return dat
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@@ -383,3 +383,34 @@
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/obj/proc/plunger_act(obj/item/plunger/P, mob/living/user, reinforced)
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return
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//For returning special data when the object is saved
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//For example, or silos will return a list of their materials which will be dumped on top of them
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//Can be customised if you have something that contains something you want saved
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//If you put an incorrect format it will break outputting, so don't use this if you don't know what you are doing
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//NOTE: Contents is automatically saved, so if you store your things in the contents var, don't worry about this
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//====Output Format Examples====:
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//===Single Object===
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// "/obj/item/folder/blue"
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//===Multiple Objects===
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// "/obj/item/folder/blue,\n
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// /obj/item/folder/red"
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//===Single Object with metadata===
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// "/obj/item/folder/blue{\n
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// \tdir = 8;\n
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// \tname = "special folder"\n
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// \t}"
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//===Multiple Objects with metadata===
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// "/obj/item/folder/blue{\n
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// \tdir = 8;\n
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// \tname = "special folder"\n
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// \t},\n
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// /obj/item/folder/red"
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//====How to save easily====:
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// return "[thing.type][generate_tgm_metadata(thing)]"
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//Where thing is the additional thing you want to same (For example ores inside an ORM)
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//Just add ,\n between each thing
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//generate_tgm_metadata(thing) handles everything inside the {} for you
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/obj/proc/on_object_saved(depth)
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return ""
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@@ -672,3 +672,15 @@
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if(allowed(user))
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return TRUE
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to_chat(user, "<span class='notice'>Access denied.</span>")
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/obj/structure/closet/on_object_saved(depth)
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if(depth >= 10)
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return ""
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var/dat = ""
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for(var/obj/item in contents)
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var/metadata = generate_tgm_metadata(item)
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dat += "[dat ? ",\n" : ""][item.type][metadata]"
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//Save the contents of things inside the things inside us, EG saving the contents of bags inside lockers
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var/custom_data = item.on_object_saved(depth++)
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dat += "[custom_data ? ",\n[custom_data]" : ""]"
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return dat
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65
code/modules/buildmode/submodes/save_area.dm
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65
code/modules/buildmode/submodes/save_area.dm
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@@ -0,0 +1,65 @@
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GLOBAL_VAR_INIT(save_area_executing, FALSE)
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/datum/mapGenerator/save_area
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buildmode_name = "Save Area"
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modules = list(/datum/mapGeneratorModule/save_area)
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var/min_x = 0
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var/min_y = 0
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var/max_x = 0
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var/max_y = 0
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/datum/mapGenerator/save_area/defineRegion(turf/Start, turf/End, replace = 0)
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min_x = min(Start.x,End.x)
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min_y = min(Start.y,End.y)
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max_x = max(Start.x,End.x)
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max_y = max(Start.y,End.y)
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..()
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/datum/mapGeneratorModule/save_area
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var/areaName = "default.dm"
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//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 :)
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/datum/mapGeneratorModule/save_area/generate()
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var/datum/mapGenerator/save_area/L = mother
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if(!istype(L))
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return
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//If someone somehow gets build mode, stop them from using this.
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if(!check_rights(R_ADMIN))
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message_admins("[ckey(usr)] tried to run the map save generator but was rejected due to insufficient perms.")
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to_chat(usr, "<span class='warning'>You must have R_ADMIN privellages to use this.</span>")
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return
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//Emergency check
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if(L.map.len > 1600)
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var/confirm = alert("Uhm, are you sure, the area is quiet large?", "Run generator", "Yes", "No")
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if(confirm != "Yes")
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return
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if(GLOB.save_area_executing)
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to_chat(usr, "<span class='warning'>Someone is already running the generator! Try again in a bit.</span>")
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return
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to_chat(usr, "<span class='warning'>Saving, please wait...</span>")
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GLOB.save_area_executing = TRUE
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//Log just in case something happens
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log_game("[key_name(usr)] ran the save level map generator on [L.map.len] turfs.")
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message_admins("[key_name(usr)] ran the save level map generator on [L.map.len] turfs.")
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//Step 1: Get the data (This can take a while)
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var/dat = "//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE\n"
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dat += convert_map_to_tgm(L.map)
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//Step 2: Write the data to a file
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var/filedir = file("data/temp.dmm")
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if(fexists(filedir))
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fdel(filedir)
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WRITE_FILE(filedir, "[dat]")
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//Step 3: Give the file to client for download
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usr << ftp(filedir)
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//Step 4: Remove the file from the server (hopefully we can find a way to avoid step)
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fdel(filedir)
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log_game("[L.map.len] turfs have been saved by [ckey(usr)]")
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alert("Area saved successfully.", "Action Successful!", "Ok")
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GLOB.save_area_executing = FALSE
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184
code/modules/mapexporting/mapexporter.dm
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184
code/modules/mapexporting/mapexporter.dm
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@@ -0,0 +1,184 @@
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//Map exporter
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//Inputting a list of turfs into convert_map_to_tgm() will output a string
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//with the turfs and their objects / areas on said turf into the TGM mapping format
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//for .dmm files. This file can then be opened in the map editor or imported
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//back into the game.
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//============================
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//This has been made semi-modular so you should be able to use these functions
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//elsewhere in code if you ever need to get a file in the .dmm format
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/atom/proc/get_save_vars()
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return
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GLOBAL_LIST_INIT(save_file_chars, list(
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"a","b","c","d","e",
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"f","g","h","i","j",
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"k","l","m","n","o",
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"p","q","r","s","t",
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"u","v","w","x","y",
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"z","A","B","C","D",
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"E","F","G","H","I",
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"J","K","L","M","N",
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"O","P","Q","R","S",
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"T","U","V","W","X",
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"Y","Z"
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))
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//Converts a list of turfs into TGM file format
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/proc/convert_map_to_tgm(list/map,\
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save_flag = SAVE_ALL, \
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shuttle_area_flag = SAVE_SHUTTLEAREA_DONTCARE, \
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list/vars_to_save = list("pixel_x", "pixel_y", "dir", "name", "req_access", "req_access_txt", "piping_layer", "color", "icon_state", "pipe_color", "amount"),\
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list/obj_blacklist = list())
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//Calculate the bounds
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var/minx = 1024
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var/miny = 1024
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var/maxx = -1
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var/maxy = -1
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for(var/turf/place in map)
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minx = min(place.x, minx)
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miny = min(place.y, miny)
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maxx = max(place.x, maxx)
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maxy = max(place.y, maxy)
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var/width = maxx - minx + 1
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var/height = maxy - miny + 1
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//Sort the map so weird shaped / bad inputted maps can be handled
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var/list/sortedmap = sort_map(map, minx, miny, maxx, maxy)
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//Step 0: Calculate the amount of letters we need (26 ^ n > turf count)
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var/turfsNeeded = width * height
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var/layers = FLOOR(log(GLOB.save_file_chars.len, turfsNeeded) + 0.999,1)
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//Step 1: Run through the area and generate file data
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var/list/header_chars = list() //The characters of the header
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var/list/header_dat = list() //The data of the header, lines up with chars
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var/header = "" //The actual header in text
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var/contents = "" //The contents in text (bit at the end)
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var/index = 1
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for(var/x in 1 to width)
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contents += "\n([x],1,1) = {\"\n"
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for(var/y in height to 1 step -1)
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//====Get turfs Data====
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var/turf/place = sortedmap[x][y]
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var/area/location
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var/list/objects
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//If there is nothing there, save as a noop (For odd shapes)
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if(!place)
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place = /turf/template_noop
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location = /area/template_noop
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objects = list()
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//Ignore things in space, must be a space turf and the area has to be empty space
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else if(istype(place, /turf/open/space) && istype(get_area(place), /area/space) && !(save_flag & SAVE_SPACE))
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place = /turf/template_noop
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location = /area/template_noop
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//Stuff to add
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else
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var/area/location_type = get_area(place)
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location = location_type.type
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objects = place
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place = place.type
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//====Saving shuttles only / non shuttles only====
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var/is_shuttle_area = istype(location, /area/shuttle)
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if((is_shuttle_area && shuttle_area_flag == SAVE_SHUTTLEAREA_IGNORE) || (!is_shuttle_area && shuttle_area_flag == SAVE_SHUTTLEAREA_ONLY))
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place = /turf/template_noop
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location = /area/template_noop
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objects = list()
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//====For toggling not saving areas and turfs====
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if(!(save_flag & SAVE_AREAS))
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location = /area/template_noop
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if(!(save_flag & SAVE_TURFS))
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place = /turf/template_noop
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//====Generate Header Character====
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var/header_char = calculate_tgm_header_index(index, layers) //The characters of the header
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var/current_header = "(\n" //The actual stuff inside the header
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//Add objects to the header file
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var/empty = TRUE
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//====SAVING OBJECTS====
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if(save_flag & SAVE_OBJECTS)
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for(var/obj/thing in objects)
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if(thing.type in obj_blacklist)
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continue
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var/metadata = generate_tgm_metadata(thing, vars_to_save)
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current_header += "[empty?"":",\n"][thing.type][metadata]"
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empty = FALSE
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//====SAVING SPECIAL DATA====
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//This is what causes lockers and machines to save stuff inside of them
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if(save_flag & SAVE_OBJECT_PROPERTIES)
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var/custom_data = thing.on_object_saved()
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current_header += "[custom_data ? ",\n[custom_data]" : ""]"
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//====SAVING MOBS====
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if(save_flag & SAVE_MOBS)
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for(var/mob/living/thing in objects)
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if(istype(thing, /mob/living/carbon)) //Ignore people, but not animals
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continue
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var/metadata = generate_tgm_metadata(thing, vars_to_save)
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current_header += "[empty?"":",\n"][thing.type][metadata]"
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empty = FALSE
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current_header += "[empty?"":",\n"][place],\n[location])\n"
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//====Fill the contents file====
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//Compression is done here
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var/position_of_header = header_dat.Find(current_header)
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if(position_of_header)
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//If the header has already been saved, change the character to the other saved header
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header_char = header_chars[position_of_header]
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else
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header += "\"[header_char]\" = [current_header]"
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header_chars += header_char
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header_dat += current_header
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index ++
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contents += "[header_char]\n"
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contents += "\"}"
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return "[header][contents]"
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//Sorts maps in terms of their positions, so scrambled / odd shaped maps can be saved
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/proc/sort_map(list/map, minx, miny, maxx, maxy)
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var/width = maxx - minx + 1
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var/height = maxy - miny + 1
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var/allTurfs = new/list(width, height)
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for(var/turf/place in map)
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allTurfs[place.x - minx + 1][place.y - miny + 1] = place
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return allTurfs
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//vars_to_save = list() to save all vars
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/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"))
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var/dat = ""
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var/data_to_add = list()
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for(var/V in O.vars)
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if(O.get_save_vars())
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if(!(V in O.get_save_vars()))
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continue
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else
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if(!(V in vars_to_save) && vars_to_save)
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continue
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var/value = O.vars[V]
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if(!value)
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continue
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if(value == initial(O.vars[V]) || !issaved(O.vars[V]))
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continue
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var/symbol = ""
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if(istext(value))
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symbol = "\""
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value = sanitize_simple(value, list("{"="", "}"="", "\""="", ";"="", ","=""))
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else if(isicon(value) || isfile(value))
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symbol = "'"
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else if(!(isnum(value) || ispath(value)))
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continue
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//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.
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data_to_add += "[V] = [symbol][value][symbol]"
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//Process data to add
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var/first = TRUE
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for(var/data in data_to_add)
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dat += "[first ? "" : ";\n"]\t[data]"
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first = FALSE
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if(dat)
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dat = "{\n[dat]\n\t}"
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return dat
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/proc/calculate_tgm_header_index(index, layers)
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var/output = ""
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for(var/i in 1 to layers)
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var/l = GLOB.save_file_chars.len
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var/c = FLOOR((index-1) / (l ** (i - 1)), 1)
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c = (c % l) + 1
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output = "[GLOB.save_file_chars[c]][output]"
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return output
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@@ -243,3 +243,17 @@ GLOBAL_LIST_EMPTY(silo_access_logs)
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sep = ", "
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msg += "[amount < 0 ? "-" : "+"][val] [M.name]"
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formatted = msg.Join()
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/obj/machinery/ore_silo/on_object_saved(var/depth = 0)
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if(depth >= 10)
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return ""
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var/dat
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var/datum/component/material_container/material_holder = GetComponent(/datum/component/material_container)
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for(var/each in material_holder.materials)
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var/amount = material_holder.materials[each] / MINERAL_MATERIAL_AMOUNT
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var/datum/material/material_datum = each
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while(amount > 0)
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var/amount_in_stack = max(1, min(50, amount))
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amount -= amount_in_stack
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dat += "[dat ? ",\n" : ""][material_datum.sheet_type]{\n\tamount = [amount_in_stack]\n\t}"
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return dat
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@@ -69,6 +69,7 @@
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#include "code\__DEFINES\loadout.dm"
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#include "code\__DEFINES\logging.dm"
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#include "code\__DEFINES\machines.dm"
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#include "code\__DEFINES\mapexporting.dm"
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#include "code\__DEFINES\maps.dm"
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#include "code\__DEFINES\materials.dm"
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#include "code\__DEFINES\maths.dm"
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@@ -1909,6 +1910,7 @@
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#include "code\modules\buildmode\submodes\boom.dm"
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#include "code\modules\buildmode\submodes\copy.dm"
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#include "code\modules\buildmode\submodes\fill.dm"
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#include "code\modules\buildmode\submodes\save_area.dm"
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#include "code\modules\buildmode\submodes\mapgen.dm"
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#include "code\modules\buildmode\submodes\throwing.dm"
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#include "code\modules\buildmode\submodes\variable_edit.dm"
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@@ -2453,6 +2455,7 @@
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#include "code\modules\mafia\_defines.dm"
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#include "code\modules\mafia\controller.dm"
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#include "code\modules\mafia\map_pieces.dm"
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#include "code\modules\mapexporting\mapexporter.dm"
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#include "code\modules\mafia\outfits.dm"
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#include "code\modules\mafia\roles.dm"
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#include "code\modules\mapping\map_config.dm"
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