/datum/map_template/ruin/proc/try_to_place(z,allowed_areas,turf/forced_turf) var/sanity = forced_turf ? 1 : PLACEMENT_TRIES if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS)) return place_on_isolated_level(z) while(sanity > 0) sanity-- var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2) var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2) var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z) var/valid = TRUE for(var/turf/check in get_affected_turfs(central_turf,1)) var/area/new_area = get_area(check) valid = FALSE // set to false before we check if(check.flags_1 & NO_RUINS_1) break for(var/type in allowed_areas) if(istype(new_area, type)) // it's at least one of our types so it's whitelisted valid = TRUE break if(!valid) break if(!valid) continue testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])") for(var/i in get_affected_turfs(central_turf, 1)) var/turf/T = i for(var/obj/structure/spawner/nest in T) qdel(nest) for(var/mob/living/simple_animal/monster in T) qdel(monster) for(var/obj/structure/flora/ash/plant in T) qdel(plant) load(central_turf,centered = TRUE) loaded++ for(var/turf/T in get_affected_turfs(central_turf, 1)) T.flags_1 |= NO_RUINS_1 new /obj/effect/landmark/ruin(central_turf, src) return central_turf /datum/map_template/ruin/proc/place_on_isolated_level(z) var/datum/turf_reservation/reservation = SSmapping.RequestBlockReservation(width, height, z) //Make the new level creation work with different traits. if(!reservation) return var/turf/placement = locate(reservation.bottom_left_coords[1],reservation.bottom_left_coords[2],reservation.bottom_left_coords[3]) load(placement) loaded++ for(var/turf/T in get_affected_turfs(placement)) T.flags_1 |= NO_RUINS_1 var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z) new /obj/effect/landmark/ruin(center, src) return center /proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins) if(!z_levels || !z_levels.len) WARNING("No Z levels provided - Not generating ruins") return for(var/zl in z_levels) var/turf/T = locate(1, 1, zl) if(!T) WARNING("Z level [zl] does not exist - Not generating ruins") return var/list/ruins = potentialRuins.Copy() var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) or if the assoc value is a turf to the specified turf. var/list/ruins_availible = list() //we can try these in the current pass //Set up the starting ruin list for(var/key in ruins) var/datum/map_template/ruin/R = ruins[key] if(R.cost > budget) //Why would you do that continue if(R.always_place) forced_ruins[R] = -1 if(R.unpickable) continue ruins_availible[R] = R.placement_weight while(budget > 0 && (ruins_availible.len || forced_ruins.len)) var/datum/map_template/ruin/current_pick var/forced = FALSE var/forced_z //If set we won't pick z level and use this one instead. var/forced_turf //If set we place the ruin centered on the given turf if(forced_ruins.len) //We have something we need to load right now, so just pick it for(var/ruin in forced_ruins) current_pick = ruin if(isturf(forced_ruins[ruin])) var/turf/T = forced_ruins[ruin] forced_z = T.z //In case of chained ruins forced_turf = T else if(forced_ruins[ruin] > 0) //Load into designated z forced_z = forced_ruins[ruin] forced = TRUE break else //Otherwise just pick random one current_pick = pickweight(ruins_availible) var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf var/failed_to_place = TRUE var/target_z = 0 var/turf/placed_turf //Where the ruin ended up if we succeeded outer: while(placement_tries > 0) placement_tries-- target_z = pick(z_levels) if(forced_z) target_z = forced_z if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists. for(var/v in current_pick.always_spawn_with) if(current_pick.always_spawn_with[v] == PLACE_BELOW) var/turf/T = locate(1,1,target_z) if(!SSmapping.get_turf_below(T)) if(forced_z) continue outer else break outer placed_turf = current_pick.try_to_place(target_z,whitelist,forced_turf) if(!placed_turf) continue else failed_to_place = FALSE break //That's done remove from priority even if it failed if(forced) //TODO : handle forced ruins with multiple variants // this might work? forced_ruins -= current_pick if(!current_pick.allow_duplicates) for(var/datum/map_template/ruin/R in forced_ruins) if(R.id == current_pick.id) forced_ruins -= R forced = FALSE if(failed_to_place) for(var/datum/map_template/ruin/R in ruins_availible) if(R.id == current_pick.id) ruins_availible -= R log_world("Failed to place [current_pick.name] ruin.") else budget -= current_pick.cost if(!current_pick.allow_duplicates) for(var/datum/map_template/ruin/R in ruins_availible) if(R.id == current_pick.id) ruins_availible -= R if(current_pick.never_spawn_with) for(var/blacklisted_type in current_pick.never_spawn_with) for(var/possible_exclusion in ruins_availible) if(istype(possible_exclusion,blacklisted_type)) ruins_availible -= possible_exclusion if(current_pick.always_spawn_with) for(var/v in current_pick.always_spawn_with) for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates. var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying. if(istype(linked,v)) switch(current_pick.always_spawn_with[v]) if(PLACE_SAME_Z) forced_ruins[linked] = target_z //I guess you might want a chain somehow if(PLACE_LAVA_RUIN) forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS)) if(PLACE_SPACE_RUIN) forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS)) if(PLACE_DEFAULT) forced_ruins[linked] = -1 if(PLACE_BELOW) forced_ruins[linked] = SSmapping.get_turf_below(placed_turf) if(PLACE_ISOLATED) forced_ruins[linked] = SSmapping.get_isolated_ruin_z() //Update the availible list for(var/datum/map_template/ruin/R in ruins_availible) if(R.cost > budget) ruins_availible -= R log_world("Ruin loader finished with [budget] left to spend.")