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
154 lines
7.4 KiB
Plaintext
154 lines
7.4 KiB
Plaintext
SUBSYSTEM_DEF(min_spawns)
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name = "Minimum Spawns" // it should be more like "failsafe spawns" or "backup spawns" or something
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init_order = INIT_ORDER_DEFAULT
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flags = SS_BACKGROUND | SS_NO_FIRE | SS_ALWAYS_SHOW_STAT
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wait = 2
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var/where_we_droppin_boys_iterations = 0
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var/snaxi_snowflake_check = FALSE
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var/list/active_spawns = list() // lavaland, snaxi, etc. primary spawn list
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var/list/active_spawns_2 = list() // snaxi underground, etc. secondary spawn list
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var/list/valid_mining_turfs = list() // lavaland/snaxi turfs
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var/list/valid_mining_turfs_2 = list() // snaxi underground turfs
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GLOBAL_LIST_INIT(minimum_lavaland_spawns, list(
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/obj/structure/spawner/lavaland,
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/obj/structure/spawner/lavaland/goliath,
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/obj/structure/spawner/lavaland/legion,
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/mob/living/simple_animal/hostile/megafauna/dragon,
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/mob/living/simple_animal/hostile/megafauna/colossus,
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/mob/living/simple_animal/hostile/megafauna/bubblegum
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))
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GLOBAL_LIST_INIT(minimum_snow_surface_spawns, list(
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/obj/structure/spawner/ice_moon,
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/obj/structure/spawner/ice_moon/polarbear
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))
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GLOBAL_LIST_INIT(minimum_snow_under_spawns, list(
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/obj/structure/spawner/ice_moon/demonic_portal,
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/obj/structure/spawner/ice_moon/demonic_portal/ice_whelp,
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/obj/structure/spawner/ice_moon/demonic_portal/snowlegion
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))
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// step 1: check for which list(s) to use - done
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// step 2: check for caves - done
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// step 3: check for mobs - done
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// step 4: start throwing shit down - done
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// step 5: snaxi support - done?
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/datum/controller/subsystem/min_spawns/Initialize(start_timeofday)
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if(SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS))
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active_spawns = GLOB.minimum_snow_surface_spawns
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active_spawns_2 = GLOB.minimum_snow_under_spawns
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snaxi_snowflake_check = TRUE
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else if(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS)) //todo: recognizing maps that aren't lavaland mining but are also not snaxi
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active_spawns = GLOB.minimum_lavaland_spawns
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if(!active_spawns && !active_spawns_2)
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return ..() // call it a day i guess
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// borrowing this from auxbase code - see code\modules\mining\aux_base.dm
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if(snaxi_snowflake_check)
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for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS))
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for(var/turf/TT in Z_TURFS(z_level))
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if(!isarea(TT.loc))
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continue
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var/area/A = TT.loc
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if(!A.mob_spawn_allowed)
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continue
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if(!istype(TT, /turf/open/floor/plating/asteroid))
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continue
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if(typesof(/turf/open/lava) in orange(9, TT))
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continue
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valid_mining_turfs.Add(TT)
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for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND))
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for(var/turf/TT in Z_TURFS(z_level))
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if(!isarea(TT.loc))
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continue
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var/area/A = TT.loc
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if(!A.mob_spawn_allowed)
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continue
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if(!istype(TT, /turf/open/floor/plating/asteroid))
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continue
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if(typesof(/turf/open/lava) in orange(9, TT))
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continue
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valid_mining_turfs_2.Add(TT)
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else
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for(var/z_level in SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
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for(var/turf/TT in Z_TURFS(z_level))
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if(!isarea(TT.loc))
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continue
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var/area/A = TT.loc
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if(!A.mob_spawn_allowed)
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continue
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if(!istype(TT, /turf/open/floor/plating/asteroid))
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continue
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if(typesof(/turf/open/lava) in orange(9, TT))
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continue
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valid_mining_turfs.Add(TT)
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if(!valid_mining_turfs)
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return ..() // call it a day i guess
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// if we're at this point we might as well fucking hit it
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where_we_droppin_boys()
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return ..()
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/datum/controller/subsystem/min_spawns/proc/where_we_droppin_boys()
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while(active_spawns.len)
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where_we_droppin_boys_iterations++
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CHECK_TICK
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if(where_we_droppin_boys_iterations >= 1250)
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INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on spawns list 1 - too many iterations!")
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break
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var/turf/RT = pick_n_take(valid_mining_turfs) //Pick a random mining Z-level turf
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var/MS_tospawn = pick_n_take(active_spawns)
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for(var/mob/living/simple_animal/hostile/megafauna/H in urange(70,RT)) //prevents mob clumps
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if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, H) <= 70)
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// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [H], [get_dist(RT, H)] tiles distance, [RT.x] [RT.y] [RT.z]")
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active_spawns.Add(MS_tospawn)
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continue //let's try not to dump megas too close to each other?
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if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, H) <= 40)
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// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [H], [get_dist(RT, H)] tiles distance, [RT.x] [RT.y] [RT.z]")
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active_spawns.Add(MS_tospawn)
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continue //let's at least /try/ to space these out?
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for(var/obj/structure/spawner/LT in urange(70,RT)) //prevents tendril/mega clumps
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if((istype(MS_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT, LT) <= 70)
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// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [LT], [get_dist(RT, LT)] tiles distance, [RT.x] [RT.y] [RT.z]")
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active_spawns.Add(MS_tospawn)
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continue //let's try not to dump megas too close to each other?
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if((istype(MS_tospawn, /obj/structure/spawner)) && get_dist(RT, LT) <= 40)
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// INIT_ANNOUNCE("MSTS failed - [MS_tospawn] too close to [LT], [get_dist(RT, LT)] tiles distance, [RT.x] [RT.y] [RT.z]")
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active_spawns.Add(MS_tospawn)
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continue //let's at least /try/ to space these out?
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// man the overhead on this is gonna SUCK
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// INIT_ANNOUNCE("MSTS succeeded! - [MS_tospawn] spawning at [RT.x] [RT.y] [RT.z]")
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new MS_tospawn(RT)
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while(active_spawns_2.len)
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where_we_droppin_boys_iterations++
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CHECK_TICK
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if(where_we_droppin_boys_iterations >= 1250)
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INIT_ANNOUNCE("Minimum Spawns subsystem stopped early on active list 2 - too many iterations!")
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break
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var/turf/RT2 = pick_n_take(valid_mining_turfs_2) //Pick a random mining Z-level turf
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var/MS2_tospawn = pick_n_take(active_spawns_2)
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for(var/mob/living/simple_animal/hostile/H in urange(70,RT2)) //prevents mob clumps
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if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(RT2, H) <= 70)
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// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [H], [get_dist(RT2, H)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
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active_spawns_2.Add(MS2_tospawn)
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continue //let's try not to dump megas too close to each other?
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if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, H) <= 40)
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// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [H], [get_dist(RT2, H)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
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active_spawns_2.Add(MS2_tospawn)
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continue //let's at least /try/ to space these out?
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for(var/obj/structure/spawner/LT in urange(70,RT2)) //prevents tendril/mega clumps
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if((istype(MS2_tospawn, /mob/living/simple_animal/hostile/megafauna)) && get_dist(RT2, LT) <= 70)
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// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [LT], [get_dist(RT2, LT)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
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active_spawns_2.Add(MS2_tospawn)
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continue //let's try not to dump megas too close to each other?
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if((istype(MS2_tospawn, /obj/structure/spawner)) && get_dist(RT2, LT) <= 40)
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// INIT_ANNOUNCE("MS2TS failed - [MS2_tospawn] too close to [LT], [get_dist(RT2, LT)] tiles distance, [RT2.x] [RT2.y] [RT2.z]")
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active_spawns_2.Add(MS2_tospawn)
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continue //let's at least /try/ to space these out?
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// man the overhead on this is gonna SUCK
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// INIT_ANNOUNCE("MS2TS succeeded! - [MS2_tospawn] spawning at [RT2.x] [RT2.y] [RT2.z]")
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new MS2_tospawn(RT2)
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if(!active_spawns.len && !active_spawns_2.len)
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// INIT_ANNOUNCE("Wrapping up! AS [active_spawns] AS2 [active_spawns_2]")
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return // we're done here
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