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S.P.L.U.R.T-Station-13/code/modules/procedural_mapping/mapGenerators/cellular.dm
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2020-11-12 23:36:18 -07:00

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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()
//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