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bb70889f6e
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
362 lines
15 KiB
Plaintext
362 lines
15 KiB
Plaintext
/// The random offset applied to square coordinates, causes intermingling at biome borders
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#define BIOME_RANDOM_SQUARE_DRIFT 2
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/datum/map_generator/cave_generator
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var/name = "Cave Generator"
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///Weighted list of the types that spawns if the turf is open
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var/weighted_open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
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///Expanded list of the types that spawns if the turf is open
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var/open_turf_types
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///Weighted list of the types that spawns if the turf is closed
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var/weighted_closed_turf_types = list(/turf/closed/mineral/random = 1)
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///Expanded list of the types that spawns if the turf is closed
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var/closed_turf_types
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///Weighted list of mobs that can spawn in the area.
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var/list/weighted_mob_spawn_list
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///Expanded list of mobs that can spawn in the area. Reads from the weighted list
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var/list/mob_spawn_list
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///The mob spawn list but with no megafauna markers. autogenerated
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var/list/mob_spawn_no_mega_list
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// Weighted list of Megafauna that can spawn in the area
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var/list/weighted_megafauna_spawn_list
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///Expanded list of Megafauna that can spawn in the area. Reads from the weighted list
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var/list/megafauna_spawn_list
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///Weighted list of flora that can spawn in the area.
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var/list/weighted_flora_spawn_list
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///Expanded list of flora that can spawn in the area. Reads from the weighted list
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var/list/flora_spawn_list
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///Weighted list of extra features that can spawn in the area, such as geysers.
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var/list/weighted_feature_spawn_list
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///Expanded list of extra features that can spawn in the area. Reads from the weighted list
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var/list/feature_spawn_list
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/// The turf types to replace with a biome-related turf, as typecache.
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/// Leave empty for all open turfs (but not closed turfs) to be hijacked.
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var/list/biome_accepted_turfs = list()
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/// An associative list of biome type to the list of turfs that were
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/// generated of that biome specifically. Helps to improve the efficiency
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/// of biome-related operations. Is populated through
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/// `generate_terrain_with_biomes()`.
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var/list/generated_turfs_per_biome = list()
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/// 2D list of all biomes based on heat and humidity combos. Associative by
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/// `BIOME_X_HEAT` and then by `BIOME_X_HUMIDITY` (i.e.
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/// `possible_biomes[BIOME_LOW_HEAT][BIOME_LOWMEDIUM_HUMIDITY]`).
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/// Check /datum/map_generator/cave_generator/jungle for an example
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/// of how to set it up properly.
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var/list/possible_biomes = list()
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/// Used to select "zoom" level into the perlin noise, higher numbers
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/// result in slower transitions
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var/perlin_zoom = 65
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///Base chance of spawning a mob
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var/mob_spawn_chance = 6
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///Base chance of spawning flora
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var/flora_spawn_chance = 2
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///Base chance of spawning features
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var/feature_spawn_chance = 0.25
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///Unique ID for this spawner
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var/string_gen
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///Chance of cells starting closed
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var/initial_closed_chance = 45
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///Amount of smoothing iterations
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var/smoothing_iterations = 20
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///How much neighbours does a dead cell need to become alive
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var/birth_limit = 4
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///How little neighbours does a alive cell need to die
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var/death_limit = 3
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/datum/map_generator/cave_generator/New()
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. = ..()
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if(!weighted_mob_spawn_list)
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weighted_mob_spawn_list = list(
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/mob/living/basic/mining/basilisk = 4,
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/mob/living/basic/mining/goldgrub = 1,
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/mob/living/basic/mining/goliath/ancient = 5,
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/mob/living/basic/mining/hivelord = 3,
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)
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mob_spawn_list = expand_weights(weighted_mob_spawn_list)
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mob_spawn_no_mega_list = expand_weights(weighted_mob_spawn_list - SPAWN_MEGAFAUNA)
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if(!weighted_megafauna_spawn_list)
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weighted_megafauna_spawn_list = GLOB.megafauna_spawn_list
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megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
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if(!weighted_flora_spawn_list)
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weighted_flora_spawn_list = list(
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/obj/structure/flora/ash/leaf_shroom = 2,
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/obj/structure/flora/ash/cap_shroom = 2,
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/obj/structure/flora/ash/stem_shroom = 2,
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/obj/structure/flora/ash/cacti = 1,
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/obj/structure/flora/ash/tall_shroom = 2,
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/obj/structure/flora/ash/seraka = 2,
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)
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flora_spawn_list = expand_weights(weighted_flora_spawn_list)
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if(!weighted_feature_spawn_list)
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weighted_feature_spawn_list = list(
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/obj/structure/geyser/random = 1,
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/obj/structure/ore_vent/random = 1,
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)
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feature_spawn_list = expand_weights(weighted_feature_spawn_list)
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open_turf_types = expand_weights(weighted_open_turf_types)
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closed_turf_types = expand_weights(weighted_closed_turf_types)
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/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
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. = ..()
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if(!(generate_in.area_flags & CAVES_ALLOWED))
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return
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if(length(possible_biomes))
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return generate_terrain_with_biomes(turfs, generate_in)
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var/start_time = REALTIMEOFDAY
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string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
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for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
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//SKYRAT EDIT ADDITION
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if(istype(gen_turf, /turf/open/space/mirage))
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continue
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//SKYRAT EDIT END
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var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
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var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types)
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// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
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// The old tile hasn't got the chance to init yet
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new_turf = new new_turf(gen_turf)
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if(gen_turf.turf_flags & NO_RUINS)
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new_turf.turf_flags |= NO_RUINS
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var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"))
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log_world(message)
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/**
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* This proc handles including biomes in the cave generation. This is slower than
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* `generate_terrain()`, so please use it only if you actually need biomes.
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*
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* This should only be called by `generate_terrain()`, if you have to call this,
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* you're probably doing something wrong.
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*/
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/datum/map_generator/cave_generator/proc/generate_terrain_with_biomes(list/turfs, area/generate_in)
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if(!(generate_in.area_flags & CAVES_ALLOWED))
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return
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var/humidity_seed = rand(0, 50000)
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var/heat_seed = rand(0, 50000)
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var/start_time = REALTIMEOFDAY
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string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
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var/humidity_gen = list()
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humidity_gen[BIOME_HIGH_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1")
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humidity_gen[BIOME_MEDIUM_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1")
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var/heat_gen = list()
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heat_gen[BIOME_HIGH_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1")
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heat_gen[BIOME_MEDIUM_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1")
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var/list/expanded_closed_turfs = src.closed_turf_types
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var/list/expanded_open_turfs = src.open_turf_types
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for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
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var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
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var/new_turf_type = pick(closed ? expanded_closed_turfs : expanded_open_turfs)
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var/datum/biome/selected_biome
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// Here comes the meat of the biome code.
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var/drift_x = clamp((gen_turf.x + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)), 1, world.maxx) // / perlin_zoom
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var/drift_y = clamp((gen_turf.y + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)), 2, world.maxy) // / perlin_zoom
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// Where we go in the generated string (generated outside of the loop for s p e e d)
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var/coordinate = world.maxx * (drift_y - 1) + drift_x
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// Type of humidity zone we're in (LOW-MEDIUM-HIGH)
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var/humidity_level = text2num(humidity_gen[BIOME_HIGH_HUMIDITY][coordinate]) ? \
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BIOME_HIGH_HUMIDITY : text2num(humidity_gen[BIOME_MEDIUM_HUMIDITY][coordinate]) ? BIOME_MEDIUM_HUMIDITY : BIOME_LOW_HUMIDITY
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// Type of heat zone we're in (LOW-MEDIUM-HIGH)
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var/heat_level = text2num(heat_gen[BIOME_HIGH_HEAT][coordinate]) ? \
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BIOME_HIGH_HEAT : text2num(heat_gen[BIOME_MEDIUM_HEAT][coordinate]) ? BIOME_MEDIUM_HEAT : BIOME_LOW_HEAT
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selected_biome = possible_biomes[heat_level][humidity_level]
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// Currently, we only affect open turfs, because biomes don't currently
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// have a definition for biome-specific closed turfs.
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if((!length(biome_accepted_turfs) && !closed) || biome_accepted_turfs[new_turf_type])
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LAZYADD(generated_turfs_per_biome[selected_biome], gen_turf)
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else
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// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
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// The old tile hasn't got the chance to init yet
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var/turf/new_turf = new new_turf_type(gen_turf)
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if(gen_turf.turf_flags & NO_RUINS)
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new_turf.turf_flags |= NO_RUINS
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CHECK_TICK
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for(var/biome in generated_turfs_per_biome)
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var/datum/biome/generating_biome = SSmapping.biomes[biome]
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var/list/turf/generated_turfs = generating_biome.generate_turfs_for_terrain(generated_turfs_per_biome[biome])
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generated_turfs_per_biome[biome] = generated_turfs
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var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"))
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log_world(message)
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/datum/map_generator/cave_generator/populate_terrain(list/turfs, area/generate_in)
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if(length(possible_biomes))
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return populate_terrain_with_biomes(turfs, generate_in)
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// Area var pullouts to make accessing in the loop faster
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var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(flora_spawn_list)
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var/feature_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(feature_spawn_list)
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var/mobs_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) && length(mob_spawn_list)
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var/megas_allowed = (generate_in.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && length(megafauna_spawn_list)
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var/start_time = REALTIMEOFDAY
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for(var/turf/target_turf as anything in turfs)
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if(!(target_turf.type in open_turf_types)) //only put stuff on open turfs we generated, so closed walls and rivers and stuff are skipped
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continue
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// If we've spawned something yet
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var/spawned_something = FALSE
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if(!(target_turf.turf_flags & TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES))
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///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
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//FLORA SPAWNING HERE
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if(flora_allowed && prob(flora_spawn_chance))
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var/flora_type = pick(flora_spawn_list)
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new flora_type(target_turf)
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spawned_something = TRUE
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//FEATURE SPAWNING HERE
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//we may have generated something from the flora list on the target turf, so let's not place
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//a feature here if that's the case (because it would look stupid)
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if(feature_allowed && !spawned_something && prob(feature_spawn_chance))
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var/can_spawn = TRUE
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var/atom/picked_feature = pick(feature_spawn_list)
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for(var/obj/structure/existing_feature in range(7, target_turf))
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if(istype(existing_feature, picked_feature))
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can_spawn = FALSE
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break
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if(can_spawn)
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new picked_feature(target_turf)
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spawned_something = TRUE
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//MOB SPAWNING HERE
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if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
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var/atom/picked_mob = pick(mob_spawn_list)
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var/is_megafauna = FALSE
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if(picked_mob == SPAWN_MEGAFAUNA)
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if(megas_allowed) //this is danger. it's boss time.
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picked_mob = pick(megafauna_spawn_list)
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is_megafauna = TRUE
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else //this is not danger, don't spawn a boss, spawn something else
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picked_mob = pick(mob_spawn_no_mega_list) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
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var/can_spawn = TRUE
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// prevents tendrils spawning in each other's collapse range
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if(ispath(picked_mob, /obj/structure/spawner/lavaland))
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for(var/obj/structure/spawner/lavaland/spawn_blocker in range(2, target_turf))
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can_spawn = FALSE
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break
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// if the random is not a tendril (hopefully meaning it is a mob), avoid spawning if there's another one within 12 tiles
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else
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var/list/things_in_range = range(12, target_turf)
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for(var/mob/living/mob_blocker in things_in_range)
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if(ismining(mob_blocker))
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can_spawn = FALSE
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break
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// Also block spawns if there's a random lavaland mob spawner nearby and it's not a mega
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if(!is_megafauna)
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can_spawn = can_spawn && !(locate(/obj/effect/spawner/random/lavaland_mob) in things_in_range)
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//if there's a megafauna within standard view don't spawn anything at all (This isn't really consistent, I don't know why we do this. you do you tho)
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if(can_spawn)
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for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, target_turf))
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can_spawn = FALSE
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break
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if(can_spawn)
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if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
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weighted_megafauna_spawn_list.Remove(picked_mob)
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megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
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megas_allowed = megas_allowed && length(megafauna_spawn_list)
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new picked_mob(target_turf)
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spawned_something = TRUE
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CHECK_TICK
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var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
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add_startup_message(message) //SKYRAT EDIT CHANGE - ORIGINAL: to_chat(world, span_boldannounce("[message]"))
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log_world(message)
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/**
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* This handles the population of terrain with biomes. Should only be called by
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* `populate_terrain()`, if you find yourself calling this, you're probably not
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* doing it right.
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*
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* This proc won't do anything if the area we're trying to generate in does not
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* have `FLORA_ALLOWED` or `MOB_SPAWN_ALLOWED` in its `area_flags`.
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*/
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/datum/map_generator/cave_generator/proc/populate_terrain_with_biomes(list/turfs, area/generate_in)
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// Area var pullouts to make accessing in the loop faster
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var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED)
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var/features_allowed = (generate_in.area_flags & FLORA_ALLOWED)
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var/fauna_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED)
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var/start_time = REALTIMEOFDAY
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// No sense in doing anything here if nothing is allowed anyway.
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if(!flora_allowed && !features_allowed && !fauna_allowed)
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var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"))
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log_world(message)
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return
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for(var/biome in generated_turfs_per_biome)
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var/datum/biome/generating_biome = SSmapping.biomes[biome]
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generating_biome.populate_turfs(generated_turfs_per_biome[biome], flora_allowed, features_allowed, fauna_allowed)
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CHECK_TICK
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var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, span_boldannounce("[message]"))
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log_world(message)
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/datum/map_generator/cave_generator/jungle
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possible_biomes = list(
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BIOME_LOW_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_MEDIUM_HUMIDITY = /datum/biome/mudlands,
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BIOME_HIGH_HUMIDITY = /datum/biome/water
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),
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BIOME_MEDIUM_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_MEDIUM_HUMIDITY = /datum/biome/jungle/deep,
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BIOME_HIGH_HUMIDITY = /datum/biome/jungle
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),
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BIOME_HIGH_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/wasteland,
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BIOME_MEDIUM_HUMIDITY = /datum/biome/plains,
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BIOME_HIGH_HUMIDITY = /datum/biome/jungle/deep
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)
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)
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#undef BIOME_RANDOM_SQUARE_DRIFT
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