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