/datum/map_template var/name = "Default Template Name" var/width = 0 var/height = 0 var/mappath = null var/loaded = 0 // Times loaded this round var/datum/parsed_map/cached_map var/keep_cached_map = FALSE // Virgo stuff var/desc = "Some text should go here. Maybe." var/name_alias // Override to what this map gets registered as in map_templates_loaded var/template_group = null // If this is set, no more than one template in the same group will be spawned, per submap seeding. var/annihilate = FALSE // If true, all (movable) atoms at the location where the map is loaded will be deleted before the map is loaded in. var/cost = null /* The map generator has a set 'budget' it spends to place down different submaps. It will pick available submaps randomly until it runs out. The cost of a submap should roughly corrispond with several factors such as size, loot, difficulty, desired scarcity, etc. Set to -1 to force the submap to always be made. */ var/allow_duplicates = FALSE // If false, only one map template will be spawned by the game. Doesn't affect admins spawning then manually. var/discard_prob = 0 // If non-zero, there is a chance that the map seeding algorithm will skip this template when selecting potential templates to use. /datum/map_template/New(path = null, rename = null, cache = FALSE) SHOULD_CALL_PARENT(TRUE) . = ..() if(path) mappath = path if(mappath) preload_size(mappath, cache) if(rename) name = rename /datum/map_template/proc/preload_size(path, cache = FALSE) var/datum/parsed_map/parsed = new(file(path)) var/bounds = parsed?.bounds if(bounds) width = bounds[MAP_MAXX] // Assumes all templates are rectangular, have a single Z level, and begin at 1,1,1 height = bounds[MAP_MAXY] if(cache) cached_map = parsed return bounds /datum/map_template/proc/initTemplateBounds(list/bounds) if(SSatoms.initialized == INITIALIZATION_INSSATOMS) return // let proper initialisation handle it later var/prev_shuttle_queue_state = SSshuttles.block_init_queue SSshuttles.block_init_queue = TRUE //var/machinery_was_awake = SSmachines.suspend() // Suspend machinery (if it was not already suspended) //Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good. var/list/atom/atoms = list() var/list/area/areas = list() var/list/obj/structure/cable/cables = list() var/list/obj/machinery/atmospherics/atmos_machines = list() var/list/turf/turfs = block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]), locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])) for(var/turf/B as anything in turfs) areas |= B.loc for(var/A in B) atoms += A if(istype(A, /obj/structure/cable)) cables += A else if(istype(A, /obj/machinery/atmospherics)) atmos_machines += A atoms |= areas for(var/obj/machinery/atmospherics/atmos_to_reenable as anything in atmos_machines) atmos_to_reenable.being_loaded = TRUE admin_notice(span_danger("Initializing newly created atom(s) in submap."), R_DEBUG) SSatoms.InitializeAtoms(areas + turfs + atoms) admin_notice(span_danger("Initializing atmos pipenets and machinery in submap."), R_DEBUG) SSmachines.setup_atmos_machinery(atmos_machines) admin_notice(span_danger("Rebuilding powernets due to submap creation."), R_DEBUG) SSmachines.setup_powernets_for_cables(cables) // Ensure all machines in loaded areas get notified of power status for(var/area/A as anything in areas) A.power_change() for(var/obj/machinery/atmospherics/atmos_to_reenable as anything in atmos_machines) atmos_to_reenable.being_loaded = FALSE /*//Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good. if(machinery_was_awake) SSmachines.wake() // Wake only if it was awake before we tried to suspended it. *///Old way to keep atmos machines from processing while being loaded. This killed ALL machines in the world...not good. SSshuttles.block_init_queue = prev_shuttle_queue_state SSshuttles.process_init_queues() // We will flush the queue unless there were other blockers, in which case they will do it. admin_notice(span_danger("Submap initializations finished."), R_DEBUG) /datum/map_template/proc/load_new_z(var/centered = FALSE) var/x = 1 var/y = 1 if(centered) x = round((world.maxx - width)/2) y = round((world.maxy - height)/2) // This would normally be handled by SSmapping world.increment_max_z() on_map_preload(world.maxz) //VOREStation Edit var/datum/parsed_map/parsed = load_map( file(mappath), x, y, world.maxz, no_changeturf = TRUE, // (SSatoms.initialized == INITIALIZATION_INSSATOMS), place_on_top = FALSE, // should_place_on_top, new_z = TRUE, ) var/list/bounds = parsed.bounds if(!bounds) return FALSE // repopulate_sorted_areas() //initialize things that are normally initialized after map load initTemplateBounds(bounds) log_game("Z-level [name] loaded at at [x],[y],[world.maxz]") on_map_loaded(world.maxz) //VOREStation Edit return TRUE /datum/map_template/proc/load(turf/T, centered = FALSE) var/old_T = T if(centered) T = locate(T.x - round((width)/2) , T.y - round((height)/2) , T.z) // %180 catches East/West (90,270) rotations on true, North/South (0,180) rotations on false if(!T) return if(T.x+width > world.maxx) return if(T.y+height > world.maxy) return if(annihilate) annihilate_bounds(old_T, centered) // Accept cached maps, but don't save them automatically - we don't want // ruins clogging up memory for the whole round. var/datum/parsed_map/parsed = cached_map || new(file(mappath)) cached_map = keep_cached_map ? parsed : null if(!parsed.load( T.x, T.y, T.z, crop_map = TRUE, no_changeturf = FALSE, // (SSatoms.initialized == INITIALIZATION_INSSATOMS), // otherwise space turfs break place_on_top = FALSE, // should_place_on_top, )) return var/list/bounds = parsed.bounds if(!bounds) return // if(!SSmapping.loading_ruins) //Will be done manually during mapping ss init // repopulate_sorted_areas() //initialize things that are normally initialized after map load initTemplateBounds(bounds) log_game("[name] loaded at at [T.x],[T.y],[T.z]") loaded++ return TRUE /datum/map_template/proc/get_affected_turfs(turf/T, centered = FALSE) var/turf/placement = T if(centered) var/turf/corner = locate(placement.x - round(width/2), placement.y - round(height/2), placement.z) if(corner) placement = corner return block(placement.x, placement.y, placement.z, placement.x+width-1, placement.y+height-1, placement.z) /datum/map_template/proc/annihilate_bounds(turf/origin, centered = FALSE) var/deleted_atoms = 0 admin_notice(span_danger("Annihilating objects in submap loading locatation."), R_DEBUG) var/list/turfs_to_clean = get_affected_turfs(origin, centered) if(length(turfs_to_clean)) for(var/turf/T in turfs_to_clean) for(var/atom/movable/AM in T) ++deleted_atoms qdel(AM) admin_notice(span_danger("Annihilated [deleted_atoms] objects."), R_DEBUG) /// Takes in a type path, locates an instance of that type in the cached map, and calculates its offset from the origin of the map, returns this offset in the form list(x, y). /datum/map_template/proc/discover_offset(obj/marker) var/key var/list/models = cached_map.grid_models for(key in models) if(findtext(models[key], "[marker]")) // Yay compile time checks break // This works by assuming there will ever only be one mobile dock in a template at most for(var/datum/grid_set/gset as anything in cached_map.gridSets) var/ycrd = gset.ycrd for(var/line in gset.gridLines) var/xcrd = gset.xcrd for(var/j in 1 to length(line) step cached_map.key_len) if(key == copytext(line, j, j + cached_map.key_len)) return list(xcrd, ycrd) ++xcrd --ycrd //for your ever biggening badminnery kevinz000 //❤ - Cyberboss /proc/load_new_z_level(var/file, var/name) var/datum/map_template/template = new(file, name, TRUE) if(!template.cached_map || template.cached_map.check_for_errors()) return FALSE template.load_new_z() return TRUE // Very similar to the /tg/ version. /proc/seed_submaps(var/list/z_levels, var/budget = 0, var/whitelist = /area/space, var/desired_map_template_type = null) set background = TRUE if(!z_levels || !length(z_levels)) admin_notice("seed_submaps() was not given any Z-levels.", R_DEBUG) return for(var/zl in z_levels) var/turf/T = locate(1, 1, zl) if(!T) admin_notice("Z level [zl] does not exist - Not generating submaps", R_DEBUG) return var/overall_sanity = 100 // If the proc fails to place a submap more than this, the whole thing aborts. var/list/potential_submaps = list() // Submaps we may or may not place. var/list/priority_submaps = list() // Submaps that will always be placed. // Lets go find some submaps to make. for(var/map in SSmapping.map_templates) var/datum/map_template/MT = SSmapping.map_templates[map] if(!MT.allow_duplicates && MT.loaded > 0) // This probably won't be an issue but we might as well. continue if(!istype(MT, desired_map_template_type)) // Not the type wanted. continue if(MT.discard_prob && prob(MT.discard_prob)) continue if(MT.cost && MT.cost < 0) // Negative costs always get spawned. priority_submaps += MT else potential_submaps += MT CHECK_TICK var/list/loaded_submap_names = list() var/list/template_groups_used = list() // Used to avoid spawning three seperate versions of the same PoI. // Now lets start choosing some. while(budget > 0 && overall_sanity > 0) overall_sanity-- var/datum/map_template/chosen_template = null if(length(potential_submaps)) if(length(priority_submaps)) // Do these first. chosen_template = pick(priority_submaps) else chosen_template = pick(potential_submaps) else // We're out of submaps. admin_notice("Submap loader had no submaps to pick from with [budget] left to spend.", R_DEBUG) break CHECK_TICK // Can we afford it? if(chosen_template.cost > budget) priority_submaps -= chosen_template potential_submaps -= chosen_template continue // Is single use template already placed if(!chosen_template.allow_duplicates && chosen_template.loaded) priority_submaps -= chosen_template potential_submaps -= chosen_template continue // Did we already place down a very similar submap? if(chosen_template.template_group && (chosen_template.template_group in template_groups_used)) priority_submaps -= chosen_template potential_submaps -= chosen_template continue // If so, try to place it. var/specific_sanity = 100 // A hundred chances to place the chosen submap. while(specific_sanity > 0) specific_sanity-- chosen_template.preload_size(chosen_template.mappath) var/width_border = SUBMAP_MAP_EDGE_PAD + round((chosen_template.width) / 2) var/height_border = SUBMAP_MAP_EDGE_PAD + round((chosen_template.height) / 2) //VOREStation Edit var/z_level = pick(z_levels) var/turf/T = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z_level) var/valid = TRUE for(var/turf/check in chosen_template.get_affected_turfs(T,TRUE)) var/area/new_area = get_area(check) if(!(istype(new_area, whitelist))) valid = FALSE // Probably overlapping something important. // to_world("Invalid due to overlapping with area [new_area.type] at ([check.x], [check.y], [check.z]), when attempting to place at ([T.x], [T.y], [T.z]).") break CHECK_TICK CHECK_TICK if(!valid) continue admin_notice("Submap \"[chosen_template.name]\" placed at ([T.x], [T.y], [T.z])\n", R_DEBUG) if(specific_sanity < 0) // I have no idea how this function has a race condition for the sanity check, but forcing the inner check loop to end like this fixes it... // If a template doesn't allow duplicates, it tries to double place a template. this fixes that. break if(!chosen_template.allow_duplicates) specific_sanity = -1 // force end the placement loop // Do loading here. chosen_template.load(T, centered = TRUE) // This is run before the main map's initialization routine, so that can initilize our submaps for us instead. CHECK_TICK // For pretty maploading statistics. if(loaded_submap_names[chosen_template.name]) loaded_submap_names[chosen_template.name] += 1 else loaded_submap_names[chosen_template.name] = 1 // To avoid two 'related' similar submaps existing at the same time. if(chosen_template.template_group) template_groups_used += chosen_template.template_group // To deduct the cost. if(chosen_template.cost >= 0) budget -= chosen_template.cost // Remove the submap from our options. if(chosen_template in priority_submaps) // Always remove priority submaps. priority_submaps -= chosen_template else if(!chosen_template.allow_duplicates) potential_submaps -= chosen_template break // Load the next submap. var/list/pretty_submap_list = list() for(var/submap_name in loaded_submap_names) var/count = loaded_submap_names[submap_name] if(count > 1) pretty_submap_list += "[count] [submap_name]" else pretty_submap_list += span_bold("[submap_name]") if(!overall_sanity) admin_notice("Submap loader gave up with [budget] left to spend.", R_DEBUG) else admin_notice("Submaps loaded.", R_DEBUG) admin_notice("Loaded: [english_list(pretty_submap_list)]", R_DEBUG)