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109 lines
3.5 KiB
Plaintext
109 lines
3.5 KiB
Plaintext
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/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = /area/space, list/potentialRuins)
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if(!z_levels || !z_levels.len)
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WARNING("No Z levels provided - Not generating ruins")
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return
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for(var/zl in z_levels)
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var/turf/T = locate(1, 1, zl)
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if(!T)
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WARNING("Z level [zl] does not exist - Not generating ruins")
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return
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var/overall_sanity = 100
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var/list/ruins = potentialRuins.Copy()
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var/is_picking = FALSE
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var/last_checked_ruin_index = 0
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while(budget > 0 && overall_sanity > 0)
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// Pick a ruin
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var/datum/map_template/ruin/ruin = null
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if(ruins && ruins.len)
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last_checked_ruin_index++ //ruins with no cost come first in the ruin list, so they'll get picked really often
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if(is_picking)
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ruin = ruins[pick(ruins)]
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else
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var/ruin_key = ruins[last_checked_ruin_index] //get the ruin's key via index
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ruin = ruins[ruin_key] //use that key to get the ruin datum itself
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if(ruin.cost >= 0) //if it has a non-negative cost, cancel out and pick another, to ensure true randomness
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is_picking = TRUE
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ruin = ruins[pick(ruins)]
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else
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log_world("Ruin loader had no ruins to pick from with [budget] left to spend.")
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break
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// Can we afford it
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if(ruin.cost > budget)
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overall_sanity--
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continue
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// If so, try to place it
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var/sanity = 100
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// And if we can't fit it anywhere, give up, try again
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while(sanity > 0)
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sanity--
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var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(ruin.width / 2)
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var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(ruin.height / 2)
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var/z_level = pick(z_levels)
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var/turf/T = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z_level)
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var/valid = TRUE
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for(var/turf/check in ruin.get_affected_turfs(T,1))
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var/area/new_area = get_area(check)
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if(!(istype(new_area, whitelist)) || check.flags_1 & NO_RUINS_1)
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valid = FALSE
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break
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if(!valid)
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continue
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log_world("Ruin \"[ruin.name]\" placed at ([T.x], [T.y], [T.z])")
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var/obj/effect/ruin_loader/R = new /obj/effect/ruin_loader(T)
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R.Load(ruins,ruin)
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if(ruin.cost >= 0)
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budget -= ruin.cost
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if(!ruin.allow_duplicates)
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for(var/m in ruins)
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var/datum/map_template/ruin/ruin_to_remove = ruins[m]
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if(ruin_to_remove.id == ruin.id) //remove all ruins with the same ID, to make sure that ruins with multiple variants work properly
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ruins -= ruin_to_remove.name
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last_checked_ruin_index--
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break
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if(!overall_sanity)
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log_world("Ruin loader gave up with [budget] left to spend.")
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/obj/effect/ruin_loader
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name = "random ruin"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "syndballoon"
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invisibility = 0
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/obj/effect/ruin_loader/proc/Load(list/potentialRuins, datum/map_template/template)
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var/list/possible_ruins = list()
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for(var/A in potentialRuins)
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var/datum/map_template/T = potentialRuins[A]
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if(!T.loaded)
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possible_ruins += T
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if(!template && possible_ruins.len)
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template = safepick(possible_ruins)
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if(!template)
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return FALSE
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var/turf/central_turf = get_turf(src)
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for(var/i in template.get_affected_turfs(central_turf, 1))
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var/turf/T = i
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for(var/mob/living/simple_animal/monster in T)
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qdel(monster)
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for(var/obj/structure/flora/ash/plant in T)
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qdel(plant)
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template.load(central_turf,centered = TRUE)
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template.loaded++
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var/datum/map_template/ruin = template
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if(istype(ruin))
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new /obj/effect/landmark/ruin(central_turf, ruin)
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qdel(src)
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return TRUE
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