Ports the procedural map generator from /tg/.

https://github.com/tgstation/-tg-station/pull/7751
Permission to port this at the bottom of the comments.

All Credit goes to @RemieRichards for making this.
This commit is contained in:
PJB3005
2015-04-08 09:33:08 +02:00
parent 3dbb3692c7
commit c43c5f528b
10 changed files with 436 additions and 1 deletions

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@@ -1383,6 +1383,11 @@
#include "code\modules\power\solars\panel.dm"
#include "code\modules\power\solars\tracker.dm"
#include "code\modules\power\solars\panels\fake.dm"
#include "code\modules\procedural mapping\mapGenerator.dm"
#include "code\modules\procedural mapping\mapGeneratorModule.dm"
#include "code\modules\procedural mapping\mapGeneratorReadme.dm"
#include "code\modules\procedural mapping\mapGeneratorModules\nature.dm"
#include "code\modules\procedural mapping\mapGenerators\nature.dm"
#include "code\modules\projectiles\ammunition.dm"
#include "code\modules\projectiles\gun.dm"
#include "code\modules\projectiles\projectile.dm"

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@@ -225,3 +225,25 @@
/obj/structure/flora/ausbushes/fullgrass/New()
..()
icon_state = "fullgrass_[rand(1, 3)]"
//a rock is flora according to where the icon file is
//and now these defines
/obj/structure/flora/rock
name = "rock"
desc = "a rock"
icon_state = "rock1"
icon = 'icons/obj/flora/rocks.dmi'
anchored = 1
/obj/structure/flora/rock/New()
..()
icon_state = "rock[rand(1,5)]"
/obj/structure/flora/rock/pile
name = "rocks"
desc = "some rocks"
icon_state = "rockpile1"
/obj/structure/flora/rock/pile/New()
..()
icon_state = "rockpile[rand(1,5)]"

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@@ -11,4 +11,11 @@
name = "engraved floor"
icon_state = "cult"
turf_animation('icons/effects/effects.dmi',"cultfloor",0,0,MOB_LAYER-1)
return
return
/turf/unsimulated/floor/grass
icon_state = "grass1"
/turf/unsimulated/floor/grass/New()
..()
icon_state = "grass[rand(1,4)]"

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@@ -174,6 +174,7 @@ var/list/admin_verbs_debug = list(
#ifdef PROFILE_MACHINES
/client/proc/cmd_admin_dump_macprofile,
#endif
/client/proc/debugNatureMapGenerator
)
var/list/admin_verbs_possess = list(
/proc/possess,

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@@ -0,0 +1,122 @@
/datum/mapGenerator
//Map information
var/list/map = list()
var/turf/bottomLeft = null
var/turf/topRight = null
//mapGeneratorModule information
var/list/modules = list()
/datum/mapGenerator/New()
..()
initialiseModules()
//Defines the region the map represents, sets map, bottomLeft, topRight
//Returns the map
/datum/mapGenerator/proc/defineRegion(var/turf/Start, var/turf/End)
if(!checkRegion(Start, End))
return 0
if(!Start || !End)
return 0
bottomLeft = Start
topRight = End
map = block(bottomLeft,topRight)
return map
//Checks for and Rejects bad region coordinates
//Returns 1/0
/datum/mapGenerator/proc/checkRegion(var/turf/Start, var/turf/End)
. = 1
if(!Start || !End)
return 0 //Just bail
if(Start.x > world.maxx || End.x > world.maxx)
. = 0
if(Start.y > world.maxy || End.y > world.maxy)
. = 0
if(Start.z > world.maxz || End.z > world.maxz)
. = 0
//Requests the mapGeneratorModule(s) to (re)generate
/datum/mapGenerator/proc/generate()
set background = 1 //this can get beefy
syncModules()
if(!modules || !modules.len)
return
for(var/datum/mapGeneratorModule/mod in modules)
mod.generate()
//Requests the mapGeneratorModule(s) to (re)generate this one turf
/datum/mapGenerator/proc/generateOneTurf(var/turf/T)
if(!T)
return
syncModules()
if(!modules || !modules.len)
return
for(var/datum/mapGeneratorModule/mod in modules)
mod.place(T)
//Replaces all paths in the module list with actual module datums
/datum/mapGenerator/proc/initialiseModules()
for(var/path in modules)
if(ispath(path))
modules.Remove(path)
modules |= new path
syncModules()
//Sync mapGeneratorModule(s) to mapGenerator
/datum/mapGenerator/proc/syncModules()
for(var/datum/mapGeneratorModule/mod in modules)
mod.sync(src)
///////////////////////////
// HERE BE DEBUG DRAGONS //
///////////////////////////
/client/proc/debugNatureMapGenerator()
set name = "Test Nature Map Generator"
set category = "Debug"
var/datum/mapGenerator/nature/N = new()
var/startInput = input(usr,"Start turf of Map, (X;Y;Z)", "Map Gen Settings", "1;1;1") as text
var/endInput = input(usr,"End turf of Map (X;Y;Z)", "Map Gen Settings", "[world.maxx];[world.maxy];[mob ? mob.z : 1]") as text
//maxx maxy and current z so that if you fuck up, you only fuck up one entire z level instead of the entire universe
if(!startInput || !endInput)
src << "Missing Input"
return
var/list/startCoords = text2list(startInput, ";")
var/list/endCoords = text2list(endInput, ";")
if(!startCoords || !endCoords)
src << "Invalid Coords"
src << "Start Input: [startInput]"
src << "End Input: [endInput]"
return
var/turf/Start = locate(text2num(startCoords[1]),text2num(startCoords[2]),text2num(startCoords[3]))
var/turf/End = locate(text2num(endCoords[1]),text2num(endCoords[2]),text2num(endCoords[3]))
if(!Start || !End)
src << "Invalid Turfs"
src << "Start Coords: [startCoords[1]] - [startCoords[2]] - [startCoords[3]]"
src << "End Coords: [endCoords[1]] - [endCoords[2]] - [endCoords[3]]"
return
src << "Defining Region"
N.defineRegion(Start, End)
src << "Region Defined"
src << "Generating Region"
N.generate()
src << "Generated Region"

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@@ -0,0 +1,101 @@
#define CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
#define CLUSTER_CHECK_ATOMS 2 //Don't let atoms cluster, based on clusterMin and clusterMax as guides
#define CLUSTER_CHECK_TURFS 4 //Don't let turfs cluster, based on clusterMin and clusterMax as guides
#define CLUSTER_CHECK_ALL 6 //Don't let anything cluster, based on clusterMind and clusterMax as guides
/datum/mapGeneratorModule
var/datum/mapGenerator/mother = null
var/list/spawnableAtoms = list()
var/list/spawnableTurfs = list()
var/clusterMax = 5
var/clusterMin = 1
var/clusterCheckFlags = CLUSTER_CHECK_ALL
//Syncs the module up with it's mother
/datum/mapGeneratorModule/proc/sync(var/datum/mapGenerator/mum)
mother = null
if(mum)
mother = mum
//Generates it's spawnable atoms and turfs
/datum/mapGeneratorModule/proc/generate()
if(!mother)
return
var/list/map = mother.map
for(var/turf/T in map)
place(T)
//Place a spawnable atom or turf on this turf
/datum/mapGeneratorModule/proc/place(var/turf/T)
if(!T)
return 0
var/clustering = 0
//Turfs don't care whether atoms can be placed here
for(var/turfPath in spawnableTurfs)
if(clusterCheckFlags & CLUSTER_CHECK_TURFS)
if(clusterMax && clusterMin)
clustering = rand(clusterMin,clusterMax)
if(locate(/atom/movable) in range(clustering, T))
continue
if(prob(spawnableTurfs[turfPath]))
T.ChangeTurf(turfPath)
//Atoms DO care whether atoms can be placed here
if(checkPlaceAtom(T))
for(var/atomPath in spawnableAtoms)
if(clusterCheckFlags & CLUSTER_CHECK_ATOMS)
if(clusterMax && clusterMin)
clustering = rand(clusterMin,clusterMax)
if(locate(/atom/movable) in range(clustering, T))
continue
if(prob(spawnableAtoms[atomPath]))
new atomPath (T)
. = 1
//Checks and Rejects dense turfs
/datum/mapGeneratorModule/proc/checkPlaceAtom(var/turf/T)
. = 1
if(!T)
return 0
if(T.density)
. = 0
for(var/atom/A in T)
if(A.density)
. = 0
break
///////////////////////////////////////////////////////////
// PREMADE BASE TEMPLATES //
// Appropriate settings for usable types //
// Not usable types themselves, use them as parent types //
// Seriously, don't use these on their own, just parents //
///////////////////////////////////////////////////////////
//The /atom and /turf examples are just so these compile, replace those with your typepaths in your subtypes.
//Settings appropriate for a turf that covers the entire map region, eg a fill colour on a bottom layer in a graphics program.
//Should only have one of these in your mapGenerator unless you want to waste CPU
/datum/mapGeneratorModule/bottomLayer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list()//Recommended: No atoms.
spawnableTurfs = list(/turf = 100)
//Settings appropriate for turfs/atoms that cover SOME of the map region, sometimes referred to as a splatter layer.
/datum/mapGeneratorModule/splatterLayer
clusterCheckFlags = CLUSTER_CHECK_ALL
spawnableAtoms = list(/atom = 30)
spawnableTurfs = list(/turf = 30)
//Settings appropriate for turfs/atoms that cover a lot of the map region, eg a dense forest.
/datum/mapGeneratorModule/denseLayer
clusterCheckFlags = CLUSTER_CHECK_NONE
spawnableAtoms = list(/atom = 75)
spawnableTurfs = list(/turf = 75)

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@@ -0,0 +1,37 @@
//Contents exist primarily for the nature generator test type.
//Pine Trees
/datum/mapGeneratorModule/pineTrees
spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)
//Dead Trees
/datum/mapGeneratorModule/deadTrees
spawnableAtoms = list(/obj/structure/flora/tree/dead = 10)
//Random assortment of bushes
/datum/mapGeneratorModule/randBushes
spawnableAtoms = list()
/datum/mapGeneratorModule/randBushes/New()
..()
spawnableAtoms = typesof(/obj/structure/flora/ausbushes)
for(var/i in spawnableAtoms)
spawnableAtoms[i] = 20
//Random assortment of rocks and rockpiles
/datum/mapGeneratorModule/randRocks
spawnableAtoms = list(/obj/structure/flora/rock = 40, /obj/structure/flora/rock/pile = 20)
//Grass turfs
/datum/mapGeneratorModule/bottomLayer/grassTurfs
spawnableTurfs = list(/turf/unsimulated/floor/grass = 100)
//Grass tufts with a high spawn chance
/datum/mapGeneratorModule/denseLayer/grassTufts
spawnableTurfs = list()
spawnableAtoms = list(/obj/structure/flora/ausbushes/grassybush = 75)

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@@ -0,0 +1,130 @@
/*
by RemieRichards
//////////////////////////////
// CODER INFORMATIVE README //
//////////////////////////////
(See below for Mapper Friendly Readme)
mapGenerator:
Desc: a mapGenerator is a master datum that collects
and syncs all mapGeneratorModules in it's modules list
defineRegion(var/list/startList, var/list/endList)
Example: defineRegion(locate(1,1,1),locate(5,5,5))
Desc: Sets the bounds of the mapGenerator's "map"
checkRegion(var/turf/Start, var/turf/End)
Example: checkRegion(locate(1,1,1), locate(5,5,5))
Desc: Checks if a rectangle between Start's coords and End's coords is valid
Existing Calls: mapGenerator/defineRegion()
generate()
Example: generate()
Desc: Orders all mapGeneratorModules in the modules list to generate()
generateOneTurf(var/turf/T)
Example: generateOneTurf(locate(1,1,1))
Desc: Orders all mapGeneratorModules in the modules list to place(T) on this turf
initialiseModules()
Example: initialiseModules()
Desc: Replaces all typepaths in the modules list with actual /datum/mapGenerator/Module types
Existing Calls: mapGenerator/New()
syncModules()
Example: syncModules()
Desc: Sets the Mother variable on all mapGeneratorModules in the modules list to this mapGenerator
Existing Calls: initialiseModules(),generate(),generateOneTurf()
mapGeneratorModule
Desc: a mapGeneratorModule has spawnableAtoms and spawnableTurfs lists
which it will generate on turfs in it's mother's map based on cluster variables
sync(var/datum/mapGenerator/mum)
Example: sync(a_mapGenerator_as_a_variable)
Desc: Sets the Mother variable to the mum argument
Existing Calls: mapGenerator/syncModules()
generate()
Example: generate()
Desc: Calls place(T) on all turfs in it's mother's map
Existing Calls: mapGenerator/generate()
place(var/turf/T)
Example: place(locate(1,1,1))
Desc: Run this mapGeneratorModule's effects on this turf (Spawning atoms, Changing turfs)
Existing Calls: mapGenerator/generate(), mapGenerator/generateOneTurf()
checkPlaceAtom(var/turf/T)
Example: checkPlace(locate(1,1,1))
Desc: Checks if the turf is valid for placing atoms
Existing Calls: place()
////////////////////////////
// MAPPER FRIENDLY README //
////////////////////////////
Simple Workflow:
1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
#Note: The order of the typepaths in the modules list is the order they will happen in, this is important for clusterCheckFlags.
3. Take notes of the Bottom Left and Top Right turfs of your rectangular "map"'s coordinates
#Note: X,Y AND Z, Yes you can created 3D "maps" by having differing Z coords
4. Create the mapGenerator type you created
5. Call yourMapGeneratorType.defineRegion(locate(X,Y,Z), locate(X,Y,Z))
#Note: The above X/Y/Zs are the coordinates of the start and end turfs, the locate() simply finds the turf for the code
6. Call yourMapGeneratorType.generate(), this will cause all the modules in the generator to build within the map bounds
Option Suggestions:
* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts
Using the Modules list
Simply think of it like each module is a layer in a graphics editing program!
To help you do this templates such as /mapGeneratorModule/bottomLayer have been provided with appropriate default settings.
These are located near the bottom of mapGeneratorModule.dm
you would order your list left to right, top to bottom, e.g:
modules = list(bottomLayer,nextLayer,nextNextLayer) etc.
Variable Breakdown (For Mappers):
mapGenerator
map - INTERNAL, do not touch
bottomLeft - INTERNAL, do not touch
topRight - INTERNAL, do not touch
modules - A list of typepaths of mapGeneratorModules
mapGeneratorModule
mother - INTERNAL, do not touch
spawnableAtoms - A list of typepaths and their probability to spawn, eg: spawnableAtoms = list(/obj/structure/flora/tree/pine = 30)
spawnableTurfs - A list of typepaths and their probability to spawn, eg: spawnableTurfs = list(/turf/unsimulated/floor/grass = 100)
clusterMax - The max range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax
clusterMin - The min range to check for something being "too close" for this atom/turf to spawn, the true value is random between clusterMin and clusterMax
clusterCheckFlags - A Bitfield that controls how the cluster checks work.
clusterCheckFlags flags:
CLUSTER_CHECK_NONE 0 //No checks are done, cluster as much as possible
CLUSTER_CHECK_ATOMS 2 //Don't let atoms cluster, based on clusterMin and clusterMax as guides
CLUSTER_CHECK_TURFS 4 //Don't let turfs cluster, based on clusterMin and clusterMax as guides
CLUSTER_CHECK_ALL 6 //Don't let anything cluster, based on clusterMind and clusterMax as guides
*/

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@@ -0,0 +1,10 @@
//Exists primarily as a test type.
/datum/mapGenerator/nature
modules = list(/datum/mapGeneratorModule/pineTrees, \
/datum/mapGeneratorModule/deadTrees, \
/datum/mapGeneratorModule/randBushes, \
/datum/mapGeneratorModule/randRocks, \
/datum/mapGeneratorModule/bottomLayer/grassTurfs, \
/datum/mapGeneratorModule/denseLayer/grassTufts)

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