@@ -1,10 +1,12 @@
|
||||
/datum/map_template/ruin/proc/try_to_place(z,allowed_areas)
|
||||
var/sanity = PLACEMENT_TRIES
|
||||
/datum/map_template/ruin/proc/try_to_place(z,allowed_areas,turf/forced_turf)
|
||||
var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
|
||||
if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
|
||||
return place_on_isolated_level(z)
|
||||
while(sanity > 0)
|
||||
sanity--
|
||||
var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
|
||||
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
|
||||
var/turf/central_turf = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
|
||||
var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
|
||||
var/valid = TRUE
|
||||
|
||||
for(var/turf/check in get_affected_turfs(central_turf,1))
|
||||
@@ -24,7 +26,7 @@
|
||||
qdel(monster)
|
||||
for(var/obj/structure/flora/ash/plant in T)
|
||||
qdel(plant)
|
||||
|
||||
|
||||
load(central_turf,centered = TRUE)
|
||||
loaded++
|
||||
|
||||
@@ -32,9 +34,20 @@
|
||||
T.flags_1 |= NO_RUINS_1
|
||||
|
||||
new /obj/effect/landmark/ruin(central_turf, src)
|
||||
return TRUE
|
||||
return FALSE
|
||||
return central_turf
|
||||
|
||||
/datum/map_template/ruin/proc/place_on_isolated_level(z)
|
||||
var/datum/turf_reservation/reservation = SSmapping.RequestBlockReservation(width, height, z) //Make the new level creation work with different traits.
|
||||
if(!reservation)
|
||||
return
|
||||
var/turf/placement = locate(reservation.bottom_left_coords[1],reservation.bottom_left_coords[2],reservation.bottom_left_coords[3])
|
||||
load(placement)
|
||||
loaded++
|
||||
for(var/turf/T in get_affected_turfs(placement))
|
||||
T.flags_1 |= NO_RUINS_1
|
||||
var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z)
|
||||
new /obj/effect/landmark/ruin(center, src)
|
||||
return center
|
||||
|
||||
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = /area/space, list/potentialRuins)
|
||||
if(!z_levels || !z_levels.len)
|
||||
@@ -49,9 +62,8 @@
|
||||
|
||||
var/list/ruins = potentialRuins.Copy()
|
||||
|
||||
var/list/forced_ruins = list() //These go first on the z level associated (same random one by default)
|
||||
var/list/forced_ruins = list() //These go first on the z level associated (same random one by default) or if the assoc value is a turf to the specified turf.
|
||||
var/list/ruins_availible = list() //we can try these in the current pass
|
||||
var/forced_z //If set we won't pick z level and use this one instead.
|
||||
|
||||
//Set up the starting ruin list
|
||||
for(var/key in ruins)
|
||||
@@ -67,34 +79,55 @@
|
||||
while(budget > 0 && (ruins_availible.len || forced_ruins.len))
|
||||
var/datum/map_template/ruin/current_pick
|
||||
var/forced = FALSE
|
||||
var/forced_z //If set we won't pick z level and use this one instead.
|
||||
var/forced_turf //If set we place the ruin centered on the given turf
|
||||
if(forced_ruins.len) //We have something we need to load right now, so just pick it
|
||||
for(var/ruin in forced_ruins)
|
||||
current_pick = ruin
|
||||
if(forced_ruins[ruin] > 0) //Load into designated z
|
||||
if(isturf(forced_ruins[ruin]))
|
||||
var/turf/T = forced_ruins[ruin]
|
||||
forced_z = T.z //In case of chained ruins
|
||||
forced_turf = T
|
||||
else if(forced_ruins[ruin] > 0) //Load into designated z
|
||||
forced_z = forced_ruins[ruin]
|
||||
forced = TRUE
|
||||
break
|
||||
else //Otherwise just pick random one
|
||||
current_pick = pickweight(ruins_availible)
|
||||
|
||||
var/placement_tries = PLACEMENT_TRIES
|
||||
var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
|
||||
var/failed_to_place = TRUE
|
||||
var/z_placed = 0
|
||||
while(placement_tries > 0)
|
||||
placement_tries--
|
||||
z_placed = pick(z_levels)
|
||||
if(!current_pick.try_to_place(forced_z ? forced_z : z_placed,whitelist))
|
||||
continue
|
||||
else
|
||||
failed_to_place = FALSE
|
||||
break
|
||||
var/target_z = 0
|
||||
var/turf/placed_turf //Where the ruin ended up if we succeeded
|
||||
outer:
|
||||
while(placement_tries > 0)
|
||||
placement_tries--
|
||||
target_z = pick(z_levels)
|
||||
if(forced_z)
|
||||
target_z = forced_z
|
||||
if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists.
|
||||
for(var/v in current_pick.always_spawn_with)
|
||||
if(current_pick.always_spawn_with[v] == PLACE_BELOW)
|
||||
var/turf/T = locate(1,1,target_z)
|
||||
if(!SSmapping.get_turf_below(T))
|
||||
if(forced_z)
|
||||
continue outer
|
||||
else
|
||||
break outer
|
||||
|
||||
placed_turf = current_pick.try_to_place(target_z,whitelist,forced_turf)
|
||||
if(!placed_turf)
|
||||
continue
|
||||
else
|
||||
failed_to_place = FALSE
|
||||
break
|
||||
|
||||
//That's done remove from priority even if it failed
|
||||
if(forced)
|
||||
//TODO : handle forced ruins with multiple variants
|
||||
forced_ruins -= current_pick
|
||||
forced = FALSE
|
||||
|
||||
|
||||
if(failed_to_place)
|
||||
for(var/datum/map_template/ruin/R in ruins_availible)
|
||||
if(R.id == current_pick.id)
|
||||
@@ -118,18 +151,21 @@
|
||||
if(istype(linked,v))
|
||||
switch(current_pick.always_spawn_with[v])
|
||||
if(PLACE_SAME_Z)
|
||||
forced_ruins[linked] = forced_z ? forced_z : z_placed //I guess you might want a chain somehow
|
||||
forced_ruins[linked] = target_z //I guess you might want a chain somehow
|
||||
if(PLACE_LAVA_RUIN)
|
||||
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
|
||||
if(PLACE_SPACE_RUIN)
|
||||
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
|
||||
if(PLACE_DEFAULT)
|
||||
forced_ruins[linked] = -1
|
||||
forced_z = 0
|
||||
if(PLACE_BELOW)
|
||||
forced_ruins[linked] = SSmapping.get_turf_below(placed_turf)
|
||||
if(PLACE_ISOLATED)
|
||||
forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
|
||||
|
||||
//Update the availible list
|
||||
for(var/datum/map_template/ruin/R in ruins_availible)
|
||||
if(R.cost > budget)
|
||||
ruins_availible -= R
|
||||
|
||||
|
||||
log_world("Ruin loader finished with [budget] left to spend.")
|
||||
|
||||
47
code/modules/mapping/space_management/multiz_helpers.dm
Normal file
47
code/modules/mapping/space_management/multiz_helpers.dm
Normal file
@@ -0,0 +1,47 @@
|
||||
/proc/get_step_multiz(ref, dir)
|
||||
if(dir & UP)
|
||||
dir &= ~UP
|
||||
return get_step(SSmapping.get_turf_above(get_turf(ref)), dir)
|
||||
if(dir & DOWN)
|
||||
dir &= ~DOWN
|
||||
return get_step(SSmapping.get_turf_below(get_turf(ref)), dir)
|
||||
return get_step(ref, dir)
|
||||
|
||||
/proc/get_dir_multiz(turf/us, turf/them)
|
||||
us = get_turf(us)
|
||||
them = get_turf(them)
|
||||
if(!us || !them)
|
||||
return NONE
|
||||
if(us.z == them.z)
|
||||
return get_dir(us, them)
|
||||
else
|
||||
var/turf/T = us.above()
|
||||
var/dir = NONE
|
||||
if(T && (T.z == them.z))
|
||||
dir = UP
|
||||
else
|
||||
T = us.below()
|
||||
if(T && (T.z == them.z))
|
||||
dir = DOWN
|
||||
else
|
||||
return get_dir(us, them)
|
||||
return (dir | get_dir(us, them))
|
||||
|
||||
/turf/proc/above()
|
||||
return get_step_multiz(src, UP)
|
||||
|
||||
/turf/proc/below()
|
||||
return get_step_multiz(src, DOWN)
|
||||
|
||||
/proc/dir_inverse_multiz(dir)
|
||||
var/holder = dir & (UP|DOWN)
|
||||
if((holder == NONE) || (holder == (UP|DOWN)))
|
||||
return turn(dir, 180)
|
||||
dir &= ~(UP|DOWN)
|
||||
dir = turn(dir, 180)
|
||||
if(holder == UP)
|
||||
holder = DOWN
|
||||
else
|
||||
holder = UP
|
||||
dir |= holder
|
||||
return dir
|
||||
Reference in New Issue
Block a user