whitespace renormalize
This commit is contained in:
@@ -1,171 +1,171 @@
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/datum/map_template/ruin/proc/try_to_place(z,allowed_areas,turf/forced_turf)
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var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
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if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
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return place_on_isolated_level(z)
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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(width / 2)
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var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
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var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
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var/valid = TRUE
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for(var/turf/check in get_affected_turfs(central_turf,1))
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var/area/new_area = get_area(check)
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if(!(istype(new_area, allowed_areas)) || 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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testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
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for(var/i in 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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load(central_turf,centered = TRUE)
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loaded++
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for(var/turf/T in get_affected_turfs(central_turf, 1))
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T.flags_1 |= NO_RUINS_1
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new /obj/effect/landmark/ruin(central_turf, src)
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return central_turf
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/datum/map_template/ruin/proc/place_on_isolated_level(z)
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var/datum/turf_reservation/reservation = SSmapping.RequestBlockReservation(width, height, z) //Make the new level creation work with different traits.
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if(!reservation)
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return
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var/turf/placement = locate(reservation.bottom_left_coords[1],reservation.bottom_left_coords[2],reservation.bottom_left_coords[3])
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load(placement)
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loaded++
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for(var/turf/T in get_affected_turfs(placement))
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T.flags_1 |= NO_RUINS_1
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var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z)
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new /obj/effect/landmark/ruin(center, src)
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return center
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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/list/ruins = potentialRuins.Copy()
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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.
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var/list/ruins_availible = list() //we can try these in the current pass
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//Set up the starting ruin list
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for(var/key in ruins)
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var/datum/map_template/ruin/R = ruins[key]
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if(R.cost > budget) //Why would you do that
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continue
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if(R.always_place)
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forced_ruins[R] = -1
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if(R.unpickable)
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continue
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ruins_availible[R] = R.placement_weight
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while(budget > 0 && (ruins_availible.len || forced_ruins.len))
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var/datum/map_template/ruin/current_pick
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var/forced = FALSE
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var/forced_z //If set we won't pick z level and use this one instead.
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var/forced_turf //If set we place the ruin centered on the given turf
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if(forced_ruins.len) //We have something we need to load right now, so just pick it
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for(var/ruin in forced_ruins)
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current_pick = ruin
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if(isturf(forced_ruins[ruin]))
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var/turf/T = forced_ruins[ruin]
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forced_z = T.z //In case of chained ruins
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forced_turf = T
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else if(forced_ruins[ruin] > 0) //Load into designated z
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forced_z = forced_ruins[ruin]
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forced = TRUE
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break
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else //Otherwise just pick random one
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current_pick = pickweight(ruins_availible)
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var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
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var/failed_to_place = TRUE
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var/target_z = 0
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var/turf/placed_turf //Where the ruin ended up if we succeeded
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outer:
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while(placement_tries > 0)
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placement_tries--
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target_z = pick(z_levels)
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if(forced_z)
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target_z = forced_z
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if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists.
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for(var/v in current_pick.always_spawn_with)
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if(current_pick.always_spawn_with[v] == PLACE_BELOW)
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var/turf/T = locate(1,1,target_z)
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if(!SSmapping.get_turf_below(T))
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if(forced_z)
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continue outer
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else
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break outer
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placed_turf = current_pick.try_to_place(target_z,whitelist,forced_turf)
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if(!placed_turf)
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continue
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else
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failed_to_place = FALSE
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break
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//That's done remove from priority even if it failed
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if(forced)
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//TODO : handle forced ruins with multiple variants
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forced_ruins -= current_pick
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forced = FALSE
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if(failed_to_place)
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for(var/datum/map_template/ruin/R in ruins_availible)
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if(R.id == current_pick.id)
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ruins_availible -= R
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log_world("Failed to place [current_pick.name] ruin.")
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else
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budget -= current_pick.cost
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if(!current_pick.allow_duplicates)
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for(var/datum/map_template/ruin/R in ruins_availible)
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if(R.id == current_pick.id)
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ruins_availible -= R
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if(current_pick.never_spawn_with)
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for(var/blacklisted_type in current_pick.never_spawn_with)
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for(var/possible_exclusion in ruins_availible)
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if(istype(possible_exclusion,blacklisted_type))
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ruins_availible -= possible_exclusion
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if(current_pick.always_spawn_with)
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for(var/v in current_pick.always_spawn_with)
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for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
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var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
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if(istype(linked,v))
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switch(current_pick.always_spawn_with[v])
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if(PLACE_SAME_Z)
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forced_ruins[linked] = target_z //I guess you might want a chain somehow
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if(PLACE_LAVA_RUIN)
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forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
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if(PLACE_SPACE_RUIN)
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forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
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if(PLACE_DEFAULT)
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forced_ruins[linked] = -1
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if(PLACE_BELOW)
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forced_ruins[linked] = SSmapping.get_turf_below(placed_turf)
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if(PLACE_ISOLATED)
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forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
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//Update the availible list
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for(var/datum/map_template/ruin/R in ruins_availible)
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if(R.cost > budget)
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ruins_availible -= R
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log_world("Ruin loader finished with [budget] left to spend.")
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/datum/map_template/ruin/proc/try_to_place(z,allowed_areas,turf/forced_turf)
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var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
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if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
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return place_on_isolated_level(z)
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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(width / 2)
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var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
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var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
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var/valid = TRUE
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for(var/turf/check in get_affected_turfs(central_turf,1))
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var/area/new_area = get_area(check)
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if(!(istype(new_area, allowed_areas)) || 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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testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
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for(var/i in 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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load(central_turf,centered = TRUE)
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loaded++
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for(var/turf/T in get_affected_turfs(central_turf, 1))
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T.flags_1 |= NO_RUINS_1
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new /obj/effect/landmark/ruin(central_turf, src)
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return central_turf
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/datum/map_template/ruin/proc/place_on_isolated_level(z)
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var/datum/turf_reservation/reservation = SSmapping.RequestBlockReservation(width, height, z) //Make the new level creation work with different traits.
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if(!reservation)
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return
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var/turf/placement = locate(reservation.bottom_left_coords[1],reservation.bottom_left_coords[2],reservation.bottom_left_coords[3])
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load(placement)
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loaded++
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for(var/turf/T in get_affected_turfs(placement))
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T.flags_1 |= NO_RUINS_1
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var/turf/center = locate(placement.x + round(width/2),placement.y + round(height/2),placement.z)
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new /obj/effect/landmark/ruin(center, src)
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return center
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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/list/ruins = potentialRuins.Copy()
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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.
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var/list/ruins_availible = list() //we can try these in the current pass
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//Set up the starting ruin list
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for(var/key in ruins)
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var/datum/map_template/ruin/R = ruins[key]
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if(R.cost > budget) //Why would you do that
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continue
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if(R.always_place)
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forced_ruins[R] = -1
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if(R.unpickable)
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continue
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ruins_availible[R] = R.placement_weight
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while(budget > 0 && (ruins_availible.len || forced_ruins.len))
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var/datum/map_template/ruin/current_pick
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var/forced = FALSE
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var/forced_z //If set we won't pick z level and use this one instead.
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var/forced_turf //If set we place the ruin centered on the given turf
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if(forced_ruins.len) //We have something we need to load right now, so just pick it
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for(var/ruin in forced_ruins)
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current_pick = ruin
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if(isturf(forced_ruins[ruin]))
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var/turf/T = forced_ruins[ruin]
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forced_z = T.z //In case of chained ruins
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forced_turf = T
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else if(forced_ruins[ruin] > 0) //Load into designated z
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forced_z = forced_ruins[ruin]
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forced = TRUE
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break
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else //Otherwise just pick random one
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current_pick = pickweight(ruins_availible)
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var/placement_tries = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
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var/failed_to_place = TRUE
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var/target_z = 0
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var/turf/placed_turf //Where the ruin ended up if we succeeded
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outer:
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while(placement_tries > 0)
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placement_tries--
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target_z = pick(z_levels)
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if(forced_z)
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target_z = forced_z
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if(current_pick.always_spawn_with) //If the ruin has part below, make sure that z exists.
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for(var/v in current_pick.always_spawn_with)
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if(current_pick.always_spawn_with[v] == PLACE_BELOW)
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var/turf/T = locate(1,1,target_z)
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if(!SSmapping.get_turf_below(T))
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if(forced_z)
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continue outer
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else
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break outer
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placed_turf = current_pick.try_to_place(target_z,whitelist,forced_turf)
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if(!placed_turf)
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continue
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else
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failed_to_place = FALSE
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break
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//That's done remove from priority even if it failed
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if(forced)
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//TODO : handle forced ruins with multiple variants
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forced_ruins -= current_pick
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forced = FALSE
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if(failed_to_place)
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for(var/datum/map_template/ruin/R in ruins_availible)
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if(R.id == current_pick.id)
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ruins_availible -= R
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log_world("Failed to place [current_pick.name] ruin.")
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else
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budget -= current_pick.cost
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if(!current_pick.allow_duplicates)
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for(var/datum/map_template/ruin/R in ruins_availible)
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if(R.id == current_pick.id)
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ruins_availible -= R
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if(current_pick.never_spawn_with)
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for(var/blacklisted_type in current_pick.never_spawn_with)
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for(var/possible_exclusion in ruins_availible)
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if(istype(possible_exclusion,blacklisted_type))
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ruins_availible -= possible_exclusion
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if(current_pick.always_spawn_with)
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for(var/v in current_pick.always_spawn_with)
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for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
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var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
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if(istype(linked,v))
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switch(current_pick.always_spawn_with[v])
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if(PLACE_SAME_Z)
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forced_ruins[linked] = target_z //I guess you might want a chain somehow
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if(PLACE_LAVA_RUIN)
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forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
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if(PLACE_SPACE_RUIN)
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forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
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if(PLACE_DEFAULT)
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forced_ruins[linked] = -1
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if(PLACE_BELOW)
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forced_ruins[linked] = SSmapping.get_turf_below(placed_turf)
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if(PLACE_ISOLATED)
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forced_ruins[linked] = SSmapping.get_isolated_ruin_z()
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//Update the availible list
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for(var/datum/map_template/ruin/R in ruins_availible)
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if(R.cost > budget)
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ruins_availible -= R
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log_world("Ruin loader finished with [budget] left to spend.")
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@@ -1,85 +1,85 @@
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//Yes, they can only be rectangular.
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//Yes, I'm sorry.
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/datum/turf_reservation
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var/list/reserved_turfs = list()
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var/width = 0
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var/height = 0
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var/bottom_left_coords[3]
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var/top_right_coords[3]
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var/wipe_reservation_on_release = TRUE
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var/turf_type = /turf/open/space
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var/borderturf
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/datum/turf_reservation/transit
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turf_type = /turf/open/space/transit
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borderturf = /turf/open/space/transit/border
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/datum/turf_reservation/proc/Release()
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var/v = reserved_turfs.Copy()
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for(var/i in reserved_turfs)
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reserved_turfs -= i
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SSmapping.used_turfs -= i
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SSmapping.reserve_turfs(v)
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/datum/turf_reservation/transit/Release()
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for(var/turf/open/space/transit/T in reserved_turfs)
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for(var/atom/movable/AM in T)
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T.throw_atom(AM)
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. = ..()
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/datum/turf_reservation/proc/Reserve(width, height, zlevel)
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if(width > world.maxx || height > world.maxy || width < 1 || height < 1)
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return FALSE
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var/list/avail = SSmapping.unused_turfs["[zlevel]"]
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var/turf/BL
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var/turf/TR
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var/list/turf/final = list()
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var/passing = FALSE
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for(var/i in avail)
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CHECK_TICK
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BL = i
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if(!(BL.flags_1 & UNUSED_RESERVATION_TURF_1))
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continue
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if(BL.x + width > world.maxx || BL.y + height > world.maxy)
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continue
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TR = locate(BL.x + width - 1, BL.y + height - 1, BL.z)
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if(!(TR.flags_1 & UNUSED_RESERVATION_TURF_1))
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continue
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final = block(BL, TR)
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if(!final)
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continue
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passing = TRUE
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for(var/I in final)
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var/turf/checking = I
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if(!(checking.flags_1 & UNUSED_RESERVATION_TURF_1))
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passing = FALSE
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break
|
||||
if(!passing)
|
||||
continue
|
||||
break
|
||||
if(!passing || !istype(BL) || !istype(TR))
|
||||
return FALSE
|
||||
bottom_left_coords = list(BL.x, BL.y, BL.z)
|
||||
top_right_coords = list(TR.x, TR.y, TR.z)
|
||||
for(var/i in final)
|
||||
var/turf/T = i
|
||||
reserved_turfs |= T
|
||||
T.flags_1 &= ~UNUSED_RESERVATION_TURF_1
|
||||
SSmapping.unused_turfs["[T.z]"] -= T
|
||||
SSmapping.used_turfs[T] = src
|
||||
if(borderturf && (T.x == BL.x || T.x == TR.x || T.y == BL.y || T.y == TR.y))
|
||||
T.ChangeTurf(borderturf, borderturf)
|
||||
else
|
||||
T.ChangeTurf(turf_type, turf_type)
|
||||
src.width = width
|
||||
src.height = height
|
||||
return TRUE
|
||||
|
||||
/datum/turf_reservation/New()
|
||||
LAZYADD(SSmapping.turf_reservations, src)
|
||||
|
||||
/datum/turf_reservation/Destroy()
|
||||
Release()
|
||||
LAZYREMOVE(SSmapping.turf_reservations, src)
|
||||
return ..()
|
||||
|
||||
//Yes, they can only be rectangular.
|
||||
//Yes, I'm sorry.
|
||||
/datum/turf_reservation
|
||||
var/list/reserved_turfs = list()
|
||||
var/width = 0
|
||||
var/height = 0
|
||||
var/bottom_left_coords[3]
|
||||
var/top_right_coords[3]
|
||||
var/wipe_reservation_on_release = TRUE
|
||||
var/turf_type = /turf/open/space
|
||||
var/borderturf
|
||||
|
||||
/datum/turf_reservation/transit
|
||||
turf_type = /turf/open/space/transit
|
||||
borderturf = /turf/open/space/transit/border
|
||||
|
||||
/datum/turf_reservation/proc/Release()
|
||||
var/v = reserved_turfs.Copy()
|
||||
for(var/i in reserved_turfs)
|
||||
reserved_turfs -= i
|
||||
SSmapping.used_turfs -= i
|
||||
SSmapping.reserve_turfs(v)
|
||||
|
||||
/datum/turf_reservation/transit/Release()
|
||||
for(var/turf/open/space/transit/T in reserved_turfs)
|
||||
for(var/atom/movable/AM in T)
|
||||
T.throw_atom(AM)
|
||||
. = ..()
|
||||
|
||||
/datum/turf_reservation/proc/Reserve(width, height, zlevel)
|
||||
if(width > world.maxx || height > world.maxy || width < 1 || height < 1)
|
||||
return FALSE
|
||||
var/list/avail = SSmapping.unused_turfs["[zlevel]"]
|
||||
var/turf/BL
|
||||
var/turf/TR
|
||||
var/list/turf/final = list()
|
||||
var/passing = FALSE
|
||||
for(var/i in avail)
|
||||
CHECK_TICK
|
||||
BL = i
|
||||
if(!(BL.flags_1 & UNUSED_RESERVATION_TURF_1))
|
||||
continue
|
||||
if(BL.x + width > world.maxx || BL.y + height > world.maxy)
|
||||
continue
|
||||
TR = locate(BL.x + width - 1, BL.y + height - 1, BL.z)
|
||||
if(!(TR.flags_1 & UNUSED_RESERVATION_TURF_1))
|
||||
continue
|
||||
final = block(BL, TR)
|
||||
if(!final)
|
||||
continue
|
||||
passing = TRUE
|
||||
for(var/I in final)
|
||||
var/turf/checking = I
|
||||
if(!(checking.flags_1 & UNUSED_RESERVATION_TURF_1))
|
||||
passing = FALSE
|
||||
break
|
||||
if(!passing)
|
||||
continue
|
||||
break
|
||||
if(!passing || !istype(BL) || !istype(TR))
|
||||
return FALSE
|
||||
bottom_left_coords = list(BL.x, BL.y, BL.z)
|
||||
top_right_coords = list(TR.x, TR.y, TR.z)
|
||||
for(var/i in final)
|
||||
var/turf/T = i
|
||||
reserved_turfs |= T
|
||||
T.flags_1 &= ~UNUSED_RESERVATION_TURF_1
|
||||
SSmapping.unused_turfs["[T.z]"] -= T
|
||||
SSmapping.used_turfs[T] = src
|
||||
if(borderturf && (T.x == BL.x || T.x == TR.x || T.y == BL.y || T.y == TR.y))
|
||||
T.ChangeTurf(borderturf, borderturf)
|
||||
else
|
||||
T.ChangeTurf(turf_type, turf_type)
|
||||
src.width = width
|
||||
src.height = height
|
||||
return TRUE
|
||||
|
||||
/datum/turf_reservation/New()
|
||||
LAZYADD(SSmapping.turf_reservations, src)
|
||||
|
||||
/datum/turf_reservation/Destroy()
|
||||
Release()
|
||||
LAZYREMOVE(SSmapping.turf_reservations, src)
|
||||
return ..()
|
||||
|
||||
Reference in New Issue
Block a user