The Mapping Update
Cleans up the map (again) Makes mining code more better
This commit is contained in:
@@ -0,0 +1,144 @@
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/datum/map_generator/cave_generator
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var/name = "Cave Generator"
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///Weighted list of the types that spawns if the turf is open
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var/open_turf_types = list(/turf/open/floor/plating/asteroid/airless = 1)
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///Weighted list of the types that spawns if the turf is closed
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var/closed_turf_types = list(/turf/closed/mineral/random = 1)
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///Weighted list of mobs that can spawn in the area.
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var/list/mob_spawn_list
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// Weighted list of Megafauna that can spawn in the caves
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var/list/megafauna_spawn_list
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///Weighted list of flora that can spawn in the area.
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var/list/flora_spawn_list
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///Weighted list of extra features that can spawn in the area, such as geysers.
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var/list/feature_spawn_list
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///Base chance of spawning a mob
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var/mob_spawn_chance = 6
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///Base chance of spawning flora
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var/flora_spawn_chance = 2
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///Base chance of spawning features
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var/feature_spawn_chance = 0.1
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///Unique ID for this spawner
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var/string_gen
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///Chance of cells starting closed
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var/initial_closed_chance = 45
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///Amount of smoothing iterations
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var/smoothing_iterations = 20
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///How much neighbours does a dead cell need to become alive
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var/birth_limit = 4
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///How little neighbours does a alive cell need to die
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var/death_limit = 3
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/datum/map_generator/cave_generator/New()
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. = ..()
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if(!mob_spawn_list)
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mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
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if(!megafauna_spawn_list)
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megafauna_spawn_list = GLOB.megafauna_spawn_list
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if(!flora_spawn_list)
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flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
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if(!feature_spawn_list)
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feature_spawn_list = list(/obj/structure/geyser/random = 1)
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/datum/map_generator/cave_generator/generate_terrain(list/turfs)
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. = ..()
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var/start_time = REALTIMEOFDAY
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string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
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for(var/i in turfs) //Go through all the turfs and generate them
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var/turf/gen_turf = i
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var/area/A = gen_turf.loc
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if(!(A.area_flags & CAVES_ALLOWED))
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continue
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var/closed = text2num(string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x])
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var/stored_flags
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if(gen_turf.flags_1 & NO_RUINS_1)
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stored_flags |= NO_RUINS_1
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var/turf/new_turf = pickweight(closed ? closed_turf_types : open_turf_types)
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new_turf = gen_turf.ChangeTurf(new_turf, initial(new_turf.baseturfs), CHANGETURF_DEFER_CHANGE)
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new_turf.flags_1 |= stored_flags
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if(!closed)//Open turfs have some special behavior related to spawning flora and mobs.
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var/turf/open/new_open_turf = new_turf
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///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
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//FLORA SPAWNING HERE
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var/atom/spawned_flora
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if(flora_spawn_list && prob(flora_spawn_chance))
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var/can_spawn = TRUE
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if(!(A.area_flags & FLORA_ALLOWED))
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can_spawn = FALSE
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if(can_spawn)
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spawned_flora = pickweight(flora_spawn_list)
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spawned_flora = new spawned_flora(new_open_turf)
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//FEATURE SPAWNING HERE
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var/atom/spawned_feature
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if(feature_spawn_list && prob(feature_spawn_chance))
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var/can_spawn = TRUE
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if(!(A.area_flags & FLORA_ALLOWED)) //checks the same flag because lol dunno
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can_spawn = FALSE
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var/atom/picked_feature = pickweight(feature_spawn_list)
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for(var/obj/structure/F in range(7, new_open_turf))
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if(istype(F, picked_feature))
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can_spawn = FALSE
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if(can_spawn)
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spawned_feature = new picked_feature(new_open_turf)
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//MOB SPAWNING HERE
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if(mob_spawn_list && !spawned_flora && !spawned_feature && prob(mob_spawn_chance))
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var/can_spawn = TRUE
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if(!(A.area_flags & MOB_SPAWN_ALLOWED))
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can_spawn = FALSE
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var/atom/picked_mob = pickweight(mob_spawn_list)
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if(picked_mob == SPAWN_MEGAFAUNA) //
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if((A.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && megafauna_spawn_list?.len) //this is danger. it's boss time.
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picked_mob = pickweight(megafauna_spawn_list)
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else //this is not danger, don't spawn a boss, spawn something else
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picked_mob = pickweight(mob_spawn_list - SPAWN_MEGAFAUNA) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
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for(var/thing in urange(12, new_open_turf)) //prevents mob clumps
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if(!ishostile(thing) && !istype(thing, /obj/structure/spawner))
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continue
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if((ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(thing)) && get_dist(new_open_turf, thing) <= 7)
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can_spawn = FALSE //if there's a megafauna within standard view don't spawn anything at all
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break
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if(ispath(picked_mob, /mob/living/simple_animal/hostile/asteroid) || istype(thing, /mob/living/simple_animal/hostile/asteroid))
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can_spawn = FALSE //if the random is a standard mob, avoid spawning if there's another one within 12 tiles
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break
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if((ispath(picked_mob, /obj/structure/spawner/lavaland) || istype(thing, /obj/structure/spawner/lavaland)) && get_dist(new_open_turf, thing) <= 2)
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can_spawn = FALSE //prevents tendrils spawning in each other's collapse range
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break
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if(can_spawn)
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if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
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megafauna_spawn_list.Remove(picked_mob)
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new picked_mob(new_open_turf)
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CHECK_TICK
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var/message = "[name] finished in [(REALTIMEOFDAY - start_time)/10]s!"
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to_chat(world, "<span class='boldannounce'>[message]</span>")
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log_world(message)
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@@ -0,0 +1,28 @@
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/datum/map_generator/cave_generator/icemoon
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open_turf_types = list(/turf/open/floor/plating/asteroid/snow/icemoon = 19, /turf/open/floor/plating/ice/icemoon = 1)
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closed_turf_types = list(/turf/closed/mineral/random/snow = 1)
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mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/wolf = 50, /obj/structure/spawner/ice_moon = 3, \
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/mob/living/simple_animal/hostile/asteroid/polarbear = 30, /obj/structure/spawner/ice_moon/polarbear = 3, \
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/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10, \
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/mob/living/simple_animal/hostile/asteroid/lobstrosity = 15)
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flora_spawn_list = list(/obj/structure/flora/tree/pine = 2, /obj/structure/flora/rock/icy = 2, /obj/structure/flora/rock/pile/icy = 2, /obj/structure/flora/grass/both = 6, /obj/structure/flora/ash = 2)
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feature_spawn_list = list(/obj/structure/geyser/random = 1)
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/datum/map_generator/cave_generator/icemoon/surface
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flora_spawn_chance = 4
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mob_spawn_list = null
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initial_closed_chance = 53
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birth_limit = 5
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death_limit = 4
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smoothing_iterations = 10
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/datum/map_generator/cave_generator/icemoon/deep
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closed_turf_types = list(/turf/closed/mineral/random/snow/underground = 1)
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mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/ice_demon = 50, /obj/structure/spawner/ice_moon/demonic_portal = 3, \
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/mob/living/simple_animal/hostile/asteroid/ice_whelp = 30, /obj/structure/spawner/ice_moon/demonic_portal/ice_whelp = 3, \
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/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /obj/structure/spawner/ice_moon/demonic_portal/snowlegion = 3, \
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SPAWN_MEGAFAUNA = 2)
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megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/colossus = 1)
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flora_spawn_list = list(/obj/structure/flora/rock/icy = 6, /obj/structure/flora/rock/pile/icy = 6, /obj/structure/flora/ash = 1)
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@@ -0,0 +1,16 @@
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/datum/map_generator/cave_generator/lavaland
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open_turf_types = list(/turf/open/floor/plating/asteroid/basalt/lava_land_surface = 1)
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closed_turf_types = list(/turf/closed/mineral/random/volcanic = 1)
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mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goliath/beast/random = 50, /obj/structure/spawner/lavaland/goliath = 3, \
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/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/random = 40, /obj/structure/spawner/lavaland = 2, \
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/mob/living/simple_animal/hostile/asteroid/hivelord/legion/random = 30, /obj/structure/spawner/lavaland/legion = 3, \
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SPAWN_MEGAFAUNA = 4, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
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flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2)
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feature_spawn_list = list(/obj/structure/geyser/random = 1)
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initial_closed_chance = 45
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smoothing_iterations = 50
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birth_limit = 4
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death_limit = 3
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@@ -0,0 +1,91 @@
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//the random offset applied to square coordinates, causes intermingling at biome borders
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#define BIOME_RANDOM_SQUARE_DRIFT 2
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/datum/map_generator/jungle_generator
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///2D list of all biomes based on heat and humidity combos.
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var/list/possible_biomes = list(
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BIOME_LOW_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/mudlands,
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BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/mudlands,
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BIOME_HIGH_HUMIDITY = /datum/biome/water
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),
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BIOME_LOWMEDIUM_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/jungle,
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BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle,
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BIOME_HIGH_HUMIDITY = /datum/biome/mudlands
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),
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BIOME_HIGHMEDIUM_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/plains,
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BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/plains,
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BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle/deep,
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BIOME_HIGH_HUMIDITY = /datum/biome/jungle
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),
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BIOME_HIGH_HEAT = list(
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BIOME_LOW_HUMIDITY = /datum/biome/wasteland,
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BIOME_LOWMEDIUM_HUMIDITY = /datum/biome/plains,
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BIOME_HIGHMEDIUM_HUMIDITY = /datum/biome/jungle,
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BIOME_HIGH_HUMIDITY = /datum/biome/jungle/deep
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)
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)
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///Used to select "zoom" level into the perlin noise, higher numbers result in slower transitions
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var/perlin_zoom = 65
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///Seeds the rust-g perlin noise with a random number.
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/datum/map_generator/jungle_generator/generate_terrain(list/turfs)
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. = ..()
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var/height_seed = rand(0, 50000)
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var/humidity_seed = rand(0, 50000)
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var/heat_seed = rand(0, 50000)
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for(var/t in turfs) //Go through all the turfs and generate them
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var/turf/gen_turf = t
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var/drift_x = (gen_turf.x + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)) / perlin_zoom
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var/drift_y = (gen_turf.y + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)) / perlin_zoom
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var/height = text2num(rustg_noise_get_at_coordinates("[height_seed]", "[drift_x]", "[drift_y]"))
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var/datum/biome/selected_biome
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if(height <= 0.85) //If height is less than 0.85, we generate biomes based on the heat and humidity of the area.
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var/humidity = text2num(rustg_noise_get_at_coordinates("[humidity_seed]", "[drift_x]", "[drift_y]"))
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var/heat = text2num(rustg_noise_get_at_coordinates("[heat_seed]", "[drift_x]", "[drift_y]"))
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var/heat_level //Type of heat zone we're in LOW-MEDIUM-HIGH
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var/humidity_level //Type of humidity zone we're in LOW-MEDIUM-HIGH
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switch(heat)
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if(0 to 0.25)
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heat_level = BIOME_LOW_HEAT
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if(0.25 to 0.5)
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heat_level = BIOME_LOWMEDIUM_HEAT
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if(0.5 to 0.75)
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heat_level = BIOME_HIGHMEDIUM_HEAT
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if(0.75 to 1)
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heat_level = BIOME_HIGH_HEAT
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switch(humidity)
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if(0 to 0.25)
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humidity_level = BIOME_LOW_HUMIDITY
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if(0.25 to 0.5)
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humidity_level = BIOME_LOWMEDIUM_HUMIDITY
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if(0.5 to 0.75)
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humidity_level = BIOME_HIGHMEDIUM_HUMIDITY
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if(0.75 to 1)
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humidity_level = BIOME_HIGH_HUMIDITY
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selected_biome = possible_biomes[heat_level][humidity_level]
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else //Over 0.85; It's a mountain
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selected_biome = /datum/biome/mountain
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selected_biome = SSmapping.biomes[selected_biome] //Get the instance of this biome from SSmapping
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selected_biome.generate_turf(gen_turf)
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CHECK_TICK
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/turf/open/genturf
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name = "ungenerated turf"
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desc = "If you see this, and you're not a ghost, yell at coders"
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icon = 'icons/turf/debug.dmi'
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icon_state = "genturf"
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/area/mine/planetgeneration
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name = "planet generation area"
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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map_generator = /datum/map_generator/jungle_generator
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@@ -0,0 +1,6 @@
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///This type is responsible for any map generation behavior that is done in areas, override this to allow for area-specific map generation. This generation is ran by areas in initialize.
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/datum/map_generator
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///This proc will be ran by areas on Initialize, and provides the areas turfs as argument to allow for generation.
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/datum/map_generator/proc/generate_terrain(list/turfs)
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return
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@@ -0,0 +1,53 @@
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///This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
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/datum/biome
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///Type of turf this biome creates
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var/turf_type
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///Chance of having a structure from the flora types list spawn
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var/flora_density = 0
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///Chance of having a mob from the fauna types list spawn
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var/fauna_density = 0
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///list of type paths of objects that can be spawned when the turf spawns flora
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var/list/flora_types = list(/obj/structure/flora/grass/jungle)
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///list of type paths of mobs that can be spawned when the turf spawns fauna
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var/list/fauna_types = list()
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///This proc handles the creation of a turf of a specific biome type
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/datum/biome/proc/generate_turf(turf/gen_turf)
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gen_turf.ChangeTurf(turf_type, null, CHANGETURF_DEFER_CHANGE)
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if(length(fauna_types) && prob(fauna_density))
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var/mob/fauna = pick(fauna_types)
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new fauna(gen_turf)
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if(length(flora_types) && prob(flora_density))
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var/obj/structure/flora = pick(flora_types)
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new flora(gen_turf)
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/datum/biome/mudlands
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// turf_type = /turf/open/floor/plating/dirt/jungle/dark
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turf_type = /turf/open/floor/plating/dirt/jungle
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flora_types = list(/obj/structure/flora/grass/jungle,/obj/structure/flora/grass/jungle/b, /obj/structure/flora/rock/jungle, /obj/structure/flora/rock/pile/largejungle)
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flora_density = 3
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/datum/biome/plains
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// turf_type = /turf/open/floor/plating/grass/jungle
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turf_type = /turf/open/floor/grass
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flora_types = list(/obj/structure/flora/grass/jungle,/obj/structure/flora/grass/jungle/b, /obj/structure/flora/tree/jungle, /obj/structure/flora/rock/jungle, /obj/structure/flora/junglebush, /obj/structure/flora/junglebush/b, /obj/structure/flora/junglebush/c, /obj/structure/flora/junglebush/large, /obj/structure/flora/rock/pile/largejungle)
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flora_density = 15
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/datum/biome/jungle
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// turf_type = /turf/open/floor/plating/grass/jungle
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turf_type = /turf/open/floor/grass
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flora_types = list(/obj/structure/flora/grass/jungle,/obj/structure/flora/grass/jungle/b, /obj/structure/flora/tree/jungle, /obj/structure/flora/rock/jungle, /obj/structure/flora/junglebush, /obj/structure/flora/junglebush/b, /obj/structure/flora/junglebush/c, /obj/structure/flora/junglebush/large, /obj/structure/flora/rock/pile/largejungle)
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flora_density = 40
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||||
|
||||
/datum/biome/jungle/deep
|
||||
flora_density = 65
|
||||
|
||||
/datum/biome/wasteland
|
||||
// turf_type = /turf/open/floor/plating/dirt/jungle/wasteland
|
||||
turf_type = /turf/open/floor/plating/dirt/jungle
|
||||
/datum/biome/water
|
||||
turf_type = /turf/open/water/jungle
|
||||
|
||||
/datum/biome/mountain
|
||||
turf_type = /turf/closed/mineral/random //jungle
|
||||
Reference in New Issue
Block a user