Mapping helpers

This commit is contained in:
kevinz000
2020-01-15 18:22:43 -07:00
parent 8c50b578b4
commit c5b95ff5d0
9 changed files with 642 additions and 349 deletions
@@ -1,90 +1,4 @@
//Landmarks and other helpers which speed up the mapping process and reduce the number of unique instances/subtypes of items/turf/ect
/obj/effect/baseturf_helper //Set the baseturfs of every turf in the /area/ it is placed.
name = "baseturf editor"
icon = 'icons/effects/mapping_helpers.dmi'
icon_state = ""
var/list/baseturf_to_replace
var/baseturf
layer = POINT_LAYER
/obj/effect/baseturf_helper/Initialize()
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/baseturf_helper/LateInitialize()
if(!baseturf_to_replace)
baseturf_to_replace = typecacheof(list(/turf/open/space,/turf/baseturf_bottom))
else if(!length(baseturf_to_replace))
baseturf_to_replace = list(baseturf_to_replace = TRUE)
else if(baseturf_to_replace[baseturf_to_replace[1]] != TRUE) // It's not associative
var/list/formatted = list()
for(var/i in baseturf_to_replace)
formatted[i] = TRUE
baseturf_to_replace = formatted
var/area/our_area = get_area(src)
for(var/i in get_area_turfs(our_area, z))
replace_baseturf(i)
qdel(src)
/obj/effect/baseturf_helper/proc/replace_baseturf(turf/thing)
var/list/baseturf_cache = thing.baseturfs
if(length(baseturf_cache))
for(var/i in baseturf_cache)
if(baseturf_to_replace[i])
baseturf_cache -= i
if(!baseturf_cache.len)
thing.assemble_baseturfs(baseturf)
else
thing.PlaceOnBottom(null, baseturf)
else if(baseturf_to_replace[thing.baseturfs])
thing.assemble_baseturfs(baseturf)
else
thing.PlaceOnBottom(null, baseturf)
/obj/effect/baseturf_helper/space
name = "space baseturf editor"
baseturf = /turf/open/space
/obj/effect/baseturf_helper/asteroid
name = "asteroid baseturf editor"
baseturf = /turf/open/floor/plating/asteroid
/obj/effect/baseturf_helper/asteroid/airless
name = "asteroid airless baseturf editor"
baseturf = /turf/open/floor/plating/asteroid/airless
/obj/effect/baseturf_helper/asteroid/basalt
name = "asteroid basalt baseturf editor"
baseturf = /turf/open/floor/plating/asteroid/basalt
/obj/effect/baseturf_helper/asteroid/snow
name = "asteroid snow baseturf editor"
baseturf = /turf/open/floor/plating/asteroid/snow
/obj/effect/baseturf_helper/beach/sand
name = "beach sand baseturf editor"
baseturf = /turf/open/floor/plating/beach/sand
/obj/effect/baseturf_helper/beach/water
name = "water baseturf editor"
baseturf = /turf/open/floor/plating/beach/water
/obj/effect/baseturf_helper/lava
name = "lava baseturf editor"
baseturf = /turf/open/lava/smooth
/obj/effect/baseturf_helper/lava_land/surface
name = "lavaland baseturf editor"
baseturf = /turf/open/lava/smooth/lava_land_surface
/obj/effect/mapping_helpers
icon = 'icons/effects/mapping_helpers.dmi'
icon_state = ""
@@ -94,7 +8,6 @@
..()
return late ? INITIALIZE_HINT_LATELOAD : INITIALIZE_HINT_QDEL
//airlock helpers
/obj/effect/mapping_helpers/airlock
layer = DOOR_HELPER_LAYER
@@ -0,0 +1,82 @@
/obj/effect/baseturf_helper //Set the baseturfs of every turf in the /area/ it is placed.
name = "baseturf editor"
icon = 'icons/effects/mapping_helpers.dmi'
icon_state = ""
var/list/baseturf_to_replace
var/baseturf
layer = POINT_LAYER
/obj/effect/baseturf_helper/Initialize()
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/baseturf_helper/LateInitialize()
if(!baseturf_to_replace)
baseturf_to_replace = typecacheof(list(/turf/open/space,/turf/baseturf_bottom))
else if(!length(baseturf_to_replace))
baseturf_to_replace = list(baseturf_to_replace = TRUE)
else if(baseturf_to_replace[baseturf_to_replace[1]] != TRUE) // It's not associative
var/list/formatted = list()
for(var/i in baseturf_to_replace)
formatted[i] = TRUE
baseturf_to_replace = formatted
var/area/our_area = get_area(src)
for(var/i in get_area_turfs(our_area, z))
replace_baseturf(i)
qdel(src)
/obj/effect/baseturf_helper/proc/replace_baseturf(turf/thing)
var/list/baseturf_cache = thing.baseturfs
if(length(baseturf_cache))
for(var/i in baseturf_cache)
if(baseturf_to_replace[i])
baseturf_cache -= i
if(!baseturf_cache.len)
thing.assemble_baseturfs(baseturf)
else
thing.PlaceOnBottom(null, baseturf)
else if(baseturf_to_replace[thing.baseturfs])
thing.assemble_baseturfs(baseturf)
else
thing.PlaceOnBottom(null, baseturf)
/obj/effect/baseturf_helper/space
name = "space baseturf editor"
baseturf = /turf/open/space
/obj/effect/baseturf_helper/asteroid
name = "asteroid baseturf editor"
baseturf = /turf/open/floor/plating/asteroid
/obj/effect/baseturf_helper/asteroid/airless
name = "asteroid airless baseturf editor"
baseturf = /turf/open/floor/plating/asteroid/airless
/obj/effect/baseturf_helper/asteroid/basalt
name = "asteroid basalt baseturf editor"
baseturf = /turf/open/floor/plating/asteroid/basalt
/obj/effect/baseturf_helper/asteroid/snow
name = "asteroid snow baseturf editor"
baseturf = /turf/open/floor/plating/asteroid/snow
/obj/effect/baseturf_helper/beach/sand
name = "beach sand baseturf editor"
baseturf = /turf/open/floor/plating/beach/sand
/obj/effect/baseturf_helper/beach/water
name = "water baseturf editor"
baseturf = /turf/open/floor/plating/beach/water
/obj/effect/baseturf_helper/lava
name = "lava baseturf editor"
baseturf = /turf/open/lava/smooth
/obj/effect/baseturf_helper/lava_land/surface
name = "lavaland baseturf editor"
baseturf = /turf/open/lava/smooth/lava_land_surface
@@ -0,0 +1,38 @@
//Builds networks like power cables/atmos lines/etc
//Just a holder parent type for now..
/obj/effect/network_builder
/// set var to true to not del on lateload
var/custom_spawned = FALSE
/// what directions we know connections are in
var/list/network_directions
/obj/effect/network_builder/Initialize(mapload)
. = ..()
var/conflict = check_duplicates()
if(conflict)
stack_trace("WARNING: [type] network building helper found check_duplicates() conflict [conflict] in its location.!")
return INITIALIZE_HINT_QDEL
if(!mapload)
if(GLOB.Debug2)
custom_spawned = TRUE
return INITIALIZE_HINT_NORMAL
else
return INITIALIZE_HINT_QDEL
return INITIALIZE_HINT_LATELOAD
/// How this works: On LateInitialize, detect all directions that this should be applicable to, and do what it needs to do, and then inform all network builders in said directions that it's been around since it won't be around afterwards.
/obj/effect/network_builder/LateInitialize()
scan_directions()
build_network()
if(!custom_spawned)
qdel(src)
/obj/effect/network_builder/proc/check_duplicates()
CRASH("Base abstract network builder tried to check duplicates.")
/obj/effect/network_builder/proc/scan_directions()
CRASH("Base abstract network builder tried to scan directions.")
/obj/effect/network_builder/proc/build_network()
CRASH("Base abstract network builder tried to build network.")
@@ -0,0 +1,159 @@
#define NO_KNOT 0
#define KNOT_AUTO 1
#define KNOT_FORCED 2
/* Automatically places pipes on init based on any pipes connecting to it and adjacent helpers. Only supports cardinals.
* Conflicts with ANY PIPE ON ITS LAYER, as well as atmos network build helpers on the same layer, as well as any pipe on all layers. Do those manually.
*/
/obj/effect/network_builder/atmos_pipe
name = "atmos pipe autobuilder"
icon_state = "atmospipebuilder"
/// Layer to put our pipes on
var/pipe_layer = PIPING_LAYER_DEFAULT
/// Color to set our pipes to
var/pipe_color
/// Whether or not pipes we make are visible
var/visible_pipes = FALSE
color = null
/obj/effect/network_builder/atmos_pipe/check_duplicates()
for(var/obj/effect/network_builder/atmos_pipe/other in loc)
if(other.pipe_layer == pipe_layer)
return other
for(var/obj/machinery/atmospherics/A in loc)
if(A.pipe_flags & PIPING_ALL_LAYER)
return A
if(A.pipe_layer == pipe_layer)
return A
return FALSE
/// Scans directions, sets network_directions to have every direction that we can link to. If there's another power cable builder detected, make sure they know we're here by adding us to their cable directions list before we're deleted.
/obj/effect/network_builder/atmos_pipe/scan_directions()
var/turf/T
for(var/i in GLOB.cardinal)
if(i in network_directions)
continue //we're already set, that means another builder set us.
T = get_step(loc, i)
if(!T)
continue
var/found = FALSE
for(var/obj/effect/network_builder/atmos_pipe/other in T)
if(other.pipe_layer == pipe_layer)
network_directions += i
LAZYADD(other.network_directions, turn(i, 180))
found = TRUE
break
if(found)
continue
for(var/obj/machinery/atmospherics/A in T)
if((A.pipe_layer == pipe_layer) && (A.initialize_directions & i))
network_directions += i
break
return network_directions
/// Directions should only ever have cardinals.
/obj/effect/network_builder/atmos_pipe/build_network(list/directions = pipe_directions)
if(!length(directions) <= 1)
return
var/obj/machinery/atmospherics/pipe/built
switch(length(directions))
if(2) //straight pipe
built = new /obj/machinery/atmospherics/simple(loc)
built.setDir(directions[1] | directions[2])
if(3) //manifold
var/list/missing = directions ^ GLOB.cardinal
missing = missing[1]
built = new /obj/machinery/atmospherics/pipe/manifold(loc)
built.setDir(missing)
if(4) //4 way manifold
built = new /obj/machinery/atmospherics/pipe/manifold4w(loc)
built.SetInitDirections()
built.on_construction(pipe_color, piping_layer)
/obj/item/pipe/wrench_act(mob/living/user, obj/item/wrench/W)
if(!isturf(loc))
return TRUE
add_fingerprint(user)
var/obj/machinery/atmospherics/fakeA = pipe_type
var/flags = initial(fakeA.pipe_flags)
for(var/obj/machinery/atmospherics/M in loc)
if((M.pipe_flags & flags & PIPING_ONE_PER_TURF)) //Only one dense/requires density object per tile, eg connectors/cryo/heater/coolers.
to_chat(user, "<span class='warning'>Something is hogging the tile!</span>")
return TRUE
if((M.piping_layer != piping_layer) && !((M.pipe_flags | flags) & PIPING_ALL_LAYER)) //don't continue if either pipe goes across all layers
continue
if(M.GetInitDirections() & SSair.get_init_dirs(pipe_type, fixed_dir())) // matches at least one direction on either type of pipe
to_chat(user, "<span class='warning'>There is already a pipe at that location!</span>")
return TRUE
// no conflicts found
var/obj/machinery/atmospherics/A = new pipe_type(loc)
build_pipe(A)
A.on_construction(color, piping_layer)
transfer_fingerprints_to(A)
W.play_tool_sound(src)
user.visible_message( \
"[user] fastens \the [src].", \
"<span class='notice'>You fasten \the [src].</span>", \
"<span class='italics'>You hear ratcheting.</span>")
qdel(src)
/obj/item/pipe/proc/build_pipe(obj/machinery/atmospherics/A)
A.setDir(fixed_dir())
A.SetInitDirections()
if(pipename)
A.name = pipename
if(A.on)
// Certain pre-mapped subtypes are on by default, we want to preserve
// every other aspect of these subtypes (name, pre-set filters, etc.)
// but they shouldn't turn on automatically when wrenched.
A.on = FALSE
/obj/effect/network_builder/atmos_pipe/proc/spawn_wires(list/directions)
if(!length(directions))
return
else if(length(directions) == 1)
var/knot = (knot == KNOT_FORCED) || ((knot == KNOT_AUTO) && should_auto_knot())
if(knot)
var/dir = directions[1]
new /obj/structure/cable(loc, cable_color, NONE, directions[1])
else
if(knot == KNOT_FORCED)
for(var/d in directions)
new /obj/structure/cable(loc, cable_color, NONE, d)
else
var/knot = (knot == KNOT_FORCED) || ((knot == KNOT_AUTO) && should_auto_knot())
var/dirs = length(directions)
for(var/i in dirs)
var/li = i - 1
if(li < 1)
li = dirs + li
new /obj/structure/cable(loc, cable_color, directions[i], directions[li])
if(knot)
new /obj/structure/cable(loc, cable_color, NONE, directions[i])
knot = FALSE
/obj/effect/network_builder/atmos_pipe/distro
name = "distro line autobuilder"
piping_layer = PIPING_LAYER_MIN
pixel_x = -PIPING_LAYER_P_X
pixel_y = -PIPING_LAYER_P_Y
pipe_color = rgb(130,43,255)
color = rgb(130,43,255)
/obj/effect/network_builder/atmos_pipe/scrubbers
name = "scrubbers line autobuilder"
piping_layer = PIPING_LAYER_MAX
pixel_x = PIPING_LAYER_P_X
pixel_y = PIPING_LAYER_P_Y
pipe_color = rgb(255,0,0)
color = rgb(255,0,0)
@@ -0,0 +1,97 @@
#define NO_KNOT 0
#define KNOT_AUTO 1
#define KNOT_FORCED 2
/// Automatically links on init to power cables and other cable builder helpers. Only supports cardinals.
/obj/effect/network_builder/power_cable
name = "power line autobuilder"
icon_state = "powerlinebuilder"
/// Whether or not we forcefully make a knot
var/knot = NO_KNOT
/// cable color as from GLOB.cable_colors
var/cable_color = "red"
color = "ff0000"
/obj/effect/network_builder/power_cable/check_duplicates()
return (locate(/obj/structure/cable) in loc) || (locate(/obj/effect/network_builder/power_cable) in loc)
/// Scans directions, sets network_directions to have every direction that we can link to. If there's another power cable builder detected, make sure they know we're here by adding us to their cable directions list before we're deleted.
/obj/effect/network_builder/power_cable/scan_directions()
var/turf/T
for(var/i in GLOB.cardinal)
if(i in network_directions)
continue //we're already set, that means another builder set us.
T = get_step(loc, i)
if(!T)
continue
var/obj/effect/network_builder/power_cable/other = locate() in T
if(other)
network_directions += i
LAZYADD(other.network_directions, turn(i, 180))
continue
for(var/obj/structure/cable/C in T)
if(C.d1 == turn(i, 180) || C.d2 == turn(i, 180))
network_directions += i
continue
return network_directions
/// Directions should only ever have cardinals.
/obj/effect/network_builder/power_cable/build_network(list/directions = network_directions)
if(!length(directions))
return
else if(length(directions) == 1)
var/knot = (knot == KNOT_FORCED) || ((knot == KNOT_AUTO) && should_auto_knot())
if(knot)
var/dir = directions[1]
new /obj/structure/cable(loc, cable_color, NONE, directions[1])
else
if(knot == KNOT_FORCED)
for(var/d in directions)
new /obj/structure/cable(loc, cable_color, NONE, d)
else
var/knot = (knot == KNOT_FORCED) || ((knot == KNOT_AUTO) && should_auto_knot())
var/dirs = length(directions)
for(var/i in dirs)
var/li = i - 1
if(li < 1)
li = dirs + li
new /obj/structure/cable(loc, cable_color, directions[i], directions[li])
if(knot)
new /obj/structure/cable(loc, cable_color, NONE, directions[i])
knot = FALSE
/obj/effect/network_builder/power_cable/proc/should_auto_knot()
return (locate(/obj/machinery/terminal) in loc)
/obj/effect/network_buidler/power_cable/knot
icon_state = "powerlinebuilderknot"
knot = KNOT_FORCED
/obj/effect/network_builder/power_cable/auto
icon_state = "powerlinebuilderauto"
knot = KNOT_AUTO
#define AUTODEF_COLOR(hex, enum) \
/obj/effect/network_builder/power_cable/##enum \
color = #hex \
cable_color = #enum \
/obj/effect/network_builder/power_cable/knot/##enum \
color = #hex \
cable_color = #enum \
/obj/effect/network_builder/power_cable/auto/##enum \
color = #hex \
cable_color = #enum
AUTODEF_COLOR("#ff0000", "red")
AUTODEF_COLOR("#ffffff", "white")
AUTODEF_COLOR("#00ffff", "cyan")
AUTODEF_COLOR("#ff8000", "orange")
AUTODEF_COLOR("#ff3cc8", "pink")
AUTODEF_COLOR("#1919c8", "blue")
AUTODEF_COLOR("#00aa00", "green")
AUTODEF_COLOR("#ffff00", "yellow")
#undef AUTODEF_COLOR
+171 -171
View File
@@ -1,171 +1,171 @@
/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 = 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))
var/area/new_area = get_area(check)
if(!(istype(new_area, allowed_areas)) || check.flags_1 & NO_RUINS_1)
valid = FALSE
break
if(!valid)
continue
testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
for(var/i in get_affected_turfs(central_turf, 1))
var/turf/T = i
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/ash/plant in T)
qdel(plant)
load(central_turf,centered = TRUE)
loaded++
for(var/turf/T in get_affected_turfs(central_turf, 1))
T.flags_1 |= NO_RUINS_1
new /obj/effect/landmark/ruin(central_turf, src)
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)
WARNING("No Z levels provided - Not generating ruins")
return
for(var/zl in z_levels)
var/turf/T = locate(1, 1, zl)
if(!T)
WARNING("Z level [zl] does not exist - Not generating ruins")
return
var/list/ruins = potentialRuins.Copy()
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
//Set up the starting ruin list
for(var/key in ruins)
var/datum/map_template/ruin/R = ruins[key]
if(R.cost > budget) //Why would you do that
continue
if(R.always_place)
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_availible[R] = R.placement_weight
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(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 = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
var/failed_to_place = TRUE
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)
ruins_availible -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_availible)
if(R.id == current_pick.id)
ruins_availible -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_availible)
if(istype(possible_exclusion,blacklisted_type))
ruins_availible -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
if(istype(linked,v))
switch(current_pick.always_spawn_with[v])
if(PLACE_SAME_Z)
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
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.")
/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 = 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))
var/area/new_area = get_area(check)
if(!(istype(new_area, allowed_areas)) || check.flags_1 & NO_RUINS_1)
valid = FALSE
break
if(!valid)
continue
testing("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
for(var/i in get_affected_turfs(central_turf, 1))
var/turf/T = i
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/ash/plant in T)
qdel(plant)
load(central_turf,centered = TRUE)
loaded++
for(var/turf/T in get_affected_turfs(central_turf, 1))
T.flags_1 |= NO_RUINS_1
new /obj/effect/landmark/ruin(central_turf, src)
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)
WARNING("No Z levels provided - Not generating ruins")
return
for(var/zl in z_levels)
var/turf/T = locate(1, 1, zl)
if(!T)
WARNING("Z level [zl] does not exist - Not generating ruins")
return
var/list/ruins = potentialRuins.Copy()
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
//Set up the starting ruin list
for(var/key in ruins)
var/datum/map_template/ruin/R = ruins[key]
if(R.cost > budget) //Why would you do that
continue
if(R.always_place)
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_availible[R] = R.placement_weight
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(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 = forced_turf ? 1 : PLACEMENT_TRIES //Only try once if we target specific turf
var/failed_to_place = TRUE
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)
ruins_availible -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_availible)
if(R.id == current_pick.id)
ruins_availible -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_availible)
if(istype(possible_exclusion,blacklisted_type))
ruins_availible -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
if(istype(linked,v))
switch(current_pick.always_spawn_with[v])
if(PLACE_SAME_Z)
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
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.")
@@ -1,85 +1,85 @@
//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 ..()
//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 ..()