Files
GS13NG/code/game/turfs/simulated/river.dm
2016-12-22 22:35:44 -06:00

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#define RANDOM_UPPER_X 200
#define RANDOM_UPPER_Y 200
#define RANDOM_LOWER_X 50
#define RANDOM_LOWER_Y 50
/proc/spawn_rivers(target_z = 5, nodes = 4, turf_type = /turf/open/floor/plating/lava/smooth/lava_land_surface, whitelist_area = /area/lavaland/surface/outdoors, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y)
var/list/river_nodes = list()
var/num_spawned = 0
while(num_spawned < nodes)
var/turf/F = locate(rand(min_x, max_x), rand(min_y, max_y), target_z)
river_nodes += new /obj/effect/landmark/river_waypoint(F)
num_spawned++
//make some randomly pathing rivers
for(var/A in river_nodes)
var/obj/effect/landmark/river_waypoint/W = A
if (W.z != target_z || W.connected)
continue
W.connected = 1
var/turf/cur_turf = new turf_type(get_turf(W))
//cur_turf.ChangeTurf(turf_type)
var/turf/target_turf = get_turf(pick(river_nodes - W))
if(!target_turf)
break
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
while(cur_turf != target_turf)
if(detouring) //randomly snake around a bit
if(prob(20))
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
else if(prob(20))
detouring = 1
if(prob(50))
cur_dir = turn(cur_dir, 45)
else
cur_dir = turn(cur_dir, -45)
else
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
var/area/new_area = get_area(cur_turf)
if(!istype(new_area, whitelist_area)) //Rivers will skip ruins
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
else
var/turf/open/river_turf = new turf_type(cur_turf)
river_turf.Spread(30, 25)
for(var/WP in river_nodes)
qdel(WP)
/obj/effect/landmark/river_waypoint
name = "river waypoint"
var/connected = 0
invisibility = INVISIBILITY_ABSTRACT
/turf/proc/Spread(probability = 30, prob_loss = 25)
if(probability <= 0)
return
for(var/turf/F in orange(1, src))
if(!F.density || istype(F, /turf/closed/mineral))
var/turf/L = new src.type(F)
if(L && prob(probability))
L.Spread(probability - prob_loss)
#undef RANDOM_UPPER_X
#undef RANDOM_UPPER_Y
#undef RANDOM_LOWER_X
#undef RANDOM_LOWER_Y