-
-
Notifications
You must be signed in to change notification settings - Fork 687
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Ports tg's cavegen, bitfields, area_flags, improved random mineral rocks #4800
Conversation
-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot -Unused vars -Fixed a var pretending to be a fake bool -Probably more
As-is, random mineral spawning changes the turf to the subtype with that mineral, which results in a lot of turf changes I guess. Now it just changes the mineralType of the turf. Unless it's gibtonite or a cave spawner, because the alternatives are worse and those aren't all that common anyway. 🆑 tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization. /🆑
…l (#54915) This replaces lavaland's old diagonal tunnel gen which was really horrendously jammed into asteroid floor code (?????) with Cellular Automata which runs in rust (PR for that here: tgstation/rust-g#57 ). The new code is a bit cleaner, but also looks better. VID: https://streamable.com/a45ke2 Things to do: - Make an icemoon version - Fix the roundstart atmos adjacency issues I asked AnturK if this was an acceptable PR for this month; he said it was okay as long as I didn't add new areas, which I don't plan to do. But if anyone thinks this PR breaks the spirit of the month I'll open it again in december.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Probably fine but also probably needs a testmerge.
Co-authored-by: Urumasi <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…cks (#4800) * Refactor bitfields global, improve turret_flags debugging (#53239) * Refactors area stuff (#52751) -bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot -Unused vars -Fixed a var pretending to be a fake bool -Probably more * Random mineral spawns change less turfs. (#49205) As-is, random mineral spawning changes the turf to the subtype with that mineral, which results in a lot of turf changes I guess. Now it just changes the mineralType of the turf. Unless it's gibtonite or a cave spawner, because the alternatives are worse and those aren't all that common anyway. 🆑 tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization. /🆑 * Refactor the procedural generation of lavaland and turf/closed/mineral (#54915) This replaces lavaland's old diagonal tunnel gen which was really horrendously jammed into asteroid floor code (?????) with Cellular Automata which runs in rust (PR for that here: tgstation/rust-g#57 ). The new code is a bit cleaner, but also looks better. VID: https://streamable.com/a45ke2 Things to do: - Make an icemoon version - Fix the roundstart atmos adjacency issues I asked AnturK if this was an acceptable PR for this month; he said it was okay as long as I didn't add new areas, which I don't plan to do. But if anyone thinks this PR breaks the spirit of the month I'll open it again in december. * fix (#55462) * Fix lavaland map * Fix bad merge Co-authored-by: Urumasi <[email protected]> Co-authored-by: Jared-Fogle <[email protected]> Co-authored-by: TiviPlus <[email protected]> Co-authored-by: Buggy123 <[email protected]> Co-authored-by: Qustinnus <[email protected]> Co-authored-by: Urumasi <[email protected]>
About The Pull Request
Ports the following PRs:
Ports over some code improvements from tgstation, and the beautiful cave generation - see pictures below. Currently caves are generated by creating random starting points in the rock, and extending them out in straight lines, sometimes changing directions. The result tends to look very odd and unnatural.
NOTE: Currently this PR changes lavaland generation and removes the previous tunnel generation implementation.
I know the PRs ported are somewhat unrelated and seemingly random, but they all came in as "dependencies" for the cavegen. I hope in vain I don't have to atomize this
Sample pictures:
Why It's Good For The Game
More natural-feeling caves on lavaland, a base for future procedural cave generation, as well as code improvements to make working with it nicer.
Changelog
🆑
refactor: Bitfields now use tg's macro, separated more cleanly.
refactor: area_flags from tgcl
tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization.
del: Old lavaland cave generation based on straight lines
add: Beautiful new lavaland cave generation from tg, with organic and complex cave systems
/:cl: