Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Adds Biomes to the Cave Generator, for all of your procedurally-place…
…d cave biome needs! (#83138) Implements biomes into the Cave Generator, using some adapted code from the biomes feature of the Jungle Generator. It's there as a tool for whomever would want to implement it on /tg/, I simply don't have the sprites, mobs and motivation to add biomes to anything at this current point in time, even though I'm fully open to helping anyone that would be interested in doing so. Here's how it works: You supply a 2D list of biomes based on the two arbitrary criteria 'heat' and 'humidity', you can treat these as simply two independent variables that would affect your biome distribution. There's three levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at `possible_biomes` for a good example of it. Here's what it looks like by default (yes, that's the default on the jungle generator as well, except here we use 3x3 instead of 4x4): ![image](https://github.com/tgstation/tgstation/assets/58045821/2c53b46b-f4f9-497f-9647-efc2cc118805) On the `/datum/biome`, you have three important stats, split into two each: flora, features and fauna. They are evaluated in this order, so if a flora spawns, no feature nor fauna will spawn. If a feature spawns, no fauna will spawn, and if fauna spawns, then that's cool. Each of these stats have a corresponding `density` (i.e. `flora_density`), which is simply the probability for that thing to be spawned if it's eligible, and a `types` list (i.e. `flora_types`), which is a weighted list that then gets expanded at runtime in order to make the `pick()` operation faster. The areas you want to have the biomes in also need to have their `area_flags` set up to include `FLORA_ALLOWED` for both flora and features, and `MOB_SPAWN_ALLOWED` for fauna to spawn. The fauna currently does just about every check that is done in `cave_generator`'s `populate_terrain()`, except for handling megafauna differently, or taking megafauna into account. If that's desired, it can be added easily, I simply chose not to add it because it felt like wasted processor time over something that would probably not be pertinent in the majority of cases. I've run a few tests, and keeping in mind that I've got a high-specs computer, generating the caves with biomes takes about 1 second for an entire z-level covered in biomes. For comparison, I compile the repo in about 36 seconds. ~~It may increase the amount of time spent initializing the atoms subsystem, however, I'll need to compare that, I'd really appreciate some help optimizing that if anyone knows how to.~~ It didn't seem to have an effect, I just had seen things a bit weird. I optimized things by moving rust-g calls outside of the for loop, and we gained about 0.3-0.4 seconds, which is pretty nice. Biomes are cool, and since we use mainly cave generators for z-level generation, I decided to add biomes to that, so that the biome code added by floyd lives on. Here's an example of ice box with jungle caves, just as a proof of concept, to prove that it works: ![image](https://github.com/tgstation/tgstation/assets/58045821/33b348db-513b-4a2e-b11f-907e80b65177) :cl: GoldenAlpharex add: Added Biomes capabilities to the Cave Generator, to allow for procedurally-placed biomes to be introduced in cave generation. This feature is not currently used on any map, but the tools are all there for anyone with the motivation to add biomes to any cave-generating area, like Lavaland and Ice Box. code: Biomes can now affect features (which are usually structures), on top of flora and fauna. /:cl:
- Loading branch information