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adds new type of noise based on cellular automata. #57
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lets hope it works
…llular_automata_noise
Cyberboss
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Dec 1, 2020
dmsrc/cellularnoise.dm
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#define rustg_cnoise_generate(precentage, smoothing_iterations, birth_limit, death_limit) call(RUST_G, "cnoise_generate")(precentage, smoothing_iterations, birth_limit, death_limit) |
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DMDoc this "proc" please
ghost
reviewed
Dec 1, 2020
Full dmdoc's please @Qustinnus (Each arg and a detailed desc of the return format) |
fair one sec |
@Cyberboss better? |
|
yeah dunno looked up docs in code as example |
Co-authored-by: Qustinnus <[email protected]>
Cyberboss
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Dec 1, 2020
Co-authored-by: Jordan Brown <[email protected]>
SpaceManiac
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Dec 11, 2020
#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.
drexample
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Dec 11, 2020
…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.
SkyratBot
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Dec 11, 2020
…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.
Azarak
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Dec 11, 2020
…sed/mineral (#2131) * 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. * Refactors the procedural generation of lavaland and turf/closed/mineral Co-authored-by: Qustinnus <[email protected]>
MarkSuckerberg
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Dec 13, 2020
…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.
MarkSuckerberg
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Dec 15, 2020
…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.
MarkSuckerberg
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Dec 16, 2020
…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.
Maldaris
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Dec 26, 2020
* 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 * 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) * I thought I fixed this already Co-authored-by: TiviPlus <[email protected]> Co-authored-by: Qustinnus <[email protected]>
KubeRoot
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Jul 13, 2021
…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.
ike709
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Aug 7, 2021
…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]>
AustationBot
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Aug 7, 2021
…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]>
Terra1
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Aug 7, 2021
…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]>
AustationBot
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Aug 17, 2021
…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]>
MCterra10
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Aug 23, 2021
…ineral rocks (#3968) * Ports tg's cavegen, bitfields, area_flags, improved random mineral rocks (#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]> * Ports tg's cavegen, bitfields, area_flags, improved random mineral rocks * austation area update Signed-off-by: Terra <[email protected]> Co-authored-by: KubeRoot <[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]> Co-authored-by: Terra <[email protected]>
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Adds new type of noise
to generate the noise you first must generate the map which you call rustg_cnoise_generate(precentage, smoothing_iterations)
precentage represents the chance the square is 0 or 1, lower numbers mean more 1's, higher numbers mean more 0's
smoothing_iterations represent how many iterations the algorithm is allowed to do.
returns the grid.