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adds new type of noise based on cellular automata. #57

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merged 38 commits into from
Dec 1, 2020

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Djiq
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@Djiq Djiq commented Nov 10, 2020

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.

@@ -0,0 +1 @@
#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

dmsrc/cellularnoise.dm Outdated Show resolved Hide resolved
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Full dmdoc's please @Qustinnus (Each arg and a detailed desc of the return format)

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ghost commented Dec 1, 2020

fair one sec

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ghost commented Dec 1, 2020

@Cyberboss better?

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Cyberboss commented Dec 1, 2020

* vars: and * return value: aren't necessary but yes

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ghost commented Dec 1, 2020

yeah dunno looked up docs in code as example

dmsrc/cellularnoise.dm Outdated Show resolved Hide resolved
@Cyberboss Cyberboss added the enhancement New feature or request label Dec 1, 2020
@Cyberboss Cyberboss merged commit e890e72 into tgstation:master Dec 1, 2020
SpaceManiac pushed a commit to tgstation/tgstation that referenced this pull request 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 pushed a commit to SS13-Aeon/Nightstation-13 that referenced this pull request 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 pushed a commit to Skyrat-SS13/Skyrat-tg that referenced this pull request 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 pushed a commit to Skyrat-SS13/Skyrat-tg that referenced this pull request 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 pushed a commit to MarkSuckerberg/WaspStation-1.0 that referenced this pull request 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 pushed a commit to MarkSuckerberg/WaspStation-1.0 that referenced this pull request 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 pushed a commit to MarkSuckerberg/WaspStation-1.0 that referenced this pull request 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 pushed a commit to Whitesands13/Whitesands that referenced this pull request 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 pushed a commit to KubeRoot/BeeStation-Hornet that referenced this pull request 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 pushed a commit to BeeStation/BeeStation-Hornet that referenced this pull request 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 pushed a commit to austation/austation that referenced this pull request 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 pushed a commit to SinguloStation13/SinguloStation-Red that referenced this pull request 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 pushed a commit to austation/austation that referenced this pull request 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 added a commit to austation/austation that referenced this pull request 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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5 participants