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reader.dm
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///////////////////////////////////////////////////////////////
//SS13 Optimized Map loader
//////////////////////////////////////////////////////////////
// We support two different map formats
// It is kinda possible to process them together, but if we split them up
// I can make optimization decisions more easily
/**
* DMM SPEC:
* DMM is split into two parts. First we have strings of text linked to lists of paths and their modifications (I will call this the cache)
* We call these strings "keys" and the things they point to members. Keys have a static length
*
* The second part is a list of locations matched to a string of keys. (I'll be calling this the grid)
* These are used to lookup the cache we built earlier.
* We store location lists as grid_sets. the lines represent different things depending on the spec
*
* In standard DMM (which you can treat as the base case, since it also covers weird modifications) each line
* represents an x file, and there's typically only one grid set per z level.
* The meme is you can look at a DMM formatted map and literally see what it should roughly look like
* This differs in TGM, and we can pull some performance from this
*
* Any restrictions here also apply to TGM
*
* /tg/ Restrictions:
* Paths have a specified order. First atoms in the order in which they should be loaded, then a single turf, then the area of the cell
* DMM technically supports turf stacking, but this is deprecated for all formats
*/
#define MAP_DMM "dmm"
/**
* TGM SPEC:
* TGM is a derevation of DMM, with restrictions placed on it
* to make it easier to parse and to reduce merge conflicts/ease their resolution
*
* Requirements:
* Each "statement" in a key's details ends with a new line, and wrapped in (...)
* All paths end with either a comma or occasionally a {, then a new line
* Excepting the area, who is listed last and ends with a ) to mark the end of the key
*
* {} denotes a list of variable edits applied to the path that came before the first {
* the final } is followed by a comma, and then a new line
* Variable edits have the form \tname = value;\n
* Except the last edit, which has no final ;, and just ends in a newline
* No extra padding is permitted
* Many values are supported. See parse_constant()
* Strings must be wrapped in "...", files in '...', and lists in list(...)
* Files are kinda susy, and may not actually work. buyer beware
* Lists support assoc values as expected
* These constants can be further embedded into lists
*
* There can be no padding in front of, or behind a path
*
* Therefore:
* "key" = (
* /path,
* /other/path{
* var = list("name" = 'filepath');
* other_var = /path
* },
* /turf,
* /area)
*
*/
#define MAP_TGM "tgm"
#define MAP_UNKNOWN "unknown"
/datum/grid_set
var/xcrd
var/ycrd
var/zcrd
var/gridLines
/datum/parsed_map
var/original_path
var/map_format
/// The length of a key in this file. This is promised by the standard to be static
var/key_len = 0
/// The length of a line in this file. Not promised by dmm but standard dmm uses it, so we can trust it
var/line_len = 0
/// If we've expanded world.maxx
var/expanded_y = FALSE
/// If we've expanded world.maxy
var/expanded_x = FALSE
var/list/grid_models = list()
var/list/gridSets = list()
/// List of area types we've loaded AS A PART OF THIS MAP
/// We do this to allow non unique areas, so we'll only load one per map
var/list/area/loaded_areas = list()
var/list/modelCache
/// Unoffset bounds. Null on parse failure.
var/list/parsed_bounds
/// Offset bounds. Same as parsed_bounds until load().
var/list/bounds
///any turf in this list is skipped inside of build_coordinate
var/list/turf_blacklist
// raw strings used to represent regexes more accurately
// '' used to avoid confusing syntax highlighting
var/static/regex/dmm_regex = new(@'"([a-zA-Z]+)" = (?:\(\n|\()((?:.|\n)*?)\)\n(?!\t)|\((\d+),(\d+),(\d+)\) = \{"([a-zA-Z\n]*)"\}', "g")
/// Matches key formats in TMG (IE: newline after the \()
var/static/regex/matches_tgm = new(@'^"[A-z]*"[\s]*=[\s]*\([\s]*\n', "m")
/// Pulls out key value pairs for TGM
var/static/regex/var_edits_tgm = new(@'^\t([A-z]*) = (.*?);?$')
/// Pulls out model paths for DMM
var/static/regex/model_path = new(@'(\/[^\{]*?(?:\{.*?\})?)(?:,|$)', "g")
/// If we are currently loading this map
var/loading = FALSE
#ifdef TESTING
var/turfsSkipped = 0
#endif
/datum/parsed_map/proc/copy()
// Avoids duped work just in case
build_cache()
var/datum/parsed_map/newfriend = new()
newfriend.original_path = original_path
newfriend.map_format = map_format
newfriend.key_len = key_len
newfriend.line_len = line_len
newfriend.grid_models = grid_models.Copy()
newfriend.gridSets = gridSets.Copy()
newfriend.modelCache = modelCache.Copy()
newfriend.parsed_bounds = parsed_bounds.Copy()
// Copy parsed bounds to reset to initial values
newfriend.bounds = parsed_bounds.Copy()
newfriend.turf_blacklist = turf_blacklist?.Copy()
return newfriend
//text trimming (both directions) helper macro
#define TRIM_TEXT(text) (trim_reduced(text))
/**
* Helper and recommened way to load a map file
* - dmm_file: The path to the map file
* - x_offset: The x offset to load the map at
* - y_offset: The y offset to load the map at
* - z_offset: The z offset to load the map at
* - crop_map: If true, the map will be cropped to the world bounds
* - measure_only: If true, the map will not be loaded, but the bounds will be calculated
* - no_changeturf: If true, the map will not call /turf/AfterChange
* - x_lower: The minimum x coordinate to load
* - x_upper: The maximum x coordinate to load
* - y_lower: The minimum y coordinate to load
* - y_upper: The maximum y coordinate to load
* - z_lower: The minimum z coordinate to load
* - z_upper: The maximum z coordinate to load
* - place_on_top: Whether to use /turf/proc/place_on_top rather than /turf/proc/ChangeTurf
* - new_z: If true, a new z level will be created for the map
*/
/proc/load_map(
dmm_file,
x_offset = 0,
y_offset = 0,
z_offset = 0,
crop_map = FALSE,
measure_only = FALSE,
no_changeturf = FALSE,
x_lower = -INFINITY,
x_upper = INFINITY,
y_lower = -INFINITY,
y_upper = INFINITY,
z_lower = -INFINITY,
z_upper = INFINITY,
place_on_top = FALSE,
new_z = FALSE,
)
if(!(dmm_file in GLOB.cached_maps))
GLOB.cached_maps[dmm_file] = new /datum/parsed_map(dmm_file)
var/datum/parsed_map/parsed_map = GLOB.cached_maps[dmm_file]
parsed_map = parsed_map.copy()
if(!measure_only && !isnull(parsed_map.bounds))
parsed_map.load(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
return parsed_map
/// Parse a map, possibly cropping it.
/datum/parsed_map/New(tfile, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper=INFINITY, z_lower = -INFINITY, z_upper=INFINITY, measureOnly=FALSE)
// This proc sleeps for like 6 seconds. why?
// Is it file accesses? if so, can those be done ahead of time, async to save on time here? I wonder.
// Love ya :)
if(isfile(tfile))
original_path = "[tfile]"
tfile = file2text(tfile)
else if(isnull(tfile))
// create a new datum without loading a map
return
src.bounds = parsed_bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
if(findtext(tfile, matches_tgm))
map_format = MAP_TGM
else
map_format = MAP_DMM // Fallback
// lists are structs don't you know :)
var/list/bounds = src.bounds
var/list/grid_models = src.grid_models
var/key_len = src.key_len
var/line_len = src.line_len
var/stored_index = 1
var/list/regexOutput
//multiz lool
while(dmm_regex.Find(tfile, stored_index))
stored_index = dmm_regex.next
// Datum var lookup is expensive, this isn't
regexOutput = dmm_regex.group
// "aa" = (/type{vars=blah})
if(regexOutput[1]) // Model
var/key = regexOutput[1]
if(grid_models[key]) // Duplicate model keys are ignored in DMMs
continue
if(key_len != length(key))
if(!key_len)
key_len = length(key)
else
CRASH("Inconsistent key length in DMM")
if(!measureOnly)
grid_models[key] = regexOutput[2]
// (1,1,1) = {"aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa"}
else if(regexOutput[3]) // Coords
if(!key_len)
CRASH("Coords before model definition in DMM")
var/curr_x = text2num(regexOutput[3])
if(curr_x < x_lower || curr_x > x_upper)
continue
var/curr_y = text2num(regexOutput[4])
if(curr_y < y_lower || curr_y > y_upper)
continue
var/curr_z = text2num(regexOutput[5])
if(curr_z < z_lower || curr_z > z_upper)
continue
var/datum/grid_set/gridSet = new
gridSet.xcrd = curr_x
gridSet.ycrd = curr_y
gridSet.zcrd = curr_z
bounds[MAP_MINX] = min(bounds[MAP_MINX], curr_x)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], curr_y)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], curr_z)
var/list/gridLines = splittext(regexOutput[6], "\n")
gridSet.gridLines = gridLines
var/leadingBlanks = 0
while(leadingBlanks < length(gridLines) && gridLines[++leadingBlanks] == "")
if(leadingBlanks > 1)
gridLines.Cut(1, leadingBlanks) // Remove all leading blank lines.
if(!length(gridLines)) // Skip it if only blank lines exist.
continue
gridSets += gridSet
if(gridLines[length(gridLines)] == "")
gridLines.Cut(length(gridLines)) // Remove only one blank line at the end.
bounds[MAP_MINY] = min(bounds[MAP_MINY], gridSet.ycrd)
gridSet.ycrd += length(gridLines) - 1 // Start at the top and work down
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], gridSet.ycrd)
if(!line_len)
line_len = length(gridLines[1])
var/maxx = curr_x
if(length(gridLines)) //Not an empty map
maxx = max(maxx, curr_x + line_len / key_len - 1)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], maxx)
CHECK_TICK
// Indicate failure to parse any coordinates by nulling bounds
if(bounds[1] == 1.#INF)
src.bounds = null
else
// Clamp all our mins and maxes down to the proscribed limits
bounds[MAP_MINX] = clamp(bounds[MAP_MINX], x_lower, x_upper)
bounds[MAP_MAXX] = clamp(bounds[MAP_MAXX], x_lower, x_upper)
bounds[MAP_MINY] = clamp(bounds[MAP_MINY], y_lower, y_upper)
bounds[MAP_MAXY] = clamp(bounds[MAP_MAXY], y_lower, y_upper)
bounds[MAP_MINZ] = clamp(bounds[MAP_MINZ], z_lower, z_upper)
bounds[MAP_MAXZ] = clamp(bounds[MAP_MAXZ], z_lower, z_upper)
parsed_bounds = src.bounds
src.key_len = key_len
src.line_len = line_len
/// Iterates over all grid sets and returns ones with z values within the given bounds. Inclusive
/datum/parsed_map/proc/filter_grid_sets_based_on_z_bounds(lower_z, upper_z)
var/list/filtered_sets = list()
for(var/datum/grid_set/grid_set as anything in gridSets)
if(grid_set.zcrd < lower_z)
continue
if(grid_set.zcrd > upper_z)
continue
filtered_sets += grid_set
return filtered_sets
/// Load the parsed map into the world. You probably want [/proc/load_map]. Keep the signature the same.
/datum/parsed_map/proc/load(x_offset = 0, y_offset = 0, z_offset = 0, crop_map = FALSE, no_changeturf = FALSE, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper = INFINITY, z_lower = -INFINITY, z_upper = INFINITY, place_on_top = FALSE, new_z = FALSE)
//How I wish for RAII
Master.StartLoadingMap()
. = _load_impl(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
Master.StopLoadingMap()
#define MAPLOADING_CHECK_TICK \
if(TICK_CHECK) { \
if(loading) { \
SSatoms.map_loader_stop(REF(src)); \
stoplag(); \
SSatoms.map_loader_begin(REF(src)); \
} else { \
stoplag(); \
} \
}
// Do not call except via load() above.
/datum/parsed_map/proc/_load_impl(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
PRIVATE_PROC(TRUE)
// Tell ss atoms that we're doing maploading
// We'll have to account for this in the following tick_checks so it doesn't overflow
loading = TRUE
SSatoms.map_loader_begin(REF(src))
// Loading used to be done in this proc
// We make the assumption that if the inner procs runtime, we WANT to do cleanup on them, but we should stil tell our parents we failed
// Since well, we did
var/sucessful = FALSE
switch(map_format)
if(MAP_TGM)
sucessful = _tgm_load(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
else
sucessful = _dmm_load(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
// And we are done lads, call it off
SSatoms.map_loader_stop(REF(src))
loading = FALSE
if(new_z)
for(var/z_index in bounds[MAP_MINZ] to bounds[MAP_MAXZ])
SSmapping.build_area_turfs(z_index)
if(!no_changeturf)
var/list/turfs = block(
locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]),
locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ]))
for(var/turf/T as anything in turfs)
//we do this after we load everything in. if we don't, we'll have weird atmos bugs regarding atmos adjacent turfs
T.AfterChange(CHANGETURF_IGNORE_AIR)
if(expanded_x || expanded_y)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPANDED_WORLD_BOUNDS, expanded_x, expanded_y)
#ifdef TESTING
if(turfsSkipped)
testing("Skipped loading [turfsSkipped] default turfs")
#endif
return sucessful
// Wanna clear something up about maps, talking in 255x255 here
// In the tgm format, each gridset contains 255 lines, each line representing one tile, with 255 total gridsets
// In the dmm format, each gridset contains 255 lines, each line representing one row of tiles, containing 255 * line length characters, with one gridset per z
// You can think of dmm as storing maps in rows, whereas tgm stores them in columns
/datum/parsed_map/proc/_tgm_load(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
// setup
var/list/modelCache = build_cache(no_changeturf)
var/space_key = modelCache[SPACE_KEY]
var/list/bounds
src.bounds = bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
// Building y coordinate ranges
var/y_relative_to_absolute = y_offset - 1
var/x_relative_to_absolute = x_offset - 1
// Ok so like. something important
// We talk in "relative" coords here, so the coordinate system of the map datum
// This is so we can do offsets, but it is NOT the same as positions in game
// That's why there's some uses of - y_relative_to_absolute here, to turn absolute positions into relative ones
// TGM maps process in columns, so the starting y will always be the max size
// We know y starts at 1
var/datum/grid_set/first_column = gridSets[1]
var/relative_y = first_column.ycrd
var/highest_y = relative_y + y_relative_to_absolute
if(!crop_map && highest_y > world.maxy)
if(new_z)
// Need to avoid improperly loaded area/turf_contents
world.increase_max_y(highest_y, map_load_z_cutoff = z_offset - 1)
else
world.increase_max_y(highest_y)
expanded_y = TRUE
// Skip Y coords that are above the smallest of the three params
// So maxy and y_upper get to act as thresholds, and relative_y can play
var/y_skip_above = min(world.maxy - y_relative_to_absolute, y_upper, relative_y)
// How many lines to skip because they'd be above the y cuttoff line
var/y_starting_skip = relative_y - y_skip_above
highest_y -= y_starting_skip
// Y is the LOWEST it will ever be here, so we can easily set a threshold for how low to go
var/line_count = length(first_column.gridLines)
var/lowest_y = relative_y - (line_count - 1) // -1 because we decrement at the end of the loop, not the start
var/y_ending_skip = max(max(y_lower, 1 - y_relative_to_absolute) - lowest_y, 0)
// X setup
var/x_delta_with = x_upper
if(crop_map)
// Take our smaller crop threshold yes?
x_delta_with = min(x_delta_with, world.maxx)
// We're gonna skip all the entries above the upper x, or maxx if cropMap is set
// The last column is guarenteed to have the highest x value we;ll encounter
// Even if z scales, this still works
var/datum/grid_set/last_column = gridSets[length(gridSets)]
var/final_x = last_column.xcrd + x_relative_to_absolute
if(final_x > x_delta_with)
// If our relative x is greater then X upper, well then we've gotta limit our expansion
var/delta = max(final_x - x_delta_with, 0)
final_x -= delta
if(final_x > world.maxx && !crop_map)
if(new_z)
// Need to avoid improperly loaded area/turf_contents
world.increase_max_x(final_x, map_load_z_cutoff = z_offset - 1)
else
world.increase_max_x(final_x)
expanded_x = TRUE
var/lowest_x = max(x_lower, 1 - x_relative_to_absolute)
// Amount we offset the grid zcrd to get the true zcrd
var/grid_z_offset = z_offset - 1
var/z_upper_set = z_upper < INFINITY
var/z_lower_set = z_lower > -INFINITY
// We make the assumption that the last block of turfs will have the highest embedded z in it
// true max zcrd
var/map_bounds_z_max = last_column.zcrd
var/z_upper_parsed = map_bounds_z_max + z_offset - 1
if(z_upper_set)
z_upper_parsed -= map_bounds_z_max - z_upper
if(z_lower_set)
var/offset_amount = z_lower - 1
z_upper_parsed -= offset_amount
grid_z_offset -= offset_amount
var/list/target_grid_sets = gridSets
if(z_lower_set || z_upper_set) // bounds are set, filter out gridsets for z levels we don't want
target_grid_sets = filter_grid_sets_based_on_z_bounds(z_lower, z_upper)
var/z_threshold = world.maxz
if(z_upper_parsed > z_threshold && crop_map)
for(var/i in z_threshold + 1 to z_upper_parsed) //create a new z_level if needed
world.incrementMaxZ()
if(!no_changeturf)
WARNING("Z-level expansion occurred without no_changeturf set, this may cause problems when /turf/AfterChange is called")
for(var/datum/grid_set/gset as anything in target_grid_sets)
var/true_xcrd = gset.xcrd + x_relative_to_absolute
// any cutoff of x means we just shouldn't iterate this gridset
if(final_x < true_xcrd || lowest_x > gset.xcrd)
continue
var/zcrd = gset.zcrd + grid_z_offset
// If we're using changeturf, we disable it if we load into a z level we JUST created
var/no_afterchange = no_changeturf || zcrd > z_threshold
// We're gonna track the first and last pairs of coords we find
// Since x is always incremented in steps of 1, we only need to deal in y
// The first x is guarenteed to be the lowest, the first y the highest, and vis versa
// This is faster then doing mins and maxes inside the hot loop below
var/first_found = FALSE
var/first_y = 0
var/last_y = 0
var/ycrd = highest_y
// Everything following this line is VERY hot.
for(var/i in 1 + y_starting_skip to line_count - y_ending_skip)
if(gset.gridLines[i] == space_key && no_afterchange)
#ifdef TESTING
++turfsSkipped
#endif
ycrd--
MAPLOADING_CHECK_TICK
continue
var/list/cache = modelCache[gset.gridLines[i]]
if(!cache)
SSatoms.map_loader_stop(REF(src))
CRASH("Undefined model key in DMM: [gset.gridLines[i]]")
build_coordinate(cache, locate(true_xcrd, ycrd, zcrd), no_afterchange, place_on_top, new_z)
// only bother with bounds that actually exist
if(!first_found)
first_found = TRUE
first_y = ycrd
last_y = ycrd
ycrd--
MAPLOADING_CHECK_TICK
// The x coord never changes, so not tracking first x is safe
// If no ycrd is found, we assume this row is totally empty and just continue on
if(first_found)
bounds[MAP_MINX] = min(bounds[MAP_MINX], true_xcrd)
bounds[MAP_MINY] = min(bounds[MAP_MINY], last_y)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], zcrd)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], true_xcrd)
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], first_y)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], zcrd)
return TRUE
/// Stanrdard loading, not used in production
/// Doesn't take advantage of any tgm optimizations, which makes it slower but also more general
/// Use this if for some reason your map format is messy
/datum/parsed_map/proc/_dmm_load(x_offset, y_offset, z_offset, crop_map, no_changeturf, x_lower, x_upper, y_lower, y_upper, z_lower, z_upper, place_on_top, new_z)
// setup
var/list/modelCache = build_cache(no_changeturf)
var/space_key = modelCache[SPACE_KEY]
var/list/bounds
var/key_len = src.key_len
src.bounds = bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
var/y_relative_to_absolute = y_offset - 1
var/x_relative_to_absolute = x_offset - 1
var/line_len = src.line_len
// Amount we offset the grid zcrd to get the true zcrd
var/grid_z_offset = z_offset - 1
var/z_upper_set = z_upper < INFINITY
var/z_lower_set = z_lower > -INFINITY
// we now need to find the maximum z, fun!
var/map_bounds_z_max = 1
for(var/datum/grid_set/grid_set as anything in gridSets)
map_bounds_z_max = max(map_bounds_z_max, grid_set.zcrd)
var/z_upper_parsed = map_bounds_z_max + z_offset - 1
if(z_upper_set)
z_upper_parsed -= map_bounds_z_max - z_upper
if(z_lower_set)
var/offset_amount = z_lower - 1
z_upper_parsed -= offset_amount
grid_z_offset -= offset_amount
var/list/target_grid_sets = gridSets
if(z_lower_set || z_upper_set) // bounds are set, filter out gridsets for z levels we don't want
target_grid_sets = filter_grid_sets_based_on_z_bounds(z_lower, z_upper)
for(var/datum/grid_set/gset as anything in target_grid_sets)
var/relative_x = gset.xcrd
var/relative_y = gset.ycrd
var/true_xcrd = relative_x + x_relative_to_absolute
var/ycrd = relative_y + y_relative_to_absolute
var/zcrd = gset.zcrd + grid_z_offset
if(!crop_map && ycrd > world.maxy)
if(new_z)
// Need to avoid improperly loaded area/turf_contents
world.increase_max_y(ycrd, map_load_z_cutoff = z_offset - 1)
else
world.increase_max_y(ycrd)
expanded_y = TRUE
var/zexpansion = zcrd > world.maxz
var/no_afterchange = no_changeturf
if(zexpansion)
if(crop_map)
continue
else
while (zcrd > world.maxz) //create a new z_level if needed
world.incrementMaxZ()
if(!no_changeturf)
WARNING("Z-level expansion occurred without no_changeturf set, this may cause problems when /turf/AfterChange is called")
no_afterchange = TRUE
// Ok so like. something important
// We talk in "relative" coords here, so the coordinate system of the map datum
// This is so we can do offsets, but it is NOT the same as positions in game
// That's why there's some uses of - y_relative_to_absolute here, to turn absolute positions into relative ones
// Skip Y coords that are above the smallest of the three params
// So maxy and y_upper get to act as thresholds, and relative_y can play
var/y_skip_above = min(world.maxy - y_relative_to_absolute, y_upper, relative_y)
// How many lines to skip because they'd be above the y cuttoff line
var/y_starting_skip = relative_y - y_skip_above
ycrd += y_starting_skip
// Y is the LOWEST it will ever be here, so we can easily set a threshold for how low to go
var/line_count = length(gset.gridLines)
var/lowest_y = relative_y - (line_count - 1) // -1 because we decrement at the end of the loop, not the start
var/y_ending_skip = max(max(y_lower, 1 - y_relative_to_absolute) - lowest_y, 0)
// Now we're gonna precompute the x thresholds
// We skip all the entries below the lower x, or 1
var/starting_x_delta = max(max(x_lower, 1 - x_relative_to_absolute) - relative_x, 0)
// The x loop counts by key length, so we gotta multiply here
var/x_starting_skip = starting_x_delta * key_len
true_xcrd += starting_x_delta
// We're gonna skip all the entries above the upper x, or maxx if cropMap is set
var/x_target = line_len - key_len + 1
var/x_step_count = ROUND_UP(x_target / key_len)
var/final_x = relative_x + (x_step_count - 1)
var/x_delta_with = x_upper
if(crop_map)
// Take our smaller crop threshold yes?
x_delta_with = min(x_delta_with, world.maxx)
if(final_x > x_delta_with)
// If our relative x is greater then X upper, well then we've gotta limit our expansion
var/delta = max(final_x - x_delta_with, 0)
x_step_count -= delta
final_x -= delta
x_target = x_step_count * key_len
if(final_x > world.maxx && !crop_map)
if(new_z)
// Need to avoid improperly loaded area/turf_contents
world.increase_max_x(final_x, map_load_z_cutoff = z_offset - 1)
else
world.increase_max_x(final_x)
expanded_x = TRUE
// We're gonna track the first and last pairs of coords we find
// The first x is guarenteed to be the lowest, the first y the highest, and vis versa
// This is faster then doing mins and maxes inside the hot loop below
var/first_found = FALSE
var/first_x = 0
var/first_y = 0
var/last_x = 0
var/last_y = 0
// Everything following this line is VERY hot. How hot depends on the map format
// (Yes this does mean dmm is technically faster to parse. shut up)
for(var/i in 1 + y_starting_skip to line_count - y_ending_skip)
var/line = gset.gridLines[i]
var/xcrd = true_xcrd
for(var/tpos in 1 + x_starting_skip to x_target step key_len)
var/model_key = copytext(line, tpos, tpos + key_len)
if(model_key == space_key && no_afterchange)
#ifdef TESTING
++turfsSkipped
#endif
MAPLOADING_CHECK_TICK
++xcrd
continue
var/list/cache = modelCache[model_key]
if(!cache)
SSatoms.map_loader_stop(REF(src))
CRASH("Undefined model key in DMM: [model_key]")
build_coordinate(cache, locate(xcrd, ycrd, zcrd), no_afterchange, place_on_top, new_z)
// only bother with bounds that actually exist
if(!first_found)
first_found = TRUE
first_x = xcrd
first_y = ycrd
last_x = xcrd
last_y = ycrd
MAPLOADING_CHECK_TICK
++xcrd
ycrd--
MAPLOADING_CHECK_TICK
bounds[MAP_MINX] = min(bounds[MAP_MINX], first_x)
bounds[MAP_MINY] = min(bounds[MAP_MINY], last_y)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], zcrd)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], last_x)
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], first_y)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], zcrd)
return TRUE
GLOBAL_LIST_EMPTY(map_model_default)
/datum/parsed_map/proc/build_cache(no_changeturf, bad_paths)
if(map_format == MAP_TGM)
return tgm_build_cache(no_changeturf, bad_paths)
return dmm_build_cache(no_changeturf, bad_paths)
/datum/parsed_map/proc/tgm_build_cache(no_changeturf, bad_paths=null)
if(modelCache && !bad_paths)
return modelCache
. = modelCache = list()
var/list/grid_models = src.grid_models
var/set_space = FALSE
// Use where a list is needed, but where it will not be modified
// Used here to remove the cost of needing to make a new list for each fields entry when it's set manually later
var/static/list/default_list = GLOB.map_model_default // It's stupid, but it saves += list(list)
var/static/list/wrapped_default_list = list(default_list) // It's stupid, but it saves += list(list)
var/static/regex/var_edits = var_edits_tgm
var/path_to_init = ""
// Reference to the attributes list we're currently filling, if any
var/list/current_attributes
// If we are currently editing a path or not
var/editing = FALSE
for(var/model_key in grid_models)
// We're going to split models by newline
// This guarentees that each entry will be of interest to us
// Then we'll process them step by step
// Hopefully this reduces the cost from read_list that we'd otherwise have
var/list/lines = splittext(grid_models[model_key], "\n")
// Builds list of path/edits for later
// Of note: we cannot preallocate them to save time in list expansion later
// But fortunately lists allocate at least 8 entries normally anyway, and
// We are unlikely to have more then that many members
//will contain all members (paths) in model (in our example : /turf/unsimulated/wall)
var/list/members = list()
//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
var/list/members_attributes = list()
/////////////////////////////////////////////////////////
//Constructing members and corresponding variables lists
////////////////////////////////////////////////////////
// string representation of the path to init
for(var/line in lines)
// We do this here to avoid needing to check at each return statement
// No harm in it anyway
MAPLOADING_CHECK_TICK
switch(line[length(line)])
if(";") // Var edit, we'll apply it
// Var edits look like \tname = value;
// I'm gonna try capturing them with regex, since it ought to be the fastest here
// Should hand back key = value
var_edits.Find(line)
var/value = parse_constant(var_edits.group[2])
if(istext(value))
value = apply_text_macros(value)
current_attributes[var_edits.group[1]] = value
continue // Keep on keeping on brother
if("{") // Start of an edit, and so also the start of a path
editing = TRUE
current_attributes = list() // Init the list we'll be filling
members_attributes += list(current_attributes)
path_to_init = copytext(line, 1, -1)
if(",") // Either the end of a path, or the end of an edit
if(editing) // it was the end of a path
editing = FALSE
continue
members_attributes += wrapped_default_list // We know this is a path, and we also know it has no vv's. so we'll just set this to the default list
// Drop the last char mind
path_to_init = copytext(line, 1, -1)
if("}") // Gotta be the end of an area edit, let's check to be sure
if(editing) // it was the end of an area edit (shouldn't do those anyhow)
editing = FALSE
continue
stack_trace("ended a line on JUST a }, with no ongoing edit. What? Area shit?")
else // If we're editing, this is a var edit entry. the last one in a stack, cause god hates me. Otherwise, it's an area
if(editing) // I want inline I want inline I want inline
// Var edits look like \tname = value;
// I'm gonna try capturing them with regex, since it ought to be the fastest here
// Should hand back key = value
var_edits.Find(line)
var/value = parse_constant(var_edits.group[2])
if(istext(value))
value = apply_text_macros(value)
current_attributes[var_edits.group[1]] = value
continue // Keep on keeping on brother
members_attributes += wrapped_default_list // We know this is a path, and we also know it has no vv's. so we'll just set this to the default list
path_to_init = line
// Alright, if we've gotten to this point, our string is a path
// Oh and we don't trim it, because we require no padding for these
// Saves like 1.5 deciseconds
var/atom_def = text2path(path_to_init) //path definition, e.g /obj/foo/bar
if(!ispath(atom_def, /atom)) // Skip the item if the path does not exist. Fix your crap, mappers!
if(bad_paths)
// Rare case, avoid the var to save time most of the time
LAZYOR(bad_paths[copytext(line, 1, -1)], model_key)
continue
// Index is already incremented either way, just gotta set the path and all
members += atom_def
//check and see if we can just skip this turf
//So you don't have to understand this horrid statement, we can do this if
// 1. the space_key isn't set yet
// 2. no_changeturf is set
// 3. there are exactly 2 members
// 4. with no attributes
// 5. and the members are world.turf and world.area
// Basically, if we find an entry like this: "XXX" = (/turf/default, /area/default)
// We can skip calling this proc every time we see XXX
if(!set_space \
&& no_changeturf \
&& members_attributes.len == 2 \
&& members.len == 2 \
&& members_attributes[1] == default_list \
&& members_attributes[2] == default_list \
&& members[2] == world.area \
&& members[1] == world.turf
)
set_space = TRUE
.[SPACE_KEY] = model_key
continue
.[model_key] = list(members, members_attributes)
return .
/// Builds key caches for general formats
/// Slower then the proc above, tho it could still be optimized slightly. it's just not a priority
/// Since we don't run DMM maps, ever.
/datum/parsed_map/proc/dmm_build_cache(no_changeturf, bad_paths=null)
if(modelCache && !bad_paths)
return modelCache
. = modelCache = list()
var/list/grid_models = src.grid_models
var/set_space = FALSE
// Use where a list is needed, but where it will not be modified
// Used here to remove the cost of needing to make a new list for each fields entry when it's set manually later
var/static/list/default_list = list(GLOB.map_model_default)
for(var/model_key in grid_models)
//will contain all members (paths) in model (in our example : /turf/unsimulated/wall)
var/list/members = list()
//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
var/list/members_attributes = list()
var/model = grid_models[model_key]
/////////////////////////////////////////////////////////
//Constructing members and corresponding variables lists
////////////////////////////////////////////////////////
var/model_index = 1
while(model_path.Find(model, model_index))
var/variables_start = 0
var/member_string = model_path.group[1]
model_index = model_path.next
//findtext is a bit expensive, lets only do this if the last char of our string is a } (IE: we know we have vars)
//this saves about 25 miliseconds on my machine. Not a major optimization
if(member_string[length(member_string)] == "}")
variables_start = findtext(member_string, "{")
var/path_text = TRIM_TEXT(copytext(member_string, 1, variables_start))
var/atom_def = text2path(path_text) //path definition, e.g /obj/foo/bar
if(!ispath(atom_def, /atom)) // Skip the item if the path does not exist. Fix your crap, mappers!
if(bad_paths)
LAZYOR(bad_paths[path_text], model_key)
continue
members += atom_def
//transform the variables in text format into a list (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
// OF NOTE: this could be made faster by replacing readlist with a progressive regex
// I'm just too much of a bum to do it rn, especially since we mandate tgm format for any maps in repo
var/list/fields = default_list
if(variables_start)//if there's any variable
member_string = copytext(member_string, variables_start + length(member_string[variables_start]), -length(copytext_char(member_string, -1))) //removing the last '}'
fields = list(readlist(member_string, ";"))
for(var/I in fields)
var/value = fields[I]
if(istext(value))
fields[I] = apply_text_macros(value)
//then fill the members_attributes list with the corresponding variables
members_attributes += fields
MAPLOADING_CHECK_TICK
//check and see if we can just skip this turf
//So you don't have to understand this horrid statement, we can do this if
// 1. the space_key isn't set yet
// 2. no_changeturf is set
// 3. there are exactly 2 members
// 4. with no attributes
// 5. and the members are world.turf and world.area
// Basically, if we find an entry like this: "XXX" = (/turf/default, /area/default)
// We can skip calling this proc every time we see XXX
if(!set_space \
&& no_changeturf \
&& members.len == 2 \
&& members_attributes.len == 2 \
&& length(members_attributes[1]) == 0 \
&& length(members_attributes[2]) == 0 \
&& (world.area in members) \
&& (world.turf in members))
set_space = TRUE
.[SPACE_KEY] = model_key
continue
.[model_key] = list(members, members_attributes)
return .
/datum/parsed_map/proc/build_coordinate(list/model, turf/crds, no_changeturf as num, placeOnTop as num, new_z)
// If we don't have a turf, nothing we will do next will actually acomplish anything, so just go back
// Note, this would actually drop area vvs in the tile, but like, why tho
if(!crds)
return
var/index
var/list/members = model[1]
var/list/members_attributes = model[2]
// We use static lists here because it's cheaper then passing them around
var/static/list/default_list = GLOB.map_model_default
////////////////
//Instanciation
////////////////
if(turf_blacklist?[crds])
return
//The next part of the code assumes there's ALWAYS an /area AND a /turf on a given tile
//first instance the /area and remove it from the members list
index = members.len
var/area/old_area
if(members[index] != /area/template_noop)
if(members_attributes[index] != default_list)
world.preloader_setup(members_attributes[index], members[index])//preloader for assigning set variables on atom creation
var/area/area_instance = loaded_areas[members[index]]
if(!area_instance)
var/area_type = members[index]
// If this parsed map doesn't have that area already, we check the global cache
area_instance = GLOB.areas_by_type[area_type]
// If the global list DOESN'T have this area it's either not a unique area, or it just hasn't been created yet
if (!area_instance)
area_instance = new area_type(null)
if(!area_instance)
CRASH("[area_type] failed to be new'd, what'd you do?")
loaded_areas[area_type] = area_instance
if(!new_z)
old_area = crds.loc
LISTASSERTLEN(old_area.turfs_to_uncontain_by_zlevel, crds.z, list())
LISTASSERTLEN(area_instance.turfs_by_zlevel, crds.z, list())
old_area.turfs_to_uncontain_by_zlevel[crds.z] += crds
area_instance.turfs_by_zlevel[crds.z] += crds
area_instance.contents.Add(crds)
if(GLOB.use_preloader)
world.preloader_load(area_instance)
// Index right before /area is /turf
index--
var/atom/instance
//then instance the /turf
//NOTE: this used to place any turfs before the last "underneath" it using .appearance and underlays
//We don't actually use this, and all it did was cost cpu, so we don't do this anymore
if(members[index] != /turf/template_noop)
if(members_attributes[index] != default_list)
world.preloader_setup(members_attributes[index], members[index])
// Note: we make the assertion that the last path WILL be a turf. if it isn't, this will fail.
if(placeOnTop)
instance = crds.load_on_top(members[index], CHANGETURF_DEFER_CHANGE | (no_changeturf ? CHANGETURF_SKIP : NONE))
else if(no_changeturf)
instance = create_atom(members[index], crds)//first preloader pass
else
instance = crds.ChangeTurf(members[index], null, CHANGETURF_DEFER_CHANGE)
if(GLOB.use_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(instance)
// If this isn't template work, we didn't change our turf and we changed area, then we've gotta handle area lighting transfer
else if(!no_changeturf && old_area)
// Don't do contain/uncontain stuff, this happens a few lines up when the area actally changes
crds.on_change_area(old_area, crds.loc)
MAPLOADING_CHECK_TICK
//finally instance all remainings objects/mobs
for(var/atom_index in 1 to index-1)
if(members_attributes[atom_index] != default_list)
world.preloader_setup(members_attributes[atom_index], members[atom_index])
// We make the assertion that only /atom s will be in this portion of the code. if that isn't true, this will fail
instance = create_atom(members[atom_index], crds)//first preloader pass
if(GLOB.use_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(instance)
MAPLOADING_CHECK_TICK
////////////////
//Helpers procs
////////////////
/datum/parsed_map/proc/create_atom(path, crds)
set waitfor = FALSE
. = new path (crds)
//find the position of the next delimiter,skipping whatever is comprised between opening_escape and closing_escape
//returns 0 if reached the last delimiter
/datum/parsed_map/proc/find_next_delimiter_position(text as text,initial_position as num, delimiter=",",opening_escape="\"",closing_escape="\"")
var/position = initial_position
var/next_delimiter = findtext(text,delimiter,position,0)
var/next_opening = findtext(text,opening_escape,position,0)
while((next_opening != 0) && (next_opening < next_delimiter))
position = findtext(text,closing_escape,next_opening + 1,0)+1
next_delimiter = findtext(text,delimiter,position,0)
next_opening = findtext(text,opening_escape,position,0)