/datum/map/runtime name = "Runtime Ship" full_name = "Runtime Debugging Ship" path = "runtime" traits = list( //Z1 list(ZTRAIT_STATION = TRUE, ZTRAIT_UP = TRUE, ZTRAIT_DOWN = FALSE), //Z2 list(ZTRAIT_STATION = TRUE, ZTRAIT_UP = FALSE, ZTRAIT_DOWN = TRUE), ) force_spawnpoint = TRUE lobby_icons = list('icons/misc/titlescreens/runtime/developers.dmi', 'icons/misc/titlescreens/runtime/away.dmi') lobby_transitions = FALSE admin_levels = list(9) contact_levels = list(1, 2) player_levels = list(1, 2) accessible_z_levels = list(1, 2) overmap_event_areas = 10 station_name = "NSV Runtime" station_short = "Runtime" dock_name = "singulo" boss_name = "#code_dungeon" boss_short = "Coders" company_name = "BanoTarsen" company_short = "BT" station_type = "dumpster" //If you're testing overmap stuff, remove the conditional definition #if defined(UNIT_TEST) use_overmap = TRUE overmap_size = 35 #endif shuttle_docked_message = "Attention all hands: Jump preparation complete. The bluespace drive is now spooling up, secure all stations for departure. Time to jump: approximately %ETA%." shuttle_leaving_dock = "Attention all hands: Jump initiated, exiting bluespace in %ETA%." shuttle_called_message = "Attention all hands: Jump sequence initiated. Transit procedures are now in effect. Jump in %ETA%." shuttle_recall_message = "Attention all hands: Jump sequence aborted, return to normal operating conditions." overmap_visitable_type = /obj/effect/overmap/visitable/ship/runtime evac_controller_type = /datum/evacuation_controller/starship station_networks = list( NETWORK_CIVILIAN_MAIN, NETWORK_COMMAND, NETWORK_ENGINEERING, ) num_exoplanets = 1 planet_size = list(255, 255) away_site_budget = 2 away_ship_budget = 2 map_shuttles = list(/datum/shuttle/autodock/overmap/runtime) warehouse_basearea = /area/storage/primary /** * This file is the only location in which runtime map areas should be defined. * Each department (or other appropriate grouping) will have its own section that you can jump to with ctrl-f. * For convenience, these groupings are: * * CREW_AREAS * * COMMAND_AREAS * * ENGINEERING_AREAS * * MAINTENANCE_AREAS * * MEDICAL_AREAS * * OPERATIONS_AREAS * * SCIENCE_AREAS * * SECURITY_AREAS * * SERVICE_AREAS * * TCOMMS_AREAS * * GUIDELINES: * * The Horizon should not have any areas mapped to it which are defined outside this file. * * Any PR that removes all areas of a given definition should also remove that definition from this file. * * No area should exist across multiple decks. Ex., an elevator vestibule on all three decks should have three child definitions, one for each deck. This is both for organization and for managing area objects like APCs etc. * * Update the groupings list if anything is added/removed. */ /// CIVILIAN_AREAS // Hallways /area/hallway sound_environment = SOUND_AREA_LARGE_ENCLOSED allow_nightmode = TRUE station_area = TRUE lightswitch = TRUE holomap_color = HOLOMAP_AREACOLOR_HALLWAYS emergency_lights = TRUE /area/hallway/primary/aft name = "Aft Primary Hallway" icon_state = "hallA" /area/hallway/primary/central_one name = "Central Primary Hallway" icon_state = "hallC1" /area/hallway/primary/central_two name = "Central Primary Hallway" icon_state = "hallC2" /// COMMAND_AREAS /area/bridge name = "Bridge" icon_state = "bridge" no_light_control = 1 station_area = TRUE holomap_color = HOLOMAP_AREACOLOR_COMMAND area_blurb = "The sound here seems to carry more than others, every click of a shoe or clearing of a throat amplified. The smell of ink, written and printed, wafts notably through the air." /// ENGINEERING_AREAS /area/engineering name = "Engineering" icon_state = "engineering" ambience = AMBIENCE_ENGINEERING station_area = TRUE holomap_color = HOLOMAP_AREACOLOR_ENGINEERING /area/engineering/atmos name = "Engineering - Atmospherics" icon_state = "atmos" sound_environment = SOUND_AREA_LARGE_ENCLOSED no_light_control = 1 ambience = list(AMBIENCE_ENGINEERING, AMBIENCE_ATMOS) area_blurb = "Many volume tanks filled with gas reside here, some providing vital gases for the vessel's life support systems." /area/engineering/gravity_gen name = "Engineering - Gravity Generator" icon_state = "engine" /// MAINTENANCE_AREAS /area/maintenance station_area = TRUE area_flags = AREA_FLAG_RAD_SHIELDED | AREA_FLAG_HIDE_FROM_HOLOMAP sound_environment = SOUND_AREA_TUNNEL_ENCLOSED turf_initializer = new /datum/turf_initializer/maintenance() ambience = AMBIENCE_MAINTENANCE area_blurb = "Scarcely lit, cramped, and filled with stale, dusty air. Around you hisses compressed air through the pipes, a buzz of electrical charge through the wires, and muffled rumbles of the hull settling. This place may feel alien compared to the interior of the ship and is a place where one could get lost or badly hurt, but some may find the isolation comforting." /area/maintenance/maintcentral name = "Bridge Maintenance" icon_state = "maintcentral" /// MEDICAL_AREAS /// OPERATIONS_AREAS // Smalls /area/outpost ambience = AMBIENCE_EXPOUTPOST // Main mining /area/outpost/mining_main icon_state = "outpost_mine_main" station_area = TRUE holomap_color = HOLOMAP_AREACOLOR_OPERATIONS /area/outpost/mining_main/eva name = "Mining EVA storage" /// SCIENCE_AREAS /// SECURITY_AREAS /area/security no_light_control = 1 station_area = FALSE holomap_color = HOLOMAP_AREACOLOR_SECURITY /// SERVICE_AREAS /// STORAGE_AREAS //Storage /area/storage station_area = TRUE /area/storage/primary name = "Primary Tool Storage" icon_state = "primarystorage" allow_nightmode = 1 /// TCOMMS_AREAS /area/tcommsat ambience = AMBIENCE_ENGINEERING no_light_control = 1 station_area = TRUE holomap_color = HOLOMAP_AREACOLOR_ENGINEERING /area/tcommsat/chamber name = "Telecoms Central Compartment" icon_state = "tcomsatcham" area_blurb = "Countless machines sit here, an unfathomably complicated network that runs every radio and computer connection. The air lacks any notable scent, having been filtered of dust and pollutants before being allowed into the room and all the sensitive machinery." /area/tcommsat/computer name = "Telecoms Control Room" icon_state = "tcomsatcomp" /area/turbolift/main_station name = "Civilian Lift - Main" lift_announce_str = "Arriving at the Main Level. Facilities on this floor include: Engineering, Medical, Security, Science, Command departments, Cargo Office, Chapel, Bar, Kitchen." lift_floor_label = "Main Lvl." lift_floor_name = "Main Lvl." base_turf = /turf/simulated/floor/plating /area/turbolift/main_mid name = "Civilian Lift - Mid Level" lift_announce_str = "Arriving at (Unknown). Facilities on this floor include: (Unknown)." lift_floor_label = "Under construction" lift_floor_name = "Under construction" ABSTRACT_TYPE(/obj/item/paper/fluff/runtime) /obj/item/paper/fluff/runtime/dontforgetuseovermap name = "Don't Forget use_overmap!" info = SPAN_BOLD("Don't forget to remove the conditional preprocessor definition for use_overmap = TRUE in maps\\runtime\\code\\runtime.dm if you want to test overmap things, it's off to load even faster!")