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Aurora.3/maps/runtime/code/runtime.dm
Kano 465e34d509 Some tweaks for the runtime map (#22755)
## About PR

- Adds a latejoin landmark, this was causing a runtime when
`LateSpawn()` weren't able to find any (somehow missed this after the
remap, oops)

- Adds some sections for kitchen and disposal testing, among a few other
qol changes

- Removes some ancient area definitions (most of it unused) from the
code. Some of these were used in the old runtime map and
`vault_unique.dmm`, which is also removed in this pr since it no longer
spawns
2026-06-26 18:19:40 +00:00

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/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,
/datum/shuttle/autodock/ferry/supply/horizon,
)
warehouse_basearea = /area/runtime/floor_one/warehouse
warehouse_packagearea = /area/runtime/floor_one/warehouse/package
/**
* 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.
*/
// ---- Base type
/area/runtime
allow_nightmode = TRUE
station_area = TRUE
lightswitch = TRUE
holomap_color = HOLOMAP_AREACOLOR_HALLWAYS
emergency_lights = TRUE
area_lighting = LIGHT_COLOR_HALOGEN
// ---- Floor one
/area/runtime/floor_one/main
name = "Runtime - Main Area"
icon_state = "hallC1"
/area/runtime/floor_one/construction
name = "Runtime - Construction Area"
icon_state = "yellow"
/area/runtime/floor_one/atmospherics
name = "Runtime - Atmoshperics"
icon_state = "yellow"
/area/runtime/floor_one/warehouse
name = "Runtime - Warehouse"
icon_state = "dark128"
/area/runtime/floor_one/warehouse/package
name = "Runtime - Package Area"
icon_state = "dark160"
requires_power = FALSE
// ---- Floor two
/area/runtime/floor_two/main
name = "Runtime - Second Floor"
icon_state = "hallC2"
/area/runtime/floor_two/comms
name = "Runtime - Telecommunications"
icon_state = "ai_chamber"
/area/runtime/floor_two/bridge
name = "Runtime - Bridge"
icon_state = "bridge"
// ---- Exterior
/area/runtime/exterior
name = "Exterior"
icon_state = "exterior"
needs_starlight = TRUE
has_gravity = FALSE
station_area = TRUE
requires_power = FALSE
ambience = AMBIENCE_SPACE
// ---- Papers
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!")