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## About PR Adds an industrial themed away site for Odyssey scenarios. The map starts with a shuttle, broken by a randomized destruction feature. Actors or the crew may choose to repair it to make it fly once more ### Detailed Changelog <details><summary>Details</summary> <p> - Added a new map_effect, randomized destruction. It comes with two varieties and different impact ranges. The way it work is the effect chooses a random amount of turfs in the area it's placed on, and calls `ex_act` on applicable contents in the turf. - Added unused sprites for low railing and documented relevant functions in the existing code. - Made it so when a railing has an open end that doesn't connect to anywhere, it'll apply an end cap, making it look more smooth. - Added ceiling lattices. - Adjusted unit tests to avoid conflicts that may occur with ceiling lattices. - Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded z-level to the scenario z-levels, instead of all relevant levels to the site. This was causing issues in Odyssey maps with shuttles. - Fixed hydrogen tank not using its sprite. Also recoloured the tank to match modern hydrogen canister colour. - Fixed `/obj/machinery/door/airlock/maintenance` not using its intended appearance. </p> </details> ## Images <img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47" src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531" /> <img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27" src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7" /> <img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52" src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd" /> <img width="997" height="999" alt="Screenshot_54" src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933" /> <img width="997" height="1001" alt="Screenshot_55" src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a" /> <img width="998" height="992" alt="Screenshot_61" src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607" /> <img width="998" height="990" alt="Screenshot_63" src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a" />
/* The overmap system allows adding new maps to the big 'galaxy' map. There's overmap zlevel, that looks like a map. On it, token objects (overmap objects) are moved, representing ship movement etc. No actual turfs are moved, you would need exploration shuttles or teleports to move atoms between different sectors/ships. Unless stated otherwise, you just need to place any of things below somewhere on the map and they'll handle the rest. ************************************************************* # How to make new sector ************************************************************* 0. Map whatever. 1. Make /obj/effect/overmap/visitable/sector/[whatever] If you want explorations shuttles be able to dock here, remember to set waypoints lists 2. Put /obj/effect/overmap/visitable/sector/[whatever] on the map. Even if it's multiz, only one is needed, on any z. 3. Done. ************************************************************* # How to make new ship ************************************************************* 0. Map whatever. 1. Make /obj/effect/overmap/visitable/ship/[whatever] If you want explorations shuttles be able to dock here, remember to set waypoints lists 2. Put /obj/effect/overmap/visitable/ship/[whatever] on the map. If it's multiz, only one is needed, on any z. 3. Put Helm Console anywhere on the map. 4. Put Engines Control Console anywhere on the map. 5. Put some engines hooked up to gas supply anywhere on the map. 6. Done. ************************************************************* # Overmap object ************************************************************* /obj/effect/overmap/visitable ### WHAT IT DOES Lets overmap know this place should be represented on the map as a sector/ship. If this zlevel (or any of connected ones for multiz) doesn't have this object, you won't be able to travel there by ovemap means. ### HOW TO USE 1. Create subtype for your ship/sector. Use /ship one for ships. 2. Put it anywhere on the ship/sector map. It will do the rest on its own during init. If your thing is multiz, only one is needed per multiz sector/ship. If it's player's main base (e.g Aurora), set 'base' var to 1, so it adds itself to station_levels list. If this place cannot be reached or left with EVA, set 'in_space' var to 0 If you want exploration shuttles (look below) to be able to dock here, set up waypoints lists. generic_waypoints is list of landmark_tags of waypoints any shttle should be able to visit. restricted_waypoints is list of 'shuttle name = list(landmark_tags)' pairs for waypoints only those shuttles can visit ************************************************************* # Helm console ************************************************************* /obj/machinery/computer/ship/helm ### WHAT IT DOES Lets you steer ship around on overmap. Lets you use autopilot. ### HOW TO USE Just place it anywhere on the ship. ************************************************************* # Engines control console ************************************************************* /obj/machinery/computer/ship/engines ### WHAT IT DOES Lets use set thrust limits for engines of your ship. Lets you shutdown/restart the engines. Lets you check status of engines. ### HOW TO USE Just place it anywhere on the ship. ************************************************************* # Thermal engines ************************************************************* /obj/machinery/atmospherics/unary/engine ### WHAT IT DOES Lets your ship move on the map at all. ### HOW TO USE Put them on map, hook up to pipes with any gas. Heavier gas (CO2/plasma) + More pressure = more thrust. ************************************************************* # Exploration shuttle terminal ************************************************************* /obj/machinery/computer/shuttle_control/explore ### WHAT IT DOES Lets you control shuttles that can change destinations and visit other sectors/ships. ### HOW TO USE 1. Define starting shuttle landmark. 2. Define a /datum/shuttle/autodock/overmap for your shuttle. Same as normal shuttle, aside from 'range' var - how many squares on overmap it can travel on its own. 3. Place console anywhere on the ship/sector. Set shuttle_tag to shuttle's name. 4. Use. You can select destinations if you're in range (on same tile by defualt) on the map and sector has waypoints lists defined */