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Aurora.3/code/modules/overmap
Batrachophreno 3c2bd9bb45 Overmap hazard rebalance (#21571)
# Summary

This PR rebalances the spawn count and radius of overmap hazard
clusters, as well as adjusts some of their overmap movement behavior.

## Justification

Mining trips to exoplanets distant to the Horizon can force miners to
spend large portions of a given round just trying to navigate around
overmap hazards; in the worst cases, the sheer number of dead ends and
blind spots can result in their effective removal from the first 60-90
minutes of a round, and the worst delays can obviate the need for their
materials in the first place. While reducing these hazards would also
benefit the Horizon and offships, the primary motivation was to reduce
mining's "dead time" in any given round.

## Details

Most overmap hazard types have had their 'count' (the number of clusters
spawned) and radius reduced, to open up more navigable space on the
overmap. This has been compensated for by modifying movement
probabilities, speeds, and behaviors of overmap hazards.

The intervals between overmap hazards moving (their effective speeds)
has been made variable; different clusters of movable hazards will no
longer always proc movement at the same time.

Carp continue to have a random chance to move in a random direction
every interval. Space dust and meteors now also have a chance to spawn
in as movable hazards, but they will only ever move in one direction.
While more dangerous to passing shuttles and ships than carp, they are
also much more predictable.

The current numbers were based on observation of several randomly
generated maps during testing, but will likely need adjustment as it
faces actual miners and we accumulate their feedback. I erred on the
side of 'less difficult' to avoid overtuned rocks from smashing crew to
pieces every round.
2025-11-13 18:42:06 +00:00
..
2025-11-13 18:42:06 +00:00

/*
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
*/