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This PR edits the lighting engine's turf selection algorithm to also include turfs below openturf tiles, allowing for cross-Z lighting. changes: Lights now will now shine down Z-levels when they light up an open turf. Commented-out openturf starlight pending making it not pummel SSlighting. Openspace overlays are now only queued if they are not already in the queue. Lighting overlays will now also update their associated openturf overlay on update if they have one. Removed an old unused message from the asteroid generation subsystem.
24 lines
1.0 KiB
Plaintext
24 lines
1.0 KiB
Plaintext
/datum/controller/subsystem/asteroid
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name = "Asteroid"
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flags = SS_NO_FIRE | SS_NO_DISPLAY
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init_order = SS_INIT_ASTEROID
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/datum/controller/subsystem/asteroid/Initialize(timeofday)
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if(config.generate_asteroid)
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// These values determine the specific area that the map is applied to.
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// Create the chasms.
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new /datum/random_map/automata/cave_system/chasms(null,0,0,3,255,255)
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new /datum/random_map/automata/cave_system(null,0,0,3,255,255)
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new /datum/random_map/automata/cave_system/chasms(null,0,0,4,255,255)
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new /datum/random_map/automata/cave_system(null,0,0,4,255,255)
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new /datum/random_map/automata/cave_system/chasms(null,0,0,5,255,255)
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new /datum/random_map/automata/cave_system/high_yield(null,0,0,5,255,255)
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new /datum/random_map/automata/cave_system/chasms/surface(null,0,0,6,255,255)
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// Create the deep mining ore distribution map.
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new /datum/random_map/noise/ore(null, 0, 0, 5, 64, 64)
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new /datum/random_map/noise/ore(null, 0, 0, 4, 64, 64)
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new /datum/random_map/noise/ore(null, 0, 0, 3, 64, 64)
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..()
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