Ruin budget system (#17366)

* Initial start of lavaland ruin budget system

Weights are dumb, we're gonna use BUDGETS!

To be clear, each round, there will be a budget for ruins.

HERE IS A ROUGH APPROXIMATION OF THE AIMED PROCESS
 - Pick a ruin
 - Can we afford it? If not, start again.
 - Try a bunch of times to place it.
 - Did we place it? Good, then reduce our budget accordingly

Does this look a little like syndicate surplus crates? That's the point.

* Subclassery

* Budget based ruin loader is GO

* Cryostasis (with a s)

* Adjusted costs, added no-duplication

* No dupes on the major ruins

* Deleted files, budget is config

* Corrected description

* Fixed ruins failing to load, duplication

* The zoo goldgrub will no longer burrow away

* Space descriptions and names

* No more weird Xenonest loops, should be all good

* Adjusted costs based on feedback
This commit is contained in:
coiax
2016-05-08 23:03:42 +10:00
committed by Jordie
parent bae1aa915d
commit 035334589d
14 changed files with 430 additions and 131 deletions
+5 -1
View File
@@ -173,6 +173,8 @@
var/generate_minimaps = 0
var/grey_assistants = 0
var/lavaland_budget = 60
var/aggressive_changelog = 0
var/reactionary_explosions = 0 //If we use reactionary explosions, explosions that react to walls and doors
@@ -584,6 +586,8 @@
config.starlight = 1
if("grey_assistants")
config.grey_assistants = 1
if("lavaland_budget")
config.lavaland_budget = text2num(value)
if("no_summon_guns")
config.no_summon_guns = 1
if("no_summon_magic")
@@ -751,4 +755,4 @@
if(!statclick)
statclick = new/obj/effect/statclick/debug("Edit", src)
stat("[name]:", statclick)
stat("[name]:", statclick)
+2 -1
View File
@@ -85,7 +85,8 @@ var/global/datum/controller/master/Master = new()
var/mining_type = MINETYPE
if(mining_type == "lavaland")
seedRuins(5, 5, /area/lavaland/surface/outdoors, lava_ruins_templates)
seedRuins(5, config.lavaland_budget, \
/area/lavaland/surface/outdoors, lava_ruins_templates)
spawn_rivers()
else
make_mining_asteroid_secrets()