Disables ruin seeding on runtimestation_minimal when ran inside the CI workflow (#96926)

## About The Pull Request

Per title

## Why It's Good For The Game

All the other maps are running ruin seeding, so nothing should be
getting missed. We put all of our CI on runtimestation_minimal, so we
can save even more time by disabling something that's already duplicated
between every other map.

## Changelog

Not player facing
This commit is contained in:
The Sharkening
2026-07-12 23:11:15 +02:00
committed by GitHub
parent ba0ac8ef92
commit c4b59ae04d
+5
View File
@@ -75,6 +75,11 @@
* @param ruin_type The type of ruins that are spawning (ZTRAIT_SPACE_RUINS, ZTRAIT_ICE_RUINS, ZTRAIT_LAVA_RUINS, etc.)
*/
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins, clear_below = FALSE, mineral_budget = 15, mineral_budget_update, ruins_type = ZTRAIT_STATION)
#if defined(CIBUILDING) && !defined(OPENDREAM)
if(SSmapping.current_map.is_unit_test_map && PERFORM_ALL_TESTS(maptest_log_mapping) )
return log_mapping("Skipping ruin seeding due to running on unit test map in workflow enviorment.")
#endif
if(!z_levels || !z_levels.len)
WARNING("No Z levels provided - Not generating ruins")
return