mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-22 20:48:56 +01:00
43 lines
2.3 KiB
Plaintext
43 lines
2.3 KiB
Plaintext
/datum/map_template/ruin
|
|
//name = "A Chest of Doubloons"
|
|
name = null
|
|
var/id = null // For blacklisting purposes, all ruins need an id
|
|
var/description = "In the middle of a clearing in the rockface, there's a chest filled with gold coins with Spanish engravings. \
|
|
How is there a wooden container filled with 18th century coinage in the middle of a lavawracked hellscape? \
|
|
It is clearly a mystery."
|
|
|
|
///If TRUE these won't be placed automatically (can still be forced or loaded with another ruin)
|
|
var/unpickable = FALSE
|
|
///Will skip the whole weighting process and just plop this down, ideally you want the ruins of this kind to have no cost.
|
|
var/always_place = FALSE
|
|
///How often should this ruin appear
|
|
var/placement_weight = 1
|
|
///Cost in ruin budget placement system
|
|
var/cost = 0
|
|
/// Cost in the ruin budget placement system associated with mineral spawning. We use a different budget for mineral sources like ore vents. For practical use see seedRuins
|
|
var/mineral_cost = 0
|
|
/// If TRUE, this ruin can be placed multiple times in the same map
|
|
var/allow_duplicates = TRUE
|
|
///These ruin types will be spawned along with it (where dependent on the flag) eg list(/datum/map_template/ruin/space/teleporter_space = SPACERUIN_Z)
|
|
var/list/always_spawn_with = null
|
|
///If this ruin is spawned these will not eg list(/datum/map_template/ruin/base_alternate)
|
|
var/list/never_spawn_with = null
|
|
///Static part of the ruin path eg "_maps\RandomRuins\LavaRuins\"
|
|
var/prefix = null
|
|
///The dynamic part of the ruin path eg "lavaland_surface_ruinfile.dmm"
|
|
var/suffix = null
|
|
///What flavor or ruin is this? eg ZTRAIT_SPACE_RUINS
|
|
var/ruin_type = null
|
|
///is this ruin "enclosed" by walls. This is relevant for terrain gen with cellular automata to know whether this ruin will spawn inside of walls, or should spawn in the open.
|
|
var/enclosed_for_terrain = FALSE
|
|
///Padding to be used to ensure extra space around the ruin for terrain gen purposes. If a ruin is NOT enclosed and this is set to 1; there will be at least one layer of open terrain around the ruin. If a ruin IS enclosed and this is set to 1; there will be at least one layer of wall terrain around the ruin.
|
|
var/terrain_padding = 0
|
|
|
|
/datum/map_template/ruin/New()
|
|
if(!name && id)
|
|
name = id
|
|
|
|
mappath = prefix + suffix
|
|
..(path = mappath)
|
|
|