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* 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
23 lines
607 B
Plaintext
23 lines
607 B
Plaintext
/datum/map_template/ruin
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//name = "A Chest of Doubloons"
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name = null
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var/id = null // For blacklisting purposes, all ruins need an id
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var/description = "In the middle of a clearing in the rockface, there's a \
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chest filled with gold coins with Spanish engravings. How is there a \
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wooden container filled with 18th century coinage in the middle of a \
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lavawracked hellscape? It is clearly a mystery."
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var/cost = null
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var/allow_duplicates = TRUE
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var/prefix = null
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var/suffix = null
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/datum/map_template/ruin/New()
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if(!name && id)
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name = id
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mappath = prefix + suffix
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..(path = mappath)
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