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Bubberstation/code/modules/procedural_mapping/mapGeneratorModules/nature.dm
DragonTrance 89650214fd [MDB Ignore] Refactoring Flora code (#66978)
* organizing flora file and icon states, & flags

Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools

* Getting ready to attempt to modularize flora

Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here

* Weighted products & Region Messages

Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks.

Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value

* organizing + documentation on procs

* Documentation, Organization & Modularization

(DOMing) yeah, I dom
Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit.

Retypes the stump to be a subtype of a tree, which just deletes after being harvested

* Adds the ability to uproot flora with a shovel

* added eswords to the list of things that can cut

* ausbush junk

* code review appreciation + changing drag_slowdown

* more code review appreciation

* kirbyplants ComponentInitialize() -> Initialize()

* forgot glob.
2022-05-16 00:00:54 -07:00

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//Contents exist primarily for the nature generator test type.
//Pine Trees
/datum/map_generator_module/pine_trees
spawnableAtoms = list(/obj/structure/flora/tree/pine/style_random = 30)
//Dead Trees
/datum/map_generator_module/dead_trees
spawnableAtoms = list(/obj/structure/flora/tree/dead/style_random = 10)
//Random assortment of bushes
/datum/map_generator_module/rand_bushes
spawnableAtoms = list()
/datum/map_generator_module/rand_bushes/New()
..()
spawnableAtoms = typesof(/obj/structure/flora/bush) - typesof(/obj/structure/flora/bush/snow)
for(var/i in spawnableAtoms)
spawnableAtoms[i] = 20
//Random assortment of rocks and rockpiles
/datum/map_generator_module/rand_rocks
spawnableAtoms = list(/obj/structure/flora/rock/style_random = 40, /obj/structure/flora/rock/pile/style_random = 20)
//Grass turfs
/datum/map_generator_module/bottom_layer/grass_turfs
spawnableTurfs = list(/turf/open/floor/grass = 100)
//Grass tufts with a high spawn chance
/datum/map_generator_module/dense_layer/grass_tufts
spawnableTurfs = list()
spawnableAtoms = list(/obj/structure/flora/bush/grassy/style_random = 75)