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About The Pull Request Fixes #57446 yeah not my best moment, holodeck currently sets SSatoms to add every call to InitAtom() to a list and then give it back to the holodeck console (it actually goes through map_template/holodeck to do it but whatever). However it turns out atom/New() calls InitAtom too, so if an atom is created while SSatoms is still creating the list to give to the holodeck then that atom is added to the list regardless of whether or not its actually from the holodeck template. Now theres an extra argument to InitAtom that tells it whether its spawned directly from a map template (ie, its part of the input list of uninitialized atoms that InitializeAtoms was given) or otherwise the output list that the holodeck uses is populated by calling GetAllContents on all atom/movables spawned directly from the template. also renamed some vars in initTemplateBounds because it was hard to reason what it was doing and made it use as anything also note that loading a map template with returns_created_atoms = TRUE will no longer track atoms that arent in the map file but are spawned directly onto a turf, currently nothing does this with the holodeck (which is the only map template that has this feature) by the way this bug is my fault Why It's Good For The Game incredibly incredibly unlucky new players dont deserve to be deleted just because they didnt spawn in the holodeck Changelog 🆑 fix: the holodeck is no longer so powerful that it can destroy anything and everything that dares to start existing while it's busy loading programs /🆑
The code in this module originally evolved from dmm_suite and has since been specialized for SS13 and otherwise tweaked to fit /tg/station's needs. dmm_suite version 1.0 Released January 30th, 2011. NOTE: Map saving functionality removed defines the object /dmm_suite - Provides the proc load_map() - Loads the specified map file onto the specified z-level. - provides the proc write_map() - Returns a text string of the map in dmm format ready for output to a file. - provides the proc save_map() - Returns a .dmm file if map is saved - Returns FALSE if map fails to save The dmm_suite provides saving and loading of map files in BYOND's native DMM map format. It approximates the map saving and loading processes of the Dream Maker and Dream Seeker programs so as to allow editing, saving, and loading of maps at runtime. ------------------------ To save a map at runtime, create an instance of /dmm_suite, and then call write_map(), which accepts three arguments: - A turf representing one corner of a three dimensional grid (Required). - Another turf representing the other corner of the same grid (Required). - Any, or a combination, of several bit flags (Optional, see documentation). The order in which the turfs are supplied does not matter, the /dmm_writer will determine the grid containing both, in much the same way as DM's block() function. write_map() will then return a string representing the saved map in dmm format; this string can then be saved to a file, or used for any other purose. ------------------------ To load a map at runtime, create an instance of /dmm_suite, and then call load_map(), which accepts two arguments: - A .dmm file to load (Required). - A number representing the z-level on which to start loading the map (Optional). The /dmm_suite will load the map file starting on the specified z-level. If no z-level was specified, world.maxz will be increased so as to fit the map. Note that if you wish to load a map onto a z-level that already has objects on it, you will have to handle the removal of those objects. Otherwise the new map will simply load the new objects on top of the old ones. Also note that all type paths specified in the .dmm file must exist in the world's code, and that the /dmm_reader trusts that files to be loaded are in fact valid .dmm files. Errors in the .dmm format will cause runtime errors.