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## About The Pull Request Have you ever wondered, why CentCom officers' IDs have the same access as those of ERT commanders? Tired of ERT members trying on stylish officer's apparel? Well, it's time to change that. This PR adds centcom officer's access (cent_officer), as well as mapping helpers for cent_officer and cent_specops access. Death Commando officers and ERT Commanders don't have this access. It also changes access of administrative office doors to cent_officer. <details> <summary>screenshots</summary> <img width="630" height="838" alt="PR - Admiral" src="https://github.com/user-attachments/assets/a7dd48fc-4fb5-4a98-878b-a28abfadfb24" /> <img width="628" height="838" alt="PR - CentCom Commander" src="https://github.com/user-attachments/assets/6ef9dd9f-49e1-409c-8d90-75201aa21ebd" /> <img width="627" height="835" alt="PR - Special Ops officer" src="https://github.com/user-attachments/assets/055fcdb5-4f6a-4c51-b52a-7848666c7c59" /> <img width="626" height="841" alt="PR - Death Commando" src="https://github.com/user-attachments/assets/9786331f-b3c4-4c0f-bed2-831eada3a05c" /> <img width="627" height="847" alt="PR- ERT Commander" src="https://github.com/user-attachments/assets/92ff59f4-a1ea-4b43-8749-1a4bd3ac6c46" /> <img width="430" height="445" alt="PR - Mapping helpers" src="https://github.com/user-attachments/assets/ead91df7-a872-4ecc-9088-58c0a719deed" /> </details> ## Why It's Good For The Game ERT commanders will have a hard time getting CentCom apparel from the vending machine in the office. It could also be useful for custom maps and shuttles (or even new CentCom map). ## Changelog 🆑 add: Added centcom officer's access (cent_officer) add: Added mapping helpers for cent_officer and cent_specops access map: Changed access on the administrative office doors (cent_officer) /🆑 --------- Co-authored-by: AlexTheEng1neer <128976622+AlexTheEng1neer@users.noreply.github.com>
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.