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Bubberstation/code/_globalvars/lists/mapping.dm
SkyratBot c0cfabc9f9 [MIRROR] [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint) [MDB IGNORE] (#20367)
* [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint) (#74492)

## About The Pull Request

I went through all of our maps and audited our generic event spawn
landmarks.

They have largely been removed from maintenance, unless in a unique
maintenance area.
They have also been removed from AI satellite cores.
Finally, many maps which have had any placed in certain departments now
have them.

## Why It's Good For The Game

### Why?

With #74374, now we have two landmarks for generic event use, "Generic
Event Spawn" and "Generic Maintenance Event Spawn".

So I wanted to give the former a pass through to have the two overlap
less.

I removed generic event spawn points from all non-specific maintenance
locations. That is to say maintenance that doesn't have its own area,
like "Abandoned Kitchen" etc.

I did this to all maps except Tramstation's maintenance modules, because
I didn't want to audit all 90 of them.

While doing this, I went through the rest of the map and added generic
events to departments missing it. A few remaps, especially on Icebox,
completely forgot to add any event landmarks.

And also while doing this, I noticed we weren't consistent on whether it
should affect ai satellites or not. So I err'd on the side of caution
and removed any from AI satellite cores, but left one in the lobby /
teleporter room.

### What does this effect?

In the past generic event spawns were used for **Clock cult portal
locations** (the comment was never even updated!).
Given it's gone, what's it used for now?

Well, only three things - Radiation Leak event, placing anomalies during
a supermatter delamination, and placing safety portals during a
supermatter cascade.

With this context, this means these events / occurances will have
slightly more teeth to it. Instead of having them placed in random
maintenance halls or largely unreachable areas (Ai core), it is placed
in more publicly available to the player areas.

## Changelog
🆑 Melbert
code: Audits the placement of Generic events markers. Some departments
which previously had none now have some, and maintenance largely no
longer holds them.
balance: Anomalies from a supermatter delamination, radiation leaks, and
suipermatter cascade portals are now placed in more commonly traversed
and easy to identify areas. They will also now trigger in places like
Icebox med and brig when they previously couldn't.
/🆑

* [MDB Ignore] Audits all generic event landmarks, removed them from generic maintenance and ai satellite cores (except in Tramstation modular maint)

* audits raptor spawn landmarks

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
2023-04-08 12:34:50 -04:00

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GLOBAL_LIST_INIT(cardinals, list(
NORTH,
SOUTH,
EAST,
WEST,
))
GLOBAL_LIST_INIT(cardinals_multiz, list(
NORTH,
SOUTH,
EAST,
WEST,
UP,
DOWN,
))
GLOBAL_LIST_INIT(diagonals, list(
NORTHEAST,
NORTHWEST,
SOUTHEAST,
SOUTHWEST,
))
GLOBAL_LIST_INIT(corners_multiz, list(
UP|NORTHEAST,
UP|NORTHWEST,
UP|SOUTHEAST,
UP|SOUTHWEST,
DOWN|NORTHEAST,
DOWN|NORTHWEST,
DOWN|SOUTHEAST,
DOWN|SOUTHWEST,
))
GLOBAL_LIST_INIT(diagonals_multiz, list(
NORTHEAST,
NORTHWEST,
SOUTHEAST,
SOUTHWEST,
UP|NORTH,
UP|SOUTH,
UP|EAST,
UP|WEST,
UP|NORTHEAST,
UP|NORTHWEST,
UP|SOUTHEAST,
UP|SOUTHWEST,
DOWN|NORTH,
DOWN|SOUTH,
DOWN|EAST,
DOWN|WEST,
DOWN|NORTHEAST,
DOWN|NORTHWEST,
DOWN|SOUTHEAST,
DOWN|SOUTHWEST,
))
GLOBAL_LIST_INIT(alldirs_multiz, list(
NORTH,
SOUTH,
EAST,
WEST,
NORTHEAST,
NORTHWEST,
SOUTHEAST,
SOUTHWEST,
UP,
UP|NORTH,
UP|SOUTH,
UP|EAST,
UP|WEST,
UP|NORTHEAST,
UP|NORTHWEST,
UP|SOUTHEAST,
UP|SOUTHWEST,
DOWN,
DOWN|NORTH,
DOWN|SOUTH,
DOWN|EAST,
DOWN|WEST,
DOWN|NORTHEAST,
DOWN|NORTHWEST,
DOWN|SOUTHEAST,
DOWN|SOUTHWEST,
))
GLOBAL_LIST_INIT(alldirs, list(
NORTH,
SOUTH,
EAST,
WEST,
NORTHEAST,
NORTHWEST,
SOUTHEAST,
SOUTHWEST,
))
/// list of all landmarks created
GLOBAL_LIST_EMPTY(landmarks_list)
/// list of all job spawn points created
GLOBAL_LIST_EMPTY(start_landmarks_list)
/// list of all department security spawns
GLOBAL_LIST_EMPTY(department_security_spawns)
/// List of generic landmarks placed around the map where there are likely to be players and are identifiable at a glance -
/// Such as public hallways, department rooms, head of staff offices, and non-generic maintenance locations
GLOBAL_LIST_EMPTY(generic_event_spawns)
/// Assoc list of "job titles" to "job landmarks"
/// These will take precedence over normal job spawnpoints if created,
/// essentially allowing a user to override generic job spawnpoints with a specific one
GLOBAL_LIST_EMPTY(jobspawn_overrides)
GLOBAL_LIST_EMPTY(wizardstart)
GLOBAL_LIST_EMPTY(nukeop_start)
GLOBAL_LIST_EMPTY(nukeop_leader_start)
GLOBAL_LIST_EMPTY(newplayer_start)
GLOBAL_LIST_EMPTY(prisonwarp) //admin prisoners go to these
GLOBAL_LIST_EMPTY(holdingfacility) //captured people go here (ninja energy net)
GLOBAL_LIST_EMPTY(generic_maintenance_landmarks)//generic spawn areas in maintenance, used for some ghostroles
GLOBAL_LIST_EMPTY(tdome1)
GLOBAL_LIST_EMPTY(tdome2)
GLOBAL_LIST_EMPTY(tdomeobserve)
GLOBAL_LIST_EMPTY(tdomeadmin)
GLOBAL_LIST_EMPTY(prisonwarped) //list of players already warped
GLOBAL_LIST_EMPTY(blobstart) //stationloving objects, blobs, santa
GLOBAL_LIST_EMPTY(navigate_destinations) //list of all destinations used by the navigate verb
GLOBAL_LIST_EMPTY(secequipment) //sec equipment lockers that scale with the number of sec players
GLOBAL_LIST_EMPTY(deathsquadspawn)
GLOBAL_LIST_EMPTY(emergencyresponseteamspawn)
GLOBAL_LIST_EMPTY(ruin_landmarks)
GLOBAL_LIST_EMPTY(bar_areas)
/// Away missions
GLOBAL_LIST_EMPTY(vr_spawnpoints)
/// Just a list of all the area objects in the game
/// Note, areas can have duplicate types
GLOBAL_LIST_EMPTY(areas)
/// Used by jump-to-area etc. Updated by area/updateName()
/// If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please
GLOBAL_LIST_EMPTY(sortedAreas)
/// An association from typepath to area instance. Only includes areas with `unique` set.
GLOBAL_LIST_EMPTY_TYPED(areas_by_type, /area)
GLOBAL_LIST_EMPTY(all_abstract_markers)
/// Global list of megafauna spawns on cave gen
GLOBAL_LIST_INIT(megafauna_spawn_list, list(
/mob/living/simple_animal/hostile/megafauna/bubblegum = 6,
/mob/living/simple_animal/hostile/megafauna/colossus = 2,
/mob/living/simple_animal/hostile/megafauna/dragon = 4,
))