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## About The Pull Request Station alarm consoles now register to all Station Z levels+Areas if they were created on a station Z level (this doesn't include mining, but station ones will see mining areas), otherwise will be a "local" console to that Z level only. Mostly the same applies for Cyborg/AI, but if they were built on a non-station Z level then they have their Z level added on top of Station Z levels, so example Nukie saboteur borgs will see alarms they might need, while a Golem/Oldstation AI will also be able to see their own alarms. Because of how alarms and spawning in worked, Cyborgs/AIs had CentCom's Z level as something it would detect, so we simply create the mob at the spawn location rather than on the title screen during Initialization, fixing that issue as well. ## Why It's Good For The Game Adds easy multi-z support for station alarms and removes the previous bandaid of having to deconstruct your board and multitool it or map in every single station alarm console to allow station alerts (which is quite silly) which was done in https://github.com/tgstation/tgstation/pull/88343. Closes https://github.com/tgstation/tgstation/issues/61592 Closes https://github.com/tgstation/tgstation/issues/83042 Closes https://github.com/tgstation/tgstation/issues/69314 I find this solution better since it catches pretty much all use cases without the need for special subtypes and needing players to actually know the difference between these things. ## Changelog 🆑 fix: Cyborgs and AIs will now see alerts of the whole station rather than solely the Z level they were spawned on. fix: Cyborgs and AIs will no longer get alerts about Thunderdome. /🆑
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.