diff --git a/modular_chomp/code/modules/overmap/dynamic_sector.dm b/modular_chomp/code/modules/overmap/dynamic_sector.dm index 493ec6acad..8ba806f69c 100644 --- a/modular_chomp/code/modules/overmap/dynamic_sector.dm +++ b/modular_chomp/code/modules/overmap/dynamic_sector.dm @@ -1,5 +1,6 @@ // This is an attempt to make space POI's which load/unload on demand, so we can have 50 overmap POI's without // 50 z-levels (which may lead to OOM). No idea what forces I'm working with, so let's see how poorly this goes. +// Map templates for this system are stored in space_pois.dm. GLOBAL_VAR_INIT(dynamic_sector_master, null) // Also adjust find_z_levels() if you adjust increase dynamic levels, that part is hard-coded so you don't gloss over world.increment_max_z(). diff --git a/modular_chomp/maps/overmap/space_pois/space_pois.dm b/modular_chomp/maps/overmap/space_pois/space_pois.dm index 4066466712..bc6af10858 100644 --- a/modular_chomp/maps/overmap/space_pois/space_pois.dm +++ b/modular_chomp/maps/overmap/space_pois/space_pois.dm @@ -1,3 +1,25 @@ +/* +MAPPER QUICK GUDE +Looking to add new overmap POI's with as little code knowledge as possible? Here's the vital stuff: +-Maps are stored in /datum/map_template/dynamic_overmap templates, you will need to make one template per POI. Code automagically handles adding templates to the overmap. +-The "name" variable must be unique. +-The "mappath" variable must be the file path of your map file. Store maps in "modular_chomp/maps/overmap/space_pois." +-The "block_size" variable is the tile size of your map's LARGEST dimension. Code may break horribly if you do not set this correctly. + -If your map is 60 tiles by 45 tiles, the block_size should be 60. +-ADD YOUR MAP(s) TO THE #include LIST BELOW. This lets github catch POI's breaking in the future. +-Keep templates alphebetical. +-Include the map dimensions in the map file name. + +Less important +-"scanner_desc" is the information presented to players upon scanning the POI. You should probably fill this out but it's not necessary for POI spawning. +-"poi_icon" is the icon_state used when the POI is first scanned. +-"active_icon" is the icon_state used when the POI is loaded into the game. +-POI icons use "icons/obj/overmap.dmi" by default. Using other .dmi files is not currently supported but would be easy to code if desired. +-"poi_color" colors the overmap object when set, does nothing when null. Uses hexadecimal color codes. +-Most POI spawning code is in dynamic_sector.dm, if you're looking for it. +*/ + + // This causes PoI maps to get 'checked' and compiled, when undergoing a unit test. // This is so CI can validate PoIs, and ensure future changes don't break PoIs, as PoIs are loaded at runtime and the compiler can't catch errors. // When adding a new PoI, please add it to this list.