Adds comments for mappers

This commit is contained in:
Darlantan
2023-02-21 19:47:54 -05:00
parent a4290108d1
commit 1048eaecd2
2 changed files with 23 additions and 0 deletions

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// 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().

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/*
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.