diff --git a/baystation12.dme b/baystation12.dme index ec130cc9a0..c90919a381 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -1263,7 +1263,6 @@ #include "code\modules\projectiles\projectile\energy.dm" #include "code\modules\projectiles\projectile\force.dm" #include "code\modules\projectiles\projectile\special.dm" -#include "code\modules\random_map\maze.dm" #include "code\modules\random_map\mining_distribution.dm" #include "code\modules\random_map\random_map.dm" #include "code\modules\reagents\Chemistry-Colours.dm" diff --git a/code/controllers/master_controller.dm b/code/controllers/master_controller.dm index cc9be26f84..8675033ef0 100644 --- a/code/controllers/master_controller.dm +++ b/code/controllers/master_controller.dm @@ -34,7 +34,6 @@ datum/controller/game_controller var/list/shuttle_list // For debugging and VV var/datum/random_map/ore/asteroid_ore_map // For debugging and VV. - var/datum/random_map/asteroid_map // For debugging and VV. datum/controller/game_controller/New() //There can be only one master_controller. Out with the old and in with the new. @@ -60,7 +59,7 @@ datum/controller/game_controller/proc/setup() world.tick_lag = config.Ticklag //Create the asteroid Z-level. - asteroid_map = new(null,13,32,5,217,223) + new /datum/random_map(null,13,32,5,217,223) spawn(20) createRandomZlevel() @@ -108,10 +107,6 @@ datum/controller/game_controller/proc/setup_objects() var/obj/machinery/atmospherics/unary/vent_scrubber/T = U T.broadcast_status() - // Create hidden rooms after asteroid is generated but before ore. - for(var/i = 0, i < max_secret_rooms, i++) - make_mining_asteroid_secret() - // Create the mining ore distribution map. // These values determine the specific area that the map is applied to. // If you do not use the official Baycode asteroid map, you will need to change them. diff --git a/code/modules/random_map/random_map.dm b/code/modules/random_map/random_map.dm index 278f51876d..e6f4ec1409 100644 --- a/code/modules/random_map/random_map.dm +++ b/code/modules/random_map/random_map.dm @@ -1,4 +1,4 @@ -#define ORE_COUNT 800 +#define ORE_COUNT 1000 /* This module is used to generate the debris fields/distribution maps/procedural stations. */ @@ -148,7 +148,9 @@ var/global/list/random_maps = list() T.ChangeTurf(/turf/simulated/mineral/random/high_chance) /datum/random_map/proc/cleanup() + sleep(-1) + // Create ore. var/ore_count = ORE_COUNT while(ore_count) var/check_cell = get_map_cell(rand(1,real_size),rand(1,real_size)) @@ -159,4 +161,13 @@ var/global/list/random_maps = list() else map[check_cell] = 3 ore_count-- + + sleep(-1) + + // Place random asteroid rooms. + var/rooms_placed = 0 + for(var/i = 0, i < max_secret_rooms, i++) + if(make_mining_asteroid_secret()) + rooms_placed++ + world << "Placed [rooms_placed] secrets." return 1 \ No newline at end of file