Readded asteroid secret placement, adjusted some values.

This commit is contained in:
Zuhayr
2015-01-23 13:28:25 +10:30
parent 2cfd15e828
commit 7ed0e26b59
3 changed files with 13 additions and 8 deletions

View File

@@ -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"

View File

@@ -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.

View File

@@ -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 << "<span class='danger'>Placed [rooms_placed] secrets.</span>"
return 1