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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Readded asteroid secret placement, adjusted some values.
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@@ -1263,7 +1263,6 @@
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#include "code\modules\projectiles\projectile\energy.dm"
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#include "code\modules\projectiles\projectile\force.dm"
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#include "code\modules\projectiles\projectile\special.dm"
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#include "code\modules\random_map\maze.dm"
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#include "code\modules\random_map\mining_distribution.dm"
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#include "code\modules\random_map\random_map.dm"
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#include "code\modules\reagents\Chemistry-Colours.dm"
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@@ -34,7 +34,6 @@ datum/controller/game_controller
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var/list/shuttle_list // For debugging and VV
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var/datum/random_map/ore/asteroid_ore_map // For debugging and VV.
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var/datum/random_map/asteroid_map // For debugging and VV.
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datum/controller/game_controller/New()
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//There can be only one master_controller. Out with the old and in with the new.
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@@ -60,7 +59,7 @@ datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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//Create the asteroid Z-level.
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asteroid_map = new(null,13,32,5,217,223)
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new /datum/random_map(null,13,32,5,217,223)
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spawn(20)
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createRandomZlevel()
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@@ -108,10 +107,6 @@ datum/controller/game_controller/proc/setup_objects()
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var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
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T.broadcast_status()
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// Create hidden rooms after asteroid is generated but before ore.
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for(var/i = 0, i < max_secret_rooms, i++)
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make_mining_asteroid_secret()
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// Create the mining ore distribution map.
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// These values determine the specific area that the map is applied to.
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// If you do not use the official Baycode asteroid map, you will need to change them.
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@@ -1,4 +1,4 @@
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#define ORE_COUNT 800
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#define ORE_COUNT 1000
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/*
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This module is used to generate the debris fields/distribution maps/procedural stations.
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*/
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@@ -148,7 +148,9 @@ var/global/list/random_maps = list()
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T.ChangeTurf(/turf/simulated/mineral/random/high_chance)
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/datum/random_map/proc/cleanup()
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sleep(-1)
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// Create ore.
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var/ore_count = ORE_COUNT
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while(ore_count)
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var/check_cell = get_map_cell(rand(1,real_size),rand(1,real_size))
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@@ -159,4 +161,13 @@ var/global/list/random_maps = list()
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else
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map[check_cell] = 3
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ore_count--
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sleep(-1)
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// Place random asteroid rooms.
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var/rooms_placed = 0
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for(var/i = 0, i < max_secret_rooms, i++)
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if(make_mining_asteroid_secret())
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rooms_placed++
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world << "<span class='danger'>Placed [rooms_placed] secrets.</span>"
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return 1
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