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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Refactored random map generator system and added several terrain generators.
Created a global list to track base turfs for explosions/shuttle moves. Remaps the asteroid to be a moonlet. Tidies up some references to 'asteroid', removes moonbase from the accessible z level list.
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@@ -71,7 +71,7 @@
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for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
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// check if there is something to draw below
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if(!controller.down)
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src.ChangeTurf(/turf/space)
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src.ChangeTurf(get_base_turf(src.z))
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return 0
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else
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floorbelow = locate(src.x, src.y, controller.down_target)
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@@ -166,70 +166,6 @@ atom/movable/Move() //Hackish
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T.overlays -= below.z_overlays
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T.z_overlays -= below.z_overlays
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// this is sadly impossible to use right now
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// the overlay is always opaque to mouseclicks and thus prevents interactions with everything except the turf
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/*if(up)
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var/turf/above = locate(T.x, T.y, up_target)
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if(above)
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var/eligeable = 0
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for(var/d in cardinal)
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var/turf/mT = get_step(above,d)
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if(istype(mT, /turf/space) || istype(mT, /turf/simulated/floor/open))
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eligeable = 1
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/*if(mT.opacity == 0)
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for(var/f in cardinal)
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var/turf/nT = get_step(mT,f)
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if(istype(nT, /turf/space) || istype(nT, /turf/simulated/floor/open))
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eligeable = 1*/
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if(istype(above, /turf/space) || istype(above, /turf/simulated/floor/open)) eligeable = 1
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if(eligeable == 1)
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if(!(istype(above, /turf/space) || istype(above, /turf/simulated/floor/open)))
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var/image/t_img = list()
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if(new_list < 1) new_list = 1
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above.overlays -= above.z_overlays
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var/image/temp = image(above, dir=above.dir, layer = 5 + 0.04)
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above.overlays += above.z_overlays
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temp.alpha = 100
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temp.overlays += above.overlays
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temp.overlays -= above.z_overlays
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t_img += temp
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T.overlays += t_img
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T.z_overlays += t_img
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// get objects
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var/image/o_img = list()
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for(var/obj/o in above)
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// ingore objects that have any form of invisibility
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if(o.invisibility) continue
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if(new_list < 2) new_list = 2
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var/image/temp2 = image(o, dir=o.dir, layer = 5+0.05*o.layer)
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temp2.alpha = 100
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temp2.overlays += o.overlays
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o_img += temp2
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// you need to add a list to .overlays or it will not display any because space
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T.overlays += o_img
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T.z_overlays += o_img
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// get mobs
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var/image/m_img = list()
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for(var/mob/m in above)
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// ingore mobs that have any form of invisibility
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if(m.invisibility) continue
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// only add this tile to fastprocessing if there is a living mob, not a dead one
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if(istype(m, /mob/living) && new_list < 3) new_list = 3
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var/image/temp2 = image(m, dir=m.dir, layer = 5+0.05*m.layer)
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temp2.alpha = 100
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temp2.overlays += m.overlays
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m_img += temp2
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// you need to add a list to .overlays or it will not display any because space
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T.overlays += m_img
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T.z_overlays += m_img
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T.overlays -= above.z_overlays
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T.z_overlays -= above.z_overlays*/
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L -= T
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if(new_list == 1)
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