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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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@@ -72,9 +72,20 @@ var/global/datum/global_init/init = new ()
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// This is kinda important. Set up details of what the hell things are made of.
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populate_material_list()
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//Create the asteroid Z-level.
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if(config.generate_asteroid)
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new /datum/random_map(null,13,32,5,217,223)
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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 moonbase map, you will need to change them.
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//Create the mining Z-level.
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new /datum/random_map/automata/cave_system(null,1,1,5,255,255)
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//new /datum/random_map/noise/volcanism(null,1,1,5,255,255) // Not done yet! Pretty, though.
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// Create the mining ore distribution map.
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new /datum/random_map/noise/ore(null, 1, 1, 5, 64, 64)
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// Update all turfs to ensure everything looks good post-generation. Yes,
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// it's brute-forcey, but frankly the alternative is a mine turf rewrite.
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for(var/turf/simulated/mineral/M in world) // Ugh.
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M.updateMineralOverlays()
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for(var/turf/simulated/floor/plating/airless/asteroid/M in world) // Uuuuuugh.
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M.updateMineralOverlays()
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// Create autolathe recipes, as above.
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populate_lathe_recipes()
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