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Adds Submap (PoI) Seeding Procedure
Mostly ports /tg/'s method of seeding submaps into specific z-levels. Due to the low number of submaps present, all of the PoIs are guaranteed to spawn. As more are added, this should fix itself.
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@@ -540,10 +540,10 @@ var/datum/controller/master/Master = new()
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stat("Byond:", "(FPS:[world.fps]) (TickCount:[world.time/world.tick_lag]) (TickDrift:[round(Master.tickdrift,1)]([round((Master.tickdrift/(world.time/world.tick_lag))*100,0.1)]%))")
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stat("Master Controller:", statclick.update("(TickRate:[Master.processing]) (Iteration:[Master.iteration])"))
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/datum/controller/master/StartLoadingMap()
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/datum/controller/master/StartLoadingMap(var/quiet = TRUE)
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if(map_loading)
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admin_notice("<span class='danger'>Another map is attempting to be loaded before first map released lock. Delaying.</span>", R_DEBUG)
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else
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else if(!quiet)
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admin_notice("<span class='danger'>Map is now being built. Locking.</span>", R_DEBUG)
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//disallow more than one map to load at once, multithreading it will just cause race conditions
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@@ -557,8 +557,9 @@ var/datum/controller/master/Master = new()
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air_processing_killed = TRUE
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map_loading = TRUE
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/datum/controller/master/StopLoadingMap(bounds = null)
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admin_notice("<span class='danger'>Map is finished. Unlocking.</span>", R_DEBUG)
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/datum/controller/master/StopLoadingMap(var/quiet = TRUE)
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if(!quiet)
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admin_notice("<span class='danger'>Map is finished. Unlocking.</span>", R_DEBUG)
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air_processing_killed = FALSE
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map_loading = FALSE
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for(var/S in subsystems)
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