//=================================================================================== //Hook for building overmap //=================================================================================== var/global/list/map_sectors = list() /hook/startup/proc/build_map() if(!config.use_overmap) return 1 testing("Building overmap...") var/obj/effect/mapinfo/data for(var/level in 1 to world.maxz) data = locate("sector[level]") if (data) testing("Located sector \"[data.name]\" at [data.mapx],[data.mapy] corresponding to zlevel [level]") map_sectors["[level]"] = new data.obj_type(data) return 1 //=================================================================================== //Metaobject for storing information about sector this zlevel is representing. //Should be placed only once on every zlevel. //=================================================================================== /obj/effect/mapinfo/ name = "map info metaobject" icon = 'icons/mob/screen1.dmi' icon_state = "x2" invisibility = 101 var/obj_type //type of overmap object it spawns var/landing_area //type of area used as inbound shuttle landing, null if no shuttle landing area var/zlevel var/mapx //coordinates on the var/mapy //overmap zlevel var/known = 1 /obj/effect/mapinfo/New() tag = "sector[z]" zlevel = z loc = null /obj/effect/mapinfo/sector name = "generic sector" obj_type = /obj/effect/map/sector /obj/effect/mapinfo/ship name = "generic ship" obj_type = /obj/effect/map/ship //=================================================================================== //Overmap object representing zlevel //=================================================================================== /obj/effect/map name = "map object" icon = 'icons/obj/items.dmi' icon_state = "sheet-plasteel" var/map_z = 0 var/area/shuttle/shuttle_landing var/always_known = 1 /obj/effect/map/New(var/obj/effect/mapinfo/data) map_z = data.zlevel name = data.name always_known = data.known if (data.icon != 'icons/mob/screen1.dmi') icon = data.icon icon_state = data.icon_state if(data.desc) desc = data.desc var/new_x = data.mapx ? data.mapx : rand(OVERMAP_EDGE, world.maxx - OVERMAP_EDGE) var/new_y = data.mapy ? data.mapy : rand(OVERMAP_EDGE, world.maxy - OVERMAP_EDGE) loc = locate(new_x, new_y, OVERMAP_ZLEVEL) if(data.landing_area) shuttle_landing = locate(data.landing_area) /obj/effect/map/CanPass(atom/movable/A) testing("[A] attempts to enter sector\"[name]\"") return 1 /obj/effect/map/Crossed(atom/movable/A) testing("[A] has entered sector\"[name]\"") if (istype(A,/obj/effect/map/ship)) var/obj/effect/map/ship/S = A S.current_sector = src /obj/effect/map/Uncrossed(atom/movable/A) testing("[A] has left sector\"[name]\"") if (istype(A,/obj/effect/map/ship)) var/obj/effect/map/ship/S = A S.current_sector = null /obj/effect/map/sector name = "generic sector" desc = "Sector with some stuff in it." anchored = 1 //Space stragglers go here /obj/effect/map/sector/temporary name = "Deep Space" icon_state = "" always_known = 0 /obj/effect/map/sector/temporary/New(var/nx, var/ny, var/nz) loc = locate(nx, ny, OVERMAP_ZLEVEL) map_z = nz map_sectors["[map_z]"] = src testing("Temporary sector at [x],[y] was created, corresponding zlevel is [map_z].") /obj/effect/map/sector/temporary/Destroy() map_sectors["[map_z]"] = null testing("Temporary sector at [x],[y] was deleted.") if (can_die()) testing("Associated zlevel disappeared.") world.maxz-- /obj/effect/map/sector/temporary/proc/can_die(var/mob/observer) testing("Checking if sector at [map_z] can die.") for(var/mob/M in player_list) if(M != observer && M.z == map_z) testing("There are people on it.") return 0 return 1