//=================================================================================== //Overmap object representing zlevel(s) //=================================================================================== /obj/effect/overmap/visitable name = "map object" scannable = TRUE scanner_desc = "!! No Data Available !!" var/list/map_z = list() var/list/extra_z_levels //if you need to manually insist that these z-levels are part of this sector, for things like edge-of-map step trigger transitions rather than multi-z complexes var/list/initial_generic_waypoints //store landmark_tag of landmarks that should be added to the actual lists below on init. var/list/initial_restricted_waypoints //For use with non-automatic landmarks (automatic ones add themselves). var/list/generic_waypoints = list() //waypoints that any shuttle can use var/list/restricted_waypoints = list() //waypoints for specific shuttles var/docking_codes var/start_x //Coordinates for self placing var/start_y //will use random values if unset var/base = 0 //starting sector, counts as station_levels var/in_space = 1 //can be accessed via lucky EVA var/hide_from_reports = FALSE var/has_distress_beacon /obj/effect/overmap/visitable/Initialize() . = ..() if(. == INITIALIZE_HINT_QDEL) return find_z_levels() // This populates map_z and assigns z levels to the ship. register_z_levels() // This makes external calls to update global z level information. if(!global.using_map.overmap_z) build_overmap() start_x = start_x || rand(OVERMAP_EDGE, global.using_map.overmap_size - OVERMAP_EDGE) start_y = start_y || rand(OVERMAP_EDGE, global.using_map.overmap_size - OVERMAP_EDGE) forceMove(locate(start_x, start_y, global.using_map.overmap_z)) docking_codes = "[ascii2text(rand(65,90))][ascii2text(rand(65,90))][ascii2text(rand(65,90))][ascii2text(rand(65,90))]" testing("Located sector \"[name]\" at [start_x],[start_y], containing Z [english_list(map_z)]") LAZYADD(SSshuttles.sectors_to_initialize, src) //Queued for further init. Will populate the waypoint lists; waypoints not spawned yet will be added in as they spawn. SSshuttles.process_init_queues() //This is called later in the init order by SSshuttles to populate sector objects. Importantly for subtypes, shuttles will be created by then. /obj/effect/overmap/visitable/proc/populate_sector_objects() /obj/effect/overmap/visitable/proc/get_areas() . = list() for(var/area/A) if (A.z in map_z) . += A /obj/effect/overmap/visitable/proc/find_z_levels() if(!LAZYLEN(map_z)) // If map_z is already populated use it as-is, otherwise start with connected z-levels. map_z = GetConnectedZlevels(z) if(LAZYLEN(extra_z_levels)) map_z |= extra_z_levels /obj/effect/overmap/visitable/proc/register_z_levels() for(var/zlevel in map_z) map_sectors["[zlevel]"] = src global.using_map.player_levels |= map_z if(!in_space) global.using_map.sealed_levels |= map_z /* VOREStation Removal - We have a map system that does this already. if(base) global.using_map.station_levels |= map_z global.using_map.contact_levels |= map_z global.using_map.map_levels |= map_z */ /obj/effect/overmap/visitable/proc/get_space_zlevels() if(in_space) return map_z else return list() //Helper for init. /obj/effect/overmap/visitable/proc/check_ownership(obj/object) if((get_z(object) in map_z) && !(get_area(object) in SSshuttles.shuttle_areas)) return 1 //If shuttle_name is false, will add to generic waypoints; otherwise will add to restricted. Does not do checks. /obj/effect/overmap/visitable/proc/add_landmark(obj/effect/shuttle_landmark/landmark, shuttle_name) landmark.sector_set(src, shuttle_name) if(shuttle_name) LAZYADD(restricted_waypoints[shuttle_name], landmark) else generic_waypoints += landmark /obj/effect/overmap/visitable/proc/remove_landmark(obj/effect/shuttle_landmark/landmark, shuttle_name) if(shuttle_name) var/list/shuttles = restricted_waypoints[shuttle_name] LAZYREMOVE(shuttles, landmark) else generic_waypoints -= landmark /obj/effect/overmap/visitable/proc/get_waypoints(var/shuttle_name) . = list() for(var/obj/effect/overmap/visitable/contained in src) . += contained.get_waypoints(shuttle_name) for(var/thing in generic_waypoints) .[thing] = name if(shuttle_name in restricted_waypoints) for(var/thing in restricted_waypoints[shuttle_name]) .[thing] = name /obj/effect/overmap/visitable/proc/generate_skybox() return /obj/effect/overmap/visitable/MouseEntered(location, control, params) openToolTip(user = usr, tip_src = src, params = params, title = name) ..() /obj/effect/overmap/visitable/MouseDown() closeToolTip(usr) //No reason not to, really ..() /obj/effect/overmap/visitable/MouseExited() closeToolTip(usr) //No reason not to, really ..() /obj/effect/overmap/visitable/sector name = "generic sector" desc = "Sector with some stuff in it." icon_state = "sector" anchored = 1 // Because of the way these are spawned, they will potentially have their invisibility adjusted by the turfs they are mapped on // prior to being moved to the overmap. This blocks that. Use set_invisibility to adjust invisibility as needed instead. /obj/effect/overmap/visitable/sector/hide() /proc/build_overmap() if(!global.using_map.use_overmap) return 1 testing("Building overmap...") world.increment_max_z() global.using_map.overmap_z = world.maxz testing("Putting overmap on [global.using_map.overmap_z]") var/area/overmap/A = new for (var/square in block(locate(1,1,global.using_map.overmap_z), locate(global.using_map.overmap_size,global.using_map.overmap_size,global.using_map.overmap_z))) var/turf/T = square if(T.x == 1 || T.y == 1 || T.x == global.using_map.overmap_size || T.y == global.using_map.overmap_size) T = T.ChangeTurf(/turf/unsimulated/map/edge) else T = T.ChangeTurf(/turf/unsimulated/map) ChangeArea(T, A) global.using_map.sealed_levels |= global.using_map.overmap_z testing("Overmap build complete.") return 1