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CHOMPStation2/code/modules/overmap/sectors.dm
2020-04-02 01:08:07 -04:00

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//===================================================================================
//Overmap object representing zlevel(s)
//===================================================================================
/obj/effect/overmap/visitable
name = "map object"
scannable = TRUE
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()
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
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((object.z 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 == 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