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Self-Explanatory - just go to engine_submaps_vr/mapname and check the _engine_submaps.dm to choose the engine presets you want to load. Figured we might as well modularize this as it'll help with upcoming/new map projects in the future. :blep: @novacat pls speedmerge thx
33 lines
1.4 KiB
Plaintext
33 lines
1.4 KiB
Plaintext
// Landmark for where to load in the engine on permament map.
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// Map-specific engine subtypes are in maps/submaps/engine_submaps_vr/mapfolder/engine.dmm
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// If you're adding a new map, add your folder as mapname, and then copy the _engine_submaps.dm from one of the other folders to the new one, and make your submaps!
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/obj/effect/landmark/engine_loader
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name = "Engine Loader"
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var/clean_turfs // A list of lists, where each list is (x, )
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/obj/effect/landmark/engine_loader/New()
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if(SSmapping.engine_loader)
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warning("Duplicate engine_loader landmarks: [log_info_line(src)] and [log_info_line(SSmapping.engine_loader)]")
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delete_me = TRUE
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SSmapping.engine_loader = src
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return ..()
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/obj/effect/landmark/engine_loader/proc/get_turfs_to_clean()
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. = list()
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if(clean_turfs)
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for(var/list/coords in clean_turfs)
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. += block(locate(coords[1], coords[2], src.z), locate(coords[3], coords[4], src.z))
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/obj/effect/landmark/engine_loader/proc/annihilate_bounds()
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var/deleted_atoms = 0
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admin_notice("<span class='danger'>Annihilating objects in engine loading locatation.</span>", R_DEBUG)
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var/list/turfs_to_clean = get_turfs_to_clean()
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if(turfs_to_clean.len)
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for(var/x in 1 to 2) // Requires two passes to get everything.
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for(var/turf/T in turfs_to_clean)
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for(var/atom/movable/AM in T)
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++deleted_atoms
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qdel(AM)
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admin_notice("<span class='danger'>Annihilated [deleted_atoms] objects.</span>", R_DEBUG)
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