Files
CHOMPStation2/code/modules/overmap/_defines.dm
Leshana c837078105 Replaced "area" shuttles with "landmark" shuttles.
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.

 - Shuttles no longer require a separate area for each location they jump to.
   Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
   This means that more than one shuttle could use the same docking port (not at the same time of course).
 - Enhanced shuttle control computers to use nanoui if they didn't.
 - Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
 - Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
 - Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests

This all required a bit of infrastructure improvements.

 - ChangeArea proc, for changing the area of a turf.
 - Fixed lighting overlays actually being able to be destroyed.
 - Added a few utility macros and procs.
 - Added "turf translation" procs which are like move_contents_to but more flexible.
2020-03-05 10:29:08 -05:00

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//Zlevel where overmap objects should be
#define OVERMAP_ZLEVEL 1
//How far from the edge of overmap zlevel could randomly placed objects spawn
#define OVERMAP_EDGE 7
//Dimension of overmap (squares 4 lyfe)
var/global/list/map_sectors = list()
/area/overmap/
name = "System Map"
icon_state = "start"
requires_power = 0
base_turf = /turf/unsimulated/map
/turf/unsimulated/map
icon = 'icons/turf/space.dmi'
icon_state = "map"
/turf/unsimulated/map/edge
opacity = 1
density = 1
/turf/unsimulated/map/New()
..()
name = "[x]-[y]"
var/list/numbers = list()
if(x == 1 || x == global.using_map.overmap_size)
numbers += list("[round(y/10)]","[round(y%10)]")
if(y == 1 || y == global.using_map.overmap_size)
numbers += "-"
if(y == 1 || y == global.using_map.overmap_size)
numbers += list("[round(x/10)]","[round(x%10)]")
for(var/i = 1 to numbers.len)
var/image/I = image('icons/effects/numbers.dmi',numbers[i])
I.pixel_x = 5*i - 2
I.pixel_y = world.icon_size/2 - 3
if(y == 1)
I.pixel_y = 3
I.pixel_x = 5*i + 4
if(y == global.using_map.overmap_size)
I.pixel_y = world.icon_size - 9
I.pixel_x = 5*i + 4
if(x == 1)
I.pixel_x = 5*i - 2
if(x == global.using_map.overmap_size)
I.pixel_x = 5*i + 2
overlays += I
//list used to track which zlevels are being 'moved' by the proc below
var/list/moving_levels = list()
//Proc to 'move' stars in spess
//yes it looks ugly, but it should only fire when state actually change.
//null direction stops movement
proc/toggle_move_stars(zlevel, direction)
if(!zlevel)
return
var/gen_dir = null
if(direction & (NORTH|SOUTH))
gen_dir += "ns"
else if(direction & (EAST|WEST))
gen_dir += "ew"
if(!direction)
gen_dir = null
if (moving_levels["zlevel"] != gen_dir)
moving_levels["zlevel"] = gen_dir
for(var/x = 1 to world.maxx)
for(var/y = 1 to world.maxy)
var/turf/space/T = locate(x,y,zlevel)
if (istype(T))
if(!gen_dir)
T.icon_state = "[((T.x + T.y) ^ ~(T.x * T.y) + T.z) % 25]"
else
T.icon_state = "speedspace_[gen_dir]_[rand(1,15)]"
for(var/atom/movable/AM in T)
if (!AM.anchored)
AM.throw_at(get_step(T,reverse_direction(direction)), 5, 1)
/*
//list used to cache empty zlevels to avoid nedless map bloat
var/list/cached_space = list()
proc/overmap_spacetravel(var/turf/space/T, var/atom/movable/A)
var/obj/effect/map/M = map_sectors["[T.z]"]
if (!M)
return
var/mapx = M.x
var/mapy = M.y
var/nx = 1
var/ny = 1
var/nz = M.map_z
if(T.x <= TRANSITIONEDGE)
nx = world.maxx - TRANSITIONEDGE - 2
ny = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
mapx = max(1, mapx-1)
else if (A.x >= (world.maxx - TRANSITIONEDGE - 1))
nx = TRANSITIONEDGE + 2
ny = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
mapx = min(world.maxx, mapx+1)
else if (T.y <= TRANSITIONEDGE)
ny = world.maxy - TRANSITIONEDGE -2
nx = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
mapy = max(1, mapy-1)
else if (A.y >= (world.maxy - TRANSITIONEDGE - 1))
ny = TRANSITIONEDGE + 2
nx = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
mapy = min(world.maxy, mapy+1)
testing("[A] moving from [M] ([M.x], [M.y]) to ([mapx],[mapy]).")
var/turf/map = locate(mapx,mapy,OVERMAP_ZLEVEL)
var/obj/effect/map/TM = locate() in map
if(TM)
nz = TM.map_z
testing("Destination: [TM]")
else
if(cached_space.len)
var/obj/effect/map/sector/temporary/cache = cached_space[cached_space.len]
cached_space -= cache
nz = cache.map_z
cache.x = mapx
cache.y = mapy
testing("Destination: *cached* [TM]")
else
world.maxz++
nz = world.maxz
TM = new /obj/effect/map/sector/temporary(mapx, mapy, nz)
testing("Destination: *new* [TM]")
var/turf/dest = locate(nx,ny,nz)
if(dest)
A.loc = dest
if(istype(M, /obj/effect/map/sector/temporary))
var/obj/effect/map/sector/temporary/source = M
if (source.can_die())
testing("Catching [M] for future use")
source.loc = null
cached_space += source
*/