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tl;dr level collections that can easily be logically restructured/moved as necessary will eventually be used for radio and overmaps location resolution. this is the last part of https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841 that has not yet been integrated. this will be a draft for a while. --------- Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
38 lines
1.3 KiB
Plaintext
38 lines
1.3 KiB
Plaintext
//* This file is explicitly licensed under the MIT license. *//
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//* Copyright (c) 2025 Citadel Station Developers *//
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/**
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* primary station map
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*
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* this is what's loaded at init. this determines what other maps initially load.
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*/
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/datum/map/station
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abstract_type = /datum/map/station
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category = "Stations"
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/// force world to be bigger width
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var/world_width
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/// force world to be bigger height
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var/world_height
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/// allow random picking if no map set
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/// used to exclude indev maps
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var/allow_random_draw = TRUE
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//* Game World *//
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/// world_location's this is considered
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/// set to id, or typepath to parse into id in New()
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///
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/// * if null, the storyteller system will be inactive.
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/// * if null, many game systems might be inoperational, including things like supply factions.
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var/list/world_location_ids = list(
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/datum/world_location/frontier::id,
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)
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/// world faction this is primarily under the control of
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/// set to id, or typepath to parse into id in New()
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/// this is considered the primary, player-facing faction of the round, with other factions being 'off'-maps.
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///
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/// * if null, the storyteller system will be inactive.
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/// * seriously you don't want this to be null.
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var/world_faction_id = /datum/world_faction/corporation/nanotrasen::id
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