Add Z-Level Manager, a basic admin tool. (#30397)

* Add Z-Level Manager, a basic admin tool.

* build bundle, use ui_module/admin

* fix type restriction

* remove unnecessary params
This commit is contained in:
warriorstar-orion
2025-10-10 00:17:29 +00:00
committed by GitHub
parent 7e4f0a0b0f
commit 82663d1c10
7 changed files with 217 additions and 2 deletions
@@ -200,3 +200,34 @@ GLOBAL_LIST_INIT(cable_typecache, typecacheof(/obj/structure/cable))
transition_border_east = (world.maxx - 4)
transition_border_south = 3
transition_border_west = 3
// space levels have no UI of their own so borrowing this proc for serialization
// for other UIs
/datum/space_level/ui_data(mob/user)
. = list(
"name" = name,
"zpos" = zpos,
"linkage" = linkage,
"transition_tag" = transition_tag,
"traits" = flags,
)
.["neighbors"] = list()
for(var/direction in list(Z_LEVEL_SOUTH, Z_LEVEL_NORTH, Z_LEVEL_EAST, Z_LEVEL_WEST))
var/datum/space_level/neighbor = get_connection(direction)
if(neighbor)
var/dirname = dir2text(text2num(direction))
.["neighbors"][dirname] = neighbor.zpos
.["ruins"] = list()
for(var/obj/effect/landmark/ruin/ruin_landmark in GLOB.ruin_landmarks)
if(ruin_landmark.z == zpos)
.["ruins"] += list(list(
"name" = ruin_landmark.ruin_template.name,
"mappath" = ruin_landmark.ruin_template.mappath,
"coords" = list(
"x" = ruin_landmark.x,
"y" = ruin_landmark.y,
"z" = ruin_landmark.z,
),
))