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Whitespace cleanup part 2. (#19891)
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@@ -80,19 +80,19 @@ mapGeneratorModule
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Simple Workflow:
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1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
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#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
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#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
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#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
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#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
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2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
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#Note: The order of the typepaths in the modules list is the order they will happen in, this is important for clusterCheckFlags.
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#Note: The order of the typepaths in the modules list is the order they will happen in, this is important for clusterCheckFlags.
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3. Take notes of the Bottom Left and Top Right turfs of your rectangular "map"'s coordinates
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#Note: X,Y AND Z, Yes you can created 3D "maps" by having differing Z coords
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#Note: X,Y AND Z, Yes you can created 3D "maps" by having differing Z coords
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4. Create the mapGenerator type you created
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5. Call yourMapGeneratorType.defineRegion(locate(X,Y,Z), locate(X,Y,Z))
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#Note: The above X/Y/Zs are the coordinates of the start and end turfs, the locate() simply finds the turf for the code
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#Note: The above X/Y/Zs are the coordinates of the start and end turfs, the locate() simply finds the turf for the code
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6. Call yourMapGeneratorType.generate(), this will cause all the modules in the generator to build within the map bounds
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