Files
Paradise/code/WorkInProgress/Chinsky/overmap/sectors.dm
Chinsky 0df1dabf75 Adds overmap system and examples of it's usage.
Unticked, as it disables space edge transition.

Conflicts:
	code/modules/mob/mob_movement.dm
2014-07-13 08:21:26 -04:00

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#define OVERMAP_ZLEVEL 1
//===================================================================================
//Hook for building overmap
//===================================================================================
var/global/list/map_sectors = list()
/hook/startup/proc/build_map()
accessable_z_levels = list() //no space travel with this system, at least not like this
testing("Building overmap...")
var/obj/effect/mapinfo/data
for(var/level in 1 to world.maxz)
data = locate("sector[level]")
if (data)
testing("Located sector \"[data.name]\" at [data.mapx],[data.mapy] corresponding to zlevel [level]")
map_sectors["[level]"] = new data.obj_type(data)
return 1
//===================================================================================
//Metaobject for storing information about sector this zlevel is representing.
//Should be placed only once on every zlevel.
//===================================================================================
/obj/effect/mapinfo/
name = "map info metaobject"
icon = 'icons/mob/screen1.dmi'
icon_state = "x2"
invisibility = 101
var/obj_type //type of overmap object it spawns
var/landing_area //type of area used as inbound shuttle landing, null if no shuttle landing area
var/zlevel
var/mapx //coordinates on the
var/mapy //overmap zlevel
/obj/effect/mapinfo/New()
tag = "sector[z]"
zlevel = z
loc = null
/obj/effect/mapinfo/sector
name = "generic sector"
obj_type = /obj/effect/map/sector
/obj/effect/mapinfo/ship
name = "generic ship"
obj_type = /obj/effect/map/ship
/obj/effect/mapinfo/ship/relaymove(var/mob/user, direction)
step(src,direction)
//===================================================================================
//Overmap object representing zlevel
//===================================================================================
/obj/effect/map
name = "map object"
icon = 'icons/obj/items.dmi'
icon_state = "sheet-plasteel"
var/map_z = 0
var/area/shuttle/shuttle_landing
/obj/effect/map/New(var/obj/effect/mapinfo/data)
map_z = data.zlevel
name = data.name
if (data.icon != 'icons/mob/screen1.dmi')
icon = data.icon
icon_state = data.icon_state
if(data.desc)
desc = data.desc
var/new_x = data.mapx ? data.mapx : rand(2,world.maxx-2)
var/new_y = data.mapy ? data.mapy : rand(2,world.maxy-2)
loc = locate(new_x, new_y, OVERMAP_ZLEVEL)
if(data.landing_area)
shuttle_landing = locate(data.landing_area)
/obj/effect/map/CanPass(atom/movable/A)
testing("[A] attempts to enter sector\"[name]\"")
return 1
/obj/effect/map/Crossed(atom/movable/A)
testing("[A] has entered sector\"[name]\"")
if (istype(A,/obj/effect/map/ship))
var/obj/effect/map/ship/S = A
S.current_sector = src
/obj/effect/map/Uncrossed(atom/movable/A)
testing("[A] has left sector\"[name]\"")
if (istype(A,/obj/effect/map/ship))
var/obj/effect/map/ship/S = A
S.current_sector = null
/obj/effect/map/sector
name = "generic sector"
desc = "Sector with some stuff in it."
anchored = 1
/obj/effect/map/ship
name = "generic ship"
desc = "Space faring vessel."
icon_state = "sheet-sandstone"
density = 1
var/current_sector
/obj/effect/map/ship/relaymove(mob/user, direction)
step(src,direction)