Added masking turf for asteroid field, fixed issues with distribution map. Replaced asteroid field with mask turf.

This commit is contained in:
Zuhayr
2015-01-14 09:46:55 +10:30
parent 786c3bb0f7
commit cd494cdef1
6 changed files with 273 additions and 251 deletions

View File

@@ -34,7 +34,7 @@ datum/controller/game_controller
var/list/shuttle_list // For debugging and VV
var/datum/random_map/ore/asteroid_ore_map // For debugging and VV.
var/datum/random_map/asteroid_map // For debugging and VV.
datum/controller/game_controller/New()
//There can be only one master_controller. Out with the old and in with the new.
@@ -59,6 +59,9 @@ datum/controller/game_controller/New()
datum/controller/game_controller/proc/setup()
world.tick_lag = config.Ticklag
//Create the asteroid Z-level.
asteroid_map = new(null,13,32,5,217,223)
spawn(20)
createRandomZlevel()
@@ -77,9 +80,6 @@ datum/controller/game_controller/proc/setup()
transfer_controller = new
for(var/i=0, i<max_secret_rooms, i++)
make_mining_asteroid_secret()
spawn(0)
if(ticker)
ticker.pregame()
@@ -108,7 +108,7 @@ datum/controller/game_controller/proc/setup_objects()
var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
T.broadcast_status()
//Create the mining ore distribution map.
// Create the mining ore distribution map.
// These values determine the specific area that the map is applied to.
// If you do not use the official Baycode asteroid map, you will need to change them.
asteroid_ore_map = new /datum/random_map/ore(null,13,32,5,217,223)