/* The /tg/ codebase allows mixing of hardcoded and dynamically-loaded z-levels. Z-levels can be reordered as desired and their properties are set by "traits". See map_config.dm for how a particular station's traits may be chosen. The list DEFAULT_MAP_TRAITS at the bottom of this file should correspond to the maps that are hardcoded, as set in _maps/_basemap.dm. SSmapping is responsible for loading every non-hardcoded z-level. As of 2018-02-04, the typical z-levels for a single-level station are: 1: CentCom 2: Station 3-4: Randomized space 5: Mining 6: City of Cogs 7-11: Randomized space 12: Empty space 13: Transit space Multi-Z stations are supported and multi-Z mining and away missions would require only minor tweaks. */ // helpers for modifying jobs, used in various job_changes.dm files #define MAP_JOB_CHECK if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return; } #define MAP_JOB_CHECK_BASE if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return ..(); } #define MAP_REMOVE_JOB(jobpath) /datum/job/##jobpath/map_check() { return (SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) && ..() } #define SPACERUIN_MAP_EDGE_PAD 15 // traits // boolean - marks a level as having that property if present #define ZTRAIT_CENTCOM "CentCom" #define ZTRAIT_STATION "Station" #define ZTRAIT_MINING "Mining" #define ZTRAIT_REEBE "Reebe" #define ZTRAIT_RESERVED "Transit/Reserved" #define ZTRAIT_AWAY "Away Mission" #define ZTRAIT_SPACE_RUINS "Space Ruins" #define ZTRAIT_LAVA_RUINS "Lava Ruins" #define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement. // prevents certain turfs from being stripped by a singularity #define ZTRAIT_PLANET "Planet" // number - bombcap is multiplied by this before being applied to bombs #define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier" // number - default gravity if there's no gravity generators or area overrides present #define ZTRAIT_GRAVITY "Gravity" // numeric offsets - e.g. {"Down": -1} means that chasms will fall to z - 1 rather than oblivion #define ZTRAIT_UP "Up" #define ZTRAIT_DOWN "Down" // enum - how space transitions should affect this level #define ZTRAIT_LINKAGE "Linkage" // UNAFFECTED if absent - no space transitions #define UNAFFECTED null // SELFLOOPING - space transitions always self-loop #define SELFLOOPING "Self" // CROSSLINKED - mixed in with the cross-linked space pool #define CROSSLINKED "Cross" // default trait definitions, used by SSmapping #define ZTRAITS_CENTCOM list(ZTRAIT_CENTCOM = TRUE) #define ZTRAITS_STATION list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_STATION = TRUE) #define ZTRAITS_SPACE list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_SPACE_RUINS = TRUE) #define ZTRAITS_LAVALAND list(ZTRAIT_MINING = TRUE, ZTRAIT_LAVA_RUINS = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 5) #define ZTRAITS_REEBE list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.5) #define DL_NAME "name" #define DL_TRAITS "traits" #define DECLARE_LEVEL(NAME, TRAITS) list(DL_NAME = NAME, DL_TRAITS = TRAITS) // must correspond to _basemap.dm for things to work correctly #define DEFAULT_MAP_TRAITS list(\ DECLARE_LEVEL("CentCom", ZTRAITS_CENTCOM),\ ) // Camera lock flags #define CAMERA_LOCK_STATION 1 #define CAMERA_LOCK_MINING 2 #define CAMERA_LOCK_CENTCOM 4 #define CAMERA_LOCK_REEBE 8 //Reserved/Transit turf type #define RESERVED_TURF_TYPE /turf/open/space/basic //What the turf is when not being used //Ruin Generation #define PLACEMENT_TRIES 100 //How many times we try to fit the ruin somewhere until giving up (really should just swap to some packing algo) #define PLACE_DEFAULT "random" #define PLACE_SAME_Z "same" //On same z level as original ruin #define PLACE_SPACE_RUIN "space" //On space ruin z level(s) #define PLACE_LAVA_RUIN "lavaland" //On lavaland ruin z levels(s) #define PLACE_BELOW "below" //On z levl below - centered on same tile #define PLACE_ISOLATED "isolated" //On isolated ruin z level