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Modularizes Engine Submap Loading so it can be selected per-map!
Self-Explanatory - just go to engine_submaps_vr/mapname and check the _engine_submaps.dm to choose the engine presets you want to load. Figured we might as well modularize this as it'll help with upcoming/new map projects in the future. :blep: @novacat pls speedmerge thx
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@@ -1,41 +1,6 @@
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// This causes engine maps to get 'checked' and compiled, when undergoing a unit test.
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// This is so Travis can validate PoIs, and ensure future changes don't break PoIs, as PoIs are loaded at runtime and the compiler can't catch errors.
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// When adding a new engine, please add it to this list.
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#if MAP_TEST
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#include "engine_rust.dmm"
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#include "engine_singulo.dmm"
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#include "engine_sme.dmm"
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#endif
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/datum/map_template/engine
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name = "Engine Content"
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desc = "It would be boring to have the same engine every day right?"
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// annihilate = TRUE - Would wipe out in a rectangular area unfortunately
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allow_duplicates = FALSE
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/datum/map_template/engine/rust
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name = "R-UST Engine"
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desc = "R-UST Fusion Tokamak Engine"
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mappath = 'maps/submaps/engine_submaps_vr/engine_rust.dmm'
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/datum/map_template/engine/singulo
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name = "Singularity Engine"
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desc = "Lord Singuloth"
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mappath = 'maps/submaps/engine_submaps_vr/engine_singulo.dmm'
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/datum/map_template/engine/supermatter
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name = "Supermatter Engine"
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desc = "Old Faithful Supermatter"
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mappath = 'maps/submaps/engine_submaps_vr/engine_sme.dmm'
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/datum/map_template/engine/tesla
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name = "Edison's Bane"
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desc = "The Telsa Engine"
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mappath = 'maps/submaps/engine_submaps_vr/engine_tesla.dmm'
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// Landmark for where to load in the engine on permament map
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// Landmark for where to load in the engine on permament map.
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// Map-specific engine subtypes are in maps/submaps/engine_submaps_vr/mapfolder/engine.dmm
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// If you're adding a new map, add your folder as mapname, and then copy the _engine_submaps.dm from one of the other folders to the new one, and make your submaps!
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/obj/effect/landmark/engine_loader
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name = "Engine Loader"
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var/clean_turfs // A list of lists, where each list is (x, )
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@@ -0,0 +1,34 @@
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// This causes engine maps to get 'checked' and compiled, when undergoing a unit test.
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// This is so Travis can validate PoIs, and ensure future changes don't break PoIs, as PoIs are loaded at runtime and the compiler can't catch errors.
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// When adding a new engine, please add it to this list.
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#if MAP_TEST
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#include "engine_rust.dmm"
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#include "engine_singulo.dmm"
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#include "engine_sme.dmm"
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#endif
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/datum/map_template/engine
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name = "Engine Content"
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desc = "It would be boring to have the same engine every day right?"
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// annihilate = TRUE - Would wipe out in a rectangular area unfortunately
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allow_duplicates = FALSE
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/datum/map_template/engine/rust
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name = "R-UST Engine"
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desc = "R-UST Fusion Tokamak Engine"
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mappath = 'maps/submaps/engine_submaps_vr/tether/engine_rust.dmm'
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/datum/map_template/engine/singulo
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name = "Singularity Engine"
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desc = "Lord Singuloth"
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mappath = 'maps/submaps/engine_submaps_vr/tether/engine_singulo.dmm'
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/datum/map_template/engine/supermatter
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name = "Supermatter Engine"
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desc = "Old Faithful Supermatter"
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mappath = 'maps/submaps/engine_submaps_vr/tether/engine_sme.dmm'
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/datum/map_template/engine/tesla
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name = "Edison's Bane"
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desc = "The Telsa Engine"
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mappath = 'maps/submaps/engine_submaps_vr/tether/engine_tesla.dmm'
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@@ -3716,6 +3716,7 @@
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#include "maps\submaps\_readme.dm"
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#include "maps\submaps\engine_submaps_vr\engine.dm"
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#include "maps\submaps\engine_submaps_vr\engine_areas.dm"
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#include "maps\submaps\engine_submaps_vr\tether\_engine_submaps.dm"
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#include "maps\submaps\space_submaps\space.dm"
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#include "maps\submaps\space_submaps\debrisfield\debrisfield.dm"
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#include "maps\submaps\surface_submaps\mountains\mountains.dm"
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