Files
VOREStation/maps/offmap_vr/common_offmaps.dm
SatinIsle 0c39b8b7d8 Fantasy redgate map
Added a new fantasy redgate map that consists of a fantasy town and a large dungeon beneath it.

Added a selection of fantasy props.

Added a variety of "magic" resprites of existing items. These are intended to be tech disguised as magic and have descriptions to hint at it, along with some papers on the map.

Added an alchemy system that creates potions in an alembic out of an ingredient and a base. If the ingredient and base match, an interesting potion is created, if they don't, a poor quality potion is created.

Added a new reagent that polymorphs the drinker into a random creature.

Added a chest version of crates.

Added wooden wall lockers.

Added random spawners for fantasy items, potions, ingredients and bases for mapping.

Added hedge and wooden fences.

Added an old fashioned resprite of the oven.

Added a cooking pot resprite of the microwave.

Added wall torches.

Added barrel version of water tanks, beer tanks, wine tanks, blood tanks and a kettle resprite of a coffee dispenser.

Added a wooden tub bath.

Added 19 new vore mobs: 2 Catslugs, 6 succubi, 1 cryptdrake, 4 vampires 5 peasants and a bat.
2023-09-22 21:44:22 +01:00

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/// Away Missions
#if AWAY_MISSION_TEST
#include "../expedition_vr/beach/beach.dmm"
#include "../expedition_vr/beach/cave.dmm"
#include "../expedition_vr/alienship/alienship.dmm"
#include "../expedition_vr/aerostat/aerostat.dmm"
#include "../expedition_vr/aerostat/surface.dmm"
#include "../expedition_vr/space/debrisfield.dmm"
#include "../expedition_vr/space/fueldepot.dmm"
#endif
#include "../expedition_vr/beach/_beach.dm"
/datum/map_template/common_lateload/away_beach
name = "Desert Planet - Z1 Beach"
desc = "The beach away mission."
mappath = 'maps/expedition_vr/beach/beach.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/away_beach
/datum/map_z_level/common_lateload/away_beach
name = "Away Mission - Desert Beach"
z = Z_LEVEL_BEACH
base_turf = /turf/simulated/floor/outdoors/rocks/caves
/datum/map_template/common_lateload/away_beach_cave
name = "Desert Planet - Z2 Cave"
desc = "The beach away mission's cave."
mappath = 'maps/expedition_vr/beach/cave.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/away_beach_cave
/datum/map_template/common_lateload/away_beach_cave/on_map_loaded(z)
. = ..()
seed_submaps(list(Z_LEVEL_BEACH_CAVE), 120, /area/tether_away/cave/unexplored/normal, /datum/map_template/surface/mountains/normal)
//seed_submaps(list(Z_LEVEL_BEACH_CAVE), 70, /area/tether_away/cave/unexplored/normal, /datum/map_template/surface/mountains/deep)
// Now for the tunnels.
new /datum/random_map/automata/cave_system/no_cracks(null, 3, 3, Z_LEVEL_BEACH_CAVE, world.maxx - 4, world.maxy - 4)
new /datum/random_map/noise/ore/beachmine(null, 1, 1, Z_LEVEL_BEACH_CAVE, 64, 64)
/datum/map_z_level/common_lateload/away_beach_cave
name = "Away Mission - Desert Cave"
z = Z_LEVEL_BEACH_CAVE
base_turf = /turf/simulated/floor/outdoors/rocks/caves
/obj/effect/step_trigger/zlevel_fall/beach
var/static/target_z
#include "../expedition_vr/alienship/_alienship.dm"
/datum/map_template/common_lateload/away_alienship
name = "Alien Ship - Z1 Ship"
desc = "The alien ship away mission."
mappath = 'maps/expedition_vr/alienship/alienship.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/away_alienship
/datum/map_z_level/common_lateload/away_alienship
name = "Away Mission - Alien Ship"
/datum/map_z_level/common_lateload/away_aerostat
name = "Away Mission - Aerostat"
z = Z_LEVEL_AEROSTAT
base_turf = /turf/unsimulated/floor/sky/virgo2_sky
/datum/map_template/common_lateload/away_aerostat_surface
name = "Remmi Aerostat - Z2 Surface"
desc = "The surface from the Virgo 2 Aerostat."
mappath = 'maps/expedition_vr/aerostat/surface.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/away_aerostat_surface
/datum/map_template/common_lateload/away_aerostat_surface/on_map_loaded(z)
. = ..()
seed_submaps(list(Z_LEVEL_AEROSTAT_SURFACE), 120, /area/offmap/aerostat/surface/unexplored, /datum/map_template/virgo2)
new /datum/random_map/automata/cave_system/no_cracks(null, 3, 3, Z_LEVEL_AEROSTAT_SURFACE, world.maxx - 4, world.maxy - 4)
new /datum/random_map/noise/ore/virgo2(null, 1, 1, Z_LEVEL_AEROSTAT_SURFACE, 64, 64)
/datum/map_z_level/common_lateload/away_aerostat_surface
name = "Away Mission - Aerostat Surface"
z = Z_LEVEL_AEROSTAT_SURFACE
base_turf = /turf/simulated/mineral/floor/ignore_mapgen/virgo2
#include "../expedition_vr/space/_debrisfield.dm"
#include "../expedition_vr/space/_fueldepot.dm"
#include "../submaps/pois_vr/debris_field/_templates.dm"
#include "../submaps/pois_vr/debris_field/debrisfield_things.dm"
/datum/map_template/common_lateload/away_debrisfield
name = "Debris Field - Z1 Space"
desc = "The Virgo 3 Debris Field away mission."
mappath = 'maps/expedition_vr/space/debrisfield.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/away_debrisfield
/datum/map_template/common_lateload/away_debrisfield/on_map_loaded(z)
. = ..()
//Commented out until we actually get POIs
seed_submaps(list(Z_LEVEL_DEBRISFIELD), 400, /area/space, /datum/map_template/debrisfield)
/datum/map_z_level/common_lateload/away_debrisfield
name = "Away Mission - Debris Field"
z = Z_LEVEL_DEBRISFIELD
/datum/map_template/common_lateload/away_fueldepot
name = "Fuel Depot - Z1 Space"
desc = "An unmanned fuel depot floating in space."
mappath = 'maps/expedition_vr/space/fueldepot.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/away_fueldepot
/datum/map_z_level/common_lateload/away_fueldepot
name = "Away Mission - Fuel Depot"
z = Z_LEVEL_FUELDEPOT
//////////////////////////////////////////////////////////////////////////////////////
// Gateway submaps go here
/obj/effect/overmap/visitable/sector/common_gateway
name = "Unknown"
desc = "Approach and perform a scan to obtain further information."
icon_state = "object" //or "globe" for planetary stuff
known = FALSE
/datum/map_template/common_lateload/gateway
name = "Gateway Submap"
desc = "Please do not use this."
mappath = null
associated_map_datum = /datum/map_z_level/common_lateload/gateway_destination
/datum/map_z_level/common_lateload/gateway_destination
name = "Gateway Destination"
z = Z_LEVEL_GATEWAY
/* // Removed due to heavy merc presence
#include "../gateway_vr/snow_outpost.dm"
/datum/map_template/common_lateload/gateway/snow_outpost
name = "Snow Outpost"
desc = "Big snowy area with various outposts."
mappath = 'maps/gateway_vr/snow_outpost.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/gateway_destination
*/
#include "../gateway_vr/zoo.dm"
/datum/map_template/common_lateload/gateway/zoo
name = "Gateway - Zoo"
desc = "Gigantic space zoo"
mappath = 'maps/gateway_vr/zoo_b.dmm'
#include "../gateway_vr/carpfarm.dm"
/datum/map_template/common_lateload/gateway/carpfarm
name = "Gateway - Carp Farm"
desc = "Asteroid base surrounded by carp"
mappath = 'maps/gateway_vr/carpfarm.dmm'
#include "../gateway_vr/snowfield.dm"
/datum/map_template/common_lateload/gateway/snowfield
name = "Gateway - Snow Field"
desc = "An old base in middle of snowy wasteland"
mappath = 'maps/gateway_vr/snowfield.dmm'
#include "../gateway_vr/listeningpost.dm"
/datum/map_template/common_lateload/gateway/listeningpost
name = "Gateway - Listening Post"
desc = "Asteroid-bound mercenary listening post"
mappath = 'maps/gateway_vr/listeningpost.dmm'
#include "../gateway_vr/variable/honlethhighlands.dm"
/datum/map_template/common_lateload/gateway/honlethhighlands_a
name = "Gateway - Honleth Highlands A"
desc = "The cold surface of some planet."
mappath = 'maps/gateway_vr/variable/honlethhighlands_a.dmm'
/datum/map_template/common_lateload/gateway/honlethhighlands_b
name = "Gateway - Honleth Highlands B"
desc = "The cold surface of some planet."
mappath = 'maps/gateway_vr/variable/honlethhighlands_b.dmm'
#include "../gateway_vr/variable/arynthilake.dm"
/datum/map_template/common_lateload/gateway/arynthilake
name = "Gateway - Arynthi Lake A"
desc = "A grassy surface with some abandoned structures."
mappath = 'maps/gateway_vr/variable/arynthilake_a.dmm'
/datum/map_template/common_lateload/gateway/arynthilakeunderground
name = "Gateway - Arynthi Lake Underground A"
desc = "A grassy surface with some abandoned structures."
mappath = 'maps/gateway_vr/variable/arynthilakeunderground_a.dmm'
/datum/map_template/common_lateload/gateway/arynthilake_b
name = "Gateway - Arynthi Lake B"
desc = "A grassy surface with some abandoned structures."
mappath = 'maps/gateway_vr/variable/arynthilake_b.dmm'
/datum/map_template/common_lateload/gateway/arynthilakeunderground_b
name = "Gateway - Arynthi Lake Underground B"
desc = "A grassy surface with some abandoned structures."
mappath = 'maps/gateway_vr/variable/arynthilakeunderground_b.dmm'
#include "../gateway_vr/wildwest.dm"
/datum/map_template/common_lateload/gateway/wildwest
name = "Gateway - Wild West"
desc = "A classic."
mappath = 'maps/gateway_vr/wildwest.dmm'
#include "../gateway_vr/lucky_7.dm"
/////////////////////////////////////////////////////////////////////////////////////
/datum/map_template/common_lateload/om_adventure
name = "OM Adventure Submap"
desc = "Please do not use this."
mappath = null
associated_map_datum = null
/datum/map_z_level/common_lateload/om_adventure_destination
name = "OM Adventure Destination"
z = Z_LEVEL_OM_ADVENTURE
#include "../om_adventure/grasscave.dm"
/datum/map_template/common_lateload/om_adventure/grasscave
name = "Grass Cave"
desc = "Looks like a cave with some grass in it."
mappath = 'maps/om_adventure/grasscave.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/om_adventure_destination
/datum/map_template/common_lateload/om_adventure/grasscave/on_map_loaded(z)
. = ..()
seed_submaps(list(z), 60, /area/om_adventure/grasscave/unexplored, /datum/map_template/om_adventure/outdoor)
seed_submaps(list(z), 60, /area/om_adventure/grasscave/rocks, /datum/map_template/om_adventure/cave)
new /datum/random_map/automata/cave_system/no_cracks(null, 3, 3, z, world.maxx - 4, world.maxy - 4)
new /datum/random_map/noise/ore/grasscave(null, 1, 1, z, 64, 64)
//////////////////////////////////////////////////////////////////////////////////////
/datum/map_template/common_lateload/redgate
name = "Redgate Submap"
desc = "Please do not use this."
mappath = null
associated_map_datum = /datum/map_z_level/common_lateload/redgate_destination
/datum/map_z_level/common_lateload/redgate_destination
name = "Redgate Destination"
z = Z_LEVEL_REDGATE
flags = MAP_LEVEL_PLAYER|MAP_LEVEL_SEALED
/datum/map_template/common_lateload/redgate/on_map_loaded(z)
. = ..()
new /datum/random_map/automata/cave_system/no_cracks(null, 3, 3, Z_LEVEL_REDGATE, world.maxx, world.maxy)
new /datum/random_map/noise/ore(null, 1, 1, Z_LEVEL_REDGATE, 64, 64)
/datum/map_template/common_lateload/redgate/teppi_ranch
name = "Redgate - Teppi Ranch"
desc = "An abandoned teppi ranch!"
mappath = 'maps/redgate/teppiranch.dmm'
/datum/map_template/common_lateload/redgate/innland
name = "Redgate - Innland"
desc = "Caves and grass and a tavern, woah!"
mappath = 'maps/redgate/innland.dmm'
/datum/map_template/common_lateload/redgate/abandonedisland
name = "Redgate - Abandoned Island"
desc = "It seems like it used to be people here!"
mappath = 'maps/redgate/abandonedisland.dmm'
/datum/map_template/common_lateload/redgate/darkadventure
name = "Redgate - Dark Adventure"
desc = "This place seems broken!"
mappath = 'maps/redgate/darkadventure.dmm'
/datum/map_template/common_lateload/redgate/stardog
name = "Redgate - Star Dog"
desc = "That's a big dog!"
mappath = 'maps/redgate/stardog.dmm'
#include "../redgate/eggnogtown.dm"
/datum/map_template/common_lateload/redgate/eggnogtown
name = "Redgate - Eggnog Town"
desc = "A comfortable snowy town."
mappath = 'maps/redgate/eggnogtown.dmm'
/datum/map_template/common_lateload/redgate/eggnogtownunderground
name = "Redgate - Eggnog Town Underground"
desc = "A comfortable snowy town."
mappath = 'maps/redgate/eggnogtownunderground.dmm'
/datum/map_template/common_lateload/redgate/hotsprings
name = "Redgate - Hotsprings"
desc = "This place is rather cosy for somewhere so abandoned!"
mappath = 'maps/redgate/hotsprings.dmm'
/datum/map_template/common_lateload/redgate/cybercity
name = "Redgate - Rain City"
desc = "A strange city on lockdown."
mappath = 'maps/redgate/cybercity.dmm'
/datum/map_template/common_lateload/redgate/islands
name = "Redgate - Islands"
desc = "A series of islands out in the ocean."
mappath = 'maps/redgate/islands.dmm'
/datum/map_template/common_lateload/redgate/islands_underwater
name = "Redgate - Islands Underwater"
desc = "A series of islands out in the ocean."
mappath = 'maps/redgate/islands_underwater.dmm'
/obj/effect/landmark/map_data/islands
height = 2
/datum/map_template/common_lateload/redgate/train
name = "Redgate - Moving Train"
desc = "A long train travelling to who-knows-where."
mappath = 'maps/redgate/train.dmm'
/datum/map_template/common_lateload/redgate/train_upper
name = "Redgate - Moving Train Upper Level"
desc = "A long train travelling to who-knows-where."
mappath = 'maps/redgate/train_upper.dmm'
/obj/effect/landmark/map_data/train
height = 2
/datum/map_template/common_lateload/redgate/fantasy
name = "Redgate - Fantasy Town"
desc = "A fantasy town full of low tech stuff."
mappath = 'maps/redgate/fantasy.dmm'
/datum/map_template/common_lateload/redgate/fantasy_dungeon
name = "Redgate - Fantasy Dungeon"
desc = "A fantasy dungeon with lots of monsters and loot."
mappath = 'maps/redgate/fantasy_dungeon.dmm'
/obj/effect/landmark/map_data/fantasy
height = 2
//////////////////////////////////////////////////////////////////////////////////////
// Admin-use z-levels for loading whenever an admin feels like
#if AWAY_MISSION_TEST
#include "../submaps/admin_use_vr/spa.dmm"
#endif
#include "../submaps/admin_use_vr/fun.dm"
/datum/map_template/common_lateload/fun/spa
name = "Space Spa"
desc = "A pleasant spa located in a spaceship."
mappath = 'maps/submaps/admin_use_vr/spa.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/fun/spa
/datum/map_z_level/common_lateload/fun/spa
name = "Spa"
flags = MAP_LEVEL_PLAYER|MAP_LEVEL_SEALED
//////////////////////////////////////////////////////////////////////////////////////
// Code Shenanigans for Tether lateload maps
/datum/map_template/common_lateload
allow_duplicates = FALSE
var/associated_map_datum
/datum/map_template/common_lateload/on_map_loaded(z)
if(!associated_map_datum || !ispath(associated_map_datum))
log_game("Extra z-level [src] has no associated map datum")
return
new associated_map_datum(using_map, z)
/datum/map_z_level/common_lateload
z = 0
/datum/map_z_level/common_lateload/New(var/datum/map/map, mapZ)
if(mapZ && !z)
z = mapZ
return ..(map)
/obj/effect/step_trigger/zlevel_fall //Don't ever use this, only use subtypes.Define a new var/static/target_z on each
affect_ghosts = 1
/obj/effect/step_trigger/zlevel_fall/Initialize()
. = ..()
if(istype(get_turf(src), /turf/simulated/floor))
src:target_z = z
return INITIALIZE_HINT_QDEL
/obj/effect/step_trigger/zlevel_fall/Trigger(var/atom/movable/A) //mostly from /obj/effect/step_trigger/teleporter/planetary_fall, step_triggers.dm L160
if(!src:target_z)
return
var/attempts = 100
var/turf/simulated/T
while(attempts && !T)
var/turf/simulated/candidate = locate(rand(5,world.maxx-5),rand(5,world.maxy-5),src:target_z)
if(candidate.density)
attempts--
continue
T = candidate
break
if(!T)
return
if(isobserver(A))
A.forceMove(T) // Harmlessly move ghosts.
return
A.forceMove(T)
if(isliving(A)) // Someday, implement parachutes. For now, just turbomurder whoever falls.
message_admins("\The [A] fell out of the sky.")
var/mob/living/L = A
L.fall_impact(T, 42, 90, FALSE, TRUE) //You will not be defibbed from this.
/////////////////////////////
/obj/tether_away_spawner
name = "RENAME ME, JERK"
desc = "Spawns the mobs!"
icon = 'icons/mob/screen1.dmi'
icon_state = "x"
invisibility = 101
mouse_opacity = 0
density = 0
anchored = 1
//Weighted with values (not %chance, but relative weight)
//Can be left value-less for all equally likely
var/list/mobs_to_pick_from
//When the below chance fails, the spawner is marked as depleted and stops spawning
var/prob_spawn = 100 //Chance of spawning a mob whenever they don't have one
var/prob_fall = 5 //Above decreases by this much each time one spawns
//Settings to help mappers/coders have their mobs do what they want in this case
var/faction //To prevent infighting if it spawns various mobs, set a faction
var/atmos_comp //TRUE will set all their survivability to be within 20% of the current air
//var/guard //# will set the mobs to remain nearby their spawn point within this dist
//Internal use only
var/mob/living/simple_mob/my_mob
var/depleted = FALSE
/obj/tether_away_spawner/Initialize()
. = ..()
if(!LAZYLEN(mobs_to_pick_from))
error("Mob spawner at [x],[y],[z] ([get_area(src)]) had no mobs_to_pick_from set on it!")
initialized = TRUE
return INITIALIZE_HINT_QDEL
START_PROCESSING(SSobj, src)
/obj/tether_away_spawner/process()
if(my_mob && my_mob.stat != DEAD)
return //No need
for(var/mob/living/L in view(src,world.view))
if(L.client)
return //I'll wait.
if(prob(prob_spawn))
prob_spawn -= prob_fall
var/picked_type = pickweight(mobs_to_pick_from)
my_mob = new picked_type(get_turf(src))
my_mob.low_priority = TRUE
if(faction)
my_mob.faction = faction
if(atmos_comp)
var/turf/T = get_turf(src)
var/datum/gas_mixture/env = T.return_air()
if(env)
if(my_mob.minbodytemp > env.temperature)
my_mob.minbodytemp = env.temperature * 0.8
if(my_mob.maxbodytemp < env.temperature)
my_mob.maxbodytemp = env.temperature * 1.2
var/list/gaslist = env.gas
if(my_mob.min_oxy)
my_mob.min_oxy = gaslist["oxygen"] * 0.8
if(my_mob.min_tox)
my_mob.min_tox = gaslist["phoron"] * 0.8
if(my_mob.min_n2)
my_mob.min_n2 = gaslist["nitrogen"] * 0.8
if(my_mob.min_co2)
my_mob.min_co2 = gaslist["carbon_dioxide"] * 0.8
if(my_mob.max_oxy)
my_mob.max_oxy = gaslist["oxygen"] * 1.2
if(my_mob.max_tox)
my_mob.max_tox = gaslist["phoron"] * 1.2
if(my_mob.max_n2)
my_mob.max_n2 = gaslist["nitrogen"] * 1.2
if(my_mob.max_co2)
my_mob.max_co2 = gaslist["carbon_dioxide"] * 1.2
/* //VORESTATION AI TEMPORARY REMOVAL
if(guard)
my_mob.returns_home = TRUE
my_mob.wander_distance = guard
*/
return
else
STOP_PROCESSING(SSobj, src)
depleted = TRUE
return
//Shadekin spawner. Could have them show up on any mission, so it's here.
//Make sure to put them away from others, so they don't get demolished by rude mobs.
/obj/tether_away_spawner/shadekin
name = "Shadekin Spawner"
icon = 'icons/mob/vore_shadekin.dmi'
icon_state = "spawner"
faction = "shadekin"
prob_spawn = 1
prob_fall = 1
//guard = 10 //Don't wander too far, to stay alive.
mobs_to_pick_from = list(
/mob/living/simple_mob/shadekin
)
//////////////////////////////////////////////////////////////////////////////
//Antag/Event/ERT Areas
#include "../submaps/admin_use_vr/ert.dm"
#include "../submaps/admin_use_vr/mercship.dm"
#include "../submaps/admin_use_vr/salamander_trader.dm"
/datum/map_template/admin_use/ert
name = "Special Area - ERT"
desc = "It's the ERT ship! Lorge."
mappath = 'maps/submaps/admin_use_vr/ert.dmm'
/datum/map_template/admin_use/trader
name = "Special Area - Trader"
desc = "Big trader ship."
mappath = 'maps/submaps/admin_use_vr/tradeship.dmm'
/datum/map_template/admin_use/salamander_trader
name = "Special Area - Salamander Trader"
desc = "Modest trader ship."
mappath = 'maps/submaps/admin_use_vr/salamander_trader.dmm'
/datum/map_template/admin_use/mercenary
name = "Special Area - Merc Ship"
desc = "Prepare tae be boarded, arr!"
mappath = 'maps/submaps/admin_use_vr/kk_mercship.dmm'
/datum/map_template/admin_use/skipjack
name = "Special Area - Skipjack Base"
desc = "Stinky!"
mappath = 'maps/submaps/admin_use_vr/skipjack.dmm'
/datum/map_template/admin_use/thunderdome
name = "Special Area - Thunderdome"
desc = "Thunderrrrdomeee"
mappath = 'maps/submaps/admin_use_vr/thunderdome.dmm'
/datum/map_template/admin_use/wizardbase
name = "Special Area - Wizard Base"
desc = "Wingardium Levosia"
mappath = 'maps/submaps/admin_use_vr/wizard.dmm'
/datum/map_template/admin_use/dojo
name = "Special Area - Ninja Dojo"
desc = "Sneaky"
mappath = 'maps/submaps/admin_use_vr/dojo.dmm'
//////////////////////////////////////////////////////////////////////////////
//Overmap ship spawns
#include "../offmap_vr/om_ships/hybridshuttle.dm"
#include "../offmap_vr/om_ships/screebarge.dm"
#include "../offmap_vr/om_ships/aro.dm"
#include "../offmap_vr/om_ships/aro2.dm"
#include "../offmap_vr/om_ships/aro3.dm"
#include "../offmap_vr/om_ships/bearcat.dm"
#include "../offmap_vr/om_ships/cruiser.dm"
#include "../offmap_vr/om_ships/vespa.dm"
#include "../offmap_vr/om_ships/generic_shuttle.dm"
#include "../offmap_vr/om_ships/salamander.dm"
#include "../offmap_vr/om_ships/geckos.dm"
#include "../offmap_vr/om_ships/mackerels.dm"
#include "../offmap_vr/om_ships/mercenarybase.dm"
#include "../offmap_vr/om_ships/mercship.dm"
#include "../offmap_vr/om_ships/curashuttle.dm"
#include "../offmap_vr/om_ships/itglight.dm"
#include "../offmap_vr/om_ships/abductor.dm"
#include "../offmap_vr/om_ships/lunaship.dm"
#include "../offmap_vr/om_ships/sdf_corvettes.dm"
//////////////////////////////////////////////////////////////////////////////
//Capsule deployed ships
#include "../offmap_vr/om_ships/shelter_5.dm"
#include "../offmap_vr/om_ships/shelter_6.dm"
//////////////////////////////////////////////////////////////////////////////
//Offmap Spawn Locations
#include "../offmap_vr/talon/talon_v2.dm"
#include "../offmap_vr/talon/talon_v2_areas.dm"
#if MAP_TEST
#include "../offmap_vr/talon/talon_v2.dmm"
#endif
/datum/map_template/common_lateload/offmap/talon_v2
name = "Offmap Ship - Talon V2"
desc = "Offmap spawn ship, the Talon."
mappath = 'maps/offmap_vr/talon/talon_v2.dmm'
associated_map_datum = /datum/map_z_level/common_lateload/talon_v2
/datum/map_z_level/common_lateload/talon_v2
name = "Talon"
flags = MAP_LEVEL_PLAYER|MAP_LEVEL_PERSIST|MAP_LEVEL_MAPPABLE
base_turf = /turf/space
z = Z_LEVEL_OFFMAP1