/* 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 code/datums/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 April 26th, 2022, the typical Z-levels for a single-level station are: 1: CentCom 2: Station 3-4: Randomized Space (Ruins) 5: Mining 6-11: Randomized Space (Ruins) 12: Transit/Reserved Space However, if away missions are enabled: 12: Away Mission 13: Transit/Reserved Space Multi-Z stations are supported and Multi-Z mining and away missions would require only minor tweaks. They also handle their Z-Levels differently on their own case by case basis. This information will absolutely date quickly with how we handle Z-Levels, and will continue to handle them in the future. Currently, you can go into the Debug tab of your stat-panel (in game) and hit "Mapping verbs - Enable". You will then get a new tab called "Mapping", as well as access to the verb "Debug-Z-Levels". Although the information presented in this comment is factual for the time it was written for, it's ill-advised to trust the words presented within. We also provide this information to you so that you can have an at-a-glance look at how Z-Levels are arranged. It is extremely ill-advised to ever use the location of a Z-Level to assign traits to it or use it in coding. Use Z-Traits (ZTRAITs) for these. If you want to start toying around with Z-Levels, do not take these words for fact. Always compile, always use that verb, and always make sure that it works for what you want to do. */ // helpers for modifying jobs, used in various job_changes.dm files #define MAP_CURRENT_VERSION 1 #define SPACERUIN_MAP_EDGE_PAD 15 /// Distance from edge to move to another z-level #define TRANSITIONEDGE 7 // Maploader bounds indices /// The maploader index for the maps minimum x #define MAP_MINX 1 /// The maploader index for the maps minimum y #define MAP_MINY 2 /// The maploader index for the maps minimum z #define MAP_MINZ 3 /// The maploader index for the maps maximum x #define MAP_MAXX 4 /// The maploader index for the maps maximum y #define MAP_MAXY 5 /// The maploader index for the maps maximum z #define MAP_MAXZ 6 /// Path for the next_map.json file, if someone, for some messed up reason, wants to change it. #define PATH_TO_NEXT_MAP_JSON "data/next_map.json" /// List of directories we can load map .json files from #define MAP_DIRECTORY_MAPS "_maps" #define MAP_DIRECTORY_DATA "data" #define MAP_DIRECTORY_WHITELIST list(MAP_DIRECTORY_MAPS,MAP_DIRECTORY_DATA) /// Special map path value for custom adminloaded stations. #define CUSTOM_MAP_PATH "custom" // 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_PROCEDURAL_MAINTS "Random Maints" #define ZTRAIT_RESERVED "Transit/Reserved" #define ZTRAIT_AWAY "Away Mission" #define ZTRAIT_SPACE_RUINS "Space Ruins" #define ZTRAIT_LAVA_RUINS "Lava Ruins" #define ZTRAIT_ICE_RUINS "Ice Ruins" #define ZTRAIT_ICE_RUINS_UNDERGROUND "Ice Ruins Underground" #define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement. // boolean - weather types that occur on the level #define ZTRAIT_SNOWSTORM "Weather_Snowstorm" #define ZTRAIT_ASHSTORM "Weather_Ashstorm" #define ZTRAIT_ACIDRAIN "Weather_Acidrain" #define ZTRAIT_VOIDSTORM "Weather_Voidstorm" /// boolean - does this z prevent ghosts from observing it #define ZTRAIT_SECRET "Secret" /// boolean - does this z prevent phasing #define ZTRAIT_NOPHASE "No Phase" /// boolean - does this z prevent xray/meson/thermal vision #define ZTRAIT_NOXRAY "No X-Ray" // 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" // Whether this z level is linked up/down. Bool. #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" // string - type path of the z-level's baseturf (defaults to space) #define ZTRAIT_BASETURF "Baseturf" ///boolean - does this z disable parallax? #define ZTRAIT_NOPARALLAX "No Parallax" // default trait definitions, used by SSmapping ///Z level traits for CentCom #define ZTRAITS_CENTCOM list(ZTRAIT_CENTCOM = TRUE, ZTRAIT_NOPHASE = TRUE) ///Z level traits for Space Station 13 #define ZTRAITS_STATION list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_STATION = TRUE) ///Z level traits for Deep Space #define ZTRAITS_SPACE list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_SPACE_RUINS = TRUE) ///Z level traits for Lavaland #define ZTRAITS_LAVALAND list(\ ZTRAIT_MINING = TRUE, \ ZTRAIT_NOPARALLAX = TRUE, \ ZTRAIT_ASHSTORM = TRUE, \ ZTRAIT_LAVA_RUINS = TRUE, \ ZTRAIT_BOMBCAP_MULTIPLIER = 2.5, \ ZTRAIT_BASETURF = /turf/open/lava/smooth/lava_land_surface) #define ZTRAITS_REEBE list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.60) #define ZTRAITS_BACKROOM_MAINTS list(\ ZTRAIT_PROCEDURAL_MAINTS = TRUE, \ ZTRAIT_LINKAGE = SELFLOOPING, \ ZTRAIT_GRAVITY = TRUE, \ ZTRAIT_NOPHASE = TRUE, \ ZTRAIT_NOXRAY = TRUE, \ ZTRAIT_BOMBCAP_MULTIPLIER = 0.5, \ ZTRAIT_BASETURF = /turf/open/floor/plating/backrooms) ///Z level traits for Away Missions #define ZTRAITS_AWAY list(ZTRAIT_AWAY = TRUE) ///Z level traits for Secret Away Missions #define ZTRAITS_AWAY_SECRET list(ZTRAIT_AWAY = TRUE, ZTRAIT_SECRET = TRUE, ZTRAIT_NOPHASE = TRUE) #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" ///On same z level as original ruin #define PLACE_SAME_Z "same" ///On space ruin z level(s) #define PLACE_SPACE_RUIN "space" ///On z levl below - centered on same tile #define PLACE_BELOW "below" ///On lavaland ruin z levels(s) #define PLACE_LAVA_RUIN "lavaland" #define PLACE_ICE_RUIN "icesurface" #define PLACE_ICE_UNDERGROUND_RUIN "iceunderground" ///Map generation defines #define DEFAULT_SPACE_RUIN_LEVELS 7 #define DEFAULT_SPACE_EMPTY_LEVELS 1 /// A map key that corresponds to being one exclusively for Space. #define SPACE_KEY "space" // 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) && ..() } /// Checks the job changes in the map config for the passed change key. #define CHECK_MAP_JOB_CHANGE(job, change) SSmapping.config.job_changes?[job]?[change]