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* Let's try again * i forgot to stage these * Green checks. Hopefully. * Z-edit it is * That should do it (also kills Raid Edwards) * Whoopsie daisy. * Beef station * Saves pubbystation * Map fixes * Ticket machines and sorting helpers
83 lines
3.3 KiB
Plaintext
83 lines
3.3 KiB
Plaintext
//For these defines, check also above for their actual shapes in-game and maybe get a better idea
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///Default shape. It's one tile above the atom
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#define SEE_THROUGH_MAP_DEFAULT "default"
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///A 3x3 area 2 tiles above the atom (trees love to be this shape)
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#define SEE_THROUGH_MAP_THREE_X_THREE "3x3"
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///2 tiles above the atom
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#define SEE_THROUGH_MAP_DEFAULT_TWO_TALL "default_two_tall"
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///two rows of three tiles above the atom (small but thick trees love these)
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#define SEE_THROUGH_MAP_THREE_X_TWO "3x2"
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///One row of three tiles above the atom, but offset one tile to the left because of how billboards work
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#define SEE_THROUGH_MAP_BILLBOARD "billboard"
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///Two rows of three wide, but offset one tile to the left because thats how shipping containers work
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#define SEE_THROUGH_MAP_SHIPPING_CONTAINER "shipping_container"
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///Seethrough component for the ratvar wreck, in shape of the ratvar wreck
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#define SEE_THROUGH_MAP_RATVAR_WRECK "ratvar"
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/**global statics for the see_through_component coordinate maps
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* For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object
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* List-coordinate layout is list(relative_x, relative_y, relative_z)
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* Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it
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* Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ
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*/
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GLOBAL_LIST_INIT(see_through_maps, list(
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// X
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// A
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SEE_THROUGH_MAP_DEFAULT = list(
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/*----------------*/list(0, 1, 0),
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/*----------------*/list(0, 0, 0)
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),
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// XXX
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// XXX
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// XXX
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// OAO
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SEE_THROUGH_MAP_THREE_X_THREE = list(
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list(-1, 3, 0), list(0, 3, 0), list(1, 3, 0),
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list(-1, 2, 0), list(0, 2, 0), list(1, 2, 0),
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list(-1, 1, 0), list(0, 1, 0), list(1, 1, 0)
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),
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// X
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// X
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// A
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SEE_THROUGH_MAP_DEFAULT_TWO_TALL = list(
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/*----------------*/list(0, 2, 0),
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/*----------------*/list(0, 1, 0),
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/*----------------*/list(0, 0, 0)
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),
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// XXX
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// XXX
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// OAO
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SEE_THROUGH_MAP_THREE_X_TWO = list(
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list(-1, 2, 0), list(0, 2, 0), list(1, 2, 0),
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list(-1, 1, 0), list(0, 1, 0), list(1, 1, 0)
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),
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/// XXX
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/// AOO
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SEE_THROUGH_MAP_BILLBOARD = list(
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list(0, 1, 0), list(1, 1, 0), list(2, 1, 0)
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),
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/// XXX
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/// AXX
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SEE_THROUGH_MAP_SHIPPING_CONTAINER = list(
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list(0, 1, 0), list(1, 1, 0), list(2, 1, 0),
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list(0, 0, 0), list(1, 0, 0), list(2, 0, 0)
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),
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//No
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SEE_THROUGH_MAP_RATVAR_WRECK = list(
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list(3, 5, 0), list(4, 5, 0), list(5, 5, 0), list(6, 5, 0),
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list(3, 4, 0), list(4, 4, 0), list(5, 4, 0), list(6, 4, 0), list(7, 4, 0), list(9, 4, 0),
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list(3, 3, 0), list(4, 3, 0), list(5, 3, 0), list(6, 3, 0), /* the neck */ list(8, 3, 0), list(9, 3, 0),
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list(0, 2, 0), list(1, 2, 0), list(2, 2, 0), list(3, 2, 0), list(4, 2, 0), list(5, 2, 0), list(6, 2, 0), list(7, 2, 0), list(8, 2, 0), list(9, 2, 0), list(10, 2, 0), list(11, 2, 0), list(12, 2, 0),
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list(0, 1, 0), list(1, 1, 0), list(2, 1, 0), list(3, 1, 0), list(4, 1, 0), list(5, 1, 0), list(6, 1, 0), list(7, 1, 0), list(8, 1, 0), list(9, 1, 0), list(10, 1, 0), list(11, 1, 0), list(12, 1, 0),
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list(0, 0, 0), list(1, 0, 0), list(2, 0, 0), list(3, 0, 0), list(4, 0, 0), list(5, 0, 0), list(6, 0, 0), list(7, 0, 0), list(8, 0, 0), list(9, 0, 0), list(10, 0, 0), list(11, 0, 0), list(12, 0, 0), list(13, 0, 0)
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)
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))
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