2018 Mapping Update #2

Carpets are now pathed.
Areas have been updated, along with their icons. Wingrille spawners have been updated.
Access spawner objects have been added, allowing for easy access setting on doors.
Drain placeholders have been added, allowing for pre-placement of drains on maps.
Updated the Map Submission Guidelines in the maps folder.
This commit is contained in:
ZeWaka
2018-06-26 17:02:08 -10:00
parent 3311699dbe
commit acb4d0c027
20 changed files with 8514 additions and 6948 deletions
+211
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@@ -0,0 +1,211 @@
/obj/access_spawn
name = "access spawn"
desc = "Sets access of machines on the same turf as it to its access, then destroys itself."
New()
..()
spawn(1)
src.setup()
spawn(10)
qdel(src)
/*
* loop through valid objects in the same location and, if they have no access set, set it to this one
*/
proc/setup()
for (var/obj/machinery/M in src.loc)
if (!M.req_access)
M.req_access = src.req_access
else
M.req_access += src.req_access
//todo : autoname doors here too. var editing is illegal!
/obj/access_spawn/security
name = "security access spawn"
req_access = list(access_security)
/obj/access_spawn/brig
name = "brig access spawn"
req_access = list(access_brig)
/obj/access_spawn/medical
name = "medical access spawn"
req_access = list(access_medical)
/obj/access_spawn/morgue
name = "morgue access spawn"
req_access = list(access_morgue)
/obj/access_spawn/tox
name = "tox access spawn"
req_access = list(access_tox)
/obj/access_spawn/tox_storage
name = "tox access spawn"
req_access = list(access_tox_storage)
/obj/access_spawn/medlab
name = "medlab access spawn"
req_access = list(access_medlab)
/obj/access_spawn/research_director
name = "RD access spawn"
req_access = list(access_research_director)
/obj/access_spawn/maint
name = "maint access spawn"
req_access = list(access_maint_tunnels)
/obj/access_spawn/emergency_storage
name = "emergency storage access spawn"
req_access = list(access_emergency_storage)
/obj/access_spawn/emergency_storage
name = "emergency storage access spawn"
req_access = list(access_emergency_storage)
/obj/access_spawn/ai_upload
name = "ai upload access spawn"
req_access = list(access_ai_upload)
/obj/access_spawn/teleporter
name = "teleporter access spawn"
req_access = list(access_teleporter)
/obj/access_spawn/eva
name = "eva access spawn"
req_access = list(access_eva)
/obj/access_spawn/heads
name = "heads access spawn"
req_access = list(access_heads)
/obj/access_spawn/captain
name = "captain access spawn"
req_access = list(access_captain)
/obj/access_spawn/medical_director
name = "MD access spawn"
req_access = list(access_medical_director)
/obj/access_spawn/head_of_personnel
name = "HOP access spawn"
req_access = list(access_head_of_personnel)
/obj/access_spawn/chapel_office
name = "chapel office access spawn"
req_access = list(access_chapel_office)
/obj/access_spawn/tech_storage
name = "tech storage access spawn"
req_access = list(access_tech_storage)
/obj/access_spawn/research
name = "research access spawn"
req_access = list(access_research)
/obj/access_spawn/bar
name = "bar access spawn"
req_access = list(access_bar)
/obj/access_spawn/janitor
name = "janitor access spawn"
req_access = list(access_janitor)
/obj/access_spawn/crematorium
name = "crematorium access spawn"
req_access = list(access_crematorium)
/obj/access_spawn/kitchen
name = "kitchen access spawn"
req_access = list(access_kitchen)
/obj/access_spawn/robotics
name = "robotics access spawn"
req_access = list(access_robotics)
/obj/access_spawn/hangar
name = "hangar access spawn"
req_access = list(access_hangar)
/obj/access_spawn/cargo
name = "cargo access spawn"
req_access = list(access_cargo)
/obj/access_spawn/chemistry
name = "chem access spawn"
req_access = list(access_chemistry)
/obj/access_spawn/hydro
name = "hydro access spawn"
req_access = list(access_hydro)
/obj/access_spawn/hos
name = "HOS access spawn"
req_access = list(access_maxsec)
/obj/access_spawn/sec_lockers
name = "security weapons access spawn"
req_access = list(access_securitylockers)
/obj/access_spawn/carry_permit
name = "carry permit access spawn"
req_access = list(access_carrypermit)
/obj/access_spawn/engineering
name = "engineering access spawn"
req_access = list(access_engineering)
/obj/access_spawn/engineering_storage
name = "engineering storage access spawn"
req_access = list(access_engineering_storage)
/obj/access_spawn/engineering_eva
name = "engineering EVA access spawn"
req_access = list(access_engineering_eva)
/obj/access_spawn/engineering_power
name = "engineering power access spawn"
req_access = list(access_engineering_power)
/obj/access_spawn/engineering_engine
name = "engineering engine access spawn"
req_access = list(access_engineering_engine)
/obj/access_spawn/engineering_power
name = "engineering power access spawn"
req_access = list(access_engineering_power)
/obj/access_spawn/engineering_mechanic
name = "engineering mechanics access spawn"
req_access = list(access_engineering_mechanic)
/obj/access_spawn/engineering_atmos
name = "engineering atmos access spawn"
req_access = list(access_engineering_atmos)
/obj/access_spawn/engineering_control
name = "engineering control access spawn"
req_access = list(access_engineering_control)
/obj/access_spawn/engineering_chief
name = "CE access spawn"
req_access = list(access_engineering_chief)
/obj/access_spawn/mining_shuttle
name = "mining_shuttle access spawn"
req_access = list(access_mining_shuttle)
/obj/access_spawn/mining
name = "mining EVA access spawn"
req_access = list(access_mining)
/obj/access_spawn/mining_outpost
name = "mining_outpost access spawn"
req_access = list(access_mining_outpost)
/obj/access_spawn/syndie_shuttle
name = "syndie_shuttle access spawn"
req_access = list(access_syndicate_shuttle)
+4
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@@ -321,3 +321,7 @@
var/list/signals = list()
var/list/transmitters = list()
/obj/machinery/drainage
name = "drain"
desc = "I do not do anything, I am just a placeholder."
icon_state = "gsensor0"
+1 -1
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@@ -20,7 +20,7 @@
var/list/failed_purchase_dialogue = null
var/pickupdialogue = null
var/pickupdialoguefailure = null
var/list/trader_areas = list(/area/station/maintenance/aftsolar,/area/station/solar/aft,/area/station/maintenance/starboard,/area/station/maintenance/asmaint,/area/station/maintenance/starboardsolar,/area/station/solar/starboard,/area/station/maintenance/aft,/area/station/maintenance/disposal,/area/station/maintenance/apmaint,/area/station/maintenance/portsolar,/area/station/solar/port,/area/station/hallway/secondary/construction,/area/station/maintenance/fpmaint,/area/station/crew_quarters/quartersA,/area/station/crew_quarters/quartersB,/area/station/crew_quarters/observatory,/area/station/wreckage,/area/station/maintenance/fore,/area/station/maintenance/maintcentral)
var/list/trader_areas = list(/area/station/maintenance/southsolar,/area/station/solar/south,/area/station/maintenance/east,/area/station/maintenance/SEmaint,/area/station/maintenance/eastsolar,/area/station/solar/east,/area/station/maintenance/south,/area/station/maintenance/disposal,/area/station/maintenance/SWmaint,/area/station/maintenance/westsolar,/area/station/solar/west,/area/station/hallway/secondary/construction,/area/station/maintenance/NWmaint,/area/station/crew_quarters/quartersA,/area/station/crew_quarters/quartersB,/area/station/crew_quarters/observatory,/area/station/wreckage,/area/station/maintenance/north,/area/station/maintenance/maintcentral)
var/doing_a_thing = 0
// This list is in a specific order!!
+29 -8
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@@ -630,7 +630,9 @@
//layer = 99
pressure_resistance = 4*ONE_ATMOSPHERE
var/win_path = "/obj/window"
var/grille_path = "/obj/grille/steel"
var/full_win = 0 // adds a full window as well
var/no_dirs = 0 //ignore directional
New()
spawn(1)
@@ -639,15 +641,20 @@
qdel(src)
proc/set_up()
if (!locate(/obj/grille/steel) in get_turf(src))
new /obj/grille/steel(src.loc)
for (var/dir in cardinal)
var/turf/T = get_step(src, dir)
if (!locate(/obj/wingrille_spawn) in T)
var/obj/window/new_win = text2path("[src.win_path]/[dir2text(dir)]")
new new_win(src.loc)
if (!locate(text2path(src.grille_path)) in get_turf(src))
var/obj/grille/new_grille = text2path(src.grille_path)
new new_grille(src.loc)
if (!no_dirs)
for (var/dir in cardinal)
var/turf/T = get_step(src, dir)
if (!locate(/obj/wingrille_spawn) in T)
var/obj/window/new_win = text2path("[src.win_path]/[dir2text(dir)]")
new new_win(src.loc)
if (src.full_win)
if (!locate(text2path(src.win_path)) in get_turf(src))
if(!no_dirs || !locate(text2path(src.win_path)) in get_turf(src))
// if we have directional windows, there's already a window (or windows) from directional windows
// only check if there's no window if we're expecting there to be no window so spawn a full window
var/obj/window/new_win = text2path(src.win_path)
new new_win(src.loc)
@@ -688,5 +695,19 @@
win_path = "/obj/window/bulletproof"
full
name = "bulletproof window grille spawner"
icon_state = "br-wingrille"
icon_state = "b-wingrille_f"
full_win = 1
auto
name = "reinforced autowindow grille spawner"
win_path = "/obj/window/auto/reinforced"
full_win = 1
no_dirs = 1
icon_state = "r-wingrille_f"
crystal
name = "crystal autowindow grille spawner"
win_path = "/obj/window/auto/crystal/reinforced"
icon_state = "p-wingrille_f"