Hey you know this is probably a smarter way to go about ruin spawning in station space.

This commit is contained in:
BlackMajor
2020-02-25 02:21:28 +13:00
parent ca6341aac4
commit 6624155e3d
4 changed files with 32567 additions and 32993 deletions
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -99,7 +99,7 @@ SUBSYSTEM_DEF(mapping)
// Generate station space ruins
var/list/station_ruins = levels_by_trait(ZTRAIT_STATION)
if (station_ruins.len)
seedRuins(station_ruins, CONFIG_GET(number/station_space_budget), /area/space, station_ruins_templates)
seedRuins(station_ruins, CONFIG_GET(number/station_space_budget), /area/space/station_ruins, station_ruins_templates)
SSmapping.seedStation()
loading_ruins = FALSE
#endif
+2
View File
@@ -48,6 +48,8 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
icon_state = "space_near"
dynamic_lighting = DYNAMIC_LIGHTING_IFSTARLIGHT
/area/space/station_ruins //Paint this area where you want station ruins to be allowed to spawn
/area/start
name = "start area"
icon_state = "start"
+1 -5
View File
@@ -6,11 +6,7 @@
sanity--
var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
var/turf/central_turf
if(is_station_level(z)) //used to make a square around the station for generating station side ruins without getting too close.
central_turf = pick(block(locate(10,10,z), locate((world.maxx - 10), (world.maxy - 10), z)) - block(locate(45,45,z), locate(210,210,z))) //FIGURE OUT A BETTER WAY TO DO THIS
else
central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
var/valid = TRUE
for(var/turf/check in get_affected_turfs(central_turf,1))