Update mapping.dm
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@@ -1,47 +1,57 @@
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/*
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The /tg/ codebase currently requires you to have 11 z-levels of the same size dimensions.
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z-level order is important, the order you put them in inside the map config.dm will determine what z level number they are assigned ingame.
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Names of z-level do not matter, but order does greatly, for instances such as checking alive status of revheads on z1
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#define Z_NORTH 1
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#define Z_EAST 2
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#define Z_SOUTH 3
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#define Z_WEST 4
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current as of 2016/6/2
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z1 = station
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z2 = centcom
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z5 = mining
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Everything else = randomized space
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Last space-z level = empty
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*/
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GLOBAL_LIST_INIT(cardinals, list(NORTH, SOUTH, EAST, WEST))
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GLOBAL_LIST_INIT(alldirs, list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
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GLOBAL_LIST_INIT(diagonals, list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
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#define CROSSLINKED 2
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#define SELFLOOPING 1
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#define UNAFFECTED 0
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//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
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//(Exceptions: extended, sandbox and nuke) -Errorage
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//Was list("3" = 30, "4" = 70).
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//Spacing should be a reliable method of getting rid of a body -- Urist.
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//Go away Urist, I'm restoring this to the longer list. ~Errorage
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GLOBAL_LIST_INIT(accessable_z_levels, list(1,3,4,5,6,7)) //Keep this to six maps, repeating z-levels is ok if needed
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#define MAIN_STATION "Main Station"
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#define CENTCOM "CentCom"
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#define EMPTY_AREA_1 "Empty Area 1"
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#define EMPTY_AREA_2 "Empty Area 2"
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#define MINING "Mining Asteroid"
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#define EMPTY_AREA_3 "Empty Area 3"
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#define EMPTY_AREA_4 "Empty Area 4"
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#define EMPTY_AREA_5 "Empty Area 5"
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#define EMPTY_AREA_6 "Empty Area 6"
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#define EMPTY_AREA_7 "Empty Area 7"
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#define EMPTY_AREA_8 "Empty Area 8"
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#define AWAY_MISSION "Away Mission"
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GLOBAL_LIST_INIT(station_z_levels, list(ZLEVEL_STATION_PRIMARY))
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//for modifying jobs
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#define MAP_JOB_CHECK if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return; }
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#define MAP_JOB_CHECK_BASE if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return ..(); }
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#define MAP_REMOVE_JOB(jobpath) /datum/job/##jobpath/map_check() { return (SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) && ..() }
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GLOBAL_LIST(global_map)
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//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
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//Resulting sector map looks like
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//|_1_|_4_|
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//|_5_|_3_|
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//
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//1 - SS13
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//4 - Derelict
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//3 - AI satellite
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//5 - empty space
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//zlevel defines, can be overridden for different maps in the appropriate _maps file.
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#define ZLEVEL_CENTCOM 1
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#define ZLEVEL_STATION_PRIMARY 2
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#define ZLEVEL_MINING 5
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#define ZLEVEL_LAVALAND 5
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#define ZLEVEL_EMPTY_SPACE 12
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#define ZLEVEL_TRANSIT 11
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GLOBAL_LIST_EMPTY(landmarks_list) //list of all landmarks created
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GLOBAL_LIST_EMPTY(start_landmarks_list) //list of all spawn points created
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GLOBAL_LIST_EMPTY(department_security_spawns) //list of all department security spawns
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GLOBAL_LIST_EMPTY(generic_event_spawns) //list of all spawns for events
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#define ZLEVEL_SPACEMIN 3
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#define ZLEVEL_SPACEMAX 12
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GLOBAL_LIST_EMPTY(wizardstart)
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GLOBAL_LIST_EMPTY(newplayer_start)
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GLOBAL_LIST_EMPTY(prisonwarp) //prisoners go to these
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GLOBAL_LIST_EMPTY(holdingfacility) //captured people go here
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GLOBAL_LIST_EMPTY(xeno_spawn)//Aliens spawn at these.
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GLOBAL_LIST_EMPTY(tdome1)
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GLOBAL_LIST_EMPTY(tdome2)
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GLOBAL_LIST_EMPTY(tdomeobserve)
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GLOBAL_LIST_EMPTY(tdomeadmin)
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GLOBAL_LIST_EMPTY(prisonwarped) //list of players already warped
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GLOBAL_LIST_EMPTY(blobstart)
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GLOBAL_LIST_EMPTY(secequipment)
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GLOBAL_LIST_EMPTY(deathsquadspawn)
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GLOBAL_LIST_EMPTY(emergencyresponseteamspawn)
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GLOBAL_LIST_EMPTY(ruin_landmarks)
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#define SPACERUIN_MAP_EDGE_PAD 15
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//away missions
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GLOBAL_LIST_EMPTY(awaydestinations) //a list of landmarks that the warpgate can take you to
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//used by jump-to-area etc. Updated by area/updateName()
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GLOBAL_LIST_EMPTY(sortedAreas)
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GLOBAL_LIST_EMPTY(all_abstract_markers)
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