/* The /tg/ codebase currently requires you to have 11 z-levels of the same size dimensions. 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. Names of z-level do not matter, but order does greatly, for instances such as checking alive status of revheads on z1 current as of september 17, 2017 z1 = station z2 = centcom z5 = mining z6 = city of cogs Everything else = randomized space Last space-z level = empty */ #define CROSSLINKED 2 #define SELFLOOPING 1 #define UNAFFECTED 0 #define MAIN_STATION "Main Station" #define CENTCOM "CentCom" #define CITY_OF_COGS "City of Cogs" #define EMPTY_AREA_1 "Empty Area 1" #define EMPTY_AREA_2 "Empty Area 2" #define MINING_ASTEROID "Mining Asteroid" #define EMPTY_AREA_3 "Empty Area 3" #define EMPTY_AREA_4 "Empty Area 4" #define EMPTY_AREA_5 "Empty Area 5" #define EMPTY_AREA_6 "Empty Area 6" #define EMPTY_AREA_7 "Empty Area 7" #define EMPTY_AREA_8 "Empty Area 8" #define AWAY_MISSION "Away Mission" //for modifying jobs #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) && ..() } //zlevel defines, can be overridden for different maps in the appropriate _maps file. #define ZLEVEL_STATION_PRIMARY 2 #define ZLEVEL_EMPTY_SPACE 12 #define SPACERUIN_MAP_EDGE_PAD 15 #define ZLEVEL_SPACE_RUIN_COUNT 5 // 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_TRANSIT "Transit" #define ZTRAIT_AWAY "Away Mission" #define ZTRAIT_SPACE_RUINS "Space Ruins" #define ZTRAIT_LAVA_RUINS "Lava Ruins" // number - bombcap is multiplied by this before being applied to bombs #define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier" // trait definitions #define DL_NAME "name" #define DL_LINKAGE "linkage" #define DL_TRAITS "traits" #define DECLARE_LEVEL(NAME, LINKAGE, TRAITS) list(DL_NAME = NAME, DL_LINKAGE = LINKAGE, DL_TRAITS = TRAITS) // corresponds to basemap.dm #define DEFAULT_MAP_TRAITS list(\ DECLARE_LEVEL("CentCom", SELFLOOPING, list(ZTRAIT_CENTCOM = TRUE)),\ DECLARE_LEVEL("Main Station", CROSSLINKED, list(ZTRAIT_STATION = TRUE)),\ DECLARE_LEVEL("Empty Area 1", CROSSLINKED, list(ZTRAIT_SPACE_RUINS = TRUE)),\ DECLARE_LEVEL("Empty Area 2", CROSSLINKED, list(ZTRAIT_SPACE_RUINS = TRUE)),\ DECLARE_LEVEL("Lavaland", UNAFFECTED, list(ZTRAIT_MINING = TRUE, ZTRAIT_LAVA_RUINS = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 3)),\ DECLARE_LEVEL("Reebe", UNAFFECTED, list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.5)),\ )