Files
GS13NG/code/__DEFINES/maps.dm
deathride58 2f9e3e403d Hard upstream sync (#6951)
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync

* sync part 1 - underscore folders in code

* controllers folder

* datums folder

* game folder

* cmon, work

* modules - admin to awaymissions

* cargo to events

* fields to lighting

* mapping > ruins

* rest of the code folder

* rest of the folders in the root directory

* DME

* fixes compiling errors. it compiles so it works

* readds map changes

* fixes dogborg module select

* fixes typo in moduleselect_alternate_icon filepath
2018-05-31 16:03:18 -07:00

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/*
The /tg/ codebase allows mixing of hardcoded and dynamically-loaded z-levels.
Z-levels can be reordered as desired and their properties are set by "traits".
See map_config.dm for how a particular station's traits may be chosen.
The list DEFAULT_MAP_TRAITS at the bottom of this file should correspond to
the maps that are hardcoded, as set in _maps/_basemap.dm. SSmapping is
responsible for loading every non-hardcoded z-level.
As of 2018-02-04, the typical z-levels for a single-level station are:
1: CentCom
2: Station
3-4: Randomized space
5: Mining
6: City of Cogs
7-11: Randomized space
12: Empty space
13: Transit space
Multi-Z stations are supported and multi-Z mining and away missions would
require only minor tweaks.
*/
// helpers for modifying jobs, used in various job_changes.dm files
#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) && ..() }
#define SPACERUIN_MAP_EDGE_PAD 15
// 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"
// numeric offsets - e.g. {"Down": -1} means that chasms will fall to z - 1 rather than oblivion
#define ZTRAIT_UP "Up"
#define ZTRAIT_DOWN "Down"
// enum - how space transitions should affect this level
#define ZTRAIT_LINKAGE "Linkage"
// UNAFFECTED if absent - no space transitions
#define UNAFFECTED null
// SELFLOOPING - space transitions always self-loop
#define SELFLOOPING "Self"
// CROSSLINKED - mixed in with the cross-linked space pool
#define CROSSLINKED "Cross"
// default trait definitions, used by SSmapping
#define ZTRAITS_CENTCOM list(ZTRAIT_CENTCOM = TRUE)
#define ZTRAITS_STATION list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_STATION = TRUE)
#define ZTRAITS_SPACE list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_SPACE_RUINS = TRUE)
#define ZTRAITS_LAVALAND list(ZTRAIT_MINING = TRUE, ZTRAIT_LAVA_RUINS = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 2)
#define ZTRAITS_REEBE list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.5)
#define DL_NAME "name"
#define DL_TRAITS "traits"
#define DECLARE_LEVEL(NAME, TRAITS) list(DL_NAME = NAME, DL_TRAITS = TRAITS)
// must correspond to _basemap.dm for things to work correctly
#define DEFAULT_MAP_TRAITS list(\
DECLARE_LEVEL("CentCom", ZTRAITS_CENTCOM),\
)
// Camera lock flags
#define CAMERA_LOCK_STATION 1
#define CAMERA_LOCK_MINING 2
#define CAMERA_LOCK_CENTCOM 4
#define CAMERA_LOCK_REEBE 8
//Ruin Generation
#define PLACEMENT_TRIES 100 //How many times we try to fit the ruin somewhere until giving up (really should just swap to some packing algo)
#define PLACE_DEFAULT "random"
#define PLACE_SAME_Z "same"
#define PLACE_SPACE_RUIN "space"
#define PLACE_LAVA_RUIN "lavaland"