* ports all the tg junk for icemoon, not yet changed to make it all compile * fixes * fixes * fixes * fixes * fixes * new stuff * whew * fixes * it compiles, now to fix the maps * fixes the maps * fixes solars + removes the space tiles in the toxins burn chamber * nukes the SpawnTerrain proc used for tg geysers * linter fix * fix * fixes the non matching turf atmos (hopefully) * more mapping fixes * dmm2tgm * unfucks changeturf for the more_caves * fixes the volanic subtypes of the other thing * fixes the stupid fucking tile placing list * some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life * fixes a bunch of mismatch atmos in ruins * fixes wendigo cave having no air * backwards couch backwards couch * fixes the SM up * wendigos can't runtime when butchering if you can't butcher them 😎 * makes the wendigo fight have the same atmos as the surrounding icemoon * Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work * makes the wendigo screech shake not completely aids * fixes snowlegion portals dropping proper legions instead of skeles * brings the engioutpost ruin over as well * whoopps * empty commit to reroll bots * Fixes pirates, ops, the mining base, and gives pirates and ops drills * fixes lone ops and ninjas * fixes the snowed plating getting fucked when tiles are placed on it * removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again) * more bug fixes * empty commit to reroll bots * hopefully finally kills the active turfs on the library ruin Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
118 lines
4.5 KiB
Plaintext
118 lines
4.5 KiB
Plaintext
/*
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The /tg/ codebase allows mixing of hardcoded and dynamically-loaded z-levels.
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Z-levels can be reordered as desired and their properties are set by "traits".
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See map_config.dm for how a particular station's traits may be chosen.
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The list DEFAULT_MAP_TRAITS at the bottom of this file should correspond to
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the maps that are hardcoded, as set in _maps/_basemap.dm. SSmapping is
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responsible for loading every non-hardcoded z-level.
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As of 2018-02-04, the typical z-levels for a single-level station are:
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1: CentCom
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2: Station
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3-4: Randomized space
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5: Mining
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6: City of Cogs
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7-11: Randomized space
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12: Empty space
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13: Transit space
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Multi-Z stations are supported and multi-Z mining and away missions would
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require only minor tweaks.
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*/
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// helpers for modifying jobs, used in various job_changes.dm files
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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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#define SPACERUIN_MAP_EDGE_PAD 15
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// traits
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// boolean - marks a level as having that property if present
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#define ZTRAIT_CENTCOM "CentCom"
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#define ZTRAIT_STATION "Station"
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#define ZTRAIT_MINING "Mining"
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#define ZTRAIT_REEBE "Reebe"
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#define ZTRAIT_RESERVED "Transit/Reserved"
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#define ZTRAIT_AWAY "Away Mission"
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#define ZTRAIT_VR "Virtual Reality"
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#define ZTRAIT_SPACE_RUINS "Space Ruins"
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#define ZTRAIT_LAVA_RUINS "Lava Ruins"
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#define ZTRAIT_ICE_RUINS "Ice Ruins"
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#define ZTRAIT_ICE_RUINS_UNDERGROUND "Ice Ruins Underground"
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#define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement.
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//boolean - weather types that occur on the level
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#define ZTRAIT_SNOWSTORM "Weather_Snowstorm"
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#define ZTRAIT_ASHSTORM "Weather_Ashstorm"
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#define ZTRAIT_ACIDRAIN "Weather_Acidrain"
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// number - bombcap is multiplied by this before being applied to bombs
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#define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier"
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// number - default gravity if there's no gravity generators or area overrides present
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#define ZTRAIT_GRAVITY "Gravity"
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// numeric offsets - e.g. {"Down": -1} means that chasms will fall to z - 1 rather than oblivion
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#define ZTRAIT_UP "Up"
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#define ZTRAIT_DOWN "Down"
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// enum - how space transitions should affect this level
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#define ZTRAIT_LINKAGE "Linkage"
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// UNAFFECTED if absent - no space transitions
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#define UNAFFECTED null
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// SELFLOOPING - space transitions always self-loop
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#define SELFLOOPING "Self"
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// CROSSLINKED - mixed in with the cross-linked space pool
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#define CROSSLINKED "Cross"
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// string - type path of the z-level's baseturf (defaults to space)
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#define ZTRAIT_BASETURF "Baseturf"
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// default trait definitions, used by SSmapping
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#define ZTRAITS_CENTCOM list(ZTRAIT_CENTCOM = TRUE)
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#define ZTRAITS_STATION list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_STATION = TRUE)
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#define ZTRAITS_SPACE list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_SPACE_RUINS = TRUE)
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#define ZTRAITS_LAVALAND list(\
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ZTRAIT_MINING = TRUE, \
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ZTRAIT_ASHSTORM = TRUE, \
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ZTRAIT_LAVA_RUINS = TRUE, \
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ZTRAIT_BOMBCAP_MULTIPLIER = 5, \
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ZTRAIT_BASETURF = /turf/open/lava/smooth/lava_land_surface)
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#define ZTRAITS_REEBE list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.5)
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#define DL_NAME "name"
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#define DL_TRAITS "traits"
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#define DECLARE_LEVEL(NAME, TRAITS) list(DL_NAME = NAME, DL_TRAITS = TRAITS)
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// must correspond to _basemap.dm for things to work correctly
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#define DEFAULT_MAP_TRAITS list(\
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DECLARE_LEVEL("CentCom", ZTRAITS_CENTCOM),\
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)
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// Camera lock flags
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#define CAMERA_LOCK_STATION 1
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#define CAMERA_LOCK_MINING 2
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#define CAMERA_LOCK_CENTCOM 4
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#define CAMERA_LOCK_REEBE 8
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//Reserved/Transit turf type
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#define RESERVED_TURF_TYPE /turf/open/space/basic //What the turf is when not being used
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//Ruin Generation
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#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)
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#define PLACE_DEFAULT "random"
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#define PLACE_SAME_Z "same" //On same z level as original ruin
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#define PLACE_SPACE_RUIN "space" //On space ruin z level(s)
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#define PLACE_LAVA_RUIN "lavaland" //On lavaland ruin z levels(s)
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#define PLACE_BELOW "below" //On z levl below - centered on same tile
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#define PLACE_ISOLATED "isolated" //On isolated ruin z level
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//Map type stuff.
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#define MAP_TYPE_STATION "station"
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//Random z-levels name defines.
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#define AWAY_MISSION_NAME "Away Mission"
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#define VIRT_REALITY_NAME "Virtual Reality"
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