Files
GS13NG/code/__DEFINES/maps.dm
Detective-Google bd37d45334 Ports TG Icemoon framework and map (#49680) (#12002)
* 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>
2020-05-07 14:46:16 +02:00

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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_RESERVED "Transit/Reserved"
#define ZTRAIT_AWAY "Away Mission"
#define ZTRAIT_VR "Virtual Reality"
#define ZTRAIT_SPACE_RUINS "Space Ruins"
#define ZTRAIT_LAVA_RUINS "Lava Ruins"
#define ZTRAIT_ICE_RUINS "Ice Ruins"
#define ZTRAIT_ICE_RUINS_UNDERGROUND "Ice Ruins Underground"
#define ZTRAIT_ISOLATED_RUINS "Isolated Ruins" //Placing ruins on z levels with this trait will use turf reservation instead of usual placement.
//boolean - weather types that occur on the level
#define ZTRAIT_SNOWSTORM "Weather_Snowstorm"
#define ZTRAIT_ASHSTORM "Weather_Ashstorm"
#define ZTRAIT_ACIDRAIN "Weather_Acidrain"
// number - bombcap is multiplied by this before being applied to bombs
#define ZTRAIT_BOMBCAP_MULTIPLIER "Bombcap Multiplier"
// number - default gravity if there's no gravity generators or area overrides present
#define ZTRAIT_GRAVITY "Gravity"
// 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"
// string - type path of the z-level's baseturf (defaults to space)
#define ZTRAIT_BASETURF "Baseturf"
// 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_ASHSTORM = TRUE, \
ZTRAIT_LAVA_RUINS = TRUE, \
ZTRAIT_BOMBCAP_MULTIPLIER = 5, \
ZTRAIT_BASETURF = /turf/open/lava/smooth/lava_land_surface)
#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
//Reserved/Transit turf type
#define RESERVED_TURF_TYPE /turf/open/space/basic //What the turf is when not being used
//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" //On same z level as original ruin
#define PLACE_SPACE_RUIN "space" //On space ruin z level(s)
#define PLACE_LAVA_RUIN "lavaland" //On lavaland ruin z levels(s)
#define PLACE_BELOW "below" //On z levl below - centered on same tile
#define PLACE_ISOLATED "isolated" //On isolated ruin z level
//Map type stuff.
#define MAP_TYPE_STATION "station"
//Random z-levels name defines.
#define AWAY_MISSION_NAME "Away Mission"
#define VIRT_REALITY_NAME "Virtual Reality"