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maps.dm
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maps.dm
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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_SPACE_RUINS "Space Ruins"
#define ZTRAIT_LAVA_RUINS "Lava Ruins"
#define ZTRAIT_ICE_RUINS "Ice Ruins"
#define ZTRAIT_ICE_RUINS_UNDERGROUND "Ice Ruins Underground"
// 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_ICEMOON list(\
ZTRAIT_MINING = TRUE, \
ZTRAIT_ICE_RUINS = TRUE, \
ZTRAIT_BOMBCAP_MULTIPLIER = 5, \
ZTRAIT_UP = -1, \
ZTRAIT_DOWN = 1, \
ZTRAIT_BASETURF = /turf/open/floor/plating/asteroid/snow/icemoon)
#define ZTRAITS_ICEMOON_UNDERGROUND list(\
ZTRAIT_MINING = TRUE, \
ZTRAIT_ICE_RUINS_UNDERGROUND = TRUE, \
ZTRAIT_BOMBCAP_MULTIPLIER = 5, \
ZTRAIT_UP = -1, \
ZTRAIT_BASETURF = /turf/open/lava/plasma/ice_moon)
#define ZTRAITS_REEBE list(ZTRAIT_REEBE = TRUE, ZTRAIT_BOMBCAP_MULTIPLIER = 0.60)
#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"
#define PLACE_SPACE_RUIN "space"
#define PLACE_BELOW "below" //On z levl below - centered on same tile
#define PLACE_LAVA_RUIN "lavaland"
#define PLACE_ICE_RUIN "icesurface"
#define PLACE_ICE_UNDERGROUND_RUIN "iceunderground"