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Tweak outreach map#380

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NataKilar merged 66 commits intoPersistentSS13:devfrom
PsyCommando:tweak-outreach-map
Dec 15, 2023
Merged

Tweak outreach map#380
NataKilar merged 66 commits intoPersistentSS13:devfrom
PsyCommando:tweak-outreach-map

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@PsyCommando PsyCommando commented Aug 23, 2022

Description of changes

Remake the outreach map to be a bit more up to date and interesting.

Changelog

🆑
tweak: Tweaked a lot of things.
/:cl:

@PsyCommando PsyCommando added the 🆕 enhancement New feature or request label Aug 23, 2022
@PsyCommando PsyCommando added this to the post open testing milestone Aug 23, 2022
@PsyCommando PsyCommando self-assigned this Aug 23, 2022
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Gotta clean the trash in this PR

@PsyCommando PsyCommando force-pushed the tweak-outreach-map branch 21 times, most recently from f4a7e85 to 9cd2e66 Compare January 26, 2023 04:05
@PsyCommando PsyCommando marked this pull request as ready for review February 3, 2023 21:59
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Alright, so it passes CI now.

/decl/strata/kleibkhar
default_strata_candidate = TRUE

/decl/strata/kleibkhar/subterrane
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Subterranean or subterrane? I know both are words.

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Eh?

water_color = COLOR_BOTTLE_GREEN
crust_strata = /decl/strata/sedimentary
//Sector Access
free_landing = FALSE
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This needs to be TRUE, otherwise nothing can land and take off from the surface.

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Speaking of that. I really don't think we should let shuttles land anywhere on the planet, but on docking areas?

Because the shuttle code still lets you land on any z-levels of the planet, and pretty much anywhere without an area protection thing.
That in turn is going to mess with the base turfs when the thing takes off. And I just can't guarantee it won't cause problems or end up being used for griefing.

For reference, landing on a transition edge is going to permanently fuck the map. The underground turfs ended up being less trouble being simulated turfs for allowing laying down cable and etc,. So a shuttle landing there is very bad..

I can turn it back on, but like, can we at least add support for docking ports, so we don't have to deal with shuttle damage again? It's really hard to recover anything that a shuttle destroys.

event_areas = 10
map_size_x = 50
map_size_y = 50
var/map_file// = "maps/outreach/outreach-overmap.dmm"
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Should this be commented out?

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Oh, that actually reminds me I didn't test the overmap -_-
But yeah that's fine. We really shouldn't need to pre-generate the overmap.

for(i=0, i<src.number, i++)
addtimer(CALLBACK(src, /datum/effect/effect/system/proc/spread, i), 0)
spread(i)
//addtimer(CALLBACK(src, /datum/effect/effect/system/proc/spread, i), 0)
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Why was this changed? I believe the 0 delay callback is intentional.

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It was removed because it caused massive lag when you had a few geysers on the map, and a lot of timer runtimes. Plus, spread already is async anyways?
I actually rewrote that effect for geysers using particles though.

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I'll revert that

exhale_type = species.exhale_type || /decl/material/gas/carbon_dioxide
else
//Species-less lungs should be illegal
log_debug("Got null species")
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Might want to make this debug message more specific

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Yeah, that shouldn't be in here. I was debugging why mobs would runtime when breathing.

. = ..()

/obj/effect/overmap/visitable/Initialize()
log_debug("[src]([x],[y],[z]) creating sector.") //#REMOVEME
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Left over debug lines?

return get_filtered_areas(list(/proc/area_belongs_to_zlevels = map_z))

/obj/effect/overmap/visitable/proc/find_z_levels()
log_debug("[src]([x],[y],[z]) finding z levels. Current z is [z].") //#REMOVEME
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Ditto

landmark.shuttle_name = shuttle
LAZYDISTINCTADD(initial_generic_waypoints, landmark.landmark_tag) // this is us being user-friendly: it means we register it properly regardless of whether the mapper put the tag in initial_restricted_waypoints

/* //#OUTREACH: Since we delete those right when creating them, might as well just comment this out
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This is fine, but you might as well delete the part of the code that actually deletes them as well.

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Just for reference, that was to fix the hard deletes.
I'd suggest maybe doing that in another PR? Because this one is extremely bloated as it is.

@PsyCommando PsyCommando requested a review from NataKilar February 4, 2023 21:59
@PsyCommando PsyCommando linked an issue Mar 9, 2023 that may be closed by this pull request
level.setup_level_data()

// Generate turbolifts last!!!
for(var/obj/abstract/turbolift_spawner/turbolift as anything in turbolifts_to_initialize)
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Is this something specific for Persistence or could it go upstream eventually?

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I think it went upstream already?

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It's not unique to outreach, any dynamically loaded maps like away_sites would have that issue if they had elevators.

use(amount)

// Dust override
/decl/material
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Instinct tells me this should be in the base material file, but the Neb maints can decide once/if it goes upstream

path = /obj/item/stock_parts/circuitboard/geothermal

/datum/fabricator_recipe/imprinter/circuit/radiocarbon_spectrometer
path = /obj/item/stock_parts/circuitboard/radiocarbon_spectrometer
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New line here if you get the chance

if(!isStationLevel(source_turf.z))
return TRUE

if(locate(/obj/abstract/landmark/skip_test) in source_turf)
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Is this the only test this should be checked?

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For now yes. But it's a work in progress tool for convenience.

////////////////////////////////////////////////////////////////////////
// Defense Turret
////////////////////////////////////////////////////////////////////////
/obj/machinery/porta_turret/stationary/stun
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Making a note that we'll need to replace these with the new turrets once they're in

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Further map adjustments can be made in future PRs. This seems fine.

@NataKilar NataKilar merged commit 3a79f07 into PersistentSS13:dev Dec 15, 2023
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Outreach map renovation

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