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Gotta clean the trash in this PR |
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Alright, so it passes CI now. |
| /decl/strata/kleibkhar | ||
| default_strata_candidate = TRUE | ||
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| /decl/strata/kleibkhar/subterrane |
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Subterranean or subterrane? I know both are words.
maps/outreach/outreach_exoplanet.dm
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| 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.
maps/outreach/outreach_overmap.dm
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| 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.
code/modules/overmap/sectors.dm
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| . = ..() | ||
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| /obj/effect/overmap/visitable/Initialize() | ||
| log_debug("[src]([x],[y],[z]) creating sector.") //#REMOVEME |
code/modules/overmap/sectors.dm
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| return get_filtered_areas(list(/proc/area_belongs_to_zlevels = map_z)) | ||
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| /obj/effect/overmap/visitable/proc/find_z_levels() | ||
| log_debug("[src]([x],[y],[z]) finding z levels. Current z is [z].") //#REMOVEME |
| 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 | ||
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| /* //#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.
Docking controller being their usual bugged PoS selves are crashing over duplicate program instances for their convoluted control system. So I just removed the supply shuttle stuff from the map because I'm kinda sick of having to constantly deal with it breaking everything.
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| level.setup_level_data() | ||
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| // 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) | ||
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| // 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 | ||
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| /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 | ||
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| 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
NataKilar
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Further map adjustments can be made in future PRs. This seems fine.
Description of changes
Remake the outreach map to be a bit more up to date and interesting.
Changelog
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tweak: Tweaked a lot of things.
/:cl: