/
githubmirror
/
vgstation13
Обзор
Документация
Войти
/
githubmirror
/
vgstation13
Код
Запросы
0
Пакеты
0
Релизы
0
Аналитика
Безопасность
Bleeding-Edge
__DEFINES/map.dm
78 строк
3 KB
west3436
More Odyssey Fixes (#39159)
23 апр 2026, 03:50
Не верифицирован
23 апр 2026, 03:50
5b20b82
Код
Авторство
О чём код?
///Map generation defines #define BIOME_LOWEST_HUMIDITY "biome_lowest_humidity" #define BIOME_LOW_HUMIDITY "biome_low_humidity" #define BIOME_MEDIUM_HUMIDITY "biome_medium_humidity" #define BIOME_HIGH_HUMIDITY "biome_high_humidity" #define BIOME_HIGHEST_HUMIDITY "biome_highest_humidity" #define BIOME_COLDEST "coldest" #define BIOME_COLD "cold" #define BIOME_WARM "warm" #define BIOME_TEMPERATE "perfect" #define BIOME_HOT "hot" #define BIOME_HOTTEST "hottest" #define BIOME_COLDEST_CAVE "coldest_cave" #define BIOME_COLD_CAVE "cold_cave" #define BIOME_WARM_CAVE "warm_cave" #define BIOME_HOT_CAVE "hot_cave" #define RUIN_TYPE_GENERIC (1<<0) #define RUIN_TYPE_SNOW (1<<1) #define RUIN_TYPE_JUNGLE (1<<2) #define RUIN_TYPE_TROPICAL (1<<3) #define RUIN_TYPE_LAVA (1<<4) #define RUIN_TYPE_URBAN (1<<5) #define RUIN_TYPE_XENO (1<<6) #define RUIN_TYPE_WET (1<<7) #define RUIN_COST_LIGHT 1 //no substantialloot; mostly fluff #define RUIN_COST_MEDIUM 3 //decent loot #define RUIN_COST_HEAVY 9 //best loot or lots of loot #define RUIN_BUDGET_PLANET 10 //max per planet #define RUIN_BUDGET_JUNGLE 20 //max for junglestation // Allocation sizing for virtual z-levels #define ALLOCATION_SMALL 92 // can fit 25 in one zlevel #define ALLOCATION_QUADRANT 245 // can fit 4 in one zlevel #define ALLOCATION_FULL 500 // takes up the whole zlevel // Virtual z-level spacing #define VIRTUAL_Z_SPACING 10 #define RUIN_PLACEMENT_PADDING 5 // Padding around ruins when placing them in vlevels to avoid edge issues #define LANDING_ZONE_EDGE_BUFFER 11 // Buffer distance from vlevel edges for shuttle landing zones // Story generator defines #define STORY_NT 1 #define STORY_WIZARD (1<<1) #define STORY_NINJA (1<<2) #define STORY_COMMANDO (1<<3) #define STORY_CLOWN (1<<4) #define STORY_GREY (1<<5) #define STORY_VOX (1<<6) #define STORY_SYNDICATE (1<<7) #define STORY_RECENT_THRESHOLD 70 // Threshold in years - stories younger than this spawn hostile mobs, older spawn corpses #define STORY_MISSING_CHANCE 25 // Chance that a story landmark spawns nothing (body is missing) #define STORY_DISEASE_CHANCE 10 // Chance that a spawned character is infected with a random disease #define VZ_TELEPORTATION_ALLOWED 1 // Teleportation is allowed #define VZ_TELEPORTATION_EXPENSIVE (1<<1) // Teleportation is allowed using real Bluespace Crystals #define VZ_TELEPORTATION_FORBIDDEN (1<<2) // Teleportation is forbidden // This v-level is a... #define VZ_TRANSIT 1 // shuttle transit area #define VZ_PARKING 2 // shuttle parking area #define VZ_PLANET 3 // planet #define VZ_PROTECTED 4 // protected area (centcomm, inaccessible dungeons, away missions, etc) #define VZ_SPACE 5 // space area (station, encounter areas, derelict, dj sat, etc) // Whether the Odyssey shuttle is in hyperspace, deep space, or docked at a planet #define ODYSSEY_STATE_HYPERSPACE (1<<0) #define ODYSSEY_STATE_DEEPSPACE (1<<1) #define ODYSSEY_STATE_PLANETSIDE (1<<2) // System vLevel offset - system vLevels (station, centcomm, etc) use IDs 101+ // to differentiate them from dynamically created vLevels which use IDs 1+ #define SYSTEM_VLEVEL_OFFSET 100