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Overmap Announcements Overhaul (#16460)
* Overmap Announcements * overdoing it a little * update cl * whoops
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@@ -71,12 +71,7 @@
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if(is_event_active(ship,event_type, hazard.difficulty))//event's already active, don't bother
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continue
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var/datum/event_meta/EM = new(hazard.difficulty, "Overmap event - [hazard.name]", event_type, add_to_queue = FALSE, is_one_shot = TRUE)
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var/datum/event/E = new event_type(EM)
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E.startWhen = 0
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E.endWhen = INFINITY
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E.affecting_z = ship.map_z
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if("victim" in E.vars)//for meteors and other overmap events that uses ships//might need a better solution
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E.vars["victim"] = ship
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var/datum/event/E = new event_type(EM, FALSE, ship, hazard)
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LAZYADD(ship_events[ship], E)
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/singleton/overmap_event_handler/proc/stop_hazard(var/obj/effect/overmap/visitable/ship/ship, var/obj/effect/overmap/event/hazard)
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@@ -297,10 +292,12 @@
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opacity = 1
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difficulty = EVENT_LEVEL_MAJOR
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/obj/effect/overmap/event/gravity
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name = "dark matter influx"
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events = list(/datum/event/gravity)
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can_be_destroyed = FALSE
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// see comment at code/modules/events/gravity.dm
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// tl;dr gravity is handled globally, meaning if the horizon loses gravity, everyone does
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// /obj/effect/overmap/event/gravity
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// name = "dark matter influx"
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// events = list(/datum/event/gravity)
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// can_be_destroyed = FALSE
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//These now are basically only used to spawn hazards. Will be useful when we need to spawn group of moving hazards
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/datum/overmap_event
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@@ -352,8 +349,11 @@
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opacity = 1
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hazards = /obj/effect/overmap/event/carp/major
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/datum/overmap_event/gravity
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name = "dark matter influx"
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count = 12
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radius = 4
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hazards = /obj/effect/overmap/event/gravity
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// see comment at code/modules/events/gravity.dm
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// tl;dr gravity is handled globally, meaning if the horizon loses gravity, everyone does
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// this needs to be fixed before we can uncomment this
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// /datum/overmap_event/gravity
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// name = "dark matter influx"
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// count = 12
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// radius = 4
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// hazards = /obj/effect/overmap/event/gravity
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@@ -80,6 +80,11 @@
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else if(sound_token)
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QDEL_NULL(sound_token)
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/obj/machinery/computer/ship/sensors/proc/display_message(var/message)
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if(OPERABLE(src))
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playsound(src, 'sound/machines/triplebeep.ogg', 50)
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visible_message(SPAN_NOTICE("\The [src] beeps, [SPAN_ITALIC("\"" + message + "\"")]"))
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/obj/machinery/computer/ship/sensors/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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