//=================================================================================== //Overmap object representing zlevel(s) //=================================================================================== var/global/area/overmap/map_overmap // Global object used to locate the overmap area. /obj/effect/overmap/visitable name = "map object" scannable = TRUE sensor_range_override = TRUE var/designation //Actual name of the object. var/class //Imagine a ship or station's class. "NTCC" Odin, "SCCV" Horizon, ... unknown_id = "Bogey" var/obfuscated_name = "unidentified object" var/obfuscated_desc = "This object is not displaying its IFF signature." var/obfuscated = FALSE //Whether we hide our name and class or not. var/list/initial_generic_waypoints //store landmark_tag of landmarks that should be added to the actual lists below on init. var/list/initial_restricted_waypoints //For use with non-automatic landmarks (automatic ones add themselves). var/list/tracked_dock_tags //landmark_tag of landmarks of docks that will be tracked in the docks computer program var/list/generic_waypoints = list() //waypoints that any shuttle can use var/list/restricted_waypoints = list() //waypoints for specific shuttles var/start_x //Coordinates for self placing var/start_y //will use random values if unset var/base = 0 //starting sector, counts as station_levels var/in_space = 1 //can be accessed via lucky EVA var/has_called_distress_beacon = FALSE var/image/applied_distress_overlay var/targeting_flags = TARGETING_FLAG_ENTRYPOINTS|TARGETING_FLAG_GENERIC_WAYPOINTS var/list/obj/machinery/ship_weapon/ship_weapons var/list/obj/effect/landmark/entry_points var/obj/effect/overmap/targeting var/obj/machinery/leviathan_safeguard/levi_safeguard var/obj/machinery/gravity_generator/main/gravity_generator /// Whether ghostroles attached to this overmap object spawn with comms var/comms_support = FALSE /// Snowflake name to apply to comms equipment ("shipboard radio headset", "intercom (shipboard)", "shipboard telecommunications mainframe"), etc. var/comms_name = "shipboard" /// Whether away ship comms have access to the common channel / PUB_FREQ var/use_common = FALSE var/list/navigation_viewers // list of weakrefs to people viewing the overmap via this ship var/list/consoles var/list/datalink_requests = list()// A list of datalink requests that we received var/list/datalinked = list()// Other effects that we are datalinked with /// null | num | list. If a num or a (num, num) list, the radius or random bounds for placing this sector near the main map's overmap icon. var/list/place_near_main var/invisible_until_ghostrole_spawn = FALSE var/hide_from_reports = FALSE /obj/effect/overmap/visitable/Initialize() . = ..() if(. == INITIALIZE_HINT_QDEL) return find_z_levels() // This populates map_z and assigns z levels to the ship. register_z_levels() // This makes external calls to update global z level information. if(!current_map.overmap_z) build_overmap() var/map_low = OVERMAP_EDGE var/map_high = current_map.overmap_size - OVERMAP_EDGE var/turf/home if (place_near_main) var/obj/effect/overmap/visitable/main = map_sectors["1"] ? map_sectors["1"] : map_sectors[map_sectors[1]] if(islist(place_near_main)) place_near_main = Roundm(Frand(place_near_main[1], place_near_main[2]), 0.1) home = CircularRandomTurfAround(main, abs(place_near_main), map_low, map_low, map_high, map_high) start_x = home.x start_y = home.y LOG_DEBUG("place_near_main moving [src] near [main] ([main.x],[main.y]) with radius [place_near_main], got ([home.x],[home.y])") else start_x = start_x || rand(map_low, map_high) start_y = start_y || rand(map_low, map_high) home = locate(start_x, start_y, current_map.overmap_z) if(!invisible_until_ghostrole_spawn) forceMove(home) update_name() log_module_sectors("Located sector \"[name]\" at [start_x],[start_y], containing Z [english_list(map_z)]") LAZYADD(SSshuttle.sectors_to_initialize, src) //Queued for further init. Will populate the waypoint lists; waypoints not spawned yet will be added in as they spawn. SSshuttle.clear_init_queue() START_PROCESSING(SSovermap, src) /obj/effect/overmap/visitable/process() if(get_dist(src, targeting) > 7) detarget(targeting) /obj/effect/overmap/visitable/Destroy() for(var/obj/machinery/hologram/holopad/H as anything in SSmachinery.all_holopads) if(H.linked == src) H.linked = null for(var/obj/machinery/telecomms/T in SSmachinery.all_telecomms) if(T.linked == src) T.linked = null if(entry_points) entry_points.Cut() for(var/obj/machinery/ship_weapon/SW in ship_weapons) SW.linked = null if(ship_weapons) ship_weapons.Cut() targeting = null levi_safeguard = null gravity_generator = null STOP_PROCESSING(SSovermap, src) . = ..() //This is called later in the init order by SSshuttle to populate sector objects. Importantly for subtypes, shuttles will be created by then. /obj/effect/overmap/visitable/proc/populate_sector_objects() for(var/obj/machinery/hologram/holopad/H as anything in SSmachinery.all_holopads) H.attempt_hook_up(src) for(var/obj/machinery/telecomms/T in SSmachinery.all_telecomms) T.attempt_hook_up(src) /obj/effect/overmap/visitable/proc/get_areas() return get_filtered_areas(list(/proc/area_belongs_to_zlevels = map_z)) /obj/effect/overmap/visitable/proc/find_z_levels() map_z = GetConnectedZlevels(z) /obj/effect/overmap/visitable/proc/register_z_levels() for(var/zlevel in map_z) map_sectors["[zlevel]"] = src current_map.player_levels |= map_z if(!in_space) current_map.sealed_levels |= map_z if(base) current_map.station_levels |= map_z current_map.contact_levels |= map_z current_map.map_levels |= map_z //Helper for init. /obj/effect/overmap/visitable/proc/check_ownership(obj/object) if((object.z in map_z) && !(get_area(object) in SSshuttle.shuttle_areas)) return 1 //If shuttle_name is false, will add to generic waypoints; otherwise will add to restricted. Does not do checks. /obj/effect/overmap/visitable/proc/add_landmark(obj/effect/shuttle_landmark/landmark, shuttle_name) landmark.sector_set(src, shuttle_name) if(shuttle_name) LAZYADD(restricted_waypoints[shuttle_name], landmark) else generic_waypoints += landmark /obj/effect/overmap/visitable/proc/remove_landmark(obj/effect/shuttle_landmark/landmark, shuttle_name) if(shuttle_name) var/list/shuttles = restricted_waypoints[shuttle_name] LAZYREMOVE(shuttles, landmark) else generic_waypoints -= landmark /obj/effect/overmap/visitable/proc/get_waypoints(var/shuttle_name) . = list() for(var/obj/effect/overmap/visitable/contained in src) . += contained.get_waypoints(shuttle_name) for(var/thing in generic_waypoints) .[thing] = name if(shuttle_name in restricted_waypoints) for(var/thing in restricted_waypoints[shuttle_name]) .[thing] = name /obj/effect/overmap/visitable/proc/generate_skybox() return /obj/effect/overmap/visitable/proc/toggle_distress_status() has_called_distress_beacon = !has_called_distress_beacon if(has_called_distress_beacon) var/image/distress_overlay = image('icons/obj/overmap/overmap_effects.dmi', "distress") applied_distress_overlay = distress_overlay add_overlay(applied_distress_overlay) filters = filter(type = "outline", size = 2, color = COLOR_RED) else cut_overlay(applied_distress_overlay) filters = null /obj/effect/overmap/visitable/proc/update_name() if(!designation) return if(obfuscated) return if(comms_support) update_away_freq(name, get_real_name()) name = get_real_name() /obj/effect/overmap/visitable/proc/get_real_name() return class ? "[class] [designation]" : designation /obj/effect/overmap/visitable/proc/set_new_designation(var/new_name) designation = new_name update_name() /obj/effect/overmap/visitable/proc/set_new_class(var/new_class) class = new_class update_name() /obj/effect/overmap/visitable/proc/update_obfuscated(var/new_state) //TRUE is obfuscated. if(new_state) name = obfuscated_name desc = obfuscated_desc else update_name() /obj/effect/overmap/visitable/sector name = "generic sector" desc = "Sector with some stuff in it." icon_state = "sector" anchored = 1 // Because of the way these are spawned, they will potentially have their invisibility adjusted by the turfs they are mapped on // prior to being moved to the overmap. This blocks that. Use set_invisibility to adjust invisibility as needed instead. /obj/effect/overmap/visitable/sector/hide() /obj/effect/overmap/visitable/proc/handle_sensor_state_change(var/on) return /proc/build_overmap() if(!current_map.use_overmap) return 1 log_module_sectors("Building overmap...") world.maxz++ current_map.overmap_z = world.maxz SEND_GLOBAL_SIGNAL(COMSIG_GLOB_NEW_Z, world.maxz) log_module_sectors("Putting overmap on [current_map.overmap_z]") var/area/overmap/A = new global.map_overmap = A for (var/square in block(locate(1,1,current_map.overmap_z), locate(current_map.overmap_size,current_map.overmap_size,current_map.overmap_z))) var/turf/T = square if(T.x == current_map.overmap_size || T.y == current_map.overmap_size) T = T.ChangeTurf(/turf/unsimulated/map/edge) else T = T.ChangeTurf(/turf/unsimulated/map) ChangeArea(T, A) current_map.sealed_levels |= current_map.overmap_z log_module_sectors("Overmap build complete.") return 1 /// A circular random coordinate pair from 0, unit by default, scaled by radius, then rounded if round. /proc/CircularRandomCoordinate(radius = 1, round) var/angle = rand(0, 359) var/x = cos(angle) * radius var/y = sin(angle) * radius if (round) x = round(x) y = round(y) return list(x, y) /** * A circular random coordinate with radius on center_x, center_y, * reflected into low_x,low_y -> high_x,high_y, clamped in low,high, * and rounded if round is set * * Generally this proc is useful for placement around a point (eg a * player) that must stay within map boundaries, or some similar circle * in box constraint * * A "donut" pattern can be achieved by varying the number supplied as * radius outside the scope of the proc, eg as BoundedCircularRandomCoordinate(Frand(1, 3), ...) */ /proc/BoundedCircularRandomCoordinate(radius, center_x, center_y, low_x, low_y, high_x, high_y, round) var/list/xy = CircularRandomCoordinate(radius, round) var/dx = xy[1] var/dy = xy[2] var/x = center_x + dx var/y = center_y + dy if (x < low_x || x > high_x) x = center_x - dx if (y < low_y || y > high_y) y = center_y - dy return list( clamp(x, low_x, high_x), clamp(y, low_y, high_y) ) /// Pick a random turf using BoundedCircularRandomCoordinate about x,y on level z /proc/CircularRandomTurf(radius, z, center_x, center_y, low_x = 1, low_y = 1, high_x = world.maxx, high_y = world.maxy) var/list/xy = BoundedCircularRandomCoordinate(radius, center_x, center_y, low_x, low_y, high_x, high_y, TRUE) return locate(xy[1], xy[2], z) /// Pick a random turf using BoundedCircularRandomCoordinate around the turf of target /proc/CircularRandomTurfAround(atom/target, radius, low_x = 1, low_y = 1, high_x = world.maxx, high_y = world.maxy) var/turf/turf = get_turf(target) return CircularRandomTurf(radius, turf.z, turf.x, turf.y, low_x, low_y, high_x, high_y)