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Batrachophreno 0851144182 Area definitions cleanup (Horizon/Runtime) (#20914)
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.

This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.

Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.

Detailed documentation to follow after any adjustments are made to
mappers' preferences.

This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
2025-07-25 19:16:33 +00:00

301 lines
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// Make a vampire, add initial powers.
/mob/proc/make_vampire()
if (!mind)
return
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if(!vampire)
mind.antag_datums[MODE_VAMPIRE] = new /datum/vampire()
vampire = mind.antag_datums[MODE_VAMPIRE]
// No powers to thralls. Ew.
if(vampire.status & VAMP_ISTHRALL)
return
vampire.blood_usable += 30
if(client)
vampire.blood_hud = new /atom/movable/screen/vampire/blood()
vampire.frenzy_hud = new /atom/movable/screen/vampire/frenzy()
client.screen += vampire.blood_hud
client.screen += vampire.frenzy_hud
add_verb(src, /datum/antagonist/vampire/proc/vampire_help)
for(var/datum/power/vampire/P in GLOB.vampirepowers)
if(!(P in vampire.purchased_powers))
if(!P.blood_cost)
vampire.add_power(mind, P, 0)
else if(P.isVerb && P.verbpath)
add_verb(src, P.verbpath)
return TRUE
// Checks the vampire's bloodlevel and unlocks new powers based on that.
/mob/proc/check_vampire_upgrade()
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if(!vampire)
return
for (var/datum/power/vampire/P in GLOB.vampirepowers)
if (P.blood_cost <= vampire.blood_total)
if (!(P in vampire.purchased_powers))
vampire.add_power(mind, P, 1)
if (!(vampire.status & VAMP_FULLPOWER) && vampire.blood_total >= 650)
vampire.status |= VAMP_FULLPOWER
to_chat(src, SPAN_NOTICE("You've gained full power. Some abilities now have bonus functionality, or work faster."))
// Runs the checks for whether or not we can use a power.
/mob/proc/vampire_power(var/required_blood = 0, var/max_stat = 0, var/ignore_holder = 0, var/disrupt_healing = 1, var/required_vampire_blood = 0)
if (!mind)
return
if (!ishuman(src))
return
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if (!vampire)
LOG_DEBUG("[src] has a vampire power but is not a vampire.")
return
if (vampire.holder && !ignore_holder)
to_chat(src, SPAN_WARNING("You cannot use this power while walking through the Veil."))
return
if (stat > max_stat)
to_chat(src, SPAN_WARNING("You are incapacitated."))
return
if (required_blood > vampire.blood_usable)
to_chat(src, SPAN_WARNING("You do not have enough usable blood. [required_blood] needed."))
return
if ((vampire.status & VAMP_HEALING) && disrupt_healing)
vampire.status &= ~VAMP_HEALING
return vampire
// Checks whether or not the target can be affected by a vampire's abilities.
/mob/proc/vampire_can_affect_target(var/mob/living/carbon/human/T, var/notify = 1, var/account_loyalty_implant = 0, var/ignore_thrall = FALSE, var/affect_ipc = TRUE)
if (!T || !istype(T))
return FALSE
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
// How did you even get here?
if (!vampire)
return FALSE
var/datum/vampire/vampire_check
if(T.mind)
if(T.mind.assigned_role == "Chaplain")
if(notify)
to_chat(src, SPAN_WARNING("Your connection with the Veil is not strong enough to affect a man as devout as them."))
return FALSE
vampire_check = T.mind.antag_datums[MODE_VAMPIRE]
if(vampire_check)
if(!(vampire_check.status & VAMP_ISTHRALL && ignore_thrall))
if(notify)
to_chat(src, SPAN_WARNING("You lack the power required to affect another creature of the Veil."))
return FALSE
if(vampire_check)
if((vampire.status & VAMP_FULLPOWER) && !(vampire_check.status & VAMP_FULLPOWER))
return TRUE
if(!affect_ipc && isipc(T))
if (notify)
to_chat(src, SPAN_WARNING("You lack the power to interact with mechanical constructs."))
return FALSE
if(is_special_character(T) && (!(vampire_check?.status & VAMP_ISTHRALL)))
if (notify)
to_chat(src, SPAN_WARNING("\The [T]'s mind is too strong to be affected by our powers!"))
return FALSE
if (account_loyalty_implant)
for (var/obj/item/implant/mindshield/I in T)
if (I.implanted)
if (notify)
to_chat(src, SPAN_WARNING("You feel that [T]'s mind is protected from our powers."))
return FALSE
return TRUE
// Plays the vampire phase in animation.
/mob/proc/vampire_phase_in(var/turf/T = null)
if (!T)
return
anim(T, src, 'icons/mob/mob.dmi', , "bloodify_in", , dir)
// Plays the vampire phase out animation.
/mob/proc/vampire_phase_out(var/turf/T = null)
if (!T)
return
anim(T, src, 'icons/mob/mob.dmi', , "bloodify_out", , dir)
// Make a vampire thrall
/mob/proc/vampire_make_thrall()
if (!mind)
return
var/datum/vampire/thrall/thrall = new()
mind.antag_datums[MODE_VAMPIRE] = thrall
/mob/proc/vampire_check_frenzy(var/force_frenzy = 0)
if(!mind)
return
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if(!vampire)
return
// Thralls don't frenzy.
if (vampire.status & VAMP_ISTHRALL)
return
/*
* Misc info:
* 100 points ~= 3.5 minutes.
* Average duration should be around 4 minutes of frenzy.
* Trigger at 120 points or higher.
*/
if (vampire.status & VAMP_FRENZIED)
if (vampire.frenzy < 10)
vampire_stop_frenzy()
else
var/next_alert = 0
var/message = ""
switch (vampire.frenzy)
if (0)
return
if (1 to 20)
// Pass function would be amazing here.
next_alert = 0
message = ""
if (21 to 40)
next_alert = 600
message = SPAN_WARNING("You feel the power of the Veil bubbling in your veins.")
if (41 to 60)
next_alert = 500
message = SPAN_WARNING("The corruption within your blood is seeking to take over, you can feel it.")
if (61 to 80)
next_alert = 400
message = SPAN_DANGER("Your rage is growing ever greater. You are having to actively resist it.")
if (81 to 120)
next_alert = 300
message = SPAN_DANGER("The corruption of the Veil is about to take over. You have little time left.")
else
vampire_start_frenzy(force_frenzy)
if (next_alert && message)
if (!vampire.last_frenzy_message || vampire.last_frenzy_message + next_alert < world.time)
to_chat(src, message)
vampire.last_frenzy_message = world.time
/mob/proc/vampire_start_frenzy(var/force_frenzy = 0)
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if (vampire.status & VAMP_FRENZIED)
return TRUE
var/probablity = force_frenzy ? 100 : vampire.frenzy * 0.5
if (prob(probablity))
vampire.status |= VAMP_FRENZIED
visible_message(SPAN_DANGER("A dark aura manifests itself around [src.name], their eyes turning red and their composure changing to be more beast-like."),
SPAN_DANGER("You can resist no longer. The power of the Veil takes control over your mind: you are unable to speak or think. In people, you see nothing but prey to be feasted upon. You are reduced to an animal."))
overlay_fullscreen("frenzy", /atom/movable/screen/fullscreen/frenzy)
mutations |= HULK
update_mutations()
sight |= SEE_MOBS
add_verb(src, /mob/living/carbon/human/proc/grapple)
return TRUE
/mob/living/carbon/human/vampire_start_frenzy()
. = ..()
if(.)
update_body(force_base_icon = TRUE)
/mob/proc/vampire_stop_frenzy(var/force_stop = 0)
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if (!(vampire.status & VAMP_FRENZIED))
return TRUE
if (prob(force_stop ? 100 : vampire.blood_usable))
vampire.status &= ~VAMP_FRENZIED
mutations &= ~HULK
update_mutations()
clear_fullscreen("frenzy")
sight &= ~SEE_MOBS
visible_message(SPAN_DANGER("[src.name]'s eyes no longer glow with violent rage, their form reverting to resemble that of a normal person's."),
SPAN_DANGER("The beast within you retreats. You gain control over your body once more."))
remove_verb(src, /mob/living/carbon/human/proc/grapple)
regenerate_icons()
return TRUE
/mob/living/carbon/human/vampire_stop_frenzy()
. = ..()
if(.)
update_body(force_base_icon = TRUE)
// Removes all vampire powers.
/mob/proc/remove_vampire_powers()
if(!mind)
return
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if(!vampire)
return
for (var/datum/power/vampire/P in vampire.purchased_powers)
if (P.isVerb)
remove_verb(src, P.verbpath)
if (vampire.status & VAMP_FRENZIED)
vampire_stop_frenzy(1)
/mob/proc/handle_vampire()
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if(vampire.status & VAMP_ISTHRALL)
return
// Apply frenzy while in the chapel.
if (istype(get_area(loc), /area/horizon/service/chapel))
vampire.frenzy += 3
if (vampire.blood_usable < 10)
vampire.frenzy += 2
else if (vampire.frenzy > 0)
vampire.frenzy = max(0, vampire.frenzy -= clamp(vampire.blood_usable * 0.1, 1, 10))
vampire.frenzy = round(min(vampire.frenzy, 450))
vampire_check_frenzy()
if(client)
if(!vampire.blood_hud)
vampire.blood_hud = new /atom/movable/screen/vampire/blood()
client.screen += vampire.blood_hud
if(!vampire.frenzy_hud)
vampire.frenzy_hud = new /atom/movable/screen/vampire/frenzy()
client.screen += vampire.frenzy_hud
if(!vampire.blood_suck_hud)
vampire.blood_suck_hud = new /atom/movable/screen/vampire/suck()
client.screen += vampire.blood_suck_hud
vampire.blood_hud.maptext = SMALL_FONTS(7, vampire.blood_usable)
if(vampire.frenzy)
if(!vampire.frenzy_hud.alpha)
animate(vampire.frenzy_hud, 1 SECOND, alpha = 255, LINEAR_EASING)
vampire.frenzy_hud.maptext = SMALL_FONTS(7, vampire.frenzy)
else
if(vampire.frenzy_hud.alpha)
animate(vampire.frenzy_hud, 1 SECOND, alpha = 0, LINEAR_EASING)
vampire.frenzy_hud.maptext = null
/mob/living/carbon/human/proc/finish_vamp_timeout(vamp_flags = 0)
if(!mind)
return FALSE
var/datum/vampire/vampire = mind.antag_datums[MODE_VAMPIRE]
if(!vampire)
return FALSE
if (vamp_flags && !(vampire.status & vamp_flags))
return FALSE
return TRUE