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Aurora.3/code/modules/overmap/events/event.dm

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/var/decl/overmap_event_handler/overmap_event_handler = new()
/decl/overmap_event_handler
var/list/hazard_by_turf
var/list/datum/event/ship_events
/decl/overmap_event_handler/New()
..()
hazard_by_turf = list()
ship_events = list()
/decl/overmap_event_handler/proc/create_events(var/z_level, var/overmap_size, var/number_of_events)
// Acquire the list of not-yet utilized overmap turfs on this Z-level
var/list/candidate_turfs = block(locate(OVERMAP_EDGE, OVERMAP_EDGE, z_level),locate(overmap_size - OVERMAP_EDGE, overmap_size - OVERMAP_EDGE,z_level))
candidate_turfs = where(candidate_turfs, /proc/can_not_locate, /obj/effect/overmap/visitable)
for(var/i = 1 to number_of_events)
if(!candidate_turfs.len)
break
var/overmap_event_type = pick(subtypesof(/datum/overmap_event))
var/datum/overmap_event/datum_spawn = new overmap_event_type
var/list/event_turfs = acquire_event_turfs(datum_spawn.count, datum_spawn.radius, candidate_turfs, datum_spawn.continuous)
candidate_turfs -= event_turfs
for(var/event_turf in event_turfs)
var/type = pick(datum_spawn.hazards)
new type(event_turf)
qdel(datum_spawn)//idk help how do I do this better?
/decl/overmap_event_handler/proc/acquire_event_turfs(var/number_of_turfs, var/distance_from_origin, var/list/candidate_turfs, var/continuous = TRUE)
number_of_turfs = min(number_of_turfs, candidate_turfs.len)
candidate_turfs = candidate_turfs.Copy() // Not this proc's responsibility to adjust the given lists
var/origin_turf = pick(candidate_turfs)
var/list/selected_turfs = list(origin_turf)
var/list/selection_turfs = list(origin_turf)
candidate_turfs -= origin_turf
while(selection_turfs.len && selected_turfs.len < number_of_turfs)
var/selection_turf = pick(selection_turfs)
var/random_neighbour = get_random_neighbour(selection_turf, candidate_turfs, continuous, distance_from_origin)
if(random_neighbour)
candidate_turfs -= random_neighbour
selected_turfs += random_neighbour
if(get_dist(origin_turf, random_neighbour) < distance_from_origin)
selection_turfs += random_neighbour
else
selection_turfs -= selection_turf
return selected_turfs
/decl/overmap_event_handler/proc/get_random_neighbour(var/turf/origin_turf, var/list/candidate_turfs, var/continuous = TRUE, var/range)
var/fitting_turfs
if(continuous)
fitting_turfs = origin_turf.CardinalTurfs(FALSE)
else
fitting_turfs = oview(range, origin_turf)
fitting_turfs = shuffle(fitting_turfs)
for(var/turf/T in fitting_turfs)
if(T in candidate_turfs)
return T
/decl/overmap_event_handler/proc/start_hazard(var/obj/effect/overmap/visitable/ship/ship, var/obj/effect/overmap/event/hazard)//make these accept both hazards or events
if(!(ship in ship_events))
ship_events += ship
for(var/event_type in hazard.events)
if(is_event_active(ship,event_type, hazard.difficulty))//event's already active, don't bother
continue
var/datum/event_meta/EM = new(hazard.difficulty, "Overmap event - [hazard.name]", event_type, add_to_queue = FALSE, is_one_shot = TRUE)
var/datum/event/E = new event_type(EM)
E.startWhen = 0
E.endWhen = INFINITY
E.affecting_z = ship.map_z
if("victim" in E.vars)//for meteors and other overmap events that uses ships//might need a better solution
E.vars["victim"] = ship
LAZYADD(ship_events[ship], E)
/decl/overmap_event_handler/proc/stop_hazard(var/obj/effect/overmap/visitable/ship/ship, var/obj/effect/overmap/event/hazard)
for(var/event_type in hazard.events)
var/datum/event/E = is_event_active(ship,event_type,hazard.difficulty)
if(E)
E.kill()
LAZYREMOVE(ship_events[ship], E)
/decl/overmap_event_handler/proc/is_event_active(var/ship, var/event_type, var/severity)
if(!ship_events[ship])
return
var/list/active_ship_events = ship_events[ship]
for(var/datum/event/E as anything in active_ship_events)
if(E.type == event_type && E.severity == severity)
return E
/decl/overmap_event_handler/proc/on_turf_entered(var/turf/new_loc, var/obj/effect/overmap/visitable/ship/ship, var/old_loc)
if(!istype(ship))
return
if(new_loc == old_loc)
return
for(var/obj/effect/overmap/event/E in hazard_by_turf[new_loc])
start_hazard(ship, E)
/decl/overmap_event_handler/proc/on_turf_exited(var/turf/old_loc, var/obj/effect/overmap/visitable/ship/ship, var/new_loc)
if(!istype(ship))
return
if(new_loc == old_loc)
return
for(var/obj/effect/overmap/event/E in hazard_by_turf[old_loc])
if(is_event_included(hazard_by_turf[new_loc],E))
continue
stop_hazard(ship,E)
/decl/overmap_event_handler/proc/update_hazards(var/turf/T)//catch all updater
if(!istype(T))
return
var/list/active_hazards = list()
for(var/obj/effect/overmap/event/E in T)
if(is_event_included(active_hazards, E, TRUE))
continue
active_hazards += E
if(!active_hazards.len)
hazard_by_turf -= T
entered_event.unregister(T, src, /decl/overmap_event_handler/proc/on_turf_entered)
exited_event.unregister(T, src, /decl/overmap_event_handler/proc/on_turf_exited)
else
hazard_by_turf |= T
hazard_by_turf[T] = active_hazards
entered_event.register(T, src,/decl/overmap_event_handler/proc/on_turf_entered)
exited_event.register(T, src, /decl/overmap_event_handler/proc/on_turf_exited)
for(var/obj/effect/overmap/visitable/ship/ship in T)
var/list/active_ship_events = ship_events[ship]
for(var/datum/event/E as anything in active_ship_events)
if(is_event_in_turf(E,T))
continue
E.kill()
LAZYREMOVE(ship_events[ship], E)
for(var/obj/effect/overmap/event/E in active_hazards)
start_hazard(ship,E)
/decl/overmap_event_handler/proc/is_event_in_turf(var/datum/event/E, var/turf/T)
for(var/obj/effect/overmap/event/hazard in hazard_by_turf[T])
if(E in hazard.events && E.severity == hazard.difficulty)
return TRUE
/decl/overmap_event_handler/proc/is_event_included(var/list/hazards, var/obj/effect/overmap/event/E, var/equal_or_better)//this proc is only used so it can break out of 2 loops cleanly
for(var/obj/effect/overmap/event/A in hazards)
if(istype(A,E.type) || istype(E,A.type))
if(same_entries(A.events, E.events))
if(equal_or_better)
if(A.difficulty >= E.difficulty)
return TRUE
else
hazards -= A
else
if(A.difficulty == E.difficulty)
return TRUE
// We don't subtype /obj/effect/overmap/visitable because that'll create sections one can travel to
// And with them "existing" on the overmap Z-level things quickly get odd.
/obj/effect/overmap/event
name = "event"
icon = 'icons/obj/overmap.dmi'
icon_state = "event"
opacity = 1
var/list/events
var/list/event_icon_states = list("event")
var/difficulty = EVENT_LEVEL_MODERATE
var/list/victims //basically cached events on which Z level
var/can_be_destroyed = TRUE //Can this event be destroyed by ship guns?
/obj/effect/overmap/event/Initialize()
. = ..()
icon_state = pick(event_icon_states)
overmap_event_handler.update_hazards(loc)
/obj/effect/overmap/event/Move()
var/turf/old_loc = loc
. = ..()
if(.)
overmap_event_handler.update_hazards(old_loc)
overmap_event_handler.update_hazards(loc)
/obj/effect/overmap/event/forceMove(atom/destination)
var/old_loc = loc
. = ..()
if(.)
overmap_event_handler.update_hazards(old_loc)
overmap_event_handler.update_hazards(loc)
/obj/effect/overmap/event/Destroy()//takes a look at this one as well, make sure everything is A-OK
var/turf/T = loc
. = ..()
overmap_event_handler.update_hazards(T)
/obj/effect/overmap/event/meteor
name = "asteroid field"
events = list(/datum/event/meteor_wave/overmap)
event_icon_states = list("meteor1", "meteor2", "meteor3", "meteor4")
difficulty = EVENT_LEVEL_MAJOR
/obj/effect/overmap/event/electric
name = "electrical storm"
events = list(/datum/event/electrical_storm)
opacity = 0
event_icon_states = list("electrical1", "electrical2")
difficulty = EVENT_LEVEL_MAJOR
can_be_destroyed = FALSE
/obj/effect/overmap/event/dust
name = "dust cloud"
events = list(/datum/event/meteor_wave/dust/overmap)
event_icon_states = list("dust1", "dust2", "dust3", "dust4")
can_be_destroyed = FALSE
/obj/effect/overmap/event/ion
name = "ion cloud"
events = list(/datum/event/ionstorm)
opacity = 0
event_icon_states = list("ion1", "ion2", "ion3", "ion4")
difficulty = EVENT_LEVEL_MAJOR
can_be_destroyed = FALSE
/obj/effect/overmap/event/carp
name = "carp shoal"
events = list(/datum/event/carp_migration/overmap)
opacity = 0
difficulty = EVENT_LEVEL_MODERATE
event_icon_states = list("carp")
/obj/effect/overmap/event/carp/major
name = "carp school"
difficulty = EVENT_LEVEL_MAJOR
/obj/effect/overmap/event/gravity
name = "dark matter influx"
events = list(/datum/event/gravity)
opacity = 0
can_be_destroyed = FALSE
//These now are basically only used to spawn hazards. Will be useful when we need to spawn group of moving hazards
/datum/overmap_event
var/name = "map event"
var/radius = 2
var/count = 6
var/hazards
var/opacity = 1
var/continuous = TRUE //if it should form continous blob, or can have gaps
/datum/overmap_event/meteor
name = "asteroid field"
count = 15
radius = 4
continuous = FALSE
hazards = /obj/effect/overmap/event/meteor
/datum/overmap_event/electric
name = "electrical storm"
count = 11
radius = 3
opacity = 0
hazards = /obj/effect/overmap/event/electric
/datum/overmap_event/dust
name = "dust cloud"
count = 16
radius = 4
hazards = /obj/effect/overmap/event/dust
/datum/overmap_event/ion
name = "ion cloud"
count = 8
radius = 3
opacity = 0
hazards = /obj/effect/overmap/event/ion
/datum/overmap_event/carp
name = "carp shoal"
count = 8
radius = 3
opacity = 0
continuous = FALSE
hazards = /obj/effect/overmap/event/carp
/datum/overmap_event/carp/major
name = "carp school"
count = 5
radius = 4
hazards = /obj/effect/overmap/event/carp/major
/datum/overmap_event/gravity
name = "dark matter influx"
count = 12
radius = 4
opacity = 0
hazards = /obj/effect/overmap/event/gravity