Files
Aurora.3/code/unused/mining/mine_generator_unused.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

174 lines
4.3 KiB
Plaintext

/**********************Random mine generator************************/
//this item is intended to give the effect of entering the mine, so that light gradually fades
/obj/effect/mine_generator
name = "Random mine generator"
anchored = 1
unacidable = 1
var/turf/last_loc
var/turf/target_loc
var/turf/start_loc
var/randXParam //the value of these two parameters are generated by the code itself and used to
var/randYParam //determine the random XY parameters
var/mineDirection = 3
/*
0 = none
1 = N
2 = NNW
3 = NW
4 = WNW
5 = W
6 = WSW
7 = SW
8 = SSW
9 = S
10 = SSE
11 = SE
12 = ESE
13 = E
14 = ENE
15 = NE
16 = NNE
*/
/obj/effect/mine_generator/New()
last_loc = src.loc
var/i
for(i = 0; i < 50; i++)
gererateTargetLoc()
//target_loc = locate(last_loc.x + rand(5), last_loc.y + rand(5), src.z)
fillWithAsteroids()
del(src)
return
/obj/effect/mine_generator/proc/gererateTargetLoc() //this proc determines where the next square-room will end.
switch(mineDirection)
if(1)
randXParam = 0
randYParam = 4
if(2)
randXParam = 1
randYParam = 3
if(3)
randXParam = 2
randYParam = 2
if(4)
randXParam = 3
randYParam = 1
if(5)
randXParam = 4
randYParam = 0
if(6)
randXParam = 3
randYParam = -1
if(7)
randXParam = 2
randYParam = -2
if(8)
randXParam = 1
randYParam = -3
if(9)
randXParam = 0
randYParam = -4
if(10)
randXParam = -1
randYParam = -3
if(11)
randXParam = -2
randYParam = -2
if(12)
randXParam = -3
randYParam = -1
if(13)
randXParam = -4
randYParam = 0
if(14)
randXParam = -3
randYParam = 1
if(15)
randXParam = -2
randYParam = 2
if(16)
randXParam = -1
randYParam = 3
target_loc = last_loc
if (randXParam > 0)
target_loc = locate(target_loc.x+rand(randXParam),target_loc.y,src.z)
if (randYParam > 0)
target_loc = locate(target_loc.x,target_loc.y+rand(randYParam),src.z)
if (randXParam < 0)
target_loc = locate(target_loc.x-rand(-randXParam),target_loc.y,src.z)
if (randYParam < 0)
target_loc = locate(target_loc.x,target_loc.y-rand(-randXParam),src.z)
if (mineDirection == 1 || mineDirection == 5 || mineDirection == 9 || mineDirection == 13) //if N,S,E,W, turn quickly
if(prob(50))
mineDirection += 2
else
mineDirection -= 2
if(mineDirection < 1)
mineDirection += 16
else
if(prob(50))
if(prob(50))
mineDirection += 1
else
mineDirection -= 1
if(mineDirection < 1)
mineDirection += 16
return
/obj/effect/mine_generator/proc/fillWithAsteroids()
if(last_loc)
start_loc = last_loc
if(start_loc && target_loc)
var/x1
var/y1
var/turf/line_start = start_loc
var/turf/column = line_start
if(start_loc.x <= target_loc.x)
if(start_loc.y <= target_loc.y) //GOING NORTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else //GOING NORTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 <= target_loc.x; x1++)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,NORTH)
column = line_start
last_loc = target_loc
return
else
if(start_loc.y <= target_loc.y) //GOING SOUTH-EAST
for(y1 = start_loc.y; y1 <= target_loc.y; y1++)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,EAST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
else //GOING SOUTH-WEST
for(y1 = start_loc.y; y1 >= target_loc.y; y1--)
for(x1 = start_loc.x; x1 >= target_loc.x; x1--)
new/turf/simulated/floor/plating/airless/asteroid(column)
column = get_step(column,WEST)
line_start = get_step(line_start,SOUTH)
column = line_start
last_loc = target_loc
return
return