mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-23 08:31:57 +00:00
* starting point verdant * major progress * PAIN * test * zlevels AAGHHH OH NO * im scream * kawnyang * dam thats good * Biff Largehuge * Look Gordon, ropes! * wawagh * rgrhgrhrgrh * Gordon, you're alive! Thank God for that hazard suit. * help * frownie face * wegh * Gordon! Get away from the beams! * Good morning, Gordon. * Signs * fix multiple proc definition * initial ambience * gay rain * beach and some pebbles literally * fixing conflicts aUGH * generation * guh? * sewers and beach additions * maping * map * womp womp * landing zone * fixing missing shit * buddha * ass * major map updates * implemented key doors, fixed baloon alert and tasks * mineral color, adds ozone layer * real fake walls * vending subtypes for the regional market * mooooar * minimart pt 1 * haneunim skybox * station mapping progress * minimart and roboclinic * offices progress * bar work * size change, some polishing of the office + police station * map size update. Also a fuckton * tunnels * more work * Why doesnt the map initialize * broke shit * fixing point verdant spawning, also ocean landing zone * finishing some buildings * mapping, village, not finished * village, main road * village stuff * village stuff * village stuff * village stuff * anchoring * village stuff * random space tiles fix * random space tiles fix * bin fixes * missing initialize hint on new floors * fix open space on basement level * idk * missing initialize hint * tests again please * tests rerun please * oven/small be gone * remove shuttle landmarks idk * bad stairs fix maybe * fix missing open space above stairs * tests rerun please * CircularRandomTurfAround fix * spaces to tabs --------- Co-authored-by: atteria <tarkona@protonmail.com> Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com> Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
300 lines
11 KiB
Plaintext
300 lines
11 KiB
Plaintext
//===================================================================================
|
|
//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)
|