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Aurora.3/code/game/area/areas.dm
2020-04-21 15:36:16 +02:00

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// Areas.dm
// ===
/area
var/global/global_uid = 0
var/uid
var/holomap_color // Color of this area on the holomap. Must be a hex color (as string) or null.
var/fire = null
var/atmosalm = 0
var/poweralm = 1
var/party = null
level = null
name = "Unknown"
icon = 'icons/turf/areas.dmi'
icon_state = "unknown"
layer = 10
luminosity = 0
mouse_opacity = 0
var/lightswitch = FALSE
var/eject = null
var/requires_power = 1
var/always_unpowered = 0 //this gets overriden to 1 for space in area/New()
var/power_equip = 1
var/power_light = 1
var/power_environ = 1
var/used_equip = 0
var/used_light = 0
var/used_environ = 0
var/alwaysgravity = 0
var/nevergravity = 0
var/has_gravity = 1
var/obj/machinery/power/apc/apc = null
// var/list/lights // list of all lights on this area
var/list/all_doors = list() //Added by Strumpetplaya - Alarm Change - Contains a list of doors adjacent to this area
var/air_doors_activated = 0
var/list/ambience = list(
'sound/ambience/ambigen1.ogg',
'sound/ambience/ambigen3.ogg',
'sound/ambience/ambigen4.ogg',
'sound/ambience/ambigen5.ogg',
'sound/ambience/ambigen6.ogg',
'sound/ambience/ambigen7.ogg',
'sound/ambience/ambigen8.ogg',
'sound/ambience/ambigen9.ogg',
'sound/ambience/ambigen10.ogg',
'sound/ambience/ambigen11.ogg',
'sound/ambience/ambigen12.ogg',
'sound/ambience/ambigen14.ogg'
)
var/list/forced_ambience = null
var/loop_ambience = TRUE
var/sound_env = STANDARD_STATION
var/turf/base_turf //The base turf type of the area, which can be used to override the z-level's base turf
var/no_light_control = 0 // if 1, lights in area cannot be toggled with light controller
var/allow_nightmode = 0 // if 1, lights in area will be darkened by the night mode controller
var/station_area = 0
var/centcomm_area = 0
var/has_weird_power = FALSE // If TRUE, SSmachinery will not use the inlined power checks and will call powered() and use_power() on this area.
// Don't move this to Initialize(). Things in here need to run before SSatoms does.
/area/New()
// DMMS hook - Required for areas to work properly.
if (!areas_by_type[type])
areas_by_type[type] = src
// Atmos code needs this, so we need to make sure this is done by the time they init.
uid = ++global_uid
. = ..()
/area/Initialize(mapload)
icon_state = "white"
layer = 10
blend_mode = BLEND_MULTIPLY
if(!requires_power)
power_light = 0
power_equip = 0
power_environ = 0
if(dynamic_lighting)
luminosity = 0
else
luminosity = 1
if(centcomm_area)
centcom_areas[src] = TRUE
alwaysgravity = 1
if(station_area)
the_station_areas[src] = TRUE
if(!requires_power || !apc)
power_light = 0
power_equip = 0
power_environ = 0
if (!mapload)
power_change() // all machines set to current power level
. = ..()
/area/proc/set_lightswitch(var/state)
lightswitch = state
var/obj/machinery/light_switch/L = locate() in src
if(L)
L.on = state
L.sync_lights()
/area/proc/get_cameras()
. = list()
for (var/thing in SSmachinery.all_cameras)
var/obj/machinery/camera/C = thing
if (!isturf(C.loc))
continue
if (C.loc.loc == src) //what the fuck is this
. += C
/area/proc/atmosalert(danger_level, var/alarm_source)
if (danger_level == 0)
atmosphere_alarm.clearAlarm(src, alarm_source)
else
atmosphere_alarm.triggerAlarm(src, alarm_source, severity = danger_level)
//Check all the alarms before lowering atmosalm. Raising is perfectly fine.
for (var/obj/machinery/alarm/AA in src)
if (!(AA.stat & (NOPOWER|BROKEN)) && !AA.shorted && AA.report_danger_level)
danger_level = max(danger_level, AA.danger_level)
if(danger_level != atmosalm)
if (danger_level < 1 && atmosalm >= 1)
//closing the doors on red and opening on green provides a bit of hysteresis that will hopefully prevent fire doors from opening and closing repeatedly due to noise
air_doors_open()
else if (danger_level >= 2 && atmosalm < 2)
air_doors_close()
atmosalm = danger_level
for (var/obj/machinery/alarm/AA in src)
AA.update_icon()
return 1
return 0
/area/proc/air_doors_close()
if(!air_doors_activated)
air_doors_activated = 1
for(var/obj/machinery/door/firedoor/E in all_doors)
if(!E.blocked)
if(E.operating)
E.nextstate = FIREDOOR_CLOSED
else if(!E.density)
INVOKE_ASYNC(E, /obj/machinery/door/.proc/close)
/area/proc/air_doors_open()
if(air_doors_activated)
air_doors_activated = 0
for(var/obj/machinery/door/firedoor/E in all_doors)
if(!E.blocked)
if(E.operating)
E.nextstate = FIREDOOR_OPEN
else if(E.density)
INVOKE_ASYNC(E, /obj/machinery/door/.proc/open)
/area/proc/fire_alert()
if(!fire)
fire = 1 //used for firedoor checks
update_icon()
mouse_opacity = 0
for(var/obj/machinery/door/firedoor/D in all_doors)
if(!D.blocked)
if(D.operating)
D.nextstate = FIREDOOR_CLOSED
else if(!D.density)
INVOKE_ASYNC(D, /obj/machinery/door/.proc/close)
/area/proc/fire_reset()
if (fire)
fire = 0 //used for firedoor checks
update_icon()
mouse_opacity = 0
for(var/obj/machinery/door/firedoor/D in all_doors)
if(!D.blocked)
if(D.operating)
D.nextstate = FIREDOOR_OPEN
else if(D.density)
INVOKE_ASYNC(D, /obj/machinery/door/.proc/open)
/area/proc/readyalert()
if(!eject)
eject = 1
update_icon()
/area/proc/readyreset()
if(eject)
eject = 0
update_icon()
/area/proc/partyalert()
if (!party)
party = 1
update_icon()
mouse_opacity = 0
/area/proc/partyreset()
if (party)
party = 0
mouse_opacity = 0
update_icon()
for(var/obj/machinery/door/firedoor/D in all_doors)
if(!D.blocked)
if(D.operating)
D.nextstate = FIREDOOR_OPEN
else if(D.density)
INVOKE_ASYNC(D, /obj/machinery/door/.proc/open)
#define DO_PARTY(COLOR) animate(color = COLOR, time = 0.5 SECONDS, easing = QUAD_EASING)
/area/update_icon()
if ((fire || eject || party) && (!requires_power||power_environ) && !istype(src, /area/space)) //If it doesn't require power, can still activate this proc.
if(fire && !eject && !party) // FIRE
color = "#ff9292"
animate(src) // stop any current animations.
animate(src, color = "#ffa5b2", time = 1 SECOND, loop = -1, easing = SINE_EASING)
animate(color = "#ff9292", time = 1 SECOND, easing = SINE_EASING)
else if(!fire && eject && !party) // EJECT
color = "#ff9292"
animate(src)
animate(src, color = "#bc8a81", time = 1 SECOND, loop = -1, easing = EASE_IN|CUBIC_EASING)
animate(color = "#ff9292", time = 0.5 SECOND, easing = EASE_OUT|CUBIC_EASING)
else if(party && !fire && !eject) // PARTY
color = "#ff728e"
animate(src)
animate(src, color = "#7272ff", time = 0.5 SECONDS, loop = -1, easing = QUAD_EASING)
DO_PARTY("#72aaff")
DO_PARTY("#ffc68e")
DO_PARTY("#72c6ff")
DO_PARTY("#ff72e2")
DO_PARTY("#72ff8e")
DO_PARTY("#ffff8e")
DO_PARTY("#ff728e")
else
color = "#ffb2b2"
animate(src)
animate(src, color = "#B3DFFF", time = 0.5 SECOND, loop = -1, easing = SINE_EASING)
animate(color = "#ffb2b2", time = 0.5 SECOND, loop = -1, easing = SINE_EASING)
else
animate(src, color = "#FFFFFF", time = 0.5 SECONDS, easing = QUAD_EASING) // Stop the animation.
#undef DO_PARTY
/*
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
*/
/area/proc/powered(var/chan) // return true if the area has power to given channel
if(!requires_power)
return 1
if(always_unpowered)
return 0
switch(chan)
if(EQUIP)
return power_equip
if(LIGHT)
return power_light
if(ENVIRON)
return power_environ
return 0
// called when power status changes
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
if (fire || eject || party)
update_icon()
/area/proc/usage(var/chan)
var/used = 0
switch(chan)
if(LIGHT)
used += used_light
if(EQUIP)
used += used_equip
if(ENVIRON)
used += used_environ
if(TOTAL)
used += used_light + used_equip + used_environ
return used
/area/proc/clear_usage()
used_equip = 0
used_light = 0
used_environ = 0
/area/proc/use_power(var/amount, var/chan)
switch(chan)
if(EQUIP)
used_equip += amount
if(LIGHT)
used_light += amount
if(ENVIRON)
used_environ += amount
var/list/mob/living/forced_ambiance_list = new
/area/Entered(mob/living/L)
if(!istype(L,/mob/living) || !ROUND_IS_STARTED)
return
if(!L.ckey) return
if(!L.lastarea)
L.lastarea = get_area(L.loc)
var/area/newarea = get_area(L.loc)
var/area/oldarea = L.lastarea
if((oldarea.has_gravity() == 0) && (newarea.has_gravity() == 1) && (L.m_intent == "run")) // Being ready when you change areas gives you a chance to avoid falling all together.
thunk(L)
L.update_floating( L.Check_Dense_Object() )
L.lastarea = newarea
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(!(L && L.client && (L.client.prefs.asfx_togs & ASFX_AMBIENCE))) return
play_ambience(L)
/area/proc/play_ambience(var/mob/living/L)
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
if(!(L && L.client && (L.client.prefs.toggles & SOUND_AMBIENCE))) return
// If we previously were in an area with force-played ambiance, stop it.
if(L in forced_ambiance_list)
L << sound(null, channel = 1)
forced_ambiance_list -= L
if(!L.client.ambience_playing)
L.client.ambience_playing = 1
L << sound('sound/ambience/shipambience.ogg', repeat = loop_ambience, wait = 0, volume = 35, channel = 2)
if(forced_ambience)
if(forced_ambience.len)
forced_ambiance_list |= L
L << sound(pick(forced_ambience), repeat = loop_ambience, wait = 0, volume = 25, channel = 1)
else
L << sound(null, channel = 1)
else if(src.ambience.len && prob(35))
if((world.time >= L.client.played + 600))
var/sound = pick(ambience)
L << sound(sound, repeat = 0, wait = 0, volume = 25, channel = 1)
L.client.played = world.time
/area/proc/gravitychange(var/gravitystate = 0)
has_gravity = gravitystate
for(var/mob/M in src)
if(has_gravity())
thunk(M)
else
to_chat(M, span("notice", "The sudden lack of gravity makes you feel weightless and float cluelessly!"))
M.update_floating( M.Check_Dense_Object() )
/area/proc/thunk(mob)
if(istype(get_turf(mob), /turf/space)) // Can't fall onto nothing.
return
if(istype(mob,/mob/living/carbon/human/))
var/mob/living/carbon/human/H = mob
if(H.Check_Shoegrip(FALSE))
return
if(H.m_intent == "run")
H.AdjustStunned(2)
H.AdjustWeakened(2)
else
H.AdjustStunned(1)
H.AdjustWeakened(1)
to_chat(mob, "<span class='notice'>The sudden appearance of gravity makes you fall to the floor!</span>")
/area/proc/prison_break()
for(var/obj/machinery/power/apc/temp_apc in src)
temp_apc.overload_lighting(70)
for(var/obj/machinery/door/airlock/temp_airlock in src)
temp_airlock.prison_open()
for(var/obj/machinery/door/window/temp_windoor in src)
temp_windoor.open()
/area/proc/has_gravity()
if(alwaysgravity)
return TRUE
if(nevergravity)
return FALSE
return has_gravity
/area/space/has_gravity()
return 0
/proc/has_gravity(atom/AT, turf/T)
if(!T)
T = get_turf(AT)
var/area/A = get_area(T)
if(A && A.has_gravity())
return 1
return 0
//A useful proc for events.
//This returns a random area of the station which is meaningful. Ie, a room somewhere
/proc/random_station_area(var/filter_players = FALSE)
var/list/possible = list()
for(var/Y in the_station_areas)
if(!Y)
continue
var/area/A = Y
if (isNotStationLevel(A.z))
continue
if (istype(A, /area/shuttle) || findtext(A.name, "Docked") || findtext(A.name, "Shuttle"))
continue
if (istype(A, /area/solar) || findtext(A.name, "solar"))
continue
if (istype(A, /area/constructionsite) || istype(A, /area/maintenance/interstitial_construction_site))
continue
if (istype(A, /area/rnd/xenobiology))
continue
if (istype(A, /area/maintenance/substation))
continue
if (istype(A, /area/turbolift))
continue
if (istype(A, /area/mine))
continue
//Although hostile mobs instadying to turrets is fun
//If there's no AI they'll just be hit with stunbeams all day and spam the attack logs.
if (istype(A, /area/turret_protected) || LAZYLEN(A.turret_controls))
continue
if(filter_players)
var/should_continue = FALSE
for(var/mob/living/carbon/human/H in human_mob_list)
if(!H.client)
continue
if(A == get_area(H))
should_continue = TRUE
break
if(should_continue)
continue
possible += A
return pick(possible)
/area/proc/random_space()
var/list/turfs = list()
for(var/turf/simulated/floor/F in src.contents)
if(turf_clear(F))
turfs += F
if (turfs.len)
return pick(turfs)
else return null
// Changes the area of T to A. Do not do this manually.
// Area is expected to be a non-null instance.
/proc/ChangeArea(var/turf/T, var/area/A)
if(!istype(A))
CRASH("Area change attempt failed: invalid area supplied.")
var/area/old_area = get_area(T)
if(old_area == A)
return
A.contents.Add(T)
if(old_area)
old_area.Exited(T, A)
for(var/atom/movable/AM in T)
old_area.Exited(AM, A)
A.Entered(T, old_area)
for(var/atom/movable/AM in T)
A.Entered(AM, old_area)
for(var/obj/machinery/M in T)
M.shuttle_move(T)