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Aurora.3/code/game/gamemodes/endgame/endgame.dm

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/**********************
* ENDGAME STUFF
**********************/
// Universal State
// Handles stuff like space icon_state, constants, etc.
// Essentially a policy manager. Once shit hits the fan, this changes its policies.
// Called by master controller.
// Default shit.
/datum/universal_state
// Just for reference, for now.
// Might eventually add an observatory job.
var/name = "Normal"
var/desc = "Nothing seems awry."
// Sets world.turf, replaces all turfs of type /turf/space.
var/space_type = /turf/space
// Replaces all turfs of type /turf/space/transit
var/transit_space_type = /turf/space/transit
// Chance of a floor or wall getting damaged [0-100]
// Simulates stuff getting broken due to molecular bonds decaying.
var/decay_rate = 0
// Actually decay the turf.
/datum/universal_state/proc/DecayTurf(var/turf/T)
if(istype(T,/turf/simulated/wall))
var/turf/simulated/wall/W=T
W.melt()
return
if(istype(T,/turf/simulated/floor))
var/turf/simulated/floor/F=T
// Burnt?
if(!F.burnt)
F.burn_tile()
else
F.ReplaceWithLattice()
return
// Return 0 to cause shuttle call to fail.
/datum/universal_state/proc/OnShuttleCall(var/mob/user)
return 1
// Processed per tick
/datum/universal_state/proc/OnTurfTick(var/turf/T)
if(decay_rate && prob(decay_rate))
DecayTurf(T)
// Apply changes when exiting state
/datum/universal_state/proc/OnExit()
// Does nothing by default
// Apply changes when entering state
/datum/universal_state/proc/OnEnter()
// Does nothing by default
// Apply changes to a new turf.
/datum/universal_state/proc/OnTurfChange(var/turf/NT)
return
/datum/universal_state/proc/OverlayAndAmbientSet()
return
/proc/SetUniversalState(var/newstate,var/on_exit=1, var/on_enter=1)
if(on_exit)
universe.OnExit()
universe = new newstate
if(on_enter)
universe.OnEnter()
/datum/universal_state/proc/convert_parallax(parallax_spacemaster)