Files
Aurora.3/code/modules/random_map/automata/diona.dm
Lohikar f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00

172 lines
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/turf/simulated/wall/diona/Initialize(mapload)
. = ..(mapload,"biomass")
/turf/simulated/wall/diona/attack_generic(var/mob/user, var/damage, var/attack_message)
if(istype(user, /mob/living/carbon/alien/diona))
if(can_open == WALL_OPENING)
return
can_open = WALL_CAN_OPEN
user.visible_message("<span class='alium'>\The [user] strokes its feelers against \the [src] and the biomass [density ? "moves aside" : "closes up"].</span>")
toggle_open(user)
sleep(15)
if(can_open == WALL_CAN_OPEN) can_open = 0
else
return ..(user, damage, attack_message)
/obj/structure/diona
icon = 'icons/obj/diona.dmi'
anchored = 1
density = 1
opacity = 0
layer = TURF_LAYER + 0.01
/obj/structure/diona/vines
name = "alien vines"
desc = "Thick, heavy vines of some sort."
icon_state = "vines3"
var/growth = 0
/obj/structure/diona/vines/proc/spread()
var/turf/origin = get_turf(src)
for(var/turf/T in range(src,2))
if(T.density || T == origin || istype(T, /turf/space))
continue
var/new_growth = 1
switch(get_dist(origin,T))
if(0)
new_growth = 3
if(1)
new_growth = 2
var/obj/structure/diona/vines/existing = locate() in T
if(!istype(existing)) existing = new /obj/structure/diona/vines(T)
if(existing.growth < new_growth)
existing.growth = new_growth
existing.update_icon()
/obj/structure/diona/vines/update_icon()
icon_state = "vines[growth]"
/obj/structure/diona/bulb
name = "glow bulb"
desc = "A glowing bulb of some sort."
icon_state = "glowbulb"
light_power = 3
light_range = 3
light_color = "#557733"
/datum/random_map/automata/diona
iterations = 3
descriptor = "diona gestalt"
limit_x = 32
limit_y = 32
wall_type = /turf/simulated/wall/diona
floor_type = /turf/simulated/floor/diona
// This is disgusting.
/datum/random_map/automata/diona/proc/search_neighbors_for(var/search_val, var/x, var/y)
var/current_cell = get_map_cell(x-1,y-1)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x-1,y)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x-1,y+1)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x,y-1)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x,y+1)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x+1,y-1)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x+1,y)
if(current_cell && map[current_cell] == search_val) return 1
current_cell = get_map_cell(x+1,y+1)
if(current_cell && map[current_cell] == search_val) return 1
return 0
/datum/random_map/automata/diona/cleanup()
// Hollow out the interior spaces.
for(var/x = 1, x <= limit_x, x++)
for(var/y = 1, y <= limit_y, y++)
var/current_cell = get_map_cell(x,y)
if(!current_cell) continue
if(map[current_cell] == WALL_CHAR)
if(!search_neighbors_for(FLOOR_CHAR,x,y) && !search_neighbors_for(DOOR_CHAR,x,y) && !(x == 1 || y == 1 || x == limit_x || y == limit_y))
map[current_cell] = EMPTY_CHAR
// Prune exposed floor turfs away from the edges.
var/changed = 1
while(changed)
for(var/x = 1, x <= limit_x, x++)
for(var/y = 1, y <= limit_y, y++)
changed = 0
var/current_cell = get_map_cell(x,y)
if(!current_cell) continue
if(map[current_cell] == EMPTY_CHAR)
if((search_neighbors_for(FLOOR_CHAR,x,y)) || (x == 1 || y == 1 || x == limit_x || y == limit_y))
map[current_cell] = FLOOR_CHAR
changed = 1
// Count and track the floors.
var/list/floor_turfs = list()
for(var/x = 1, x <= limit_x, x++)
for(var/y = 1, y <= limit_y, y++)
var/current_cell = get_map_cell(x,y)
if(!current_cell) continue
if(map[current_cell] == EMPTY_CHAR)
floor_turfs |= current_cell
// Add vine decals.
for(var/x = 1, x <= limit_x, x++)
for(var/y = 1, y <= limit_y, y++)
var/current_cell = get_map_cell(x,y)
if(!current_cell || map[current_cell] != EMPTY_CHAR) continue
if(search_neighbors_for(WALL_CHAR,x,y))
map[current_cell] = DOOR_CHAR
// Add bulbs and doona nymphs.
if(floor_turfs.len)
var/bulb_count = rand(round(floor_turfs.len/10),round(floor_turfs.len/8))
while(floor_turfs.len && bulb_count)
var/cell = pick(floor_turfs)
floor_turfs -= cell
map[cell] = ARTIFACT_CHAR
bulb_count--
if(floor_turfs.len)
var/nymph_count = rand(round(floor_turfs.len/10),round(floor_turfs.len/8))
while(floor_turfs.len && nymph_count)
var/cell = pick(floor_turfs)
floor_turfs -= cell
map[cell] = MONSTER_CHAR
nymph_count--
return
/datum/random_map/automata/diona/get_appropriate_path(var/value)
switch(value)
if(EMPTY_CHAR, DOOR_CHAR, MONSTER_CHAR, ARTIFACT_CHAR)
return floor_type
if(WALL_CHAR)
return wall_type
/datum/random_map/automata/diona/get_additional_spawns(var/value, var/turf/T)
if(value != FLOOR_CHAR)
for(var/thing in T)
if(istype(thing, /atom))
var/atom/A = thing
if(A.simulated)
continue
qdel(thing)
switch(value)
if(ARTIFACT_CHAR)
new /obj/structure/diona/bulb(T)
if(MONSTER_CHAR)
spawn_diona_nymph(T)
if(DOOR_CHAR)
var/obj/structure/diona/vines/V = new(T)
V.growth = 3
V.update_icon()
spawn(1)
V.spread()