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