Files
0bd4b0820f Adds TGMC Tactical maps to the game and to Nuclear Operatives! (#96068)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)

This PR ports the TGMC Tacmaps and grants em to our NukeOps.

Code by Me, @Xander3359, @Arturlang, @Absolucy.

Mapping by @RipGrayson 

Sprites by @KillerOrcaCora

Writing bits by @necromanceranne

Tacmaps are essentially dynamically generated minimaps,

<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>



<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>






As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.


The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.

Likewise, the tacmaps will display the positioning of the following in
real time!

- Nuke ops agents

- Syndie borgs and Mechs

- Cayenne

- Location of the nuclear fission device (and beer nuke)

- Location of the Nuclear Authentication Disk.

<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>

<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>

<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>






https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0






Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).



<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.

But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.

Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: RipGrayson <49290523+RipGrayson@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2026-06-09 16:38:00 +02:00

688 lines
21 KiB
Plaintext

/**
* # area
*
* A grouping of tiles into a logical space, mostly used by map editors
*/
/area
name = "Space"
icon = 'icons/area/areas_misc.dmi'
icon_state = "unknown"
layer = AREA_LAYER
//Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
plane = AREA_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
invisibility = INVISIBILITY_LIGHTING
tacmap_color = null
/// List of all turfs currently inside this area as nested lists indexed by zlevel.
/// Acts as a filtered version of area.contents For faster lookup
/// (area.contents is actually a filtered loop over world)
/// Semi fragile, but it prevents stupid so I think it's worth it
var/list/list/turf/turfs_by_zlevel = list()
/// turfs_by_z_level can hold MASSIVE lists, so rather then adding/removing from it each time we have a problem turf
/// We should instead store a list of turfs to REMOVE from it, then hook into a getter for it
/// There is a risk of this and contained_turfs leaking, so a subsystem will run it down to 0 incrementally if it gets too large
/// This uses the same nested list format as turfs_by_zlevel
var/list/list/turf/turfs_to_uncontain_by_zlevel = list()
/// General flag for area properties
var/area_flags = VALID_TERRITORY | BLOBS_ALLOWED | CULT_PERMITTED
/// Flag for mapping related area properties (such as cavegen)
var/area_flags_mapping = UNIQUE_AREA
///Do we have an active fire alarm?
var/fire = FALSE
///A var for whether the area allows for detecting fires/etc. Disabled or enabled at a fire alarm, checked by fire locks.
var/fire_detect = TRUE
///A list of all fire locks in this area. Used by fire alarm panels when resetting fire locks or activating all in an area
var/list/firedoors
///A list of firelocks currently active. Used by fire alarms when setting their icons.
var/list/active_firelocks
///A list of all fire alarms in this area. Used by firelocks and burglar alarms to change icon state.
var/list/firealarms = list()
///Alarm type to count of sources. Not usable for ^ because we handle fires differently
var/list/active_alarms = list()
/// The current alarm fault status
var/fault_status = AREA_FAULT_NONE
/// The source machinery for the area's fault status
var/fault_location
///List of all lights in our area
var/list/lights = list()
///We use this just for fire alarms, because they're area based right now so one alarm going poof shouldn't prevent you from clearing your alarms listing. Fire alarms and fire locks will set and clear alarms.
var/datum/alarm_handler/alarm_manager
var/lightswitch = TRUE
/// All beauty in this area combined, only includes indoor area.
var/totalbeauty = 0
/// Beauty average per open turf in the area
var/beauty = 0
/// If a room is too big it doesn't have beauty.
var/beauty_threshold = 150
/// For space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)
var/outdoors = FALSE
/// Whether or not this area unifies all of its motion sensors.
var/motion_monitored = FALSE
/// Size of the area in open turfs, only calculated for indoors areas.
var/areasize = 0
/// Bonus mood for being in this area
var/mood_bonus = 0
/// Mood message for being here, only shows up if mood_bonus != 0
var/mood_message = "This area is pretty nice!"
/// Does the mood bonus require a trait?
var/mood_trait
///Will objects this area be needing power?
var/requires_power = TRUE
/// This gets overridden to 1 for space in area/.
var/always_unpowered = FALSE
var/obj/machinery/power/apc/apc = null
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
var/power_apc_charge = TRUE
/// The default gravity for the area
var/default_gravity = ZERO_GRAVITY
var/parallax_movedir = 0
var/ambience_index = AMBIENCE_GENERIC
///A list of sounds to pick from every so often to play to clients.
var/list/ambientsounds
///Does this area immediately play an ambience track upon enter?
var/forced_ambience = FALSE
///The background droning loop that plays 24/7
var/ambient_buzz = 'sound/ambience/general/shipambience.ogg'
///The volume of the ambient buzz
var/ambient_buzz_vol = 35
///Used to decide what the minimum time between ambience is
var/min_ambience_cooldown = 4 SECONDS
///Used to decide what the maximum time between ambience is
var/max_ambience_cooldown = 10 SECONDS
flags_1 = CAN_BE_DIRTY_1
var/list/cameras
/// Typepath to limit the areas (subtypes included) that atoms in this area can smooth with. Used for shuttles.
var/area/area_limited_icon_smoothing
/// The energy usage of the area in the last machines SS tick.
var/list/energy_usage
/// Wire assignment for airlocks in this area
var/airlock_wires = /datum/wires/airlock
/// Should we actually be running our mapgen if one is set?
/// FALSE here with a set map_generator allows the area to probe from shared generators without actually generating its' turfs
var/use_mapgen = TRUE
/// Datum that would be used in terrain generation behavior
var/datum/map_generator/map_generator
/// Should the map_generator be shared with all other willing areas on our z_level?
var/share_map_generator = TRUE
///Used to decide what kind of reverb the area makes sound have
var/sound_environment = SOUND_ENVIRONMENT_NONE
/// List of all air vents in the area
var/list/obj/machinery/atmospherics/components/unary/vent_pump/air_vents = list()
/// List of all air scrubbers in the area
var/list/obj/machinery/atmospherics/components/unary/vent_scrubber/air_scrubbers = list()
/// Are shuttles allowed to dock in this area
var/allow_shuttle_docking = FALSE
/// If TRUE, then this area will be skipped entirely by minimap rendering.
var/skip_minimap_rendering = FALSE
/**
* A list of teleport locations
*
* Adding a wizard area teleport list because motherfucking lag -- Urist
* I am far too lazy to make it a proper list of areas so I'll just make it run the usual teleport routine at the start of the game
*/
GLOBAL_LIST_EMPTY(teleportlocs)
/**
* Generate a list of turfs you can teleport to from the areas list
*
* Includes areas if they're not a shuttle or not not teleport or have no contents
*
* The chosen turf is the first item in the areas contents that is a station level
*
* The returned list of turfs is sorted by name
*/
/proc/process_teleport_locs()
for(var/area/AR as anything in get_sorted_areas())
if(istype(AR, /area/shuttle) || AR.area_flags & NOTELEPORT)
continue
if(GLOB.teleportlocs[AR.name])
continue
if (!AR.has_contained_turfs())
continue
if (is_station_level(AR.z))
GLOB.teleportlocs[AR.name] = AR
/**
* Called when an area loads
*
* Adds the item to the GLOB.areas_by_type list based on area type
*/
/area/New()
// This interacts with the map loader, so it needs to be set immediately
// rather than waiting for atoms to initialize.
if (area_flags_mapping & UNIQUE_AREA)
GLOB.areas_by_type[type] = src
GLOB.areas += src
energy_usage = new /list(AREA_USAGE_LEN) // Some atoms would like to use power in Initialize()
alarm_manager = new(src) // just in case
return ..()
/*
* Initialize this area
*
* initializes the dynamic area lighting and also registers the area with the z level via
* reg_in_areas_in_z
*
* returns INITIALIZE_HINT_LATELOAD
*/
/area/Initialize(mapload)
icon_state = ""
if(!ambientsounds)
ambientsounds = GLOB.ambience_assoc[ambience_index]
if(requires_power)
luminosity = 0
else
power_light = TRUE
power_equip = TRUE
power_environ = TRUE
if(static_lighting)
luminosity = 0
. = ..()
if(!static_lighting)
blend_mode = BLEND_MULTIPLY
reg_in_areas_in_z()
update_base_lighting()
return INITIALIZE_HINT_LATELOAD
/**
* Sets machine power levels in the area
*/
/area/LateInitialize()
power_change() // all machines set to current power level, also updates icon
update_beauty()
if(motion_monitored)
AddComponent(/datum/component/monitored_area)
/// Generate turfs, including cool cave wall gen
/area/proc/RunTerrainGeneration()
if (!use_mapgen || !map_generator)
return
map_generator = get_generator()
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.generate_terrain(turfs, src)
/// Populate the previously generated terrain with mobs and objects
/area/proc/RunTerrainPopulation()
if (!use_mapgen || !map_generator)
return
map_generator = get_generator()
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.populate_terrain(turfs, src)
/area/proc/test_gen()
if (!use_mapgen || !map_generator)
return
map_generator = get_generator()
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.generate_terrain(turfs, src)
/// Gets own, or shared, map generator
/area/proc/get_generator()
RETURN_TYPE(/datum/map_generator)
if (!map_generator)
return
if (istype(map_generator))
return map_generator
if (!share_map_generator)
map_generator = new map_generator()
return map_generator
var/list/z_generators = GLOB.map_generators_by_z["[z]"]
if (z_generators && z_generators[map_generator])
map_generator = z_generators[map_generator]
if (!istype(map_generator))
var/new_generator = new map_generator()
LAZYSET(GLOB.map_generators_by_z["[z]"], map_generator, new_generator)
map_generator = new_generator
return map_generator
/// Returns the highest zlevel that this area contains turfs for
/area/proc/get_highest_zlevel()
for (var/area_zlevel in length(turfs_by_zlevel) to 1 step -1)
if (length(turfs_to_uncontain_by_zlevel) >= area_zlevel)
if (length(turfs_by_zlevel[area_zlevel]) - length(turfs_to_uncontain_by_zlevel[area_zlevel]) > 0)
return area_zlevel
else
if (length(turfs_by_zlevel[area_zlevel]))
return area_zlevel
return 0
/// Returns a nested list of lists with all turfs split by zlevel.
/// only zlevels with turfs are returned. The order of the list is not guaranteed.
/area/proc/get_zlevel_turf_lists()
if(length(turfs_to_uncontain_by_zlevel))
cannonize_contained_turfs()
var/list/zlevel_turf_lists = list()
for (var/list/zlevel_turfs as anything in turfs_by_zlevel)
if (length(zlevel_turfs))
zlevel_turf_lists += list(zlevel_turfs)
return zlevel_turf_lists
/// Returns a list with all turfs in this zlevel.
/area/proc/get_turfs_by_zlevel(zlevel)
if (length(turfs_to_uncontain_by_zlevel) >= zlevel && length(turfs_to_uncontain_by_zlevel[zlevel]))
cannonize_contained_turfs_by_zlevel(zlevel)
if (length(turfs_by_zlevel) < zlevel)
return list()
return turfs_by_zlevel[zlevel]
/// Merges a list containing all of the turfs zlevel lists from get_zlevel_turf_lists inside one list. Use get_zlevel_turf_lists() or get_turfs_by_zlevel() unless you need all the turfs in one list to avoid generating large lists
/area/proc/get_turfs_from_all_zlevels()
. = list()
for (var/list/zlevel_turfs as anything in get_zlevel_turf_lists())
. += zlevel_turfs
/// Ensures that the contained_turfs list properly represents the turfs actually inside us
/area/proc/cannonize_contained_turfs_by_zlevel(zlevel_to_clean, _autoclean = TRUE)
// This is massively suboptimal for LARGE removal lists
// Try and keep the mass removal as low as you can. We'll do this by ensuring
// We only actually add to contained turfs after large changes (Also the management subsystem)
// Do your damndest to keep turfs out of /area/space as a stepping stone
// That sucker gets HUGE and will make this take actual seconds
if (zlevel_to_clean <= length(turfs_by_zlevel) && zlevel_to_clean <= length(turfs_to_uncontain_by_zlevel))
turfs_by_zlevel[zlevel_to_clean] -= turfs_to_uncontain_by_zlevel[zlevel_to_clean]
if (!_autoclean) // Removes empty lists from the end of this list
turfs_to_uncontain_by_zlevel[zlevel_to_clean] = list()
return
var/new_length = length(turfs_to_uncontain_by_zlevel)
// Walk backwards thru the list
for (var/i in length(turfs_to_uncontain_by_zlevel) to 0 step -1)
if (i && length(turfs_to_uncontain_by_zlevel[i]))
break // Stop the moment we find a useful list
new_length = i
if (new_length < length(turfs_to_uncontain_by_zlevel))
turfs_to_uncontain_by_zlevel.len = new_length
if (new_length >= zlevel_to_clean)
turfs_to_uncontain_by_zlevel[zlevel_to_clean] = list()
/// Ensures that the contained_turfs list properly represents the turfs actually inside us
/area/proc/cannonize_contained_turfs()
for (var/area_zlevel in 1 to length(turfs_to_uncontain_by_zlevel))
cannonize_contained_turfs_by_zlevel(area_zlevel, _autoclean = FALSE)
turfs_to_uncontain_by_zlevel = list()
/// Returns TRUE if we have contained turfs, FALSE otherwise
/area/proc/has_contained_turfs()
for (var/area_zlevel in 1 to length(turfs_by_zlevel))
if (length(turfs_to_uncontain_by_zlevel) >= area_zlevel)
if (length(turfs_by_zlevel[area_zlevel]) - length(turfs_to_uncontain_by_zlevel[area_zlevel]) > 0)
return TRUE
else
if (length(turfs_by_zlevel[area_zlevel]))
return TRUE
return FALSE
/**
* Register this area as belonging to a z level
*
* Ensures the item is added to the SSmapping.areas_in_z list for this z
*/
/area/proc/reg_in_areas_in_z()
if(!has_contained_turfs())
return
var/list/areas_in_z = SSmapping.areas_in_z
update_areasize()
if(!z)
WARNING("No z found for [src]")
return
if(!areas_in_z["[z]"])
areas_in_z["[z]"] = list()
areas_in_z["[z]"] += src
/**
* Destroy an area and clean it up
*
* Removes the area from GLOB.areas_by_type and also stops it processing on SSobj
*
* This is despite the fact that no code appears to put it on SSobj, but
* who am I to argue with old coders
*/
/area/Destroy()
if(GLOB.areas_by_type[type] == src)
GLOB.areas_by_type[type] = null
//this is not initialized until get_sorted_areas() is called so we have to do a null check
if(!isnull(GLOB.sortedAreas))
GLOB.sortedAreas -= src
//just for sanity sake cause why not
if(!isnull(GLOB.areas))
GLOB.areas -= src
if(!isnull(GLOB.custom_areas))
GLOB.custom_areas -= src
//machinery cleanup
STOP_PROCESSING(SSobj, src)
QDEL_NULL(alarm_manager)
firedoors = null
//atmos cleanup
firealarms = null
air_vents = null
air_scrubbers = null
//turf cleanup
turfs_by_zlevel = null
turfs_to_uncontain_by_zlevel = null
//parent cleanup
return ..()
/**
* Close and lock a door passed into this proc
*
* Does this need to exist on area? probably not
*/
/area/proc/close_and_lock_door(obj/machinery/door/DOOR)
set waitfor = FALSE
DOOR.close()
if(DOOR.density)
DOOR.lock()
/**
* Raise a burglar alert for this area
*
* Close and locks all doors in the area and alerts silicon mobs of a break in
*
* Alarm auto resets after 600 ticks
*/
/area/proc/burglaralert(obj/trigger)
//Trigger alarm effect
set_fire_effect(TRUE)
//Lockdown airlocks
for(var/obj/machinery/door/door in src)
close_and_lock_door(door)
/**
* Set the fire alarm visual affects in an area
*
* Allows interested parties (lights and fire alarms) to react
*/
/area/proc/set_fire_effect(new_fire, fault_type, fault_source)
if(new_fire == fire)
return
fire = new_fire
fault_status = fault_type
if(fire)
fault_location = fault_source
else
fault_location = null
SEND_SIGNAL(src, COMSIG_AREA_FIRE_CHANGED, fire)
/**
* Update the icon state of the area
*
* I'm not sure what the heck this does, something to do with weather being able to set icon
* states on areas?? where the heck would that even display?
*/
/area/update_icon_state()
var/weather_icon
for(var/V in SSweather.processing)
var/datum/weather/W = V
if(W.stage != END_STAGE && (src in W.impacted_areas))
W.update_areas()
weather_icon = TRUE
if(!weather_icon)
icon_state = null
return ..()
/**
* Update the icon of the area (overridden to always be null for space
*/
/area/space/update_icon_state()
SHOULD_CALL_PARENT(FALSE)
icon_state = null
/**
* Returns int 1 or 0 if the area has power for the given channel
*
* evaluates a mixture of variables mappers can set, requires_power, always_unpowered and then
* per channel power_equip, power_light, power_environ
*/
/area/proc/powered(chan) // return true if the area has power to given channel
if(!requires_power)
return TRUE
if(always_unpowered)
return FALSE
switch(chan)
if(AREA_USAGE_EQUIP)
return power_equip
if(AREA_USAGE_LIGHT)
return power_light
if(AREA_USAGE_ENVIRON)
return power_environ
return FALSE
/**
* Space is not powered ever, so this returns false
*/
/area/space/powered(chan) //Nope.avi
return FALSE
/**
* Called when the area power status changes
*
* Updates the area icon, calls power change on all machinees in the area, and sends the `COMSIG_AREA_POWER_CHANGE` signal.
*/
/area/proc/power_change()
SEND_SIGNAL(src, COMSIG_AREA_POWER_CHANGE)
update_appearance()
/**
* Add a static amount of power load to an area. The value is assumed as the watt.
*
* Possible channels
* *AREA_USAGE_STATIC_EQUIP
* *AREA_USAGE_STATIC_LIGHT
* *AREA_USAGE_STATIC_ENVIRON
*/
/area/proc/addStaticPower(value, powerchannel)
value = power_to_energy(value)
switch(powerchannel)
if(AREA_USAGE_STATIC_START to AREA_USAGE_STATIC_END)
energy_usage[powerchannel] += value
/**
* Remove a static amount of power load to an area. The value is assumed as the watt.
*
* Possible channels
* *AREA_USAGE_STATIC_EQUIP
* *AREA_USAGE_STATIC_LIGHT
* *AREA_USAGE_STATIC_ENVIRON
*/
/area/proc/removeStaticPower(value, powerchannel)
value = power_to_energy(value)
switch(powerchannel)
if(AREA_USAGE_STATIC_START to AREA_USAGE_STATIC_END)
energy_usage[powerchannel] -= value
/**
* Clear all non-static power usage in area
*
* Clears all power used for the dynamic equipment, light and environment channels
*/
/area/proc/clear_usage()
energy_usage[AREA_USAGE_EQUIP] = 0
energy_usage[AREA_USAGE_LIGHT] = 0
energy_usage[AREA_USAGE_ENVIRON] = 0
energy_usage[AREA_USAGE_APC_CHARGE] = 0
/**
* Add a power value amount to the stored used_x variables
*/
/area/proc/use_energy(amount, chan)
switch(chan)
if(AREA_USAGE_STATIC_START to AREA_USAGE_STATIC_END)
return
else
energy_usage[chan] += amount
/**
* Call back when an atom enters an area
*
* Sends signals COMSIG_AREA_ENTERED and COMSIG_ENTER_AREA (to a list of atoms)
*
* If the area has ambience, then it plays some ambience music to the ambience channel
*/
/area/Entered(atom/movable/arrived, area/old_area)
set waitfor = FALSE
SEND_SIGNAL(src, COMSIG_AREA_ENTERED, arrived, old_area)
if(!arrived.important_recursive_contents?[RECURSIVE_CONTENTS_AREA_SENSITIVE])
return
for(var/atom/movable/recipient as anything in arrived.important_recursive_contents[RECURSIVE_CONTENTS_AREA_SENSITIVE])
SEND_SIGNAL(recipient, COMSIG_ENTER_AREA, src)
if(ismob(arrived))
var/mob/mob = arrived
mob.update_ambience_area(src)
/**
* Called when an atom exits an area
*
* Sends signals COMSIG_AREA_EXITED and COMSIG_EXIT_AREA (to a list of atoms)
*/
/area/Exited(atom/movable/gone, direction)
SEND_SIGNAL(src, COMSIG_AREA_EXITED, gone, direction)
SEND_SIGNAL(gone, COMSIG_MOVABLE_EXITED_AREA, src, direction)
if(!gone.important_recursive_contents?[RECURSIVE_CONTENTS_AREA_SENSITIVE])
return
for(var/atom/movable/recipient as anything in gone.important_recursive_contents[RECURSIVE_CONTENTS_AREA_SENSITIVE])
SEND_SIGNAL(recipient, COMSIG_EXIT_AREA, src)
///Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.
/area/proc/update_beauty()
if(!areasize)
beauty = 0
return FALSE
if(areasize >= beauty_threshold)
beauty = 0
return FALSE //Too big
beauty = totalbeauty / areasize
SEND_SIGNAL(src, COMSIG_AREA_BEAUTY_UPDATED)
/**
* Setup an area (with the given name)
*
* Sets the area name, sets all status var's to false and adds the area to the sorted area list
*/
/area/proc/setup(a_name)
name = a_name
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
always_unpowered = FALSE
area_flags &= ~(VALID_TERRITORY|BLOBS_ALLOWED|CULT_PERMITTED)
require_area_resort()
/**
* Set the area size of the area
*
* This is the number of open turfs in the area contents, or FALSE if the outdoors var is set
*
*/
/area/proc/update_areasize()
if(outdoors)
return FALSE
areasize = 0
for(var/list/zlevel_turfs as anything in get_zlevel_turf_lists())
for(var/turf/open/thisvarisunused in zlevel_turfs)
areasize++
/**
* Causes a runtime error
*/
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")
/**
* Causes a runtime error
*/
/area/drop_location()
CRASH("Bad op: area/drop_location() called")
/// A hook so areas can modify the incoming args of ChangeTurf
/area/proc/place_on_top_react(list/new_baseturfs, turf/added_layer, flags)
return flags
/// Called when a living mob that spawned here, joining the round, receives the player client.
/area/proc/on_joining_game(mob/living/boarder)
return
/**
* Returns the name of an area, with the original name if the area name has been changed.
*
* If an area has not been renamed, returns the area name. If it has been modified (by blueprints or other means)
* returns the current name, as well as the initial value, in the format of [Current Location Name (Original Name)]
*/
/area/proc/get_original_area_name()
if(name == initial(name))
return name
return "[name] ([initial(name)])"
/**
* A blank area subtype solely used by the golem area editor for the purpose of
* allowing golems to create new areas without suffering from the hazard_area debuffs.
*/
/area/golem
name = "Golem Territory"