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* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726) Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas. I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*). I'm also writing an update paths file as I go along. * fixbatch 1 * fug Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
/datum/round_event_control/grey_tide
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name = "Grey Tide"
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typepath = /datum/round_event/grey_tide
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max_occurrences = 2
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min_players = 5
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/datum/round_event/grey_tide
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announceWhen = 50
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endWhen = 20
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var/list/area/areasToOpen = list()
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var/list/potential_areas = list(/area/station/command,
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/area/station/engineering,
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/area/station/medical,
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/area/station/security,
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/area/station/cargo,
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/area/station/science)
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var/severity = 1
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/datum/round_event/grey_tide/setup()
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announceWhen = rand(50, 60)
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endWhen = rand(20, 30)
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severity = rand(1,3)
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for(var/i in 1 to severity)
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var/picked_area = pick_n_take(potential_areas)
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for(var/area/A in world)
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if(istype(A, picked_area))
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areasToOpen += A
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/datum/round_event/grey_tide/announce(fake)
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if(areasToOpen && areasToOpen.len > 0)
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priority_announce("Gr3y.T1d3 virus detected in [station_name()] door subroutines. Severity level of [severity]. Recommend station AI involvement.", "Security Alert")
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else
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log_world("ERROR: Could not initiate grey-tide. No areas in the list!")
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kill()
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/datum/round_event/grey_tide/start()
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for(var/area/A in areasToOpen)
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for(var/obj/machinery/light/L in A)
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L.flicker(10)
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/datum/round_event/grey_tide/end()
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for(var/area/A in areasToOpen)
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for(var/obj/O in A)
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if(istype(O, /obj/structure/closet/secure_closet))
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var/obj/structure/closet/secure_closet/temp = O
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temp.locked = FALSE
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temp.update_appearance()
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else if(istype(O, /obj/machinery/door/airlock))
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var/obj/machinery/door/airlock/temp = O
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if(temp.critical_machine) //Skip doors in critical positions, such as the SM chamber.
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continue
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temp.prison_open()
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else if(istype(O, /obj/machinery/door_timer))
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var/obj/machinery/door_timer/temp = O
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temp.timer_end(forced = TRUE)
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