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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
181 lines
7.9 KiB
Plaintext
181 lines
7.9 KiB
Plaintext
///Earthquake random event.
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///Draws a curve of turfs between a high and low point. These turfs will shake and eventually "collapse", forming a cut in the station that drops to the z-level below.
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///Much of the actual structural damage is done through the explosions subsystem. Objects, machines, and especially people
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///that aren't moved out of the epicenter area (indicated by the wobbly tiles) will not just be thrown down a z-level, but also be destroyed/maimed in the process.
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/datum/round_event_control/earthquake
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name = "Chasmic Earthquake"
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description = "Causes an earthquake, demolishing anything caught in the fault."
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typepath = /datum/round_event/earthquake
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category = EVENT_CATEGORY_ENGINEERING
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min_players = 20
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max_occurrences = 3
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earliest_start = 35 MINUTES
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weight = 7
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min_wizard_trigger_potency = 3
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max_wizard_trigger_potency = 7
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map_flags = EVENT_PLANETARY_ONLY
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/datum/round_event_control/earthquake/can_spawn_event(players_amt, allow_magic)
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. = ..()
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if(!.)
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return .
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if(!length(GLOB.generic_event_spawns))
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return FALSE
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/datum/round_event/earthquake
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start_when = 1
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announce_when = 3
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end_when = 25
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announce_chance = 25
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///The chosen location and center of our earthquake.
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var/turf/epicenter
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///A list of turfs that will be damaged by this event.
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var/list/turfs_to_shred
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///A list of turfs directly under turfs_to_shred, for creating a proper chasm to the floor below.
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var/list/underbelly = list()
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///The edges of our fault line, to receive light damage.
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var/list/edges = list()
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/datum/round_event/earthquake/setup()
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epicenter = get_turf(pick(GLOB.generic_event_spawns))
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if(!epicenter)
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message_admins("Earthquake event failed to find a turf! generic_event_spawn landmarks may be absent or bugged. Aborting...")
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return
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// Give a bit of variance so our epicenter isn't always on the landmark.
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epicenter = locate(epicenter.x + rand(-10, 10), epicenter.y + rand(-10, 10), epicenter.z)
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message_admins("An earthquake event is about to strike the [get_area_name(epicenter)][ADMIN_JMP(epicenter)].")
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// Picks two points generally opposite from each other
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var/turf/fracture_point_high = locate(epicenter.x + rand(4, 10), epicenter.y + rand(4, 8), epicenter.z)
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var/turf/fracture_point_low = locate(epicenter.x - rand(4, 10), epicenter.y - rand(4, 8), epicenter.z)
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turfs_to_shred = block(fracture_point_high, fracture_point_low)
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// Now, we filter out some of the points that are a certain distance away from a rough approximation of the fault line.
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// This should create a pattern more akin to a fracture in the ground, rather than a rectangle-shaped crater of destroyed ground.
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var/turf/high_midpoint = TURF_MIDPOINT(fracture_point_high, epicenter)
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var/turf/low_midpoint = TURF_MIDPOINT(fracture_point_low, epicenter)
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// We populate a list with the midpoints and midpoints of midpoints to create a rough line of turfs to compare distances against.
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var/list/turfs_to_compare = list(
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fracture_point_high,
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fracture_point_low,
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high_midpoint,
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low_midpoint,
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TURF_MIDPOINT(fracture_point_high, high_midpoint),
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TURF_MIDPOINT(fracture_point_low, low_midpoint),
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TURF_MIDPOINT(high_midpoint, epicenter),
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TURF_MIDPOINT(low_midpoint, epicenter),
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)
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// Find the shortest distance between each turf in the list and the rough fault line we've just established
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for(var/turf/turf_to_check in turfs_to_shred)
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var/nearest_distance = get_dist(turf_to_check, epicenter)
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for(var/turf/turf_to_compare in turfs_to_compare)
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nearest_distance = min(get_dist(turf_to_check, turf_to_compare), nearest_distance)
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// If the turf is too far from any point on our fault line estimate, we remove it. If it's on the edge, we lightly damage it
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if(nearest_distance > 2)
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if(nearest_distance == 3)
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edges += turf_to_check
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turfs_to_shred -= turf_to_check
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// Grab a list of turfs below the ones we're going to destroy.
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// If we're at the bottom layer, it will just tear up the flooring a bunch (exposing it to LAVA).
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for(var/turf/turf_to_quake in turfs_to_shred)
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underbelly += GET_TURF_BELOW(turf_to_quake)
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/datum/round_event/earthquake/announce(fake)
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priority_announce("Planetary monitoring systems indicate a devastating seismic event in the near future.", "Seismic Report")
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/datum/round_event/earthquake/start()
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notify_ghosts(
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"The earthquake's epicenter has been located: [get_area_name(epicenter)]!",
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source = epicenter,
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header = "Rumble Rumble Rumble!",
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)
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/datum/round_event/earthquake/tick()
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if(ISMULTIPLE(activeFor, 5))
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for(var/turf/turf_to_quake in turfs_to_shred)
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turf_to_quake.Shake(pixelshiftx = 0.1, pixelshifty = 0.1, duration = 1 SECONDS)
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if(ISMULTIPLE(activeFor, 10))
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for(var/mob/earthquake_witness as anything in GLOB.player_list)
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if(!is_station_level(earthquake_witness.z))
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continue
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shake_camera(earthquake_witness, 1 SECONDS, 1 + (activeFor % 10))
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earthquake_witness.playsound_local(
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earthquake_witness,
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pick(
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'sound/ambience/earth_rumble/earth_rumble_distant1.ogg',
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'sound/ambience/earth_rumble/earth_rumble_distant2.ogg',
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'sound/ambience/earth_rumble/earth_rumble_distant3.ogg',
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'sound/ambience/earth_rumble/earth_rumble_distant4.ogg',
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),
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75,
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)
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for(var/turf/turf_to_quake in underbelly)
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turf_to_quake.Shake(pixelshiftx = 0.1, pixelshifty = 0.1, duration = 1 SECONDS)
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if(activeFor == end_when - 2)
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for(var/turf/turf_to_quake in turfs_to_shred)
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turf_to_quake.Shake(pixelshiftx = 0.5, pixelshifty = 0.5, duration = 1 SECONDS)
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for(var/mob/living/quake_victim in turf_to_quake)
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quake_victim.Knockdown(7 SECONDS)
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quake_victim.Paralyze(5 SECONDS)
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to_chat(quake_victim, span_warning("The ground quakes violently beneath you, throwing you off your feet!"))
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for(var/turf/turf_to_quake in underbelly)
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turf_to_quake.Shake(pixelshiftx = 0.5, pixelshifty = 0.5, duration = 1 SECONDS)
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for(var/mob/living/carbon/quake_victim in turf_to_quake)
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to_chat(quake_victim, span_warning("Damn, I wonder what that rumbling noise is?")) ///You're about to find out
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// Step one of the destruction, which clears natural tiles out from the underbelly and does a bit of initial damage to the topside.
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if(activeFor == end_when - 1)
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for(var/turf/turf_to_shred in turfs_to_shred)
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if(prob(90))
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SSexplosions.lowturf += turf_to_shred
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for(var/turf/turf_to_clear in underbelly)
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if(ismineralturf(turf_to_clear))
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var/turf/closed/mineral/rock_to_clear = turf_to_clear
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rock_to_clear.gets_drilled(give_exp = FALSE)
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for(var/turf/turf_to_quake in edges)
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turf_to_quake.Shake(pixelshiftx = 0.5, pixelshifty = 0.5, duration = 1 SECONDS)
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playsound(epicenter, 'sound/misc/metal_creak.ogg', 125, TRUE)
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/datum/round_event/earthquake/end()
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playsound(epicenter, 'sound/ambience/earth_rumble/earth_rumble.ogg', 125)
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for(var/mob/earthquake_witness as anything in GLOB.player_list)
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if(!is_station_level(earthquake_witness.z) || !is_mining_level(earthquake_witness.z))
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continue
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shake_camera(earthquake_witness, 2 SECONDS, 4)
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earthquake_witness.playsound_local(earthquake_witness, 'sound/effects/explosion/explosionfar.ogg', 75)
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// Step two of the destruction, which detonates the turfs in the earthquake zone. There is no actual explosion, meaning stuff around the earthquake zone is perfectly safe.
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// All turfs, and everything else that IS in the earthquake zone, however, will behave as if it were bombed.
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// If you are caught in the earthquake zone, you will not only die but probably be torn apart in the process.
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for(var/turf/turf_to_shred in turfs_to_shred)
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if(prob(10))
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SSexplosions.medturf += turf_to_shred
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else
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SSexplosions.highturf += turf_to_shred
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if(isasteroidturf(turf_to_shred) && prob(95))
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turf_to_shred.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
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for(var/mob/living/carbon/quake_victim in turf_to_shred)
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if(quake_victim.client)
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quake_victim.client.give_award(/datum/award/achievement/misc/earthquake_victim, quake_victim)
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for(var/turf/edge_to_damage in edges)
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if(prob(25))
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SSexplosions.medturf += edge_to_damage
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else
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SSexplosions.lowturf += edge_to_damage
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