mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Somgfkuf
This commit is contained in:
@@ -135,202 +135,200 @@
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Initialise()
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/obj/machinery/jungle_controller/proc/Initialise()
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set background = 1
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spawn(0)
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world << "\red \b Setting up jungle, this may take a moment..."
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world << "\red \b Setting up jungle, this may take a bleeding eternity..."
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//crash dat shuttle
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var/area/start_location = locate(/area/jungle/crash_ship_source)
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var/area/clean_location = locate(/area/jungle/crash_ship_clean)
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var/list/ship_locations = list(/area/jungle/crash_ship_one, /area/jungle/crash_ship_two, /area/jungle/crash_ship_three, /area/jungle/crash_ship_four)
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var/area/end_location = locate( pick(ship_locations) )
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ship_locations -= end_location.type
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//crash dat shuttle
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var/area/start_location = locate(/area/jungle/crash_ship_source)
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var/area/clean_location = locate(/area/jungle/crash_ship_clean)
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var/list/ship_locations = list(/area/jungle/crash_ship_one, /area/jungle/crash_ship_two, /area/jungle/crash_ship_three, /area/jungle/crash_ship_four)
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var/area/end_location = locate( pick(ship_locations) )
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ship_locations -= end_location.type
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start_location.move_contents_to(end_location)
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for(var/area_type in ship_locations)
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var/area/cur_location = locate(area_type)
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clean_location.copy_turfs_to(cur_location)
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start_location.move_contents_to(end_location)
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for(var/area_type in ship_locations)
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var/area/cur_location = locate(area_type)
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clean_location.copy_turfs_to(cur_location)
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//drop some random river nodes
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var/list/river_nodes = list()
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var/max = rand(1,3)
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var/num_spawned = 0
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!istype(J))
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continue
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if(!J.bushes_spawn)
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continue
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river_nodes.Add(new /obj/effect/landmark/river_waypoint(J))
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num_spawned++
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//drop some random river nodes
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var/list/river_nodes = list()
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var/max = rand(1,3)
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var/num_spawned = 0
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!istype(J))
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continue
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if(!J.bushes_spawn)
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continue
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river_nodes.Add(new /obj/effect/landmark/river_waypoint(J))
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num_spawned++
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//make some randomly pathing rivers
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for(var/obj/effect/landmark/river_waypoint/W in world)
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if (W.z != src.z || W.connected)
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continue
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//make some randomly pathing rivers
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for(var/obj/effect/landmark/river_waypoint/W in world)
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if (W.z != src.z || W.connected)
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continue
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W.connected = 1
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var/turf/cur_turf = new /turf/unsimulated/jungle/water(get_turf(W))
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var/turf/target_turf = get_turf(pick(river_nodes))
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W.connected = 1
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var/turf/cur_turf = new /turf/unsimulated/jungle/water(get_turf(W))
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var/turf/target_turf = get_turf(pick(river_nodes))
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var/detouring = 0
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var/cur_dir = get_dir(cur_turf, target_turf)
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//
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while(cur_turf != target_turf)
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//randomly snake around a bit
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if(detouring)
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if(prob(20))
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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else if(prob(20))
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detouring = 1
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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var/skip = 0
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if(!istype(cur_turf, /turf/unsimulated/jungle) || istype(cur_turf, /turf/unsimulated/jungle/rock))
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var/detouring = 0
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var/cur_dir = get_dir(cur_turf, target_turf)
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//
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while(cur_turf != target_turf)
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//randomly snake around a bit
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if(detouring)
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if(prob(20))
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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if(!skip)
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var/turf/unsimulated/jungle/water/water_turf = new(cur_turf)
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water_turf.Spread(75, rand(65, 25))
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var/list/path_nodes = list()
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//place some ladders leading down to pre-generated temples
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max = rand(2,5)
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num_spawned = 0
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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new /obj/effect/landmark/temple(J)
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//put a native tribe somewhere
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num_spawned = 0
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while(num_spawned < 1)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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new /obj/effect/jungle_tribe_spawn(J)
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//place some random path waypoints to confuse players
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max = rand(1,3)
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num_spawned = 0
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//get any path nodes placed on the map
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for(var/obj/effect/landmark/path_waypoint/W in world)
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if (W.z == src.z)
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path_nodes.Add(W)
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//make random, connecting paths
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for(var/obj/effect/landmark/path_waypoint/W in path_nodes)
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if (W.connected)
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continue
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W.connected = 1
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var/turf/cur_turf = get_turf(W)
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path_nodes.Remove(W)
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var/turf/target_turf = get_turf(pick(path_nodes))
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path_nodes.Add(W)
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//
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cur_turf = new /turf/unsimulated/jungle/path(cur_turf)
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var/detouring = 0
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var/cur_dir = get_dir(cur_turf, target_turf)
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//
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while(cur_turf != target_turf)
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//randomly snake around a bit
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if(detouring)
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if(prob(20) || get_dist(cur_turf, target_turf) < 5)
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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else if(prob(20) && get_dist(cur_turf, target_turf) > 5)
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detouring = 1
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = turn(cur_dir, -45)
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else if(prob(20))
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detouring = 1
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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//move a step forward
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cur_turf = get_step(cur_turf, cur_dir)
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var/skip = 0
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if(!istype(cur_turf, /turf/unsimulated/jungle) || istype(cur_turf, /turf/unsimulated/jungle/rock))
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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//if we're not a jungle turf, get back to what we were doing
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if(!istype(cur_turf, /turf/unsimulated/jungle/))
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if(!skip)
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var/turf/unsimulated/jungle/water/water_turf = new(cur_turf)
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water_turf.Spread(75, rand(65, 25))
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var/list/path_nodes = list()
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//place some ladders leading down to pre-generated temples
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max = rand(2,5)
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num_spawned = 0
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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new /obj/effect/landmark/temple(J)
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//put a native tribe somewhere
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num_spawned = 0
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while(num_spawned < 1)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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new /obj/effect/jungle_tribe_spawn(J)
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//place some random path waypoints to confuse players
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max = rand(1,3)
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num_spawned = 0
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
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num_spawned++
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//get any path nodes placed on the map
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for(var/obj/effect/landmark/path_waypoint/W in world)
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if (W.z == src.z)
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path_nodes.Add(W)
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//make random, connecting paths
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for(var/obj/effect/landmark/path_waypoint/W in path_nodes)
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if (W.connected)
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continue
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W.connected = 1
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var/turf/cur_turf = get_turf(W)
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path_nodes.Remove(W)
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var/turf/target_turf = get_turf(pick(path_nodes))
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path_nodes.Add(W)
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//
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cur_turf = new /turf/unsimulated/jungle/path(cur_turf)
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var/detouring = 0
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var/cur_dir = get_dir(cur_turf, target_turf)
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//
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while(cur_turf != target_turf)
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//randomly snake around a bit
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if(detouring)
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if(prob(20) || get_dist(cur_turf, target_turf) < 5)
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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else if(prob(20) && get_dist(cur_turf, target_turf) > 5)
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detouring = 1
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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var/turf/unsimulated/jungle/J = cur_turf
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if(istype(J, /turf/unsimulated/jungle/impenetrable) || istype(J, /turf/unsimulated/jungle/water/deep))
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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//move a step forward
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cur_turf = get_step(cur_turf, cur_dir)
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if(!istype(J, /turf/unsimulated/jungle/water))
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J = new /turf/unsimulated/jungle/path(cur_turf)
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J.Spread(PATH_SPREAD_CHANCE_START, rand(PATH_SPREAD_CHANCE_LOSS_UPPER, PATH_SPREAD_CHANCE_LOSS_LOWER))
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//create monkey spawners
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num_spawned = 0
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max = rand(3,6)
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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//if we're not a jungle turf, get back to what we were doing
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if(!istype(cur_turf, /turf/unsimulated/jungle/))
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/monkey(J))
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num_spawned++
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//create panther spawners
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num_spawned = 0
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max = rand(6,12)
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !istype(J) || !J.bushes_spawn)
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var/turf/unsimulated/jungle/J = cur_turf
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if(istype(J, /turf/unsimulated/jungle/impenetrable) || istype(J, /turf/unsimulated/jungle/water/deep))
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/panther(J))
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num_spawned++
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//create snake spawners
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num_spawned = 0
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max = rand(6,12)
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !istype(J) || !J.bushes_spawn)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/snake(J))
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num_spawned++
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if(!istype(J, /turf/unsimulated/jungle/water))
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J = new /turf/unsimulated/jungle/path(cur_turf)
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J.Spread(PATH_SPREAD_CHANCE_START, rand(PATH_SPREAD_CHANCE_LOSS_UPPER, PATH_SPREAD_CHANCE_LOSS_LOWER))
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//create parrot spawners
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num_spawned = 0
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max = rand(3,6)
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !istype(J) || !J.bushes_spawn)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/parrot(J))
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num_spawned++
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//create monkey spawners
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num_spawned = 0
|
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max = rand(3,6)
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while(num_spawned < max)
|
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !J.bushes_spawn)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/monkey(J))
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num_spawned++
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//create panther spawners
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num_spawned = 0
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max = rand(6,12)
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !istype(J) || !J.bushes_spawn)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/panther(J))
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num_spawned++
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//create snake spawners
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num_spawned = 0
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max = rand(6,12)
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while(num_spawned < max)
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var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !istype(J) || !J.bushes_spawn)
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continue
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animal_spawners.Add(new /obj/effect/landmark/animal_spawner/snake(J))
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num_spawned++
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||||
//create parrot spawners
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num_spawned = 0
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||||
max = rand(3,6)
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while(num_spawned < max)
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||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
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if(!J || !istype(J) || !J.bushes_spawn)
|
||||
continue
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||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/parrot(J))
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||||
num_spawned++
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||||
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||||
#undef PATH_SPREAD_CHANCE_START
|
||||
#undef PATH_SPREAD_CHANCE_LOSS_UPPER
|
||||
|
||||
@@ -106,7 +106,6 @@ datum
|
||||
var/current_cycle = 0
|
||||
var/update_delay = 5 //How long between check should it try to process atmos again.
|
||||
var/failed_ticks = 0 //How many ticks have runtimed?
|
||||
var/next_stat_check = 10
|
||||
|
||||
var/tick_progress = 0
|
||||
|
||||
@@ -137,7 +136,10 @@ datum
|
||||
|
||||
var/start_time = world.timeofday
|
||||
|
||||
var/simulated_turf_count = 0
|
||||
|
||||
for(var/turf/simulated/S in world)
|
||||
simulated_turf_count++
|
||||
if(!S.zone && !S.blocks_air)
|
||||
if(S.CanPass(null, S, 0, 0))
|
||||
new/zone(S)
|
||||
@@ -145,8 +147,12 @@ datum
|
||||
for(var/turf/simulated/S in world)
|
||||
S.update_air_properties()
|
||||
|
||||
world << "\red \b Geometry processed in [time2text(world.timeofday-start_time, "mm:ss")] minutes!"
|
||||
// spawn start()
|
||||
world << {"<font color='red'><b>Geometry initialized in [round(0.1*(world.timeofday-start_time),0.1)] seconds.</b>
|
||||
Total Simulated Turfs: [simulated_turf_count]
|
||||
Total Zones: [zones.len]
|
||||
Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_count]</font>"}
|
||||
/*
|
||||
spawn start()
|
||||
|
||||
proc/start()
|
||||
//Purpose: This is kicked off by the master controller, and controls the processing of all atmosphere.
|
||||
@@ -154,7 +160,7 @@ datum
|
||||
//Inputs: None.
|
||||
//Outputs: None.
|
||||
|
||||
/*
|
||||
|
||||
set background = 1
|
||||
|
||||
while(1)
|
||||
@@ -172,13 +178,6 @@ datum
|
||||
proc/tick()
|
||||
. = 1 //Set the default return value, for runtime detection.
|
||||
|
||||
tick_progress = "next_stat_check (atmos statistics)"
|
||||
if(current_cycle >= next_stat_check)
|
||||
var/zone/z = pick(zones)
|
||||
var/log_file = file("[time2text(world.timeofday, "statistics/DD-MM-YYYY-air.txt")]")
|
||||
log_file << "\"\The [get_area(pick(z.contents))]\",[z.air.oxygen],[z.air.nitrogen],[z.air.carbon_dioxide],[z.air.toxins],[z.air.temperature],[z.air.group_multiplier * z.air.volume]"
|
||||
next_stat_check = current_cycle + (rand(5,7)*60)
|
||||
|
||||
tick_progress = "update_air_properties"
|
||||
if(tiles_to_update.len) //If there are tiles to update, do so.
|
||||
for(var/turf/simulated/T in tiles_to_update)
|
||||
|
||||
@@ -68,8 +68,9 @@ obj/item/proc
|
||||
if(!pl_head_protected())
|
||||
if(prob(1)) suit_contamination() //Plasma can sometimes get through such an open suit.
|
||||
|
||||
if(istype(back,/obj/item/weapon/storage/backpack))
|
||||
back.contaminate()
|
||||
//Cannot wash backpacks currently.
|
||||
// if(istype(back,/obj/item/weapon/storage/backpack))
|
||||
// back.contaminate()
|
||||
|
||||
/mob/proc/pl_effects()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user