Cleans out the WiP folder.

Step two: Included but otherwise non-references files.
This commit is contained in:
PsiOmega
2015-02-02 13:30:11 +01:00
parent ad5db41bad
commit 7b3c3cf600
7 changed files with 0 additions and 1131 deletions

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@@ -1452,15 +1452,9 @@
#include "code\WorkInProgress\buildmode.dm"
#include "code\WorkInProgress\explosion_particles.dm"
#include "code\WorkInProgress\periodic_news.dm"
#include "code\WorkInProgress\Apples\artifacts.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\falsewall.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_animals.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_plants.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_temple.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_tribe.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\jungle_turfs.dm"
#include "code\WorkInProgress\Cael_Aislinn\Jungle\misc_helpers.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\areas.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\circuits_and_design.dm"
#include "code\WorkInProgress\Cael_Aislinn\Rust\core_control.dm"

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@@ -1,23 +0,0 @@
/obj/item/changestone
name = "An uncut ruby"
desc = "The ruby shines and catches the light, despite being uncut"
icon = 'icons/obj/artifacts.dmi'
icon_state = "changerock"
obj/item/changestone/attack_hand(var/mob/user as mob)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
if(!H.gloves)
if (H.gender == FEMALE)
H.gender = MALE
else
H.gender = FEMALE
H.dna.ready_dna(H)
H.update_body()
..()

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@@ -1,59 +0,0 @@
//simplified copy of /obj/structure/falsewall
/obj/effect/landmark/falsewall_spawner
name = "falsewall spawner"
/obj/structure/temple_falsewall
name = "wall"
anchored = 1
icon = 'icons/turf/walls.dmi'
icon_state = "phoron0"
opacity = 1
var/closed_wall_dir = 0
var/opening = 0
var/mineral = "phoron"
var/is_metal = 0
/obj/structure/temple_falsewall/New()
..()
spawn(10)
if(prob(95))
desc = pick("Something seems slightly off about it.","")
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/unsimulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
closed_wall_dir = junction
density = 1
icon_state = "[mineral][closed_wall_dir]"
/obj/structure/temple_falsewall/attack_hand(mob/user as mob)
if(opening)
return
if(density)
opening = 1
if(is_metal)
icon_state = "metalfwall_open"
flick("metalfwall_opening", src)
else
icon_state = "[mineral]fwall_open"
flick("[mineral]fwall_opening", src)
sleep(15)
src.density = 0
SetOpacity(0)
opening = 0
else
opening = 1
icon_state = "[mineral][closed_wall_dir]"
if(is_metal)
flick("metalfwall_closing", src)
else
flick("[mineral]fwall_closing", src)
density = 1
sleep(15)
SetOpacity(1)
opening = 0

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@@ -1,345 +0,0 @@
//some testin stuff
#define PATH_SPREAD_CHANCE_START 90
#define PATH_SPREAD_CHANCE_LOSS_UPPER 80
#define PATH_SPREAD_CHANCE_LOSS_LOWER 50
#define RIVER_SPREAD_CHANCE_START 100
#define RIVER_SPREAD_CHANCE_LOSS_UPPER 65
#define RIVER_SPREAD_CHANCE_LOSS_LOWER 50
#define RANDOM_UPPER_X 100
#define RANDOM_UPPER_Y 100
#define RANDOM_LOWER_X 18
#define RANDOM_LOWER_Y 18
/area/jungle
name = "jungle"
icon = 'code/workinprogress/cael_aislinn/jungle/jungle.dmi'
icon_state = "area"
lighting_use_dynamic = 0
luminosity = 1
//randomly spawns, will create paths around the map
/obj/effect/landmark/path_waypoint
name = "path waypoint"
icon_state = "x2"
var/connected = 0
/obj/effect/landmark/temple
name = "temple entrance"
icon_state = "x2"
var/obj/structure/ladder/my_ladder
New()
//pick a random temple to link to
var/list/waypoints = list()
for(var/obj/effect/landmark/temple/destination/T in landmarks_list)
waypoints.Add(T)
if(!T)
return
else continue
var/obj/effect/landmark/temple/destination/dest_temple = pick(waypoints)
dest_temple.init()
//connect this landmark to the other
my_ladder = new /obj/structure/ladder(src.loc)
my_ladder.id = dest_temple.my_ladder.id
dest_temple.my_ladder.up = my_ladder
//delete the landmarks now that we're finished
del(dest_temple)
del(src)
/obj/effect/landmark/temple/destination/New()
//nothing
/obj/effect/landmark/temple/destination/proc/init()
my_ladder = new /obj/structure/ladder(src.loc)
my_ladder.id = rand(999)
my_ladder.height = -1
//loop over the walls in the temple and make them a random pre-chosen mineral (null is a stand in for phoron, which the walls already are)
//treat phoron slightly differently because it's the default wall type
var/mineral = pick("uranium","sandstone","gold","iron","silver","diamond","clown","phoron")
//world << "init [mineral]"
var/area/my_area = get_area(src)
var/list/temple_turfs = get_area_turfs(my_area.type)
for(var/turf/simulated/floor/T in temple_turfs)
for(var/obj/effect/landmark/falsewall_spawner/F in T.contents)
var/obj/structure/temple_falsewall/fwall = new(F.loc)
fwall.mineral = mineral
if(mineral == "iron")
fwall.is_metal = 1
del(F)
for(var/obj/effect/landmark/door_spawner/D in T.contents)
var/spawn_type
if(mineral == "iron")
spawn_type = text2path("/obj/machinery/door/airlock/vault")
else
spawn_type = text2path("/obj/machinery/door/airlock/[mineral]")
new spawn_type(D.loc)
del(D)
for(var/turf/unsimulated/wall/T in temple_turfs)
if(mineral != "phoron")
T.icon_state = replacetext(T.icon_state, "phoron", mineral)
/*for(var/obj/effect/landmark/falsewall_spawner/F in T.contents)
//world << "falsewall_spawner found in wall"
var/obj/structure/temple_falsewall/fwall = new(F.loc)
fwall.mineral = mineral
del(F)
for(var/obj/effect/landmark/door_spawner/D in T.contents)
//world << "door_spawner found in wall"
T = new /turf/unsimulated/floor(T.loc)
T.icon_state = "dark"
var/spawn_type = text2path("/obj/machinery/door/airlock/[door_mineral]")
new spawn_type(T)
del(D)*/
//a shuttle has crashed somewhere on the map, it should have a power cell to let the adventurers get home
/area/jungle/crash_ship_source
icon_state = "crash"
/area/jungle/crash_ship_clean
icon_state = "crash"
/area/jungle/crash_ship_one
icon_state = "crash"
/area/jungle/crash_ship_two
icon_state = "crash"
/area/jungle/crash_ship_three
icon_state = "crash"
/area/jungle/crash_ship_four
icon_state = "crash"
//randomly spawns, will create rivers around the map
//uses the same logic as jungle paths
/obj/effect/landmark/river_waypoint
name = "river source waypoint"
var/connected = 0
/obj/machinery/jungle_controller
name = "jungle controller"
desc = "a mysterious and ancient piece of machinery"
var/list/animal_spawners = list()
/obj/machinery/jungle_controller/initialize()
world << "\red \b Setting up jungle, this may take a bleeding eternity..."
//crash dat shuttle
var/area/start_location = locate(/area/jungle/crash_ship_source)
var/area/clean_location = locate(/area/jungle/crash_ship_clean)
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)
var/area/end_location = locate( pick(ship_locations) )
ship_locations -= end_location.type
start_location.move_contents_to(end_location)
for(var/area_type in ship_locations)
var/area/cur_location = locate(area_type)
clean_location.copy_turfs_to(cur_location)
//drop some random river nodes
var/list/river_nodes = list()
var/max = rand(1,3)
var/num_spawned = 0
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!istype(J))
continue
if(!J.bushes_spawn)
continue
river_nodes.Add(new /obj/effect/landmark/river_waypoint(J))
num_spawned++
//make some randomly pathing rivers
for(var/obj/effect/landmark/river_waypoint/W in landmarks_list)
if (W.z != src.z || W.connected)
continue
W.connected = 1
var/turf/cur_turf = new /turf/unsimulated/jungle/water(get_turf(W))
var/turf/target_turf = get_turf(pick(river_nodes))
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
//
while(cur_turf != target_turf)
//randomly snake around a bit
if(detouring)
if(prob(20))
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
else if(prob(20))
detouring = 1
if(prob(50))
cur_dir = turn(cur_dir, 45)
else
cur_dir = turn(cur_dir, -45)
else
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
var/skip = 0
if(!istype(cur_turf, /turf/unsimulated/jungle) || istype(cur_turf, /turf/unsimulated/jungle/rock))
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
if(!skip)
var/turf/unsimulated/jungle/water/water_turf = new(cur_turf)
water_turf.Spread(75, rand(65, 25))
var/list/path_nodes = list()
//place some ladders leading down to pre-generated temples
max = rand(2,5)
num_spawned = 0
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
new /obj/effect/landmark/temple(J)
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
num_spawned++
//put a native tribe somewhere
num_spawned = 0
while(num_spawned < 1)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
new /obj/effect/jungle_tribe_spawn(J)
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
num_spawned++
//place some random path waypoints to confuse players
max = rand(1,3)
num_spawned = 0
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
num_spawned++
//get any path nodes placed on the map
for(var/obj/effect/landmark/path_waypoint/W in landmarks_list)
if (W.z == src.z)
path_nodes.Add(W)
//make random, connecting paths
for(var/obj/effect/landmark/path_waypoint/W in path_nodes)
if (W.connected)
continue
W.connected = 1
var/turf/cur_turf = get_turf(W)
path_nodes.Remove(W)
var/turf/target_turf = get_turf(pick(path_nodes))
path_nodes.Add(W)
//
cur_turf = new /turf/unsimulated/jungle/path(cur_turf)
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
//
while(cur_turf != target_turf)
//randomly snake around a bit
if(detouring)
if(prob(20) || get_dist(cur_turf, target_turf) < 5)
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
else if(prob(20) && get_dist(cur_turf, target_turf) > 5)
detouring = 1
if(prob(50))
cur_dir = turn(cur_dir, 45)
else
cur_dir = turn(cur_dir, -45)
else
cur_dir = get_dir(cur_turf, target_turf)
//move a step forward
cur_turf = get_step(cur_turf, cur_dir)
//if we're not a jungle turf, get back to what we were doing
if(!istype(cur_turf, /turf/unsimulated/jungle/))
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
var/turf/unsimulated/jungle/J = cur_turf
if(istype(J, /turf/unsimulated/jungle/impenetrable) || istype(J, /turf/unsimulated/jungle/water/deep))
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
if(!istype(J, /turf/unsimulated/jungle/water))
J = new /turf/unsimulated/jungle/path(cur_turf)
J.Spread(PATH_SPREAD_CHANCE_START, rand(PATH_SPREAD_CHANCE_LOSS_UPPER, PATH_SPREAD_CHANCE_LOSS_LOWER))
//create monkey spawners
num_spawned = 0
max = rand(3,6)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/monkey(J))
num_spawned++
//create panther spawners
num_spawned = 0
max = rand(6,12)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !istype(J) || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/panther(J))
num_spawned++
//create snake spawners
num_spawned = 0
max = rand(6,12)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !istype(J) || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/snake(J))
num_spawned++
//create parrot spawners
num_spawned = 0
max = rand(3,6)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !istype(J) || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/parrot(J))
num_spawned++
#undef PATH_SPREAD_CHANCE_START
#undef PATH_SPREAD_CHANCE_LOSS_UPPER
#undef PATH_SPREAD_CHANCE_LOSS_LOWER
#undef RIVER_SPREAD_CHANCE_START
#undef RIVER_SPREAD_CHANCE_LOSS_UPPER
#undef RIVER_SPREAD_CHANCE_LOSS_LOWER
#undef RANDOM_UPPER_X
#undef RANDOM_UPPER_Y
#undef RANDOM_LOWER_X
#undef RANDOM_LOWER_Y

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@@ -1,398 +0,0 @@
//randomly generated temples, indiana jones style (minus the cultists, probably)
/area/jungle/temple_one
name = "temple"
lighting_use_dynamic = 1
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "temple1"
/area/jungle/temple_two
name = "temple"
lighting_use_dynamic = 1
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "temple2"
/area/jungle/temple_three
name = "temple"
lighting_use_dynamic = 1
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "temple3"
/area/jungle/temple_four
name = "temple"
lighting_use_dynamic = 1
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "temple4"
/area/jungle/temple_five
name = "temple"
lighting_use_dynamic = 1
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "temple5"
/area/jungle/temple_six
name = "temple"
lighting_use_dynamic = 1
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "temple6"
/obj/effect/landmark/door_spawner
name = "door spawner"
//******//
// Loot //
//******//
/obj/effect/landmark/glowshroom_spawn
icon_state = "x3"
invisibility = 101
New()
if(prob(10))
new /obj/effect/glowshroom(src.loc)
del(src)
/obj/effect/landmark/loot_spawn
name = "loot spawner"
icon_state = "grabbed1"
var/low_probability = 0
New()
switch(pick( \
low_probability * 1000;"nothing", \
200 - low_probability * 175;"treasure", \
25 + low_probability * 75;"remains", \
25 + low_probability * 75;"plants", \
5; "blob", \
50 + low_probability * 50;"clothes", \
"glasses", \
100 - low_probability * 50;"weapons", \
100 - low_probability * 50;"spacesuit", \
"health", \
25 + low_probability * 75;"snacks", \
25;"alien", \
"lights", \
25 - low_probability * 25;"engineering", \
25 - low_probability * 25;"coffin", \
25;"mimic", \
25;"viscerator", \
))
if("treasure")
var/obj/structure/closet/crate/C = new(src.loc)
if(prob(33))
//coins
var/amount = rand(2,6)
var/list/possible_spawns = list()
for(var/coin_type in typesof(/obj/item/weapon/coin))
possible_spawns += coin_type
var/coin_type = pick(possible_spawns)
for(var/i=0,i<amount,i++)
new coin_type(C)
else if(prob(50))
//bars
var/amount = rand(2,6)
var/quantity = rand(10,50)
var/list/possible_spawns = list()
for(var/bar_type in typesof(/obj/item/stack/sheet/mineral) - /obj/item/stack/sheet/mineral - /obj/item/stack/sheet/mineral/enruranium)
possible_spawns += bar_type
var/bar_type = pick(possible_spawns)
for(var/i=0,i<amount,i++)
var/obj/item/stack/sheet/mineral/M = new bar_type(C)
M.amount = quantity
else
//credits
var/amount = rand(2,6)
var/list/possible_spawns = list()
for(var/cash_type in typesof(/obj/item/stack/sheet/mineral))
possible_spawns += cash_type
var/cash_type = pick(possible_spawns)
for(var/i=0,i<amount,i++)
new cash_type(C)
if("remains")
if(prob(50))
new /obj/effect/decal/remains/human(src.loc)
else
new /obj/effect/decal/remains/xeno(src.loc)
if("plants")
if(prob(25))
new /obj/effect/glowshroom(src.loc)
else if(prob(33))
new /obj/item/weapon/reagent_containers/food/snacks/grown/mushroom/libertycap(src.loc)
else if(prob(50))
new /obj/item/weapon/reagent_containers/food/snacks/grown/ambrosiavulgaris(src.loc)
if("blob")
new /obj/effect/blob/core(src.loc)
if("clothes")
var/obj/structure/closet/C = new(src.loc)
C.icon_state = "blue"
C.icon_closed = "blue"
if(prob(33))
new /obj/item/clothing/under/rainbow(C)
new /obj/item/clothing/shoes/rainbow(C)
new /obj/item/clothing/head/soft/rainbow(C)
new /obj/item/clothing/gloves/rainbow(C)
else if(prob(50))
new /obj/item/clothing/under/psyche(C)
else
new /obj/item/clothing/under/syndicate/combat(C)
new /obj/item/clothing/shoes/swat(C)
new /obj/item/clothing/gloves/swat(C)
new /obj/item/clothing/mask/balaclava(C)
if("glasses")
var/obj/structure/closet/C = new(src.loc)
var/new_type = pick(
/obj/item/clothing/glasses/material, \
/obj/item/clothing/glasses/thermal, \
/obj/item/clothing/glasses/meson, \
/obj/item/clothing/glasses/night, \
/obj/item/clothing/glasses/hud/health, \
/obj/item/clothing/glasses/hud/health \
)
new new_type(C)
if("weapons")
var/obj/structure/closet/crate/secure/weapon/C = new(src.loc)
var/new_type = pick(
200; /obj/item/weapon/hatchet, \
/obj/item/weapon/gun/projectile/pistol, \
/obj/item/weapon/gun/projectile/deagle, \
/obj/item/weapon/gun/projectile/russian, \
)
new new_type(C)
if("spacesuit")
var/obj/structure/closet/syndicate/C = new(src.loc)
if(prob(25))
new /obj/item/clothing/suit/space/syndicate/black(C)
new /obj/item/clothing/head/helmet/space/syndicate/black(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
else if(prob(33))
new /obj/item/clothing/suit/space/syndicate/blue(C)
new /obj/item/clothing/head/helmet/space/syndicate/blue(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
else if(prob(50))
new /obj/item/clothing/suit/space/syndicate/green(C)
new /obj/item/clothing/head/helmet/space/syndicate/green(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
else
new /obj/item/clothing/suit/space/syndicate/orange(C)
new /obj/item/clothing/head/helmet/space/syndicate/orange(C)
new /obj/item/weapon/tank/oxygen/red(C)
new /obj/item/clothing/mask/breath(C)
if("health")
//hopefully won't be necessary, but there were an awful lot of traps to get through...
var/obj/structure/closet/crate/medical/C = new(src.loc)
if(prob(50))
new /obj/item/weapon/storage/firstaid/regular(C)
if(prob(50))
new /obj/item/weapon/storage/firstaid/fire(C)
if(prob(50))
new /obj/item/weapon/storage/firstaid/o2(C)
if(prob(50))
new /obj/item/weapon/storage/firstaid/toxin(C)
if("snacks")
//you're come so far, you must be in need of refreshment
var/obj/structure/closet/crate/freezer/C = new(src.loc)
var/num = rand(2,6)
var/new_type = pick(
/obj/item/weapon/reagent_containers/food/drinks/cans/beer, \
/obj/item/weapon/reagent_containers/food/drinks/tea, \
/obj/item/weapon/reagent_containers/food/drinks/dry_ramen, \
/obj/item/weapon/reagent_containers/food/snacks/candiedapple, \
/obj/item/weapon/reagent_containers/food/snacks/chocolatebar, \
/obj/item/weapon/reagent_containers/food/snacks/cookie, \
/obj/item/weapon/reagent_containers/food/snacks/meatball, \
/obj/item/weapon/reagent_containers/food/snacks/plump_pie, \
)
for(var/i=0,i<num,i++)
new new_type(C)
if("alien")
//ancient aliens
var/obj/structure/closet/acloset/C = new(src.loc)
if(prob(33))
//facehuggers
var/num = rand(1,3)
for(var/i=0,i<num,i++)
new /obj/item/clothing/mask/facehugger(C)
/*else if(prob(50))
//something else very much alive and angry
var/spawn_type = pick(/mob/living/simple_animal/hostile/alien, /mob/living/simple_animal/hostile/alien/drone, /mob/living/simple_animal/hostile/alien/sentinel)
new spawn_type(C)*/
//33% chance of nothing
if("lights")
//flares, candles, matches
var/obj/structure/closet/crate/secure/gear/C = new(src.loc)
var/num = rand(2,6)
for(var/i=0,i<num,i++)
var/spawn_type = pick(/obj/item/device/flashlight/flare, /obj/item/trash/candle, /obj/item/weapon/flame/candle/, /obj/item/weapon/storage/box/matches)
new spawn_type(C)
if("engineering")
var/obj/structure/closet/crate/secure/gear/C = new(src.loc)
//chance to have any combination of up to two electrical/mechanical toolboxes and one cell
if(prob(33))
new /obj/item/weapon/storage/toolbox/electrical(C)
else if(prob(50))
new /obj/item/weapon/storage/toolbox/mechanical(C)
if(prob(33))
new /obj/item/weapon/storage/toolbox/mechanical(C)
else if(prob(50))
new /obj/item/weapon/storage/toolbox/electrical(C)
if(prob(25))
new /obj/item/weapon/cell(C)
if("coffin")
new /obj/structure/closet/coffin(src.loc)
if(prob(33))
new /obj/effect/decal/remains/human(src)
else if(prob(50))
new /obj/effect/decal/remains/xeno(src)
/*if("mimic")
//a guardian of the tomb!
new /mob/living/simple_animal/hostile/mimic/crate(src.loc)*/
if("viscerator")
//more tomb guardians!
var/num = rand(1,3)
var/obj/structure/closet/crate/secure/gear/C = new(src.loc)
for(var/i=0,i<num,i++)
new /mob/living/simple_animal/hostile/viscerator(C)
del(src)
/obj/effect/landmark/loot_spawn/low
name = "low prob loot spawner"
icon_state = "grabbed"
low_probability = 1
//********//
// Traps! //
//********//
/obj/effect/step_trigger/trap
name = "trap"
icon = 'code/workinprogress/cael_aislinn/jungle/jungle.dmi'
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "trap"
var/trap_type
New()
trap_type = pick(50;"thrower","sawburst","poison_dart","flame_burst",10;"phoron_gas",5;"n2_gas")
if( (trap_type == "phoron_gas" || trap_type == "n2_gas") && prob(10))
new /obj/effect/glowshroom(src.loc)
//hint that this tile is dangerous
if(prob(90))
var/turf/T = get_turf(src)
T.desc = pick("There is a faint sheen of moisture over the top.","It looks a little unstable.","Something doesn't seem right.")
/obj/effect/step_trigger/trap/Trigger(var/atom/A)
var/mob/living/M = A
if(!istype(M))
return
switch(trap_type)
if("sawburst")
M << "\red <b>A sawblade shoots out of the ground and strikes you!</b>"
M.apply_damage(rand(5,10), BRUTE, sharp=1, edge=1)
var/atom/myloc = src.loc
var/image/flicker = image('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"sawblade")
myloc.overlays += flicker
spawn(8)
myloc.overlays -= flicker
del(flicker)
//flick("sawblade",src)
if("poison_dart")
M << "\red <b>You feel something small and sharp strike you!</b>"
M.apply_damage(rand(5,10), TOX)
var/atom/myloc = src.loc
var/image/flicker = image('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"dart[rand(1,3)]")
myloc.overlays += flicker
spawn(8)
myloc.overlays -= flicker
del(flicker)
//flick("dart[rand(1,3)]",src)
if("flame_burst")
M << "\red <b>A jet of fire comes out of nowhere!</b>"
M.apply_damage(rand(5,10), BURN)
var/atom/myloc = src.loc
var/image/flicker = image('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"flameburst")
myloc.overlays += flicker
spawn(8)
myloc.overlays -= flicker
del flicker
//flick("flameburst",src)
if("phoron_gas")
//spawn a bunch of phoron
if("n2_gas")
//spawn a bunch of sleeping gas
if("thrower")
//edited version of obj/effect/step_trigger/thrower
var/throw_dir = pick(1,2,4,8)
M.visible_message("\red <b>The floor under [M] suddenly tips upward!</b>","\red <b>The floor tips upward under you!</b>")
var/atom/myloc = src.loc
var/image/flicker = image('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"throw[throw_dir]")
myloc.overlays += flicker
var/turf/my_turf = get_turf(loc)
if(!my_turf.density)
my_turf.density = 1
spawn(8)
my_turf.density = 0
spawn(8)
myloc.overlays -= flicker
del(flicker)
var/dist = rand(1,5)
var/curtiles = 0
while(M)
if(curtiles >= dist)
break
if(M.z != src.z)
break
curtiles++
sleep(1)
var/predir = M.dir
step(M, throw_dir)
M.set_dir(predir)
//gives turf a different description, to try and trick players
/obj/effect/step_trigger/trap/fake
icon_state = "faketrap"
name = "fake trap"
New()
if(prob(10))
new /obj/effect/glowshroom(src.loc)
if(prob(90))
var/turf/T = get_turf(src)
T.desc = pick("It looks a little dustier than the surrounding tiles.","It is somewhat ornate.","It looks a little darker than the surrounding tiles.")
del(src)
//50% chance of being a trap
/obj/effect/step_trigger/trap/fifty
icon_state = "trap"
name = "fifty fifty trap"
icon_state = "fiftytrap"
New()
if(prob(50))
..()
else
if(prob(10))
new /obj/effect/glowshroom(src.loc)
del(src)

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@@ -1,178 +0,0 @@
/turf/unsimulated/jungle
var/bushes_spawn = 1
var/plants_spawn = 1
name = "wet grass"
desc = "Thick, long wet grass"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "grass1"
var/icon_spawn_state = "grass1"
luminosity = 3
New()
icon_state = icon_spawn_state
if(plants_spawn && prob(40))
if(prob(90))
var/image/I
if(prob(35))
I = image('code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi',"plant[rand(1,7)]")
else
if(prob(30))
I = image('icons/obj/flora/ausflora.dmi',"reedbush_[rand(1,4)]")
else if(prob(33))
I = image('icons/obj/flora/ausflora.dmi',"leafybush_[rand(1,3)]")
else if(prob(50))
I = image('icons/obj/flora/ausflora.dmi',"fernybush_[rand(1,3)]")
else
I = image('icons/obj/flora/ausflora.dmi',"stalkybush_[rand(1,3)]")
I.pixel_x = rand(-6,6)
I.pixel_y = rand(-6,6)
overlays += I
else
var/obj/structure/jungle_plant/J = new(src)
J.pixel_x = rand(-6,6)
J.pixel_y = rand(-6,6)
if(bushes_spawn && prob(90))
new /obj/structure/bush(src)
/turf/unsimulated/jungle/clear
bushes_spawn = 0
plants_spawn = 0
icon_state = "grass_clear"
icon_spawn_state = "grass3"
/turf/unsimulated/jungle/path
bushes_spawn = 0
name = "wet grass"
desc = "thick, long wet grass"
icon = 'code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dmi'
icon_state = "grass_path"
icon_spawn_state = "grass2"
New()
..()
for(var/obj/structure/bush/B in src)
del B
/turf/unsimulated/jungle/proc/Spread(var/probability, var/prob_loss = 50)
if(probability <= 0)
return
//world << "\blue Spread([probability])"
for(var/turf/unsimulated/jungle/J in orange(1, src))
if(!J.bushes_spawn)
continue
var/turf/unsimulated/jungle/P = null
if(J.type == src.type)
P = J
else
P = new src.type(J)
if(P && prob(probability))
P.Spread(probability - prob_loss)
/turf/unsimulated/jungle/impenetrable
bushes_spawn = 0
icon_state = "grass_impenetrable"
icon_spawn_state = "grass1"
New()
..()
var/obj/structure/bush/B = new(src)
B.indestructable = 1
//copy paste from asteroid mineral turfs
/turf/unsimulated/jungle/rock
bushes_spawn = 0
plants_spawn = 0
density = 1
name = "rock wall"
icon = 'icons/turf/walls.dmi'
icon_state = "rock"
icon_spawn_state = "rock"
/turf/unsimulated/jungle/rock/New()
spawn(1)
var/turf/T
if(!istype(get_step(src, NORTH), /turf/unsimulated/jungle/rock) && !istype(get_step(src, NORTH), /turf/unsimulated/wall))
T = get_step(src, NORTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_s")
if(!istype(get_step(src, SOUTH), /turf/unsimulated/jungle/rock) && !istype(get_step(src, SOUTH), /turf/unsimulated/wall))
T = get_step(src, SOUTH)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_n", layer=6)
if(!istype(get_step(src, EAST), /turf/unsimulated/jungle/rock) && !istype(get_step(src, EAST), /turf/unsimulated/wall))
T = get_step(src, EAST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_w", layer=6)
if(!istype(get_step(src, WEST), /turf/unsimulated/jungle/rock) && !istype(get_step(src, WEST), /turf/unsimulated/wall))
T = get_step(src, WEST)
if (T)
T.overlays += image('icons/turf/walls.dmi', "rock_side_e", layer=6)
/turf/unsimulated/jungle/water
bushes_spawn = 0
name = "murky water"
desc = "thick, murky water"
icon = 'icons/misc/beach.dmi'
icon_state = "water"
icon_spawn_state = "water"
/turf/unsimulated/jungle/water/New()
..()
for(var/obj/structure/bush/B in src)
del(B)
/turf/unsimulated/jungle/water/Entered(atom/movable/O)
..()
if(istype(O, /mob/living/))
var/mob/living/M = O
//slip in the murky water if we try to run through it
if(prob(10 + (M.m_intent == "run" ? 40 : 0)))
M << pick("\blue You slip on something slimy.","\blue You fall over into the murk.")
M.Stun(2)
M.Weaken(1)
//piranhas - 25% chance to be an omnipresent risk, although they do practically no damage
if(prob(25))
M << "\blue You feel something slithering around your legs."
if(prob(50))
spawn(rand(25,50))
var/turf/T = get_turf(M)
if(istype(T, /turf/unsimulated/jungle/water))
M << pick("\red Something sharp bites you!","\red Sharp teeth grab hold of you!","\red You feel something take a chunk out of your leg!")
M.apply_damage(rand(0,1), BRUTE, sharp=1)
if(prob(50))
spawn(rand(25,50))
var/turf/T = get_turf(M)
if(istype(T, /turf/unsimulated/jungle/water))
M << pick("\red Something sharp bites you!","\red Sharp teeth grab hold of you!","\red You feel something take a chunk out of your leg!")
M.apply_damage(rand(0,1), BRUTE, sharp=1)
if(prob(50))
spawn(rand(25,50))
var/turf/T = get_turf(M)
if(istype(T, /turf/unsimulated/jungle/water))
M << pick("\red Something sharp bites you!","\red Sharp teeth grab hold of you!","\red You feel something take a chunk out of your leg!")
M.apply_damage(rand(0,1), BRUTE, sharp=1)
if(prob(50))
spawn(rand(25,50))
var/turf/T = get_turf(M)
if(istype(T, /turf/unsimulated/jungle/water))
M << pick("\red Something sharp bites you!","\red Sharp teeth grab hold of you!","\red You feel something take a chunk out of your leg!")
M.apply_damage(rand(0,1), BRUTE, sharp=1)
/turf/unsimulated/jungle/water/deep
plants_spawn = 0
density = 1
icon_state = "water2"
icon_spawn_state = "water2"
/turf/unsimulated/jungle/temple_wall
name = "temple wall"
desc = ""
density = 1
icon = 'icons/turf/walls.dmi'
icon_state = "phoron0"
var/mineral = "phoron"

View File

@@ -1,122 +0,0 @@
//put this here because i needed specific functionality, and i wanted to avoid the hassle of getting it onto svn
/area/proc/copy_turfs_to(var/area/A , var/platingRequired = 0 )
//Takes: Area. Optional: If it should copy to areas that don't have plating
//Returns: Nothing.
//Notes: Attempts to move the contents of one area to another area.
// Movement based on lower left corner. Tiles that do not fit
// into the new area will not be moved.
if(!A || !src) return 0
var/list/turfs_src = get_area_turfs(src.type)
var/list/turfs_trg = get_area_turfs(A.type)
var/src_min_x = 0
var/src_min_y = 0
for (var/turf/T in turfs_src)
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
var/trg_min_x = 0
var/trg_min_y = 0
for (var/turf/T in turfs_trg)
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
var/list/refined_src = new/list()
for(var/turf/T in turfs_src)
refined_src += T
refined_src[T] = new/datum/coords
var/datum/coords/C = refined_src[T]
C.x_pos = (T.x - src_min_x)
C.y_pos = (T.y - src_min_y)
var/list/refined_trg = new/list()
for(var/turf/T in turfs_trg)
refined_trg += T
refined_trg[T] = new/datum/coords
var/datum/coords/C = refined_trg[T]
C.x_pos = (T.x - trg_min_x)
C.y_pos = (T.y - trg_min_y)
var/list/toupdate = new/list()
var/copiedobjs = list()
moving:
for (var/turf/T in refined_src)
var/datum/coords/C_src = refined_src[T]
for (var/turf/B in refined_trg)
var/datum/coords/C_trg = refined_trg[B]
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
var/old_dir1 = T.dir
var/old_icon_state1 = T.icon_state
var/old_icon1 = T.icon
if(platingRequired)
if(istype(B, /turf/space))
continue moving
var/turf/X = new T.type(B)
X.set_dir(old_dir1)
X.icon_state = old_icon_state1
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
var/list/mobs = new/list()
var/list/newmobs = new/list()
for(var/mob/M in T)
if(!istype(M,/mob) || istype(M, /mob/aiEye)) continue // If we need to check for more mobs, I'll add a variable
mobs += M
for(var/mob/M in mobs)
newmobs += DuplicateObject(M , 1)
for(var/mob/M in newmobs)
M.loc = X
for(var/V in T.vars)
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity")))
X.vars[V] = T.vars[V]
// var/area/AR = X.loc
// if(AR.lighting_use_dynamic)
// X.opacity = !X.opacity
// X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn
toupdate += X
refined_src -= T
refined_trg -= B
continue moving
/*var/list/doors = new/list()
if(toupdate.len)
for(var/turf/simulated/T1 in toupdate)
for(var/obj/machinery/door/D2 in T1)
doors += D2
if(T1.parent)
air_master.groups_to_rebuild += T1.parent
else
air_master.tiles_to_update += T1
for(var/obj/O in doors)
O:update_nearby_tiles(1)*/
return copiedobjs