diff --git a/baystation12.dme b/baystation12.dme index ae1808a241..6c2d38aaef 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -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" diff --git a/code/WorkInProgress/Apples/artifacts.dm b/code/WorkInProgress/Apples/artifacts.dm deleted file mode 100644 index 242a17074e..0000000000 --- a/code/WorkInProgress/Apples/artifacts.dm +++ /dev/null @@ -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() - ..() - - - - - - diff --git a/code/WorkInProgress/Cael_Aislinn/Jungle/falsewall.dm b/code/WorkInProgress/Cael_Aislinn/Jungle/falsewall.dm deleted file mode 100644 index 1a5d46371a..0000000000 --- a/code/WorkInProgress/Cael_Aislinn/Jungle/falsewall.dm +++ /dev/null @@ -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 diff --git a/code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dm b/code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dm deleted file mode 100644 index 421e803ec4..0000000000 --- a/code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dm +++ /dev/null @@ -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 diff --git a/code/WorkInProgress/Cael_Aislinn/Jungle/jungle_temple.dm b/code/WorkInProgress/Cael_Aislinn/Jungle/jungle_temple.dm deleted file mode 100644 index 7e350dc3a0..0000000000 --- a/code/WorkInProgress/Cael_Aislinn/Jungle/jungle_temple.dm +++ /dev/null @@ -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,iA sawblade shoots out of the ground and strikes you!" - 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 You feel something small and sharp strike you!" - 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 A jet of fire comes out of nowhere!" - 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 The floor under [M] suddenly tips upward!","\red The floor tips upward under you!") - - 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) diff --git a/code/WorkInProgress/Cael_Aislinn/Jungle/jungle_turfs.dm b/code/WorkInProgress/Cael_Aislinn/Jungle/jungle_turfs.dm deleted file mode 100644 index 7daeae006b..0000000000 --- a/code/WorkInProgress/Cael_Aislinn/Jungle/jungle_turfs.dm +++ /dev/null @@ -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" diff --git a/code/WorkInProgress/Cael_Aislinn/Jungle/misc_helpers.dm b/code/WorkInProgress/Cael_Aislinn/Jungle/misc_helpers.dm deleted file mode 100644 index 7ae07059f7..0000000000 --- a/code/WorkInProgress/Cael_Aislinn/Jungle/misc_helpers.dm +++ /dev/null @@ -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