mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Merge pull request #1159 from CHOMPStationBot/upstream-merge-9589
[MIRROR] Makes the beach cool
This commit is contained in:
5
code/game/turfs/unsimulated/beach_vr.dm
Normal file
5
code/game/turfs/unsimulated/beach_vr.dm
Normal file
@@ -0,0 +1,5 @@
|
||||
/turf/simulated/floor/beach/sand/outdoors
|
||||
outdoors = TRUE
|
||||
|
||||
/turf/simulated/floor/beach/sand/desert/outdoors
|
||||
outdoors = TRUE
|
||||
522
code/modules/planet/virgo4_vr.dm
Normal file
522
code/modules/planet/virgo4_vr.dm
Normal file
@@ -0,0 +1,522 @@
|
||||
var/datum/planet/virgo4/planet_virgo4 = null
|
||||
|
||||
/datum/time/virgo4
|
||||
seconds_in_day = 24 HOURS
|
||||
|
||||
/datum/planet/virgo4
|
||||
name = "Virgo-4"
|
||||
desc = "Zorren homeworld. Mostly dry and desolate, but ocean and fresh water are present, with scattered vegitation." //rewrite me
|
||||
current_time = new /datum/time/virgo4()
|
||||
// expected_z_levels = list(1) // This is defined elsewhere.
|
||||
planetary_wall_type = /turf/unsimulated/wall/planetary/normal/virgo4
|
||||
|
||||
/datum/planet/virgo4/New()
|
||||
..()
|
||||
planet_virgo4 = src
|
||||
weather_holder = new /datum/weather_holder/virgo4(src)
|
||||
|
||||
/datum/planet/virgo4/update_sun()
|
||||
..()
|
||||
var/datum/time/time = current_time
|
||||
var/length_of_day = time.seconds_in_day / 10 / 60 / 60
|
||||
var/noon = length_of_day / 2
|
||||
var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
|
||||
sun_position = distance_from_noon / noon
|
||||
sun_position = abs(sun_position - 1)
|
||||
|
||||
var/low_brightness = null
|
||||
var/high_brightness = null
|
||||
|
||||
var/low_color = null
|
||||
var/high_color = null
|
||||
var/min = 0
|
||||
|
||||
switch(sun_position)
|
||||
if(0 to 0.30) // Night
|
||||
low_brightness = 0.1
|
||||
low_color = "#000066"
|
||||
|
||||
high_brightness = 0.2
|
||||
high_color = "#66004D"
|
||||
min = 0
|
||||
|
||||
if(0.30 to 0.40) // Twilight
|
||||
low_brightness = 0.4
|
||||
low_color = "#66004D"
|
||||
|
||||
high_brightness = 0.6
|
||||
high_color = "#CC3300"
|
||||
min = 0.40
|
||||
|
||||
if(0.40 to 0.50) // Sunrise/set
|
||||
low_brightness = 0.7
|
||||
low_color = "#CC3300"
|
||||
|
||||
high_brightness = 0.9
|
||||
high_color = "#FF9933"
|
||||
min = 0.50
|
||||
|
||||
if(0.50 to 1.00) // Noon
|
||||
low_brightness = 1
|
||||
low_color = "#DDDDDD"
|
||||
|
||||
high_brightness = 2
|
||||
high_color = "#FFFFFF"
|
||||
min = 0.70
|
||||
|
||||
var/interpolate_weight = (abs(min - sun_position)) * 4
|
||||
var/weather_light_modifier = 1
|
||||
if(weather_holder && weather_holder.current_weather)
|
||||
weather_light_modifier = weather_holder.current_weather.light_modifier
|
||||
|
||||
var/new_brightness = (LERP(low_brightness, high_brightness, interpolate_weight) ) * weather_light_modifier
|
||||
|
||||
var/new_color = null
|
||||
if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
|
||||
new_color = weather_holder.current_weather.light_color
|
||||
else
|
||||
var/list/low_color_list = hex2rgb(low_color)
|
||||
var/low_r = low_color_list[1]
|
||||
var/low_g = low_color_list[2]
|
||||
var/low_b = low_color_list[3]
|
||||
|
||||
var/list/high_color_list = hex2rgb(high_color)
|
||||
var/high_r = high_color_list[1]
|
||||
var/high_g = high_color_list[2]
|
||||
var/high_b = high_color_list[3]
|
||||
|
||||
var/new_r = LERP(low_r, high_r, interpolate_weight)
|
||||
var/new_g = LERP(low_g, high_g, interpolate_weight)
|
||||
var/new_b = LERP(low_b, high_b, interpolate_weight)
|
||||
|
||||
new_color = rgb(new_r, new_g, new_b)
|
||||
|
||||
spawn(1)
|
||||
update_sun_deferred(2, new_brightness, new_color)
|
||||
|
||||
|
||||
/datum/weather_holder/virgo4
|
||||
temperature = T0C
|
||||
allowed_weather_types = list(
|
||||
WEATHER_CLEAR = new /datum/weather/virgo4/clear(),
|
||||
WEATHER_OVERCAST = new /datum/weather/virgo4/overcast(),
|
||||
WEATHER_LIGHT_SNOW = new /datum/weather/virgo4/light_snow(),
|
||||
WEATHER_SNOW = new /datum/weather/virgo4/snow(),
|
||||
WEATHER_BLIZZARD = new /datum/weather/virgo4/blizzard(),
|
||||
WEATHER_RAIN = new /datum/weather/virgo4/rain(),
|
||||
WEATHER_STORM = new /datum/weather/virgo4/storm(),
|
||||
WEATHER_HAIL = new /datum/weather/virgo4/hail(),
|
||||
WEATHER_BLOOD_MOON = new /datum/weather/virgo4/blood_moon(),
|
||||
WEATHER_EMBERFALL = new /datum/weather/virgo4/emberfall(),
|
||||
WEATHER_ASH_STORM = new /datum/weather/virgo4/ash_storm(),
|
||||
WEATHER_FALLOUT = new /datum/weather/virgo4/fallout()
|
||||
)
|
||||
roundstart_weather_chances = list(
|
||||
WEATHER_CLEAR = 50,
|
||||
WEATHER_OVERCAST = 10,
|
||||
WEATHER_RAIN = 1
|
||||
)
|
||||
|
||||
/datum/weather/virgo4
|
||||
name = "virgo4"
|
||||
temp_high = 303.15 // 30c
|
||||
temp_low = 298.15 // 25c
|
||||
|
||||
/datum/weather/virgo4/clear
|
||||
name = "clear"
|
||||
transition_chances = list(
|
||||
WEATHER_CLEAR = 60,
|
||||
WEATHER_OVERCAST = 20)
|
||||
transition_messages = list(
|
||||
"The sky clears up.",
|
||||
"The sky is visible.",
|
||||
"The weather is calm."
|
||||
)
|
||||
sky_visible = TRUE
|
||||
observed_message = "The sky is clear."
|
||||
|
||||
/datum/weather/virgo4/overcast
|
||||
name = "overcast"
|
||||
temp_high = 293.15 // 20c
|
||||
temp_low = 288.15 // 15c
|
||||
light_modifier = 0.8
|
||||
transition_chances = list(
|
||||
WEATHER_CLEAR = 25,
|
||||
WEATHER_OVERCAST = 50,
|
||||
WEATHER_RAIN = 5
|
||||
)
|
||||
observed_message = "It is overcast, all you can see are clouds."
|
||||
transition_messages = list(
|
||||
"All you can see above are clouds.",
|
||||
"Clouds cut off your view of the sky.",
|
||||
"It's very cloudy."
|
||||
)
|
||||
|
||||
/datum/weather/virgo4/light_snow
|
||||
name = "light snow"
|
||||
icon_state = "snowfall_light"
|
||||
temp_high = 268.15 // -5c
|
||||
temp_low = 263.15 // -10c
|
||||
light_modifier = 0.7
|
||||
transition_chances = list(
|
||||
WEATHER_LIGHT_SNOW = 100
|
||||
)
|
||||
observed_message = "It is snowing lightly."
|
||||
transition_messages = list(
|
||||
"Small snowflakes begin to fall from above.",
|
||||
"It begins to snow lightly.",
|
||||
)
|
||||
|
||||
/datum/weather/virgo4/snow
|
||||
name = "moderate snow"
|
||||
icon_state = "snowfall_med"
|
||||
temp_high = 268.15 // -5c
|
||||
temp_low = 263.15 // -10c
|
||||
wind_high = 2
|
||||
wind_low = 0
|
||||
light_modifier = 0.5
|
||||
flight_failure_modifier = 5
|
||||
transition_chances = list(
|
||||
WEATHER_LIGHT_SNOW = 100
|
||||
)
|
||||
observed_message = "It is snowing."
|
||||
transition_messages = list(
|
||||
"It's starting to snow.",
|
||||
"The air feels much colder as snowflakes fall from above."
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
|
||||
indoor_sounds_type = /datum/looping_sound/weather/inside_snow
|
||||
|
||||
/datum/weather/virgo4/snow/process_effects()
|
||||
..()
|
||||
for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
|
||||
if(S.z in holder.our_planet.expected_z_levels)
|
||||
for(var/dir_checked in cardinal)
|
||||
var/turf/simulated/floor/T = get_step(S, dir_checked)
|
||||
if(istype(T))
|
||||
if(istype(T, /turf/simulated/floor/outdoors) && prob(33))
|
||||
T.chill()
|
||||
|
||||
/datum/weather/virgo4/blizzard
|
||||
name = "blizzard"
|
||||
icon_state = "snowfall_heavy"
|
||||
temp_high = 268.15 // -5c
|
||||
temp_low = 263.15 // -10c
|
||||
wind_high = 4
|
||||
wind_low = 2
|
||||
light_modifier = 0.3
|
||||
flight_failure_modifier = 10
|
||||
transition_chances = list(
|
||||
WEATHER_BLIZZARD = 100
|
||||
)
|
||||
observed_message = "A blizzard blows snow everywhere."
|
||||
transition_messages = list(
|
||||
"Strong winds howl around you as a blizzard appears.",
|
||||
"It starts snowing heavily, and it feels extremly cold now."
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
|
||||
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
|
||||
|
||||
/datum/weather/virgo4/blizzard/process_effects()
|
||||
..()
|
||||
for(var/turf/simulated/floor/outdoors/snow/S in SSplanets.new_outdoor_turfs) //This didn't make any sense before SSplanets, either
|
||||
if(S.z in holder.our_planet.expected_z_levels)
|
||||
for(var/dir_checked in cardinal)
|
||||
var/turf/simulated/floor/T = get_step(S, dir_checked)
|
||||
if(istype(T))
|
||||
if(istype(T, /turf/simulated/floor/outdoors) && prob(50))
|
||||
T.chill()
|
||||
|
||||
/datum/weather/virgo4/rain
|
||||
name = "rain"
|
||||
icon_state = "rain"
|
||||
temp_high = 288.15 // 15c
|
||||
temp_low = 283.15 // 10c
|
||||
wind_high = 2
|
||||
wind_low = 1
|
||||
light_modifier = 0.5
|
||||
effect_message = "<span class='warning'>Rain falls on you.</span>"
|
||||
|
||||
transition_chances = list(
|
||||
WEATHER_OVERCAST = 25,
|
||||
WEATHER_RAIN = 50
|
||||
)
|
||||
observed_message = "It is raining."
|
||||
transition_messages = list(
|
||||
"The sky is dark, and rain falls down upon you."
|
||||
)
|
||||
|
||||
/datum/weather/virgo4/rain/process_effects()
|
||||
..()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
continue // They're indoors, so no need to rain on them.
|
||||
|
||||
// If they have an open umbrella, it'll guard from rain
|
||||
if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
|
||||
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
|
||||
if(U.open)
|
||||
if(show_message)
|
||||
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
|
||||
continue
|
||||
else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
|
||||
var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
|
||||
if(U.open)
|
||||
if(show_message)
|
||||
to_chat(L, "<span class='notice'>Rain patters softly onto your umbrella.</span>")
|
||||
continue
|
||||
|
||||
L.water_act(1)
|
||||
if(show_message)
|
||||
to_chat(L, effect_message)
|
||||
|
||||
/datum/weather/virgo4/storm
|
||||
name = "storm"
|
||||
icon_state = "storm"
|
||||
wind_high = 4
|
||||
wind_low = 2
|
||||
light_modifier = 0.3
|
||||
flight_failure_modifier = 10
|
||||
effect_message = "<span class='warning'>Rain falls on you, drenching you in water.</span>"
|
||||
|
||||
var/next_lightning_strike = 0 // world.time when lightning will strike.
|
||||
var/min_lightning_cooldown = 5 SECONDS
|
||||
var/max_lightning_cooldown = 1 MINUTE
|
||||
observed_message = "An intense storm pours down over the region."
|
||||
transition_messages = list(
|
||||
"You feel intense winds hit you as the weather takes a turn for the worst.",
|
||||
"Loud thunder is heard in the distance.",
|
||||
"A bright flash heralds the approach of a storm."
|
||||
)
|
||||
|
||||
|
||||
transition_chances = list(
|
||||
WEATHER_STORM = 100
|
||||
)
|
||||
|
||||
/datum/weather/virgo4/storm/process_effects()
|
||||
..()
|
||||
for(var/mob/living/L in living_mob_list)
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
continue // They're indoors, so no need to rain on them.
|
||||
|
||||
// If they have an open umbrella, it'll guard from rain
|
||||
if(istype(L.get_active_hand(), /obj/item/weapon/melee/umbrella))
|
||||
var/obj/item/weapon/melee/umbrella/U = L.get_active_hand()
|
||||
if(U.open)
|
||||
if(show_message)
|
||||
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
|
||||
continue
|
||||
else if(istype(L.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
|
||||
var/obj/item/weapon/melee/umbrella/U = L.get_inactive_hand()
|
||||
if(U.open)
|
||||
if(show_message)
|
||||
to_chat(L, "<span class='notice'>Rain showers loudly onto your umbrella!</span>")
|
||||
continue
|
||||
|
||||
|
||||
L.water_act(2)
|
||||
if(show_message)
|
||||
to_chat(L, effect_message)
|
||||
|
||||
handle_lightning()
|
||||
|
||||
// This gets called to do lightning periodically.
|
||||
// There is a seperate function to do the actual lightning strike, so that badmins can play with it.
|
||||
/datum/weather/virgo4/storm/proc/handle_lightning()
|
||||
if(world.time < next_lightning_strike)
|
||||
return // It's too soon to strike again.
|
||||
next_lightning_strike = world.time + rand(min_lightning_cooldown, max_lightning_cooldown)
|
||||
var/turf/T = pick(holder.our_planet.planet_floors) // This has the chance to 'strike' the sky, but that might be a good thing, to scare reckless pilots.
|
||||
lightning_strike(T)
|
||||
|
||||
/datum/weather/virgo4/hail
|
||||
name = "hail"
|
||||
icon_state = "hail"
|
||||
light_modifier = 0.3
|
||||
flight_failure_modifier = 15
|
||||
timer_low_bound = 2
|
||||
timer_high_bound = 5
|
||||
effect_message = "<span class='warning'>The hail smacks into you!</span>"
|
||||
|
||||
transition_chances = list(
|
||||
WEATHER_HAIL = 100
|
||||
)
|
||||
observed_message = "Ice is falling from the sky."
|
||||
transition_messages = list(
|
||||
"Ice begins to fall from the sky.",
|
||||
"It begins to hail.",
|
||||
"An intense chill is felt, and chunks of ice start to fall from the sky, towards you."
|
||||
)
|
||||
|
||||
/datum/weather/virgo4/hail/process_effects()
|
||||
..()
|
||||
for(var/humie in human_mob_list)
|
||||
var/mob/living/carbon/human/H = humie
|
||||
if(H.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(H)
|
||||
if(!T.outdoors)
|
||||
continue // They're indoors, so no need to pelt them with ice.
|
||||
|
||||
// If they have an open umbrella, it'll guard from hail
|
||||
var/obj/item/weapon/melee/umbrella/U
|
||||
if(istype(H.get_active_hand(), /obj/item/weapon/melee/umbrella))
|
||||
U = H.get_active_hand()
|
||||
else if(istype(H.get_inactive_hand(), /obj/item/weapon/melee/umbrella))
|
||||
U = H.get_inactive_hand()
|
||||
if(U && U.open)
|
||||
if(show_message)
|
||||
to_chat(H, "<span class='notice'>Hail patters onto your umbrella.</span>")
|
||||
continue
|
||||
|
||||
var/target_zone = pick(BP_ALL)
|
||||
var/amount_blocked = H.run_armor_check(target_zone, "melee")
|
||||
var/amount_soaked = H.get_armor_soak(target_zone, "melee")
|
||||
|
||||
var/damage = rand(1,3)
|
||||
|
||||
if(amount_blocked >= 30)
|
||||
continue // No need to apply damage. Hardhats are 30. They should probably protect you from hail on your head.
|
||||
//Voidsuits are likewise 40, and riot, 80. Clothes are all less than 30.
|
||||
|
||||
if(amount_soaked >= damage)
|
||||
continue // No need to apply damage.
|
||||
|
||||
H.apply_damage(damage, BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
|
||||
if(show_message)
|
||||
to_chat(H, effect_message)
|
||||
|
||||
/datum/weather/virgo4/blood_moon
|
||||
name = "blood moon"
|
||||
light_modifier = 0.5
|
||||
light_color = "#FF0000"
|
||||
temp_high = 293.15 // 20c
|
||||
temp_low = 283.15 // 10c
|
||||
flight_failure_modifier = 25
|
||||
transition_chances = list(
|
||||
WEATHER_BLOODMOON = 100
|
||||
)
|
||||
observed_message = "Everything is red. Something really ominous is going on."
|
||||
transition_messages = list(
|
||||
"The sky turns blood red!"
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
||||
|
||||
// Ash and embers fall forever, such as from a volcano or something.
|
||||
/datum/weather/virgo4/emberfall
|
||||
name = "emberfall"
|
||||
icon_state = "ashfall_light"
|
||||
light_modifier = 0.7
|
||||
light_color = "#880000"
|
||||
temp_high = 293.15 // 20c
|
||||
temp_low = 283.15 // 10c
|
||||
flight_failure_modifier = 20
|
||||
transition_chances = list(
|
||||
WEATHER_EMBERFALL = 100
|
||||
)
|
||||
observed_message = "Soot, ash, and embers float down from above."
|
||||
transition_messages = list(
|
||||
"Gentle embers waft down around you like grotesque snow."
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
||||
|
||||
// Like the above but a lot more harmful.
|
||||
/datum/weather/virgo4/ash_storm
|
||||
name = "ash storm"
|
||||
icon_state = "ashfall_heavy"
|
||||
light_modifier = 0.1
|
||||
light_color = "#FF0000"
|
||||
temp_high = 323.15 // 50c
|
||||
temp_low = 313.15 // 40c
|
||||
wind_high = 6
|
||||
wind_low = 3
|
||||
flight_failure_modifier = 50
|
||||
transition_chances = list(
|
||||
WEATHER_ASH_STORM = 100
|
||||
)
|
||||
observed_message = "All that can be seen is black smoldering ash."
|
||||
transition_messages = list(
|
||||
"Smoldering clouds of scorching ash billow down around you!"
|
||||
)
|
||||
// Lets recycle.
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
|
||||
indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
|
||||
|
||||
/datum/weather/virgo4/ash_storm/process_effects()
|
||||
..()
|
||||
for(var/thing in living_mob_list)
|
||||
var/mob/living/L = thing
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
continue // They're indoors, so no need to burn them with ash.
|
||||
|
||||
L.inflict_heat_damage(rand(1, 3))
|
||||
|
||||
|
||||
// Totally radical.
|
||||
/datum/weather/virgo4/fallout
|
||||
name = "fallout"
|
||||
icon_state = "fallout"
|
||||
light_modifier = 0.7
|
||||
light_color = "#CCFFCC"
|
||||
flight_failure_modifier = 30
|
||||
transition_chances = list(
|
||||
WEATHER_FALLOUT = 100
|
||||
)
|
||||
observed_message = "Radioactive soot and ash rains down from the heavens."
|
||||
transition_messages = list(
|
||||
"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
|
||||
)
|
||||
outdoor_sounds_type = /datum/looping_sound/weather/wind
|
||||
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
|
||||
|
||||
// How much radiation a mob gets while on an outside tile.
|
||||
var/direct_rad_low = RAD_LEVEL_LOW
|
||||
var/direct_rad_high = RAD_LEVEL_MODERATE
|
||||
|
||||
// How much radiation is bursted onto a random tile near a mob.
|
||||
var/fallout_rad_low = RAD_LEVEL_HIGH
|
||||
var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
|
||||
|
||||
/datum/weather/virgo4/fallout/process_effects()
|
||||
..()
|
||||
for(var/thing in living_mob_list)
|
||||
var/mob/living/L = thing
|
||||
if(L.z in holder.our_planet.expected_z_levels)
|
||||
irradiate_nearby_turf(L)
|
||||
var/turf/T = get_turf(L)
|
||||
if(!T.outdoors)
|
||||
continue // They're indoors, so no need to irradiate them with fallout.
|
||||
|
||||
L.rad_act(rand(direct_rad_low, direct_rad_high))
|
||||
|
||||
// This makes random tiles near people radioactive for awhile.
|
||||
// Tiles far away from people are left alone, for performance.
|
||||
/datum/weather/virgo4/fallout/proc/irradiate_nearby_turf(mob/living/L)
|
||||
if(!istype(L))
|
||||
return
|
||||
var/list/turfs = RANGE_TURFS(world.view, L)
|
||||
var/turf/T = pick(turfs) // We get one try per tick.
|
||||
if(!istype(T))
|
||||
return
|
||||
if(T.outdoors)
|
||||
SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
|
||||
|
||||
/turf/unsimulated/wall/planetary/normal/virgo4
|
||||
name = "deep ocean"
|
||||
alpha = 0
|
||||
|
||||
/obj/machinery/power/smes/buildable/offmap_spawn/empty/New()
|
||||
..(1)
|
||||
charge = 0
|
||||
RCon = TRUE
|
||||
input_level = input_level_max
|
||||
output_level = output_level_max
|
||||
input_attempt = TRUE
|
||||
@@ -138,16 +138,14 @@
|
||||
/area/tether_away/beach
|
||||
name = "\improper Away Mission - Virgo 4 Beach"
|
||||
icon_state = "away"
|
||||
base_turf = /turf/simulated/floor/beach/sand //This is what the ground turns into if destroyed/bombed/etc
|
||||
//Not going to do sunlight simulations here like virgo3b
|
||||
//So we just make the whole beach fullbright all the time
|
||||
dynamic_lighting = 0
|
||||
requires_power = 0
|
||||
base_turf = /turf/simulated/floor/beach/sand/outdoors //This is what the ground turns into if destroyed/bombed/etc
|
||||
dynamic_lighting = 1
|
||||
requires_power = 1
|
||||
|
||||
/area/tether_away/beach/powershed
|
||||
name = "\improper Away Mission - Virgo 4 Coast PS"
|
||||
icon_state = "blue2"
|
||||
base_turf = /turf/simulated/floor/beach/sand
|
||||
base_turf = /turf/simulated/floor/beach/sand/outdoors
|
||||
|
||||
/area/tether_away/beach/coast
|
||||
name = "\improper Away Mission - Virgo 4 Coast"
|
||||
@@ -162,7 +160,47 @@
|
||||
/area/tether_away/beach/jungle
|
||||
name = "\improper Away Mission - Virgo 4 Desert"
|
||||
icon_state = "green"
|
||||
base_turf = /turf/simulated/floor/beach/sand/desert
|
||||
base_turf = /turf/simulated/floor/beach/sand/desert/outdoors
|
||||
|
||||
/area/tether_away/beach/resort
|
||||
icon = 'icons/turf/areas_vr.dmi'
|
||||
icon_state = "yellow"
|
||||
base_turf = /turf/simulated/floor/beach/sand/outdoors
|
||||
|
||||
/area/tether_away/beach/resort/kitchen
|
||||
name = "\improper Away Mission - Virgo 4 Kitchen"
|
||||
icon_state = "grewhicir"
|
||||
|
||||
/area/tether_away/beach/resort/lockermed
|
||||
name = "\improper Away Mission - Virgo 4 Utility Pavilion"
|
||||
icon_state = "cyawhicir"
|
||||
|
||||
/area/tether_away/beach/resort/janibar
|
||||
name = "\improper Away Mission - Virgo 4 Bar"
|
||||
icon_state = "purwhicir"
|
||||
|
||||
/area/tether_away/beach/resort/dorm1
|
||||
name = "\improper Away Mission - Virgo 4 Private Room 1"
|
||||
icon_state = "bluwhicir"
|
||||
flags = RAD_SHIELDED
|
||||
/area/tether_away/beach/resort/dorm2
|
||||
name = "\improper Away Mission - Virgo 4 Private Room 2"
|
||||
icon_state = "bluwhicir"
|
||||
flags = RAD_SHIELDED
|
||||
/area/tether_away/beach/resort/dorm3
|
||||
name = "\improper Away Mission - Virgo 4 Private Room 3"
|
||||
icon_state = "bluwhicir"
|
||||
flags = RAD_SHIELDED
|
||||
/area/tether_away/beach/resort/dorm4
|
||||
name = "\improper Away Mission - Virgo 4 Private Room 4"
|
||||
icon_state = "bluwhicir"
|
||||
flags = RAD_SHIELDED
|
||||
|
||||
/area/tether_away/beach/cavebase
|
||||
name = "\improper Away Mission - Virgo 4 Mysterious Cave"
|
||||
icon = 'icons/turf/areas_vr.dmi'
|
||||
icon_state = "orawhicir"
|
||||
flags = RAD_SHIELDED
|
||||
|
||||
//Some areas for the cave, which are referenced by our init object to seed submaps and ores
|
||||
/area/tether_away/cave
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -197,7 +197,8 @@
|
||||
|
||||
lateload_single_pick = null //Nothing right now.
|
||||
|
||||
planet_datums_to_make = list(/datum/planet/virgo3b)
|
||||
planet_datums_to_make = list(/datum/planet/virgo3b,
|
||||
/datum/planet/virgo4)
|
||||
|
||||
/datum/map/tether/perform_map_generation()
|
||||
|
||||
@@ -222,6 +223,10 @@
|
||||
Z_LEVEL_SOLARS,
|
||||
Z_LEVEL_PLAINS
|
||||
)
|
||||
/datum/planet/virgo4
|
||||
expected_z_levels = list(
|
||||
Z_LEVEL_BEACH
|
||||
)
|
||||
|
||||
// Overmap represetation of tether
|
||||
/obj/effect/overmap/visitable/sector/virgo3b
|
||||
|
||||
@@ -1679,6 +1679,7 @@
|
||||
#include "code\game\turfs\space\space.dm"
|
||||
#include "code\game\turfs\space\transit.dm"
|
||||
#include "code\game\turfs\unsimulated\beach.dm"
|
||||
#include "code\game\turfs\unsimulated\beach_vr.dm"
|
||||
#include "code\game\turfs\unsimulated\floor.dm"
|
||||
#include "code\game\turfs\unsimulated\planetary.dm"
|
||||
#include "code\game\turfs\unsimulated\planetary_yw.dm"
|
||||
|
||||
Reference in New Issue
Block a user