mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
Revert "Random not much finished bullshit work on mapdata."
This reverts commit d3179bb5b5.
This commit is contained in:
@@ -105,6 +105,7 @@
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#define FILE_DIR "code/modules/flufftext"
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#define FILE_DIR "code/modules/food"
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#define FILE_DIR "code/modules/icon generation"
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#define FILE_DIR "code/modules/maps"
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#define FILE_DIR "code/modules/mining"
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#define FILE_DIR "code/modules/mob"
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#define FILE_DIR "code/modules/mob/dead"
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@@ -172,6 +173,7 @@
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/BirdMan"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter/backup"
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#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Tajara"
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#define FILE_DIR "code/WorkInProgress/Chinsky"
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#define FILE_DIR "code/WorkInProgress/mapload"
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@@ -209,9 +211,7 @@
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#define FILE_DIR "icons/vending_icons"
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#define FILE_DIR "interface"
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#define FILE_DIR "maps"
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#define FILE_DIR "maps/map_controller"
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#define FILE_DIR "maps/map_editing"
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#define FILE_DIR "maps/map_storage"
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#define FILE_DIR "maps/RandomZLevels"
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#define FILE_DIR "sound"
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#define FILE_DIR "sound/AI"
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#define FILE_DIR "sound/ambience"
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@@ -907,6 +907,11 @@
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#include "code\modules\food\food.dm"
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#include "code\modules\food\meat.dm"
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#include "code\modules\food\recipes_microwave.dm"
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#include "code\modules\maps\dmm_suite.dm"
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#include "code\modules\maps\randomZlevel.dm"
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#include "code\modules\maps\reader.dm"
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#include "code\modules\maps\SwapMaps.dm"
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#include "code\modules\maps\writer.dm"
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#include "code\modules\mining\machine_input_output_plates.dm"
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#include "code\modules\mining\machine_processing.dm"
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#include "code\modules\mining\machine_stacking.dm"
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@@ -1277,11 +1282,4 @@
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#include "interface\interface.dm"
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#include "interface\skin.dmf"
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#include "maps\tgstation.2.0.8.dmm"
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#include "maps\map_controller\map_controller.dm"
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#include "maps\map_controller\maps.dm"
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#include "maps\map_editing\dmm_suite.dm"
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#include "maps\map_editing\randomZlevel.dm"
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#include "maps\map_editing\reader.dm"
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#include "maps\map_editing\SwapMaps.dm"
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#include "maps\map_editing\writer.dm"
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// END_INCLUDE
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@@ -1,11 +0,0 @@
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mob/verb/add_z()
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set usr = src
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set category = "TEST"
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world.maxz++
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mob/verb/remove_z()
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set usr = src
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set category = "TEST"
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world.maxz--
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@@ -1,152 +0,0 @@
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/* - uncomment this to test it out! */
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/mob/verb/kaboom()
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var/power = input(src, "power?", "power?") as num
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var/turf/T = get_turf(src)
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explosion_rec(T, power)
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/obj
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var/explosion_resistance
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/datum/explosion_turf
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var/turf/turf //The turf which will get ex_act called on it
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var/max_power //The largest amount of power the turf sustained
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New()
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..()
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max_power = 0
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proc/save_power_if_larger(power)
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if(power > max_power)
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max_power = power
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return 1
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return 0
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var/list/datum/explosion_turf/explosion_turfs = list()
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var/explosion_in_progress = 0
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proc/get_explosion_turf(var/turf/T)
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for( var/datum/explosion_turf/ET in explosion_turfs )
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if( T == ET.turf )
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return ET
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var/datum/explosion_turf/ET = new()
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ET.turf = T
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explosion_turfs += ET
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return ET
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proc/explosion_rec(turf/epicenter, power)
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var/loopbreak = 0
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while(explosion_in_progress)
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if(loopbreak >= 15) return
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sleep(10)
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loopbreak++
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if(power <= 0) return
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epicenter = get_turf(epicenter)
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if(!epicenter) return
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message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
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log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
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playsound(epicenter, 'explosionfar.ogg', 100, 1, round(power*2,1) )
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playsound(epicenter, "explosion", 100, 1, round(power,1) )
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explosion_in_progress = 1
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explosion_turfs = list()
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var/datum/explosion_turf/ETE = get_explosion_turf()
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ETE.turf = epicenter
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ETE.max_power = power
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//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
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for(var/direction in cardinal)
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var/turf/T = get_step(epicenter, direction)
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T.explosion_spread(power - epicenter.explosion_resistance, direction)
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//This step applies the ex_act effects for the explosion, as planned in the previous step.
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for( var/datum/explosion_turf/ET in explosion_turfs )
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if(ET.max_power <= 0) continue
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if(!ET.turf) continue
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var/severity = 4 - round(max(min( 3, (ET.max_power / 3) ) ,1), 1)
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var/x = ET.turf.x
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var/y = ET.turf.y
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var/z = ET.turf.z
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ET.turf.ex_act(severity)
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if(!ET.turf)
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ET.turf = locate(x,y,z)
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for( var/atom/A in ET.turf )
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A.ex_act(severity)
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explosion_in_progress = 0
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/turf
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var/explosion_resistance
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/turf/space
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explosion_resistance = 10
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/turf/simulated/floor
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explosion_resistance = 1
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/turf/simulated/mineral
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explosion_resistance = 2
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/turf/simulated/shuttle/floor
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explosion_resistance = 1
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/turf/simulated/shuttle/floor4
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explosion_resistance = 1
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/turf/simulated/shuttle/plating
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explosion_resistance = 1
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/turf/simulated/shuttle/wall
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explosion_resistance = 5
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/turf/simulated/wall
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explosion_resistance = 5
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/turf/simulated/r_wall
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explosion_resistance = 25
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/turf/simulated/wall/r_wall
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explosion_resistance = 25
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//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
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//direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force.
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/turf/proc/explosion_spread(power, direction)
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if(power <= 0)
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return
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/*
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sleep(2)
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new/obj/effect/debugging/marker(src)
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*/
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var/datum/explosion_turf/ET = get_explosion_turf(src)
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if(ET.max_power >= power)
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return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
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ET.max_power = power
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var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
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var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
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for(var/obj/O in src)
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if(O.explosion_resistance)
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spread_power -= O.explosion_resistance
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side_spread_power -= O.explosion_resistance
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power, direction)
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T = get_step(src, turn(direction,90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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T = get_step(src, turn(direction,-90))
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T.explosion_spread(side_spread_power, turn(direction,90))
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/*
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for(var/direction in cardinal)
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var/turf/T = get_step(src, direction)
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T.explosion_spread(spread_power)
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*/
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/turf/unsimulated/explosion_spread(power)
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return //So it doesn't get to the parent proc, which simulates explosions
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@@ -32,6 +32,7 @@
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var/traitor_scaling = 0 //if amount of traitors scales based on amount of players
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var/protect_roles_from_antagonist = 0// If security and such can be tratior/cult/other
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var/Tensioner_Active = 0 // If the tensioner is running.
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var/allow_Metadata = 0 // Metadata is supported.
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var/popup_admin_pm = 0 //adminPMs to non-admins show in a pop-up 'reply' window when set to 1.
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var/Ticklag = 0.9
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var/Tickcomp = 0
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@@ -49,7 +50,6 @@
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var/kick_inactive = 0 //force disconnect for inactive players
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var/load_jobs_from_txt = 0
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var/usealienwhitelist = 0
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var/allow_Metadata = 0
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var/server
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var/banappeals
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@@ -185,7 +185,7 @@
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if ("allow_admin_jump")
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config.allow_admin_jump = 1
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if ("allow_admin_rev")
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if("allow_admin_rev")
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config.allow_admin_rev = 1
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if ("allow_admin_spawning")
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@@ -1,18 +1,31 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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var/obj/effect/datacore/data_core = null
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var/obj/effect/overlay/plmaster = null
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var/obj/effect/overlay/slmaster = null
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var/global/obj/effect/datacore/data_core = null
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var/global/obj/effect/overlay/plmaster = null
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var/global/obj/effect/overlay/slmaster = null
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//obj/hud/main_hud1 = null
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var/list/machines = list()
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var/list/processing_objects = list()
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var/list/active_diseases = list()
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var/global/list/machines = list()
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var/global/list/processing_objects = list()
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var/global/list/active_diseases = list()
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//items that ask to be called every cycle
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var/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
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var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
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//list/global_map = null //Borked, do not touch. DMTG
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//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
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//Resulting sector map looks like
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//|_1_|_4_|
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//|_5_|_3_|
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//
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//1 - SS13
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//4 - Derelict
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//3 - AI satellite
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//5 - empty space
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//////////////
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var/BLINDBLOCK = 0
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var/DEAFBLOCK = 0
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@@ -91,6 +104,10 @@ var/list/reg_dna = list( )
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var/CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
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var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
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var/shuttle_z = 2 //default
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var/airtunnel_start = 68 // default
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var/airtunnel_stop = 68 // default
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var/airtunnel_bottom = 72 // default
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var/list/monkeystart = list()
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var/list/wizardstart = list()
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var/list/newplayer_start = list()
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@@ -10,6 +10,12 @@
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//Players will be allowed to spawn in as jobs that are set to "Station"
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var/faction = "None"
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//How many players can be this job
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var/total_positions = 0
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//How many players can spawn in as this job
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var/spawn_positions = 0
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//How many players have this job
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var/current_positions = 0
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@@ -40,7 +40,7 @@ proc/makejson()
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players += "[C.key];"
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F << "{\"mode\":\"[mode]\",\"players\" : \"[players]\",\"playercount\" : \"[playerscount]\",\"admin\" : \"[admins]\",\"time\" : \"[time2text(world.realtime,"MM/DD - hh:mm")]\"}"
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fcopy("info.json","[jsonpath]/info.json")
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/*
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/proc/switchmap(newmap,newpath)
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var/oldmap
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var/obj/mapinfo/M = locate()
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@@ -95,7 +95,6 @@ client/proc/ChangeMap(var/X as text)
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set name = "Change Map"
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set category = "Admin"
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switchmap(X,X)
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*/
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proc/send2irc(msg,msg2)
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shell("python nudge.py [msg] [msg2]")
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proc/send2adminirc(channel,msg)
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@@ -4,6 +4,19 @@
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tag = text("landmark*[]", name)
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invisibility = 101
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if (name == "shuttle")
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shuttle_z = z
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del(src)
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if (name == "airtunnel_stop")
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airtunnel_stop = x
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if (name == "airtunnel_start")
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airtunnel_start = x
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if (name == "airtunnel_bottom")
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airtunnel_bottom = y
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if (name == "monkey")
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monkeystart += loc
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del(src)
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@@ -23,7 +36,8 @@
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if (name == "prisonwarp")
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prisonwarp += loc
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del(src)
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// if (name == "mazewarp")
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// mazewarp += loc
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if (name == "Holding Facility")
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holdingfacility += loc
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if (name == "tdome1")
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@@ -9,7 +9,7 @@
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var/list/levels_3d = list(1,2) //To expediate calculations, just do "z in levels_3d"
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var/list/global_adjacent_z_levels = list(list("up" = 2),list("down" = 1),null,null,null,null) //Example. 2 is above 1
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var/list/global_adjacent_z_levels = list("1" = list("up" = 2), "2" = list("down" = 1)) //Example. 2 is above 1
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//Commented out ones are incomplete.
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//#include "TriDimension\Pipes.dm" //Example
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@@ -1,47 +0,0 @@
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/////////////////////////////////////////////////////////////////////////////
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//Contents: Map datums for use with runtime map loading, and voteable maps.//
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/////////////////////////////////////////////////////////////////////////////
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map
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var
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name = "Default/Debug Map"
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desc = "You should not see this, tell a coder."
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is_playable = 1
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is_flotilla = 0
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relative_path = "maps/tgstation.2.0.8.dmm" //Path from the .dmb file to the map. Set to TG station in case of derp.
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x = 1
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y = 1
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z = 1
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engsec_job_flags = 0
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list/engsec_spawn_positions = list()
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list/engsec_total_positions = list()
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medsci_job_flags = 0
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list/medsci_spawn_positions = list()
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list/medsci_total_positions = list()
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civilian_job_flags = 0
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list/civilian_spawn_positions = list()
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list/civilian_total_positions = list()
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map/tg_station
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name = "/TG/'s SS13 map, TGstation 2.0.8"
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desc = "A large map featuring a space station, derelict, mining asteroid, and communication satelite."
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relative_path = "maps/tgstation.2.0.8.dmm"
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x = 255
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y = 255
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z = 6
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//All possible jobs availible.
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engsec_job_flags = CAPTAIN|HOS|WARDEN|DETECTIVE|OFFICER|CHIEF|ENGINEER|ATMOSTECH|ROBOTICIST|AI|CYBORG
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engsec_spawn_positions = list("[CAPTAIN]" = 1,
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medsci_job_flags = RD|SCIENTIST|CHEMIST|CMO|DOCTOR|GENETICIST
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civilian_job_flags = HOP|BARTENDER|BOTANIST|CHEF|JANITOR|LIBRARIAN|QUARTERMASTER|CARGOTECH|MINER|LAWYER|CHAPLAIN|CLOWN|MIME|ASSISTANT
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