// // This event causes a gas leak of phoron, sleeping_agent, or carbon_dioxide in a random unoccupied area. // One wonders, where did the gas come from? Who knows! Its SPACE! But if you want something a touch // more "explainable" then check out the canister_leak event instead. // /datum/event/atmos_leak startWhen = 5 // Nobody will actually be in the room, but still give a bit of warning. var/area/target_area // Chosen target area var/area/target_turf // Chosen target turf in target_area var/gas_type // Chosen gas to release // Exclude these types and sub-types from targeting eligibilty var/list/area/excluded = list( /area/shuttle, /area/crew_quarters, /area/holodeck, /area/engineering/engine_room ) // Decide which area will be targeted! /datum/event/atmos_leak/setup() var/gas_choices = list("carbon_dioxide", "sleeping_agent") // Annoying if(severity >= EVENT_LEVEL_MODERATE) gas_choices += "phoron" // Dangerous // if(severity >= EVENT_LEVEL_MAJOR) // gas_choices += "volatile_fuel" // Dangerous and no default atmos setup! gas_type = pick(gas_choices) var/list/area/grand_list_of_areas = get_station_areas(excluded) // Okay, now lets try and pick a target! Lets try 10 times, otherwise give up for(var/i in 1 to 10) var/area/A = pick(grand_list_of_areas) if(is_area_occupied(A)) log_debug("atmos_leak event: Rejected [A] because it is occupied.") continue // A good area, great! Lets try and pick a turf var/list/turfs = list() for(var/turf/simulated/floor/F in A) if(turf_clear(F)) turfs += F if(turfs.len == 0) log_debug("atmos_leak event: Rejected [A] because it has no clear turfs.") continue target_area = A target_turf = pick(turfs) // If we can't find a good target, give up if(!target_area) log_debug("atmos_leak event: Giving up after too many failures to pick target area") kill() return /datum/event/atmos_leak/announce() command_announcement.Announce("Warning, hazardous [gas_data.name[gas_type]] gas leak detected in \the [target_area], evacuate the area and contain the damage!", "Hazard Alert") /datum/event/atmos_leak/start() // Okay, time to actually put the gas in the room! // TODO - Would be nice to break a waste pipe perhaps? // TODO - Maybe having it released from a single point and thus causing airflow to blow stuff around // Fow now just add a bunch of it to the air var/datum/gas_mixture/air_contents = new air_contents.temperature = T20C + ((severity - 1) * rand(-50, 50)) air_contents.gas[gas_type] = 10 * MOLES_CELLSTANDARD target_turf.assume_air(air_contents) playsound(target_turf, 'sound/effects/smoke.ogg', 50, 1)