Files
CHOMPStation2/code/game/asteroid/asteroid.dm
mport2004@gmail.com 3cae06c9c3 Fixed the signpost shuttle bug.
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-24 04:00:45 +00:00

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proc/spawn_asteroid(var/turf/start_loc,var/type,var/size,var/richness)//type: 0 or null - random, 1 - nothing, 2 - iron, 3 - silicon
if(!size)
size = pick(100;2,50;3,35;4,25;6,10;12)
if(start_loc.x - size < 5 || start_loc.x + size >= world.maxx - 5 || start_loc.y - size < 5 || start_loc.y + size > world.maxy -5)
return 0
if(!type)
type = pick(50;1,2,3)
if(!richness)
richness = rand(10,40)
// world << "Asteroid size: [size]; Asteroid type: [type]"
var/list/turfs = circlerangeturfs(start_loc,size)
if(!islist(turfs) || isemptylist(turfs))
return 0
var/area/asteroid/AstAr = new
AstAr.name = "Asteroid #[start_loc.x][start_loc.y][start_loc.z]"
for(var/turf/T in turfs)
var/dist = get_dist(start_loc,T)
if(abs(GaussRand(dist))<size) //prob(100-(dist*rand(2,4))))//I'm terrible at generating random things.
var/turf/simulated/wall/asteroid/A
if(type > 1 && prob(richness))
switch(type)
if(2)
A = new /turf/simulated/wall/asteroid/iron(T)
if(3)
A = new /turf/simulated/wall/asteroid/silicon(T)
else
A = new /turf/simulated/wall/asteroid(T)
A.opacity = 0
A.sd_NewOpacity(1)
AstAr.contents += A
if(max_secret_rooms && size >= 10)
var/x_len = rand(4,size)
var/y_len = pick(4,size)
var/st_l = locate(start_loc.x-round(x_len/2),start_loc.y-round(y_len/2),start_loc.z)
if(st_l)
spawn_room(st_l,x_len,y_len)
max_secret_rooms--
return 1
/proc/populate_w_asteroids(var/z,var/density=null)
if(!density)
density = pick(10,20,40)
while(density)
var/x = rand(1,world.maxx)
var/y = rand(1,world.maxy)
// world << "Asteroid coords: [x], [y], [z]"
var/start_loc = locate(x,y,z)
if(start_loc && spawn_asteroid(start_loc))
density--
return
/datum/game_mode/proc/setup_sectors()
world << "\blue \b Randomizing space sectors."
var/list/sectors = list(1,3,4,0,0,0,0,0,0)
var/length = sectors.len/3
global_map = new/list(length,length)//3x3 map
var/x
var/y
for(x=1,x<=length,x++)
for(y=1,y<=length,y++)
var/sector
if(sectors.len)
sector = pick(sectors)
sectors -= sector
if(sector == 0)
sector = ++world.maxz
populate_w_asteroids(sector)
global_map[x][y] = sector
else
break
world << "\blue \b Randomization complete."
/*
//debug
for(x=1,x<=global_map.len,x++)
var/list/y_arr = global_map[x]
for(y=1,y<=y_arr.len,y++)
var/t = ""
switch(y_arr[y])
if(1) t = "SS13"
if(3) t = "AI Satellite"
if(4) t = "Derelict"
else t = "Empty Cold Space"
world << "Global map [x] - [y] contains [t] (Z = [y_arr[y]])"
//debug
*/
return
/datum/game_mode/proc/spawn_exporation_packs()
for (var/obj/landmark/L in world)
if (L.tag == "landmark*ExplorationPack")
new /obj/item/weapon/storage/explorers_box(L.loc)
del(L)
return
proc/spawn_room(var/atom/start_loc,var/x_size,var/y_size,var/wall,var/floor)
var/list/room_turfs = list("walls"=list(),"floors"=list())
//world << "Room spawned at [start_loc.x],[start_loc.y],[start_loc.z]"
if(!wall)
wall = pick(/turf/simulated/wall/r_wall,/turf/simulated/wall,/obj/alien/resin)
if(!floor)
floor = pick(/turf/simulated/floor,/turf/simulated/floor/engine)
for(var/x = 0,x<x_size,x++)
for(var/y = 0,y<y_size,y++)
var/turf/T
var/cur_loc = locate(start_loc.x+x,start_loc.y+y,start_loc.z)
if(x == 0 || x==x_size-1 || y==0 || y==y_size-1)
T = new wall(cur_loc)
room_turfs["walls"] += T
else
T = new floor(cur_loc)
room_turfs["floors"] += T
return room_turfs
proc/admin_spawn_room_at_pos()
var/wall
var/floor
var/x = input("X position","X pos",1)
var/y = input("Y position","Y pos",1)
var/z = input("Z position","Z pos",1)
var/x_len = input("Desired length.","Length",5)
var/y_len = input("Desired width.","Width",5)
switch(alert("Wall type",null,"Reinforced wall","Regular wall","Asteroid wall","Resin wall"))
if("Reinforced wall")
wall=/turf/simulated/wall/r_wall
if("Regular wall")
wall=/turf/simulated/wall
if("Asteroid wall")
wall=/turf/simulated/wall/asteroid
if("Resin wall")
wall=/obj/alien/resin
switch(alert("Floor type",null,"Regular floor","Reinforced floor"))
if("Regular floor")
floor=/turf/simulated/floor
if("Reinforced floor")
floor=/turf/simulated/floor/engine
if(x && y && z && wall && floor && x_len && y_len)
spawn_room(locate(x,y,z),x_len,y_len,wall,floor)
return
var/global/list/space_surprises = list(/obj/alien/facehugger,
/obj/critter/spesscarp,
/obj/critter/spesscarp/elite,
// /obj/creature,
/obj/item/weapon/rcd,
/obj/item/weapon/rcd_ammo,
/obj/item/weapon/spacecash,
/obj/item/weapon/cloaking_device,
// /obj/item/weapon/gun/energy/teleport_gun,
/obj/item/weapon/rubber_chicken,
/obj/item/weapon/melee/energy/sword/pirate
)
var/global/max_secret_rooms = 6