mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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264 lines
9.5 KiB
Plaintext
264 lines
9.5 KiB
Plaintext
//===================================================================================
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//Overmap object representing zlevel(s)
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//===================================================================================
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/obj/effect/overmap/visitable
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name = "map object"
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scannable = TRUE
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scanner_desc = "!! No Data Available !!"
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icon_state = "generic"
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/// Shows up on nav computers automatically
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var/known = TRUE
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/// Name prior to being scanned if !known
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var/unknown_name = "unknown sector"
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/// Icon_state prior to being scanned if !known
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var/unknown_state = "field"
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var/list/map_z = list()
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var/list/extra_z_levels //if you need to manually insist that these z-levels are part of this sector, for things like edge-of-map step trigger transitions rather than multi-z complexes
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var/list/initial_generic_waypoints //store landmark_tag of landmarks that should be added to the actual lists below on init.
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var/list/initial_restricted_waypoints //For use with non-automatic landmarks (automatic ones add themselves).
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var/list/generic_waypoints = list() //waypoints that any shuttle can use
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var/list/restricted_waypoints = list() //waypoints for specific shuttles
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var/docking_codes
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var/start_x //Coordinates for self placing
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var/start_y //will use random values if unset
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var/base = 0 //starting sector, counts as station_levels
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var/in_space = 1 //can be accessed via lucky EVA
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var/hide_from_reports = FALSE
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var/has_distress_beacon
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var/list/levels_for_distress
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var/list/unowned_areas // areas we don't own despite them being present on our z
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/obj/effect/overmap/visitable/Initialize()
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. = ..()
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if(. == INITIALIZE_HINT_QDEL)
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return
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find_z_levels() // This populates map_z and assigns z levels to the ship.
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register_z_levels() // This makes external calls to update global z level information.
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if(!global.using_map.overmap_z)
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build_overmap()
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start_x = start_x || rand(OVERMAP_EDGE, global.using_map.overmap_size - OVERMAP_EDGE)
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start_y = start_y || rand(OVERMAP_EDGE, global.using_map.overmap_size - OVERMAP_EDGE)
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forceMove(locate(start_x, start_y, global.using_map.overmap_z))
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if(!docking_codes)
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docking_codes = "[ascii2text(rand(65,90))][ascii2text(rand(65,90))][ascii2text(rand(65,90))][ascii2text(rand(65,90))]"
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testing("Located sector \"[name]\" at [start_x],[start_y], containing Z [english_list(map_z)]")
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LAZYADD(SSshuttles.sectors_to_initialize, src) //Queued for further init. Will populate the waypoint lists; waypoints not spawned yet will be added in as they spawn.
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SSshuttles.process_init_queues()
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if(known)
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plane = PLANE_LIGHTING_ABOVE
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for(var/obj/machinery/computer/ship/helm/H in global.machines)
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H.get_known_sectors()
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else
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real_appearance = image(icon, src, icon_state)
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real_appearance.override = TRUE
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name = unknown_name
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icon_state = unknown_state
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color = null
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desc = "Scan this to find out more information."
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// You generally shouldn't destroy these.
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/obj/effect/overmap/visitable/Destroy()
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testing("Deleting [src] overmap sector at [x],[y]")
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unregister_z_levels()
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return ..()
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//This is called later in the init order by SSshuttles to populate sector objects. Importantly for subtypes, shuttles will be created by then.
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/obj/effect/overmap/visitable/proc/populate_sector_objects()
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/obj/effect/overmap/visitable/proc/get_areas()
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. = list()
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for(var/area/A)
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if (A.z in map_z)
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. += A
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/obj/effect/overmap/visitable/proc/find_z_levels()
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if(!LAZYLEN(map_z)) // If map_z is already populated use it as-is, otherwise start with connected z-levels.
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map_z = GetConnectedZlevels(z)
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if(LAZYLEN(extra_z_levels))
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map_z |= extra_z_levels
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/obj/effect/overmap/visitable/proc/register_z_levels()
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for(var/zlevel in map_z)
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map_sectors["[zlevel]"] = src
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global.using_map.player_levels |= map_z
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if(!in_space)
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global.using_map.sealed_levels |= map_z
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/* VOREStation Removal - We have a map system that does this already.
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if(base)
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global.using_map.station_levels |= map_z
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global.using_map.contact_levels |= map_z
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global.using_map.map_levels |= map_z
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*/
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/obj/effect/overmap/visitable/proc/unregister_z_levels()
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map_sectors -= map_z
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global.using_map.player_levels -= map_z
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if(!in_space)
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global.using_map.sealed_levels -= map_z
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/* VOREStation Removal - We have a map system that does this already.
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if(base)
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global.using_map.station_levels -= map_z
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global.using_map.contact_levels -= map_z
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global.using_map.map_levels -= map_z
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*/
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/obj/effect/overmap/visitable/get_scan_data()
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if(!known)
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known = TRUE
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name = initial(name)
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icon_state = initial(icon_state)
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color = initial(color)
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desc = initial(desc)
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return ..()
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/obj/effect/overmap/visitable/proc/get_space_zlevels()
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if(in_space)
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return map_z
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else
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return list()
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//Helper for init.
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/obj/effect/overmap/visitable/proc/check_ownership(obj/object)
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var/area/A = get_area(object)
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if(A in SSshuttles.shuttle_areas)
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return 0
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if(is_type_in_list(A, unowned_areas))
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return 0
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if(get_z(object) in map_z)
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return 1
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//If shuttle_name is false, will add to generic waypoints; otherwise will add to restricted. Does not do checks.
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/obj/effect/overmap/visitable/proc/add_landmark(obj/effect/shuttle_landmark/landmark, shuttle_name)
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landmark.sector_set(src, shuttle_name)
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if(shuttle_name)
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LAZYADD(restricted_waypoints[shuttle_name], landmark)
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else
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generic_waypoints += landmark
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/obj/effect/overmap/visitable/proc/remove_landmark(obj/effect/shuttle_landmark/landmark, shuttle_name)
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if(shuttle_name)
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var/list/shuttles = restricted_waypoints[shuttle_name]
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LAZYREMOVE(shuttles, landmark)
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else
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generic_waypoints -= landmark
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/obj/effect/overmap/visitable/proc/get_waypoints(var/shuttle_name)
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. = list()
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for(var/obj/effect/overmap/visitable/contained in src)
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. += contained.get_waypoints(shuttle_name)
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for(var/thing in generic_waypoints)
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.[thing] = name
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if(shuttle_name in restricted_waypoints)
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for(var/thing in restricted_waypoints[shuttle_name])
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.[thing] = name
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/obj/effect/overmap/visitable/proc/generate_skybox(zlevel)
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return
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/obj/effect/overmap/visitable/proc/cleanup()
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return FALSE
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/obj/effect/overmap/visitable/MouseEntered(location, control, params)
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openToolTip(user = usr, tip_src = src, params = params, title = name)
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..()
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/obj/effect/overmap/visitable/MouseDown()
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closeToolTip(usr) //No reason not to, really
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..()
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/obj/effect/overmap/visitable/MouseExited()
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closeToolTip(usr) //No reason not to, really
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..()
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/obj/effect/overmap/visitable/sector
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name = "generic sector"
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desc = "Sector with some stuff in it."
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icon_state = "sector"
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anchored = TRUE
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// Because of the way these are spawned, they will potentially have their invisibility adjusted by the turfs they are mapped on
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// prior to being moved to the overmap. This blocks that. Use set_invisibility to adjust invisibility as needed instead.
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/obj/effect/overmap/visitable/sector/hide()
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/obj/effect/overmap/visitable/proc/distress(mob/user)
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if(has_distress_beacon)
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return FALSE
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has_distress_beacon = TRUE
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admin_chat_message(message = "Overmap panic button hit on z[z] ([name]) by '[user?.ckey || "Unknown"]'", color = "#FF2222") //VOREStation Add
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var/message = "This is an automated distress signal from a MIL-DTL-93352-compliant beacon transmitting on [PUB_FREQ*0.1]kHz. \
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This beacon was launched from '[initial(name)]'. I can provide this additional information to rescuers: [get_distress_info()]. \
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Per the Interplanetary Convention on Space SAR, those receiving this message must attempt rescue, \
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or relay the message to those who can. This message will repeat one time in 5 minutes. Thank you for your urgent assistance."
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if(!levels_for_distress)
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levels_for_distress = list(1)
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for(var/zlevel in levels_for_distress)
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priority_announcement.Announce(message, new_title = "Automated Distress Signal", new_sound = 'sound/AI/sos.ogg', zlevel = zlevel)
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var/image/I = image(icon, icon_state = "distress")
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I.plane = PLANE_LIGHTING_ABOVE
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I.appearance_flags = KEEP_APART|RESET_TRANSFORM|RESET_COLOR
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add_overlay(I)
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addtimer(CALLBACK(src, .proc/distress_update), 5 MINUTES)
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return TRUE
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/obj/effect/overmap/visitable/proc/get_distress_info()
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return "\[X:[x], Y:[y]\]"
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/obj/effect/overmap/visitable/proc/distress_update()
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var/message = "This is the final message from the distress beacon launched from '[initial(name)]'. I can provide this additional information to rescuers: [get_distress_info()]. \
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Please render assistance under your obligations per the Interplanetary Convention on Space SAR, or relay this message to a party who can. Thank you for your urgent assistance."
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for(var/zlevel in levels_for_distress)
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priority_announcement.Announce(message, new_title = "Automated Distress Signal", new_sound = 'sound/AI/sos.ogg', zlevel = zlevel)
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/proc/build_overmap()
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if(!global.using_map.use_overmap)
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return 1
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testing("Building overmap...")
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world.increment_max_z()
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global.using_map.overmap_z = world.maxz
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testing("Putting overmap on [global.using_map.overmap_z]")
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var/area/overmap/A = new
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for(var/turf/T as anything in block(locate(1,1,global.using_map.overmap_z), locate(global.using_map.overmap_size,global.using_map.overmap_size,global.using_map.overmap_z)))
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if(T.x == 1 || T.y == 1 || T.x == global.using_map.overmap_size || T.y == global.using_map.overmap_size)
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T = T.ChangeTurf(/turf/unsimulated/map/edge)
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else
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T = T.ChangeTurf(/turf/unsimulated/map)
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ChangeArea(T, A)
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global.using_map.sealed_levels |= global.using_map.overmap_z
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if(!GLOB.dynamic_sector_master) //CHOMPedit: hook dynamic sector generation into overmap gen
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new /obj/effect/overmap/visitable/dynamic // CHOMPedit, glob var assignment is handled in the object.
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testing("Overmap build complete.")
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return 1
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