Files
CHOMPStation2/code/WorkInProgress/Cael_Aislinn/Jungle/jungle.dm
2013-07-01 19:43:56 +04:00

346 lines
10 KiB
Plaintext

//some testin stuff
#define PATH_SPREAD_CHANCE_START 90
#define PATH_SPREAD_CHANCE_LOSS_UPPER 80
#define PATH_SPREAD_CHANCE_LOSS_LOWER 50
#define RIVER_SPREAD_CHANCE_START 100
#define RIVER_SPREAD_CHANCE_LOSS_UPPER 65
#define RIVER_SPREAD_CHANCE_LOSS_LOWER 50
#define RANDOM_UPPER_X 100
#define RANDOM_UPPER_Y 100
#define RANDOM_LOWER_X 18
#define RANDOM_LOWER_Y 18
/area/jungle
name = "jungle"
icon = 'code/workinprogress/cael_aislinn/jungle/jungle.dmi'
icon_state = "area"
lighting_use_dynamic = 0
luminosity = 1
//randomly spawns, will create paths around the map
/obj/effect/landmark/path_waypoint
name = "path waypoint"
icon_state = "x2"
var/connected = 0
/obj/effect/landmark/temple
name = "temple entrance"
icon_state = "x2"
var/obj/structure/ladder/my_ladder
New()
//pick a random temple to link to
var/list/waypoints = list()
for(var/obj/effect/landmark/temple/destination/T in landmarks_list)
waypoints.Add(T)
if(!T)
return
else continue
var/obj/effect/landmark/temple/destination/dest_temple = pick(waypoints)
dest_temple.init()
//connect this landmark to the other
my_ladder = new /obj/structure/ladder(src.loc)
my_ladder.id = dest_temple.my_ladder.id
dest_temple.my_ladder.up = my_ladder
//delete the landmarks now that we're finished
del(dest_temple)
del(src)
/obj/effect/landmark/temple/destination/New()
//nothing
/obj/effect/landmark/temple/destination/proc/init()
my_ladder = new /obj/structure/ladder(src.loc)
my_ladder.id = rand(999)
my_ladder.height = -1
//loop over the walls in the temple and make them a random pre-chosen mineral (null is a stand in for plasma, which the walls already are)
//treat plasma slightly differently because it's the default wall type
var/mineral = pick("uranium","sandstone","gold","iron","silver","diamond","clown","plasma")
//world << "init [mineral]"
var/area/my_area = get_area(src)
var/list/temple_turfs = get_area_turfs(my_area.type)
for(var/turf/simulated/floor/T in temple_turfs)
for(var/obj/effect/landmark/falsewall_spawner/F in T.contents)
var/obj/structure/temple_falsewall/fwall = new(F.loc)
fwall.mineral = mineral
if(mineral == "iron")
fwall.is_metal = 1
del(F)
for(var/obj/effect/landmark/door_spawner/D in T.contents)
var/spawn_type
if(mineral == "iron")
spawn_type = text2path("/obj/machinery/door/airlock/vault")
else
spawn_type = text2path("/obj/machinery/door/airlock/[mineral]")
new spawn_type(D.loc)
del(D)
for(var/turf/unsimulated/wall/T in temple_turfs)
if(mineral != "plasma")
T.icon_state = replacetext(T.icon_state, "plasma", mineral)
/*for(var/obj/effect/landmark/falsewall_spawner/F in T.contents)
//world << "falsewall_spawner found in wall"
var/obj/structure/temple_falsewall/fwall = new(F.loc)
fwall.mineral = mineral
del(F)
for(var/obj/effect/landmark/door_spawner/D in T.contents)
//world << "door_spawner found in wall"
T = new /turf/unsimulated/floor(T.loc)
T.icon_state = "dark"
var/spawn_type = text2path("/obj/machinery/door/airlock/[door_mineral]")
new spawn_type(T)
del(D)*/
//a shuttle has crashed somewhere on the map, it should have a power cell to let the adventurers get home
/area/jungle/crash_ship_source
icon_state = "crash"
/area/jungle/crash_ship_clean
icon_state = "crash"
/area/jungle/crash_ship_one
icon_state = "crash"
/area/jungle/crash_ship_two
icon_state = "crash"
/area/jungle/crash_ship_three
icon_state = "crash"
/area/jungle/crash_ship_four
icon_state = "crash"
//randomly spawns, will create rivers around the map
//uses the same logic as jungle paths
/obj/effect/landmark/river_waypoint
name = "river source waypoint"
var/connected = 0
/obj/machinery/jungle_controller
name = "jungle controller"
desc = "a mysterious and ancient piece of machinery"
var/list/animal_spawners = list()
/obj/machinery/jungle_controller/initialize()
world << "\red \b Setting up jungle, this may take a bleeding eternity..."
//crash dat shuttle
var/area/start_location = locate(/area/jungle/crash_ship_source)
var/area/clean_location = locate(/area/jungle/crash_ship_clean)
var/list/ship_locations = list(/area/jungle/crash_ship_one, /area/jungle/crash_ship_two, /area/jungle/crash_ship_three, /area/jungle/crash_ship_four)
var/area/end_location = locate( pick(ship_locations) )
ship_locations -= end_location.type
start_location.move_contents_to(end_location)
for(var/area_type in ship_locations)
var/area/cur_location = locate(area_type)
clean_location.copy_turfs_to(cur_location)
//drop some random river nodes
var/list/river_nodes = list()
var/max = rand(1,3)
var/num_spawned = 0
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!istype(J))
continue
if(!J.bushes_spawn)
continue
river_nodes.Add(new /obj/effect/landmark/river_waypoint(J))
num_spawned++
//make some randomly pathing rivers
for(var/obj/effect/landmark/river_waypoint/W in landmarks_list)
if (W.z != src.z || W.connected)
continue
W.connected = 1
var/turf/cur_turf = new /turf/unsimulated/jungle/water(get_turf(W))
var/turf/target_turf = get_turf(pick(river_nodes))
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
//
while(cur_turf != target_turf)
//randomly snake around a bit
if(detouring)
if(prob(20))
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
else if(prob(20))
detouring = 1
if(prob(50))
cur_dir = turn(cur_dir, 45)
else
cur_dir = turn(cur_dir, -45)
else
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
var/skip = 0
if(!istype(cur_turf, /turf/unsimulated/jungle) || istype(cur_turf, /turf/unsimulated/jungle/rock))
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
if(!skip)
var/turf/unsimulated/jungle/water/water_turf = new(cur_turf)
water_turf.Spread(75, rand(65, 25))
var/list/path_nodes = list()
//place some ladders leading down to pre-generated temples
max = rand(2,5)
num_spawned = 0
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
new /obj/effect/landmark/temple(J)
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
num_spawned++
//put a native tribe somewhere
num_spawned = 0
while(num_spawned < 1)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
new /obj/effect/jungle_tribe_spawn(J)
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
num_spawned++
//place some random path waypoints to confuse players
max = rand(1,3)
num_spawned = 0
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
num_spawned++
//get any path nodes placed on the map
for(var/obj/effect/landmark/path_waypoint/W in landmarks_list)
if (W.z == src.z)
path_nodes.Add(W)
//make random, connecting paths
for(var/obj/effect/landmark/path_waypoint/W in path_nodes)
if (W.connected)
continue
W.connected = 1
var/turf/cur_turf = get_turf(W)
path_nodes.Remove(W)
var/turf/target_turf = get_turf(pick(path_nodes))
path_nodes.Add(W)
//
cur_turf = new /turf/unsimulated/jungle/path(cur_turf)
var/detouring = 0
var/cur_dir = get_dir(cur_turf, target_turf)
//
while(cur_turf != target_turf)
//randomly snake around a bit
if(detouring)
if(prob(20) || get_dist(cur_turf, target_turf) < 5)
detouring = 0
cur_dir = get_dir(cur_turf, target_turf)
else if(prob(20) && get_dist(cur_turf, target_turf) > 5)
detouring = 1
if(prob(50))
cur_dir = turn(cur_dir, 45)
else
cur_dir = turn(cur_dir, -45)
else
cur_dir = get_dir(cur_turf, target_turf)
//move a step forward
cur_turf = get_step(cur_turf, cur_dir)
//if we're not a jungle turf, get back to what we were doing
if(!istype(cur_turf, /turf/unsimulated/jungle/))
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
var/turf/unsimulated/jungle/J = cur_turf
if(istype(J, /turf/unsimulated/jungle/impenetrable) || istype(J, /turf/unsimulated/jungle/water/deep))
cur_dir = get_dir(cur_turf, target_turf)
cur_turf = get_step(cur_turf, cur_dir)
continue
if(!istype(J, /turf/unsimulated/jungle/water))
J = new /turf/unsimulated/jungle/path(cur_turf)
J.Spread(PATH_SPREAD_CHANCE_START, rand(PATH_SPREAD_CHANCE_LOSS_UPPER, PATH_SPREAD_CHANCE_LOSS_LOWER))
//create monkey spawners
num_spawned = 0
max = rand(3,6)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/monkey(J))
num_spawned++
//create panther spawners
num_spawned = 0
max = rand(6,12)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !istype(J) || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/panther(J))
num_spawned++
//create snake spawners
num_spawned = 0
max = rand(6,12)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !istype(J) || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/snake(J))
num_spawned++
//create parrot spawners
num_spawned = 0
max = rand(3,6)
while(num_spawned < max)
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
if(!J || !istype(J) || !J.bushes_spawn)
continue
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/parrot(J))
num_spawned++
#undef PATH_SPREAD_CHANCE_START
#undef PATH_SPREAD_CHANCE_LOSS_UPPER
#undef PATH_SPREAD_CHANCE_LOSS_LOWER
#undef RIVER_SPREAD_CHANCE_START
#undef RIVER_SPREAD_CHANCE_LOSS_UPPER
#undef RIVER_SPREAD_CHANCE_LOSS_LOWER
#undef RANDOM_UPPER_X
#undef RANDOM_UPPER_Y
#undef RANDOM_LOWER_X
#undef RANDOM_LOWER_Y