Files
CHOMPStation2/code/modules/random_map/drop/droppod.dm
Kelenius acc78a8000 Changes types of ghosts and eyes
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``

Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
2016-02-20 15:36:05 +03:00

227 lines
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#define SD_FLOOR_TILE 0
#define SD_WALL_TILE 1
#define SD_DOOR_TILE 2
#define SD_EMPTY_TILE 3
#define SD_SUPPLY_TILE 7
/datum/random_map/droppod
descriptor = "drop pod"
initial_wall_cell = 0
limit_x = 3
limit_y = 3
preserve_map = 0
wall_type = /turf/simulated/wall/titanium
floor_type = /turf/simulated/floor/reinforced
var/list/supplied_drop_types = list()
var/door_type = /obj/structure/droppod_door
var/drop_type = /mob/living/simple_animal/parrot
var/auto_open_doors
var/placement_explosion_dev = 1
var/placement_explosion_heavy = 2
var/placement_explosion_light = 6
var/placement_explosion_flash = 4
/datum/random_map/droppod/New(var/seed, var/tx, var/ty, var/tz, var/tlx, var/tly, var/do_not_apply, var/do_not_announce, var/supplied_drop, var/list/supplied_drops, var/automated)
if(supplied_drop)
drop_type = supplied_drop
else if(islist(supplied_drops) && supplied_drops.len)
supplied_drop_types = supplied_drops
drop_type = "custom"
if(automated)
auto_open_doors = 1
//Make sure there is a clear midpoint.
if(limit_x % 2 == 0) limit_x++
if(limit_y % 2 == 0) limit_y++
..()
/datum/random_map/droppod/generate_map()
// No point calculating these 200 times.
var/x_midpoint = n_ceil(limit_x / 2)
var/y_midpoint = n_ceil(limit_y / 2)
// Draw walls/floors/doors.
for(var/x = 1, x <= limit_x, x++)
for(var/y = 1, y <= limit_y, y++)
var/current_cell = get_map_cell(x,y)
if(!current_cell)
continue
var/on_x_bound = (x == 1 || x == limit_x)
var/on_y_bound = (y == 1 || y == limit_x)
var/draw_corners = (limit_x < 5 && limit_y < 5)
if(on_x_bound || on_y_bound)
// Draw access points in midpoint of each wall.
if(x == x_midpoint || y == y_midpoint)
map[current_cell] = SD_DOOR_TILE
// Draw the actual walls.
else if(draw_corners || (!on_x_bound || !on_y_bound))
map[current_cell] = SD_WALL_TILE
//Don't draw the far corners on large pods.
else
map[current_cell] = SD_EMPTY_TILE
else
// Fill in the corners.
if((x == 2 || x == (limit_x-1)) && (y == 2 || y == (limit_y-1)))
map[current_cell] = SD_WALL_TILE
// Fill in EVERYTHING ELSE.
else
map[current_cell] = SD_FLOOR_TILE
// Draw the drop contents.
var/current_cell = get_map_cell(x_midpoint,y_midpoint)
if(current_cell)
map[current_cell] = SD_SUPPLY_TILE
return 1
/datum/random_map/droppod/apply_to_map()
if(placement_explosion_dev || placement_explosion_heavy || placement_explosion_light || placement_explosion_flash)
var/turf/T = locate((origin_x + n_ceil(limit_x / 2)-1), (origin_y + n_ceil(limit_y / 2)-1), origin_z)
if(istype(T))
explosion(T, placement_explosion_dev, placement_explosion_heavy, placement_explosion_light, placement_explosion_flash)
sleep(15) // Let the explosion finish proccing before we ChangeTurf(), otherwise it might destroy our spawned objects.
return ..()
/datum/random_map/droppod/get_appropriate_path(var/value)
if(value == SD_FLOOR_TILE || value == SD_SUPPLY_TILE)
return floor_type
else if(value == SD_WALL_TILE)
return wall_type
else if(value == SD_DOOR_TILE )
return wall_type
return null
// Pods are circular. Get the direction this object is facing from the center of the pod.
/datum/random_map/droppod/get_spawn_dir(var/x, var/y)
var/x_midpoint = n_ceil(limit_x / 2)
var/y_midpoint = n_ceil(limit_y / 2)
if(x == x_midpoint && y == y_midpoint)
return null
var/turf/target = locate(origin_x+x-1, origin_y+y-1, origin_z)
var/turf/middle = locate(origin_x+x_midpoint-1, origin_y+y_midpoint-1, origin_z)
if(!istype(target) || !istype(middle))
return null
return get_dir(middle, target)
/datum/random_map/droppod/get_additional_spawns(var/value, var/turf/T, var/spawn_dir)
// Splatter anything under us that survived the explosion.
if(value != SD_EMPTY_TILE && T.contents.len)
for(var/atom/movable/AM in T)
if(AM.simulated && !istype(AM, /mob/observer))
qdel(AM)
// Also spawn doors and loot.
if(value == SD_DOOR_TILE)
var/obj/structure/S = new door_type(T, auto_open_doors)
S.set_dir(spawn_dir)
else if(value == SD_SUPPLY_TILE)
get_spawned_drop(T)
/datum/random_map/droppod/proc/get_spawned_drop(var/turf/T)
var/obj/structure/bed/chair/C = new(T)
C.set_light(3, l_color = "#CC0000")
var/mob/living/drop
// This proc expects a list of mobs to be passed to the spawner.
// Use the supply pod if you don't want to drop mobs.
// Mobs will not double up; if you want multiple mobs, you
// will need multiple drop tiles.
if(islist(supplied_drop_types) && supplied_drop_types.len)
while(supplied_drop_types.len)
drop = pick(supplied_drop_types)
supplied_drop_types -= drop
if(istype(drop))
drop.tag = null
if(drop.buckled)
drop.buckled = null
drop.forceMove(T)
else if(ispath(drop_type))
drop = new drop_type(T)
if(istype(drop))
if(drop.buckled)
drop.buckled = null
drop.forceMove(T)
/datum/admins/proc/call_drop_pod()
set category = "Fun"
set desc = "Call an immediate drop pod on your location."
set name = "Call Drop Pod"
if(!check_rights(R_FUN)) return
var/client/selected_player
var/mob/living/spawned_mob
var/list/spawned_mobs = list()
var/spawn_path = input("Select a mob type.", "Drop Pod Selection", null) as null|anything in typesof(/mob/living)-/mob/living
if(!spawn_path)
return
if(alert("Do you wish the mob to have a player?",,"No","Yes") == "No")
var/spawn_count = input("How many mobs do you wish the pod to contain?", "Drop Pod Selection", null) as num
if(spawn_count <= 0)
return
for(var/i=0;i<spawn_count;i++)
var/mob/living/M = new spawn_path()
M.tag = "awaiting drop"
spawned_mobs |= M
else
var/list/candidates = list()
for(var/client/player in clients)
if(player.mob && istype(player.mob, /mob/observer/dead))
candidates |= player
if(!candidates.len)
usr << "There are no candidates for a drop pod launch."
return
// Get a player and a mob type.
selected_player = input("Select a player.", "Drop Pod Selection", null) as null|anything in candidates
if(!selected_player)
return
// Spawn the mob in nullspace for now.
spawned_mob = new spawn_path()
spawned_mob.tag = "awaiting drop"
// Equip them, if they are human and it is desirable.
if(istype(spawned_mob, /mob/living/carbon/human))
var/antag_type = input("Select an equipment template to use or cancel for nude.", null) as null|anything in all_antag_types
if(antag_type)
var/datum/antagonist/A = all_antag_types[antag_type]
A.equip(spawned_mob)
if(alert("Are you SURE you wish to deploy this drop pod? It will cause a sizable explosion and gib anyone underneath it.",,"No","Yes") == "No")
if(spawned_mob)
qdel(spawned_mob)
if(spawned_mobs.len)
for(var/mob/living/M in spawned_mobs)
spawned_mobs -= M
M.tag = null
qdel(M)
spawned_mobs.Cut()
return
// Chuck them into the pod.
var/automatic_pod
if(spawned_mob && selected_player)
if(selected_player.mob.mind)
selected_player.mob.mind.transfer_to(spawned_mob)
else
spawned_mob.ckey = selected_player.mob.ckey
spawned_mobs = list(spawned_mob)
message_admins("[key_name(usr)] dropped a pod containing \the [spawned_mob] ([spawned_mob.key]) at ([usr.x],[usr.y],[usr.z])")
log_admin("[key_name(usr)] dropped a pod containing \the [spawned_mob] ([spawned_mob.key]) at ([usr.x],[usr.y],[usr.z])")
else if(spawned_mobs.len)
automatic_pod = 1
message_admins("[key_name(usr)] dropped a pod containing [spawned_mobs.len] [spawned_mobs[1]] at ([usr.x],[usr.y],[usr.z])")
log_admin("[key_name(usr)] dropped a pod containing [spawned_mobs.len] [spawned_mobs[1]] at ([usr.x],[usr.y],[usr.z])")
else
return
new /datum/random_map/droppod(null, usr.x-1, usr.y-1, usr.z, supplied_drops = spawned_mobs, automated = automatic_pod)