mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
227 lines
7.7 KiB
Plaintext
227 lines
7.7 KiB
Plaintext
#define SD_FLOOR_TILE 0
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#define SD_WALL_TILE 1
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#define SD_DOOR_TILE 2
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#define SD_EMPTY_TILE 3
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#define SD_SUPPLY_TILE 7
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/datum/random_map/droppod
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descriptor = "drop pod"
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initial_wall_cell = 0
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limit_x = 3
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limit_y = 3
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preserve_map = 0
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wall_type = /turf/simulated/wall/titanium
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floor_type = /turf/simulated/floor/reinforced
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var/list/supplied_drop_types = list()
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var/door_type = /obj/structure/droppod_door
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var/drop_type = /mob/living/simple_mob/animal/passive/bird/parrot
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var/auto_open_doors
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var/placement_explosion_dev = 1
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var/placement_explosion_heavy = 2
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var/placement_explosion_light = 6
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var/placement_explosion_flash = 4
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/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)
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if(supplied_drop)
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drop_type = supplied_drop
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else if(islist(supplied_drops) && supplied_drops.len)
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supplied_drop_types = supplied_drops
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drop_type = "custom"
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if(automated)
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auto_open_doors = 1
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//Make sure there is a clear midpoint.
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if(limit_x % 2 == 0) limit_x++
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if(limit_y % 2 == 0) limit_y++
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..()
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/datum/random_map/droppod/generate_map()
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// No point calculating these 200 times.
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var/x_midpoint = n_ceil(limit_x / 2)
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var/y_midpoint = n_ceil(limit_y / 2)
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// Draw walls/floors/doors.
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for(var/x = 1, x <= limit_x, x++)
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for(var/y = 1, y <= limit_y, y++)
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var/current_cell = get_map_cell(x,y)
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if(!current_cell)
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continue
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var/on_x_bound = (x == 1 || x == limit_x)
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var/on_y_bound = (y == 1 || y == limit_x)
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var/draw_corners = (limit_x < 5 && limit_y < 5)
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if(on_x_bound || on_y_bound)
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// Draw access points in midpoint of each wall.
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if(x == x_midpoint || y == y_midpoint)
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map[current_cell] = SD_DOOR_TILE
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// Draw the actual walls.
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else if(draw_corners || (!on_x_bound || !on_y_bound))
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map[current_cell] = SD_WALL_TILE
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//Don't draw the far corners on large pods.
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else
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map[current_cell] = SD_EMPTY_TILE
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else
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// Fill in the corners.
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if((x == 2 || x == (limit_x-1)) && (y == 2 || y == (limit_y-1)))
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map[current_cell] = SD_WALL_TILE
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// Fill in EVERYTHING ELSE.
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else
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map[current_cell] = SD_FLOOR_TILE
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// Draw the drop contents.
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var/current_cell = get_map_cell(x_midpoint,y_midpoint)
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if(current_cell)
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map[current_cell] = SD_SUPPLY_TILE
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return 1
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/datum/random_map/droppod/apply_to_map()
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if(placement_explosion_dev || placement_explosion_heavy || placement_explosion_light || placement_explosion_flash)
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var/turf/T = locate((origin_x + n_ceil(limit_x / 2)-1), (origin_y + n_ceil(limit_y / 2)-1), origin_z)
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if(istype(T))
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explosion(T, placement_explosion_dev, placement_explosion_heavy, placement_explosion_light, placement_explosion_flash)
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sleep(15) // Let the explosion finish proccing before we ChangeTurf(), otherwise it might destroy our spawned objects.
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return ..()
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/datum/random_map/droppod/get_appropriate_path(var/value)
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if(value == SD_FLOOR_TILE || value == SD_SUPPLY_TILE)
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return floor_type
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else if(value == SD_WALL_TILE)
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return wall_type
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else if(value == SD_DOOR_TILE )
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return wall_type
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return null
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// Pods are circular. Get the direction this object is facing from the center of the pod.
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/datum/random_map/droppod/get_spawn_dir(var/x, var/y)
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var/x_midpoint = n_ceil(limit_x / 2)
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var/y_midpoint = n_ceil(limit_y / 2)
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if(x == x_midpoint && y == y_midpoint)
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return null
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var/turf/target = locate(origin_x+x-1, origin_y+y-1, origin_z)
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var/turf/middle = locate(origin_x+x_midpoint-1, origin_y+y_midpoint-1, origin_z)
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if(!istype(target) || !istype(middle))
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return null
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return get_dir(middle, target)
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/datum/random_map/droppod/get_additional_spawns(var/value, var/turf/T, var/spawn_dir)
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// Splatter anything under us that survived the explosion.
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if(value != SD_EMPTY_TILE && T.contents.len)
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for(var/atom/movable/AM in T)
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if(AM.simulated && !istype(AM, /mob/observer))
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qdel(AM)
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// Also spawn doors and loot.
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if(value == SD_DOOR_TILE)
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var/obj/structure/S = new door_type(T, auto_open_doors)
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S.set_dir(spawn_dir)
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else if(value == SD_SUPPLY_TILE)
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get_spawned_drop(T)
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/datum/random_map/droppod/proc/get_spawned_drop(var/turf/T)
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var/obj/structure/bed/chair/C = new(T)
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C.set_light(3, l_color = "#CC0000")
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var/mob/living/drop
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// This proc expects a list of mobs to be passed to the spawner.
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// Use the supply pod if you don't want to drop mobs.
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// Mobs will not double up; if you want multiple mobs, you
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// will need multiple drop tiles.
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if(islist(supplied_drop_types) && supplied_drop_types.len)
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while(supplied_drop_types.len)
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drop = pick(supplied_drop_types)
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supplied_drop_types -= drop
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if(istype(drop))
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drop.tag = null
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if(drop.buckled)
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drop.buckled = null
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drop.forceMove(T)
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else if(ispath(drop_type))
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drop = new drop_type(T)
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if(istype(drop))
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if(drop.buckled)
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drop.buckled = null
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drop.forceMove(T)
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/datum/admins/proc/call_drop_pod()
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set category = "Fun"
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set desc = "Call an immediate drop pod on your location."
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set name = "Call Drop Pod"
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if(!check_rights(R_FUN)) return
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var/client/selected_player
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var/mob/living/spawned_mob
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var/list/spawned_mobs = list()
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var/spawn_path = input("Select a mob type.", "Drop Pod Selection", null) as null|anything in typesof(/mob/living)-/mob/living
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if(!spawn_path)
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return
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if(alert("Do you wish the mob to have a player?",,"No","Yes") == "No")
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var/spawn_count = input("How many mobs do you wish the pod to contain?", "Drop Pod Selection", null) as num
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if(spawn_count <= 0)
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return
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for(var/i=0;i<spawn_count;i++)
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var/mob/living/M = new spawn_path()
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M.tag = "awaiting drop"
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spawned_mobs |= M
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else
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var/list/candidates = list()
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for(var/client/player in GLOB.clients)
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if(player.mob && istype(player.mob, /mob/observer/dead))
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candidates |= player
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if(!candidates.len)
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to_chat(usr, "There are no candidates for a drop pod launch.")
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return
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// Get a player and a mob type.
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selected_player = input("Select a player.", "Drop Pod Selection", null) as null|anything in candidates
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if(!selected_player)
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return
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// Spawn the mob in nullspace for now.
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spawned_mob = new spawn_path()
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spawned_mob.tag = "awaiting drop"
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// Equip them, if they are human and it is desirable.
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if(istype(spawned_mob, /mob/living/carbon/human))
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var/antag_type = input("Select an equipment template to use or cancel for nude.", null) as null|anything in all_antag_types
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if(antag_type)
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var/datum/antagonist/A = all_antag_types[antag_type]
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A.equip(spawned_mob)
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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")
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if(spawned_mob)
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qdel(spawned_mob)
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if(spawned_mobs.len)
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for(var/mob/living/M in spawned_mobs)
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spawned_mobs -= M
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M.tag = null
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qdel(M)
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spawned_mobs.Cut()
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return
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// Chuck them into the pod.
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var/automatic_pod
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if(spawned_mob && selected_player)
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if(selected_player.mob.mind)
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selected_player.mob.mind.transfer_to(spawned_mob)
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else
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spawned_mob.ckey = selected_player.mob.ckey
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spawned_mobs = list(spawned_mob)
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message_admins("[key_name(usr)] dropped a pod containing \the [spawned_mob] ([spawned_mob.key]) at ([usr.x],[usr.y],[usr.z])")
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log_admin("[key_name(usr)] dropped a pod containing \the [spawned_mob] ([spawned_mob.key]) at ([usr.x],[usr.y],[usr.z])")
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else if(spawned_mobs.len)
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automatic_pod = 1
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message_admins("[key_name(usr)] dropped a pod containing [spawned_mobs.len] [spawned_mobs[1]] at ([usr.x],[usr.y],[usr.z])")
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log_admin("[key_name(usr)] dropped a pod containing [spawned_mobs.len] [spawned_mobs[1]] at ([usr.x],[usr.y],[usr.z])")
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else
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return
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new /datum/random_map/droppod(null, usr.x-1, usr.y-1, usr.z, supplied_drops = spawned_mobs, automated = automatic_pod) |