Class H and Class D repairs.

This commit is contained in:
Captain277
2022-03-15 03:54:37 -07:00
parent 072166b02c
commit a2fa070bc7
60 changed files with 3356 additions and 2978 deletions
@@ -1,267 +0,0 @@
// Datums //
/datum/atmosphere/planet/class_d
base_gases = list(
/datum/gas/nitrogen = 0.01
)
base_target_pressure = 0.1
minimum_pressure = 0.1
maximum_pressure = 0.5
minimum_temp = 203
maximum_temp = 203
// Turfmakers
#define CLASSD_SET_ATMOS initial_gas_mix=ATMOSPHERE_ID_CLASSD
#define CLASSD_TURF_CREATE(x) x/class_d/initial_gas_mix=ATMOSPHERE_ID_CLASSD;x/class_d/color="#eaa17c"
//Previously vacuum turfs were used, bad!
CLASSD_TURF_CREATE(/turf/unsimulated/wall/planetary)
CLASSD_TURF_CREATE(/turf/simulated/floor)
CLASSD_TURF_CREATE(/turf/simulated/floor/reinforced)
CLASSD_TURF_CREATE(/turf/simulated/floor/tiled)
CLASSD_TURF_CREATE(/turf/simulated/floor/tiled/steel_dirty)
CLASSD_TURF_CREATE(/turf/simulated/floor/outdoors/dirt)
CLASSD_TURF_CREATE(/turf/simulated/floor/outdoors/rocks)
CLASSD_TURF_CREATE(/turf/simulated/wall)
CLASSD_TURF_CREATE(/turf/simulated/mineral)
CLASSD_TURF_CREATE(/turf/simulated/mineral/floor)
CLASSD_TURF_CREATE(/turf/simulated/mineral/ignore_mapgen)
CLASSD_TURF_CREATE(/turf/simulated/mineral/floor/ignore_mapgen)
CLASSD_TURF_CREATE(/turf/simulated/floor/outdoors/rocks)
// Now to make this a planet //
/obj/effect/overmap/visitable/sector/class_d
name = "Virgo 5"
desc = "A rocky planet with radioactive hazards abundant."
scanner_desc = @{"[i]Stellar Body[/i]:
[i]Class[/i]: D-Class Planet
[i]Habitability[/i]: Extremely Low (Low Temperature, Toxic Atmosphere, Radioactive Hazards)
[b]Notice[/b]: Planetary environment not suitable for life. Landing may be hazardous."}
icon_state = "globe"
in_space = 0
color = "#eaa17c"
initial_generic_waypoints = list("class_d_east","class_d_west","class_d_north","class_d_south")
// Shuttle landing area waypoints
/obj/effect/shuttle_landmark/premade/class_d/east
name = "Class D - Eastern Zone"
landmark_tag = "class_d_east"
/obj/effect/shuttle_landmark/premade/class_d/west
name = "Class D - Western Zone"
landmark_tag = "class_d_west"
/obj/effect/shuttle_landmark/premade/class_d/north
name = "Class D - Northern Zone"
landmark_tag = "class_d_north"
/obj/effect/shuttle_landmark/premade/class_d/south
name = "Class D - Southern Zone"
landmark_tag = "class_d_south"
///Ore Seeding
//This is a special subtype of the thing that generates ores on a map
//It will generate more rich ores because of the lower numbers than the normal one
/datum/random_map/noise/ore/class_d
descriptor = "class_d ore distribution map"
deep_val = 0.6 //More riches, normal is 0.7 and 0.8
rare_val = 0.5
//The check_map_sanity proc is sometimes unsatisfied with how AMAZING our ores are
/datum/random_map/noise/ore/class_d/check_map_sanity()
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
// Increment map sanity counters.
for(var/value in map)
if(value < rare_val)
surface_count++
else if(value < deep_val)
rare_count++
else
deep_count++
// Sanity check.
if(surface_count < 100)
admin_notice("<span class='danger'>Insufficient surface minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(rare_count < 50)
admin_notice("<span class='danger'>Insufficient rare minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(deep_count < 50)
admin_notice("<span class='danger'>Insufficient deep minerals. Rerolling...</span>", R_DEBUG)
return 0
else
return 1
// -- Objs -- //
// Two mob spawners that are placed on the map that spawn some mobs!
// They keep track of their mob, and when it's dead, spawn another (only if nobody is looking)
// Note that if your map has step teleports, mobs may wander through them accidentally and not know how to get back
/obj/tether_away_spawner/beach_outside
name = "Beach Outside Spawner" //Just a name
faction = "beach_out" //Sets all the mobs to this faction so they don't infight
atmos_comp = TRUE //Sets up their atmos tolerances to work in this setting, even if they don't normally (20% up/down tolerance for each gas, and heat)
prob_spawn = 100 //Chance of this spawner spawning a mob (once this is missed, the spawner is 'depleted' and won't spawn anymore)
prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies)
//guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports))
mobs_to_pick_from = list(
/mob/living/simple_mob/vore/aggressive/frog = 6, //Frogs are 3x more likely to spawn than,
/mob/living/simple_mob/vore/aggressive/deathclaw = 2, //these deathclaws are, with these values,
/mob/living/simple_mob/animal/giant_spider = 4,
/mob/living/simple_mob/vore/aggressive/giant_snake = 2,
/mob/living/simple_mob/animal/giant_spider/webslinger = 2
)
obj/tether_away_spawner/class_d/crater
name = "Virgo 5 Crater Spawner"
faction = "crater"
atmos_comp = TRUE
prob_spawn = 100
prob_fall = 30
//guard = 20
mobs_to_pick_from = list(
/mob/living/simple_mob/vore/aggressive/corrupthound = 1,
/mob/living/simple_mob/vore/aggressive/corrupthound/prettyboi = 3,
/mob/living/simple_mob/mechanical/corrupt_maint_drone = 2
)
// Turfs
///Indoor usage turfs with Class D's Atmos. Unaffected by weather etc (Important because radioactive fallout will happen on a regular basis!)
/turf/simulated/floor/class_d_indoors
color = "#eaa17c"
initial_gas_mix = ATMOSPHERE_ID_CLASSD
outdoors = FALSE
/turf/simulated/mineral/class_d_indoors
color = "#eaa17c"
initial_gas_mix = ATMOSPHERE_ID_CLASSD
outdoors = FALSE
/turf/simulated/mineral/floor/class_d_indoors
color = "#eaa17c"
initial_gas_mix = ATMOSPHERE_ID_CLASSD
outdoors = FALSE
/turf/simulated/floor/tiled/class_d_indoors
color = "#eaa17c"
initial_gas_mix = ATMOSPHERE_ID_CLASSD
outdoors = FALSE
/turf/simulated/wall/class_d_indoors
color = "#eaa17c"
initial_gas_mix = ATMOSPHERE_ID_CLASSD
outdoors = FALSE
// Unused Turfs (For now)
/*
/turf/simulated/floor/reinforced/class_d_indoors
color = "#eaa17c"
initial_gas_mix = ATMOSPHERE_ID_CLASSD
outdoors = FALSE
*/
// Areas
/area/poi_d
name = "Class D World"
icon_state = "away"
base_turf = /turf/simulated/mineral/floor/class_d
dynamic_lighting = 1
/area/poi_d/explored
name = "Class D World - Explored (E)"
icon_state = "explored"
/area/poi_d/unexplored
name = "Class D World - Unexplored (UE)"
icon_state = "unexplored"
/area/poi_d/unexplored/underground // Caves would be protected from weather. Still valid for POI generation do to being a dependent of /area/poi_d/unexplored
base_turf = /turf/simulated/mineral/floor/class_d_indoors
/area/poi_d/explored/underground
base_turf = /turf/simulated/mineral/floor/class_d_indoors
/// Landing areas and base areas
/area/poi_d/wildcat_mining_base
name = "Abandoned Facility"
icon_state = "blue"
requires_power = TRUE
/area/poi_d/wildcat_mining_base/exterior_power
name = "Exterior Power"
/area/poi_d/wildcat_mining_base/refueling_outbuilding
name = "Refueling Outbuilding"
/area/poi_d/wildcat_mining_base/warehouse
name = "Warehouse"
/area/poi_d/wildcat_mining_base/exterior_workshop
name = "Exterior Workshop"
/area/poi_d/wildcat_mining_base/interior
base_turf = /turf/simulated/floor/class_d_indoors
/area/poi_d/wildcat_mining_base/interior/main_room
name = "Main Room"
/area/poi_d/wildcat_mining_base/interior/utility_room
name = "Utility Room"
/area/poi_d/wildcat_mining_base/interior/bunk_room
name = "Bunk Room"
/area/poi_d/wildcat_mining_base/interior/bathroom
name = "Bathroom"
///POI Areas and Misc Areas
/area/poi_d/POIs/ship
name = "Crashed Ship Fragment"
base_turf = /turf/simulated/mineral/floor/class_d_indoors
/area/poi_d/plains
name = "Class D World Plains"
base_turf = /turf/simulated/mineral/floor/class_d
/area/poi_d/crater
name = "Class D World Crater"
base_turf = /turf/simulated/mineral/floor/class_d
/area/poi_d/Mountain
name = "Class D World Mountain"
base_turf = /turf/simulated/mineral/floor/class_d_indoors
/area/poi_d/Crevices
name = "Class D World Crevices"
base_turf = /turf/simulated/mineral/floor/class_d_indoors
/area/poi_d/POIs/solar_farm
name = "Prefab Solar Farm"
base_turf = /turf/simulated/mineral/floor/class_d
/area/poi_d/POIs/landing_pad
name = "Prefab Homestead"
base_turf = /turf/simulated/mineral/floor/class_d
requires_power = FALSE
/area/poi_d/POIs/reactor
name = "Prefab Reactor"
base_turf = /turf/simulated/mineral/floor/class_d_indoors
@@ -1,116 +0,0 @@
/datum/map_template/submap/level_specific/class_d
name = "Class D POIs"
desc = "Submaps for Class D Worlds"
allow_duplicates = FALSE
prefix = "_maps/submaps/level_specific/class_d/"
/datum/map_template/submap/level_specific/class_d/broken_reactor_D
name = "Broken Reactor"
suffix = "broken_reactor_D.dmm"
cost = 15
/datum/map_template/submap/level_specific/class_d/DecoupleEngineD
name = "Decoupled Engine"
suffix = "DecoupledEngineD.dmm"
cost = 15
/datum/map_template/submap/level_specific/class_d/drone_hive_D
name = "Drone Hive"
suffix = "broken_reactor_D.dmm"
cost = 15
/datum/map_template/submap/level_specific/class_d/EpodD
name = "Decoupled Engine"
suffix = "EpodD.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/landing_padD
name = "Prefabricated Landing Pad"
suffix = "landing_padD.dmm"
cost = 5
fixed_orientation = TRUE
/datum/map_template/submap/level_specific/class_d/mechwreckD
name = "Ruined Ripley"
suffix = "mechwreckD.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/meteor
name = "Meteor Impact Site"
suffix = "meteor.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/solar_farm
name = "Solar Farm"
suffix = "solar_farmD.dmm"
cost = 5
fixed_orientation = TRUE
/datum/map_template/submap/level_specific/class_d/SupplyDrop1D
name = "Supply Drop"
suffix = "SupplyDrop1D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/SupplyDrop2D
name = "Supply Drop"
suffix = "SupplyDrop2D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/Vault1D
name = "Mineral Vault"
suffix = "vault1D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/Vault2D
name = "Mineral Vault"
suffix = "vault2D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/Vault3D
name = "Mineral Vault"
suffix = "vault3D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/Vault4D
name = "Mineral Vault"
suffix = "vault4D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/Vault5D
name = "Mineral Vault"
suffix = "vault5D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/Cave1D
name = "Mineral Cave"
suffix = "cave1D.dmm"
cost = 10
/datum/map_template/submap/level_specific/class_d/Cave2D
name = "Xenonest Cave"
suffix = "cave2D.dmm"
cost = 15
/datum/map_template/submap/level_specific/class_d/Cave3D
name = "Mimic Cave"
suffix = "cave3D.dmm"
cost = 5
/datum/map_template/submap/level_specific/class_d/droneship
name = "Automatic Constructor Ship"
suffix = "matdropD.dmm"
cost = 15
fixed_orientation = TRUE
/datum/map_template/submap/level_specific/class_d/mercbunker
name = "Secret Mecenary Bunker"
suffix = "hiddenbunkerD.dmm"
cost = 25
fixed_orientation = TRUE
/datum/map_template/submap/level_specific/class_d/Possesed_mech_cave
name = "Possessed Mech Cave"
suffix = "Possesed_mech_cave.dmm"
cost = 5
@@ -1,181 +0,0 @@
///Currently a copy is in /map/tether as tether_class_d_weather_holder. Annoyingly has to be there to be loaded properly, will see if I can find a better way of doing this later
/*var/datum/planet/class_d/planet_class_d = null
/datum/time/class_d
seconds_in_day = 1 HOURS
/datum/planet/class_d
name = "Virgo - 5"
desc = "A rocky moon which has recently had its quarantine lifted following a campaign of nuclear bombings and mercinary \
forces fighting to whipe out a large xenomorph infestation."
current_time = new /datum/time/class_d()
expected_z_levels = Z_LEVEL_CLASS_D
planetary_wall_type = /turf/unsimulated/wall/planetary/class_d
/datum/planet/class_d/New()
..()
planet_class_d = src
weather_holder = new /datum/weather_holder/class_d(src)
/datum/planet/class_d/update_sun()
..()
var/datum/time/time = current_time
var/length_of_day = time.seconds_in_day / 10 / 60 / 60
var/noon = length_of_day / 2
var/distance_from_noon = abs(text2num(time.show_time("hh")) - noon)
sun_position = distance_from_noon / noon
sun_position = abs(sun_position - 1)
var/low_brightness = null
var/high_brightness = null
var/low_color = null
var/high_color = null
var/min = 0
switch(sun_position)
if(0 to 0.20) // Night
low_brightness = 0.1
low_color = "#000066"
high_brightness = 0.4
high_color = "#66004D"
min = 0
if(0.20 to 0.30) // Twilight
low_brightness = 0.4
low_color = "#66004D"
high_brightness = 0.7
high_color = "#CC3300"
min = 0.40
if(0.30 to 0.40) // Sunrise/set
low_brightness = 0.7
low_color = "#CC3300"
high_brightness = 2.0
high_color = "#FF9933"
min = 0.50
if(0.40 to 1.00) // Noon
low_brightness = 2.0
low_color = "#DDDDDD"
high_brightness = 12.0
high_color = "#FFFFFF"
min = 0.70
var/interpolate_weight = (abs(min - sun_position)) * 4
var/weather_light_modifier = 1
if(weather_holder && weather_holder.current_weather)
weather_light_modifier = weather_holder.current_weather.light_modifier
var/new_brightness = (LERP(low_brightness, high_brightness, interpolate_weight) ) * weather_light_modifier
var/new_color = null
if(weather_holder && weather_holder.current_weather && weather_holder.current_weather.light_color)
new_color = weather_holder.current_weather.light_color
else
var/list/low_color_list = hex2rgb(low_color)
var/low_r = low_color_list[1]
var/low_g = low_color_list[2]
var/low_b = low_color_list[3]
var/list/high_color_list = hex2rgb(high_color)
var/high_r = high_color_list[1]
var/high_g = high_color_list[2]
var/high_b = high_color_list[3]
var/new_r = LERP(low_r, high_r, interpolate_weight)
var/new_g = LERP(low_g, high_g, interpolate_weight)
var/new_b = LERP(low_b, high_b, interpolate_weight)
new_color = rgb(new_r, new_g, new_b)
spawn(1)
update_sun_deferred(2, new_brightness, new_color)
/datum/weather_holder/class_d
temperature = T0C
allowed_weather_types = list(
WEATHER_CLEAR = new /datum/weather/class_d/clear(),
WEATHER_FALLOUT = new /datum/weather/class_d/fallout()
)
roundstart_weather_chances = list(
WEATHER_CLEAR = 95,
WEATHER_FALLOUT = 5
)
/datum/weather/class_d
name = "class_d base"
temp_high = 203
temp_low = 203
/datum/weather/class_d/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 85,
WEATHER_FALLOUT = 15
)
transition_messages = list(
"The radioactive storm clears.",
"The stars are visible once more.",
)
sky_visible = TRUE
observed_message = "The stars are visible overhead."
/datum/weather/class_d/fallout
name = "fallout"
icon_state = "fallout"
light_modifier = 0.7
light_color = "#CCFFCC"
flight_failure_modifier = 30
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_FALLOUT = 40
)
observed_message = "Radioactive soot and ash rains down from the heavens."
transition_messages = list(
"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
)
outdoor_sounds_type = /datum/looping_sound/weather/wind
indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
// How much radiation a mob gets while on an outside tile.
var/direct_rad_low = RAD_LEVEL_LOW
var/direct_rad_high = RAD_LEVEL_MODERATE
// How much radiation is bursted onto a random tile near a mob.
var/fallout_rad_low = RAD_LEVEL_HIGH
var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
/datum/weather/class_d/fallout/process_effects()
..()
for(var/thing in living_mob_list)
var/mob/living/L = thing
if(L.z in holder.our_planet.expected_z_levels)
irradiate_nearby_turf(L)
var/turf/T = get_turf(L)
if(!T.outdoors)
continue // They're indoors, so no need to irradiate them with fallout.
L.rad_act(rand(direct_rad_low, direct_rad_high))
// This makes random tiles near people radioactive for awhile.
// Tiles far away from people are left alone, for performance.
/datum/weather/class_d/fallout/proc/irradiate_nearby_turf(mob/living/L)
if(!istype(L))
return
var/list/turfs = RANGE_TURFS(world.view, L)
var/turf/T = pick(turfs) // We get one try per tick.
if(!istype(T))
return
if(T.outdoors)
SSradiation.radiate(T, rand(fallout_rad_low, fallout_rad_high))
*/