// Areas.dm /area level = null name = "Space" icon = 'icons/turf/areas.dmi' icon_state = "unknown" layer = AREA_LAYER plane = BLACKNESS_PLANE //Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE. mouse_opacity = MOUSE_OPACITY_TRANSPARENT invisibility = INVISIBILITY_LIGHTING var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints. var/valid_territory = TRUE // If it's a valid territory for gangs to claim var/blob_allowed = TRUE // Does it count for blobs score? By default, all areas count. var/clockwork_warp_allowed = TRUE // Can servants warp into this area from Reebe? var/clockwork_warp_fail = "The structure there is too dense for warping to pierce. (This is normal in high-security areas.)" /// if mobs can be spawned by natural random generation var/mob_spawn_allowed = FALSE /// If megafauna can be spawned by natural random generation var/megafauna_spawn_allowed = FALSE var/fire = null var/atmos = TRUE var/atmosalm = FALSE var/poweralm = TRUE var/lightswitch = TRUE var/requires_power = TRUE var/always_unpowered = FALSE // This gets overridden to 1 for space in area/Initialize(). var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room) var/areasize = 0 //Size of the area in open turfs, only calculated for indoors areas. var/power_equip = TRUE var/power_light = TRUE var/power_environ = TRUE var/music = null var/used_equip = 0 var/used_light = 0 var/used_environ = 0 var/static_equip var/static_light = 0 var/static_environ var/has_gravity = 0 var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter) var/hidden = FALSE //Hides area from player Teleport function. var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers /// If false, loading multiple maps with this area type will create multiple instances. var/unique = TRUE var/no_air = null var/parallax_movedir = 0 var/global/global_uid = 0 var/uid var/list/ambientsounds = GENERIC flags_1 = CAN_BE_DIRTY_1 var/list/firedoors var/list/cameras var/list/firealarms var/firedoors_last_closed_on = 0 var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default? var/list/canSmoothWithAreas //typecache to limit the areas that atoms in this area can smooth with /// Color on minimaps, if it's null (which is default) it makes one at random. var/minimap_color /*Adding a wizard area teleport list because motherfucking lag -- Urist*/ /*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/ GLOBAL_LIST_EMPTY(teleportlocs) /proc/process_teleport_locs() for(var/V in GLOB.sortedAreas) var/area/AR = V if(istype(AR, /area/shuttle) || AR.noteleport) continue if(GLOB.teleportlocs[AR.name]) continue if (!AR.contents.len) continue var/turf/picked = AR.contents[1] if (picked && is_station_level(picked.z)) GLOB.teleportlocs[AR.name] = AR if(GLOB.teleportlocs.len) //DON'T TRY TO TIMSORT THINGS THAT HAVE NOTHING. FUCK. sortTim(GLOB.teleportlocs, GLOBAL_PROC_REF(cmp_text_dsc)) // === /area/New() if(!minimap_color) // goes in New() because otherwise it doesn't fucking work // generate one using the icon_state if(icon_state && icon_state != "unknown") var/icon/I = new(icon, icon_state, dir) I.Scale(1,1) minimap_color = I.GetPixel(1,1) else // no icon state? use random. minimap_color = rgb(rand(50,70),rand(50,70),rand(50,70)) // This interacts with the map loader, so it needs to be set immediately // rather than waiting for atoms to initialize. if (unique) GLOB.areas_by_type[type] = src return ..() /area/Initialize() icon_state = "" layer = AREA_LAYER uid = ++global_uid map_name = name // Save the initial (the name set in the map) name of the area. canSmoothWithAreas = typecacheof(canSmoothWithAreas) if(requires_power) luminosity = 0 else power_light = TRUE power_equip = TRUE power_environ = TRUE if(dynamic_lighting == DYNAMIC_LIGHTING_FORCED) dynamic_lighting = DYNAMIC_LIGHTING_ENABLED luminosity = 0 else if(dynamic_lighting != DYNAMIC_LIGHTING_IFSTARLIGHT) dynamic_lighting = DYNAMIC_LIGHTING_DISABLED if(dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT) dynamic_lighting = CONFIG_GET(flag/starlight) ? DYNAMIC_LIGHTING_ENABLED : DYNAMIC_LIGHTING_DISABLED . = ..() blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor. if(!IS_DYNAMIC_LIGHTING(src)) add_overlay(/obj/effect/fullbright) reg_in_areas_in_z() return INITIALIZE_HINT_LATELOAD /area/LateInitialize() power_change() // all machines set to current power level, also updates icon /area/proc/reg_in_areas_in_z() if(contents.len) var/list/areas_in_z = SSmapping.areas_in_z var/z update_areasize() for(var/i in 1 to contents.len) var/atom/thing = contents[i] if(!thing) continue z = thing.z break if(!z) WARNING("No z found for [src]") return if(!areas_in_z["[z]"]) areas_in_z["[z]"] = list() areas_in_z["[z]"] += src /area/Destroy() if(GLOB.areas_by_type[type] == src) GLOB.areas_by_type[type] = null STOP_PROCESSING(SSobj, src) return ..() /area/proc/poweralert(state, obj/source) if (state != poweralm) poweralm = state if(istype(source)) //Only report power alarms on the z-level where the source is located. for (var/item in GLOB.silicon_mobs) var/mob/living/silicon/aiPlayer = item if (state == 1) aiPlayer.cancelAlarm("Power", src, source) else aiPlayer.triggerAlarm("Power", src, cameras, source) for (var/item in GLOB.alert_consoles) var/obj/machinery/computer/station_alert/a = item if(state == 1) a.cancelAlarm("Power", src, source) else a.triggerAlarm("Power", src, cameras, source) for (var/item in GLOB.drones_list) var/mob/living/simple_animal/drone/D = item if(state == 1) D.cancelAlarm("Power", src, source) else D.triggerAlarm("Power", src, cameras, source) for(var/item in GLOB.alarmdisplay) var/datum/computer_file/program/alarm_monitor/p = item if(state == 1) p.cancelAlarm("Power", src, source) else p.triggerAlarm("Power", src, cameras, source) /area/proc/atmosalert(danger_level, obj/source) if(danger_level != atmosalm) if (danger_level==2) for (var/item in GLOB.silicon_mobs) var/mob/living/silicon/aiPlayer = item aiPlayer.triggerAlarm("Atmosphere", src, cameras, source) for (var/item in GLOB.alert_consoles) var/obj/machinery/computer/station_alert/a = item a.triggerAlarm("Atmosphere", src, cameras, source) for (var/item in GLOB.drones_list) var/mob/living/simple_animal/drone/D = item D.triggerAlarm("Atmosphere", src, cameras, source) for(var/item in GLOB.alarmdisplay) var/datum/computer_file/program/alarm_monitor/p = item p.triggerAlarm("Atmosphere", src, cameras, source) else if (src.atmosalm == 2) for (var/item in GLOB.silicon_mobs) var/mob/living/silicon/aiPlayer = item aiPlayer.cancelAlarm("Atmosphere", src, source) for (var/item in GLOB.alert_consoles) var/obj/machinery/computer/station_alert/a = item a.cancelAlarm("Atmosphere", src, source) for (var/item in GLOB.drones_list) var/mob/living/simple_animal/drone/D = item D.cancelAlarm("Atmosphere", src, source) for(var/item in GLOB.alarmdisplay) var/datum/computer_file/program/alarm_monitor/p = item p.cancelAlarm("Atmosphere", src, source) src.atmosalm = danger_level return 1 return 0 /area/proc/ModifyFiredoors(opening) if(firedoors) firedoors_last_closed_on = world.time for(var/FD in firedoors) var/obj/machinery/door/firedoor/D = FD var/cont = !D.welded if(cont && opening) //don't open if adjacent area is on fire for(var/I in D.affecting_areas) var/area/A = I if(A.fire) cont = FALSE break if(cont && D.is_operational()) if(D.operating) D.nextstate = opening ? FIREDOOR_OPEN : FIREDOOR_CLOSED else if(!(D.density ^ opening)) INVOKE_ASYNC(D, (opening ? TYPE_PROC_REF(/obj/machinery/door/firedoor,open) : TYPE_PROC_REF(/obj/machinery/door/firedoor,close))) /area/proc/firealert(obj/source) if(always_unpowered == 1) //no fire alarms in space/asteroid return if (!fire) set_fire_alarm_effect() ModifyFiredoors(FALSE) for(var/item in firealarms) var/obj/machinery/firealarm/F = item F.update_icon() for (var/item in GLOB.alert_consoles) var/obj/machinery/computer/station_alert/a = item a.triggerAlarm("Fire", src, cameras, source) for (var/item in GLOB.silicon_mobs) var/mob/living/silicon/aiPlayer = item aiPlayer.triggerAlarm("Fire", src, cameras, source) for (var/item in GLOB.drones_list) var/mob/living/simple_animal/drone/D = item D.triggerAlarm("Fire", src, cameras, source) for(var/item in GLOB.alarmdisplay) var/datum/computer_file/program/alarm_monitor/p = item p.triggerAlarm("Fire", src, cameras, source) START_PROCESSING(SSobj, src) /area/proc/firereset(obj/source) if (fire) unset_fire_alarm_effects() ModifyFiredoors(TRUE) for(var/item in firealarms) var/obj/machinery/firealarm/F = item F.update_icon() for (var/item in GLOB.silicon_mobs) var/mob/living/silicon/aiPlayer = item aiPlayer.cancelAlarm("Fire", src, source) for (var/item in GLOB.alert_consoles) var/obj/machinery/computer/station_alert/a = item a.cancelAlarm("Fire", src, source) for (var/item in GLOB.drones_list) var/mob/living/simple_animal/drone/D = item D.cancelAlarm("Fire", src, source) for(var/item in GLOB.alarmdisplay) var/datum/computer_file/program/alarm_monitor/p = item p.cancelAlarm("Fire", src, source) STOP_PROCESSING(SSobj, src) /area/process() if(firedoors_last_closed_on + 100 < world.time) //every 10 seconds ModifyFiredoors(FALSE) /area/proc/close_and_lock_door(obj/machinery/door/DOOR) set waitfor = FALSE DOOR.close() if(DOOR.density) DOOR.lock() /area/proc/burglaralert(obj/trigger) if(always_unpowered) //no burglar alarms in space/asteroid return //Trigger alarm effect set_fire_alarm_effect() //Lockdown airlocks for(var/obj/machinery/door/DOOR in src) close_and_lock_door(DOOR) for (var/i in GLOB.silicon_mobs) var/mob/living/silicon/SILICON = i if(SILICON.triggerAlarm("Burglar", src, cameras, trigger)) //Cancel silicon alert after 1 minute addtimer(CALLBACK(SILICON, TYPE_PROC_REF(/mob/living/silicon,cancelAlarm),"Burglar",src,trigger), 600) /area/proc/set_fire_alarm_effect() fire = TRUE mouse_opacity = MOUSE_OPACITY_TRANSPARENT for(var/alarm in firealarms) var/obj/machinery/firealarm/F = alarm F.update_fire_light(fire) for(var/obj/machinery/light/L in src) L.update() /area/proc/unset_fire_alarm_effects() fire = FALSE mouse_opacity = MOUSE_OPACITY_TRANSPARENT for(var/alarm in firealarms) var/obj/machinery/firealarm/F = alarm F.update_fire_light(fire) for(var/obj/machinery/light/L in src) L.update() /** * Update the icon state of the area * * Im not sure what the heck this does, somethign to do with weather being able to set icon * states on areas?? where the heck would that even display? */ /area/update_icon_state() var/weather_icon for(var/V in SSweather.processing) var/datum/weather/W = V if(W.stage != END_STAGE && (src in W.impacted_areas)) W.update_areas() weather_icon = TRUE if(!weather_icon) icon_state = null /** * Update the icon of the area (overridden to always be null for space */ /area/space/update_icon_state() icon_state = null /* #define EQUIP 1 #define LIGHT 2 #define ENVIRON 3 */ /area/proc/powered(chan) // return true if the area has power to given channel if(!requires_power) return 1 if(always_unpowered) return 0 switch(chan) if(EQUIP) return power_equip if(LIGHT) return power_light if(ENVIRON) return power_environ return 0 /area/space/powered(chan) //Nope.avi return 0 // called when power status changes /area/proc/power_change() for(var/obj/machinery/M in src) // for each machine in the area M.power_change() // reverify power status (to update icons etc.) update_icon() /area/proc/usage(chan) var/used = 0 switch(chan) if(LIGHT) used += used_light if(EQUIP) used += used_equip if(ENVIRON) used += used_environ if(TOTAL) used += used_light + used_equip + used_environ if(STATIC_EQUIP) used += static_equip if(STATIC_LIGHT) used += static_light if(STATIC_ENVIRON) used += static_environ return used /area/proc/addStaticPower(value, powerchannel) switch(powerchannel) if(STATIC_EQUIP) static_equip += value if(STATIC_LIGHT) static_light += value if(STATIC_ENVIRON) static_environ += value /area/proc/clear_usage() used_equip = 0 used_light = 0 used_environ = 0 /area/proc/use_power(amount, chan) switch(chan) if(EQUIP) used_equip += amount if(LIGHT) used_light += amount if(ENVIRON) used_environ += amount /area/Entered(atom/movable/M) set waitfor = FALSE SEND_SIGNAL(src, COMSIG_AREA_ENTERED, M) SEND_SIGNAL(M, COMSIG_ENTER_AREA, src) //The atom that enters the area if(!isliving(M)) return var/mob/living/L = M if(!L.ckey) return // Ambience goes down here -- make sure to list each area separately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch if(L.client && !L.client.ambience_playing && L.client?.prefs?.toggles & SOUND_SHIP_AMBIENCE) L.client.ambience_playing = 1 SEND_SOUND(L, sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ)) if(!(L.client && (L.client?.prefs?.toggles & SOUND_AMBIENCE))) return //General ambience check is below the ship ambience so one can play without the other if(prob(35)) var/sound = pick(ambientsounds) if(!L.client.played) SEND_SOUND(L, sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE)) L.client.played = TRUE addtimer(CALLBACK(L.client, /client/proc/ResetAmbiencePlayed), 600) /area/Exited(atom/movable/M) SEND_SIGNAL(src, COMSIG_AREA_EXITED, M) SEND_SIGNAL(M, COMSIG_EXIT_AREA, src) //The atom that exits the area /client/proc/ResetAmbiencePlayed() played = FALSE /atom/proc/has_gravity(turf/T) if(!T || !isturf(T)) T = get_turf(src) if(!T) return 0 var/list/forced_gravity = list() SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, T, forced_gravity) if(!forced_gravity.len) SEND_SIGNAL(T, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity) if(forced_gravity.len) var/max_grav for(var/i in forced_gravity) max_grav = max(max_grav, i) if(max_grav) return max_grav if(isspaceturf(T)) // Turf never has gravity return 0 var/area/A = get_area(T) if(A.has_gravity) // Areas which always has gravity return A.has_gravity else // There's a gravity generator on our z level if(GLOB.gravity_generators["[T.z]"]) var/max_grav = 0 for(var/obj/machinery/gravity_generator/main/G in GLOB.gravity_generators["[T.z]"]) max_grav = max(G.setting,max_grav) return max_grav return SSmapping.level_trait(T.z, ZTRAIT_GRAVITY) /area/proc/setup(a_name) name = a_name power_equip = FALSE power_light = FALSE power_environ = FALSE always_unpowered = FALSE valid_territory = FALSE blob_allowed = FALSE addSorted() /area/proc/update_areasize() if(outdoors) return FALSE areasize = 0 for(var/turf/open/T in contents) areasize++ /area/AllowDrop() CRASH("Bad op: area/AllowDrop() called") /area/drop_location() CRASH("Bad op: area/drop_location() called") // A hook so areas can modify the incoming args /area/proc/PlaceOnTopReact(list/new_baseturfs, turf/fake_turf_type, flags) return flags