Merge pull request #3750 from FalseIncarnate/beach

Beach Expansion Update
This commit is contained in:
Fox McCloud
2016-03-02 23:42:34 -05:00
9 changed files with 654 additions and 284 deletions
+6 -61
View File
@@ -17,7 +17,6 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
/area
var/fire = null
var/atmos = 1
var/atmosalm = 0
var/poweralm = 1
var/party = null
@@ -2402,12 +2401,17 @@ area/security/podbay
/area/awaymission/beach
name = "Beach"
icon_state = "null"
icon_state = "beach"
luminosity = 1
lighting_use_dynamic = 0
requires_power = 0
ambientsounds = list('sound/ambience/shore.ogg', 'sound/ambience/seag1.ogg','sound/ambience/seag2.ogg','sound/ambience/seag2.ogg')
/area/awaymission/undersea
name = "Undersea"
icon_state = "undersea"
////////////////////////AWAY AREAS///////////////////////////////////
/area/awaycontent
@@ -2576,62 +2580,3 @@ var/list/the_station_areas = list (
/area/turret_protected/ai,
)
/area/beach
name = "Keelin's private beach"
icon_state = "null"
luminosity = 1
lighting_use_dynamic = 0
requires_power = 0
var/sound/mysound = null
New()
..()
var/sound/S = new/sound()
mysound = S
S.file = 'sound/ambience/shore.ogg'
S.repeat = 1
S.wait = 0
S.channel = 123
S.volume = 100
S.priority = 255
S.status = SOUND_UPDATE
process()
Entered(atom/movable/Obj,atom/OldLoc)
if(ismob(Obj))
if(Obj:client)
mysound.status = SOUND_UPDATE
Obj << mysound
return
Exited(atom/movable/Obj)
if(ismob(Obj))
if(Obj:client)
mysound.status = SOUND_PAUSED | SOUND_UPDATE
Obj << mysound
proc/process()
//set background = 1
var/sound/S = null
var/sound_delay = 0
if(prob(25))
S = sound(file=pick('sound/ambience/seag1.ogg','sound/ambience/seag2.ogg','sound/ambience/seag3.ogg'), volume=100)
sound_delay = rand(0, 50)
for(var/mob/living/carbon/human/H in src)
// if(H.s_tone > -55) //ugh...nice/novel idea but please no.
// H.s_tone--
// H.update_body()
if(H.client)
mysound.status = SOUND_UPDATE
H << mysound
if(S)
spawn(sound_delay)
H << S
spawn(60) .()
+92 -52
View File
@@ -5,15 +5,18 @@
icon_state = "airlock_control_standby"
anchored = 1 //this is what I get for assuming /obj/machinery has anchored set to 1 by default
var/list/linkedturfs = list() //List contains all of the linked pool turfs to this controller, assignment happens on New()
var/linked_area = null
var/temperature = "normal" //The temperature of the pool, starts off on normal, which has no effects.
var/temperaturecolor = "" //used for nanoUI fancyness
var/srange = 5 //The range of the search for pool turfs, change this for bigger or smaller pools.
var/list/linkedmist = list() //Used to keep track of created mist
var/deep_water = 0 //set to 1 to drown even standing people
/obj/machinery/poolcontroller/New() //This proc automatically happens on world start
for(var/turf/simulated/floor/beach/water/W in range(srange,src)) //Search for /turf/simulated/floor/beach/water in the range of var/srange
linkedturfs += W //Add found pool turfs to the central list.
if(!linked_area)
for(var/turf/simulated/floor/beach/water/W in range(srange,src)) //Search for /turf/simulated/floor/beach/water in the range of var/srange
linkedturfs += W //Add found pool turfs to the central list.
..() //Changed to call parent as per MarkvA's recommendation
/obj/machinery/poolcontroller/emag_act(user as mob) //Emag_act, this is called when it is hit with a cryptographic sequencer.
@@ -39,63 +42,74 @@
updatePool() //Call the mob affecting/decal cleaning proc
/obj/machinery/poolcontroller/proc/updatePool()
for(var/turf/simulated/floor/beach/water/W in linkedturfs) //Check for pool-turfs linked to the controller.
for(var/mob/M in W) //Check for mobs in the linked pool-turfs.
//Sanity checks, don't affect robuts, AI eyes, and observers
if(isAIEye(M))
continue
if(issilicon(M))
continue
if(isobserver(M))
continue
if(M.stat == DEAD)
continue
//End sanity checks, go on
switch(temperature) //Apply different effects based on what the temperature is set to.
if("scalding") //Burn the mob.
M.bodytemperature = min(500, M.bodytemperature + 35) //heat mob at 35k(elvin) per cycle
M << "<span class='danger'>The water is searing hot!</span>"
if("warm") //Gently warm the mob.
M.bodytemperature = min(330, M.bodytemperature + 10) //Heats up mobs to just over normal, not enough to burn
if(prob(50)) //inform the mob of warm water half the time
M << "<span class='warning'>The water is quite warm.</span>" //Inform the mob it's warm water.
if("cool") //Gently cool the mob.
M.bodytemperature = max(290, M.bodytemperature - 10) //Cools mobs to just below normal, not enough to burn
if(prob(50)) //inform the mob of cold water half the time
M << "<span class='warning'>The water is chilly.</span>" //Inform the mob it's chilly water.
if("frigid") //Freeze the mob.
M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle
M << "<span class='danger'>The water is freezing!</span>"
for(var/turf/T in linkedturfs) //Check for pool-turfs linked to the controller.
for(var/mob/M in T) //Check for mobs in the linked pool-turfs.
handleTemp(M) //handles pool temp effects on the swimmers
if(ishuman(M)) //Make sure they are human before typecasting.
var/mob/living/carbon/human/drownee = M //Typecast them as human.
if(drownee && drownee.lying) //Mob lying down
if(drownee.internal)
continue //Has internals, no drowning
if((drownee.species.flags & NO_BREATHE) || (NO_BREATHE in drownee.mutations))
continue //doesn't breathe, no drowning
if(drownee.get_species() == "Skrell" || drownee.get_species() == "Neara")
continue //fish things don't drown
handleDrowning(drownee) //Only human types will drown, to keep things simple for non-human mobs that live in the water
if(drownee.stat) //Mob is in critical.
drownee.adjustOxyLoss(9) //Kill em quickly.
add_logs(drownee, src, "drowned")
drownee.visible_message("<span class='danger'>\The [drownee] appears to be drowning!</span>","<span class='userdanger'>You're quickly drowning!</span>") //inform them that they are fucked.
else
drownee.adjustOxyLoss(5) //5 oxyloss per cycle.
add_logs(drownee, src, "drowned")
if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then.
drownee.visible_message("<span class='danger'>\The [drownee] flails, almost like they are drowning!</span>","<span class='userdanger'>You're lacking air!</span>") //*gasp* *gasp* *gasp* *gasp* *gasp*
for(var/obj/effect/decal/cleanable/decal in W)
for(var/obj/effect/decal/cleanable/decal in T) //Cleans up cleanable decals like blood and such
animate(decal, alpha = 10, time = 20)
spawn(25)
qdel(decal)
/obj/machinery/poolcontroller/proc/handleTemp(var/mob/M)
if(temperature == "normal") //This setting does nothing, so let's skip the next checks since we won't be doing jack
return
if(!M || isAIEye(M) || issilicon(M) || isobserver(M) || M.stat == DEAD)
return
switch(temperature) //Apply different effects based on what the temperature is set to.
if("scalding") //Burn the mob.
M.bodytemperature = min(500, M.bodytemperature + 35) //heat mob at 35k(elvin) per cycle
M << "<span class='danger'>The water is searing hot!</span>"
if("warm") //Gently warm the mob.
M.bodytemperature = min(330, M.bodytemperature + 10) //Heats up mobs to just over normal, not enough to burn
if(prob(50)) //inform the mob of warm water half the time
M << "<span class='warning'>The water is quite warm.</span>" //Inform the mob it's warm water.
if("cool") //Gently cool the mob.
M.bodytemperature = max(290, M.bodytemperature - 10) //Cools mobs to just below normal, not enough to burn
if(prob(50)) //inform the mob of cold water half the time
M << "<span class='warning'>The water is chilly.</span>" //Inform the mob it's chilly water.
if("frigid") //Freeze the mob.
M.bodytemperature = max(80, M.bodytemperature - 35) //cool mob at -35k per cycle
M << "<span class='danger'>The water is freezing!</span>"
return
/obj/machinery/poolcontroller/proc/handleDrowning(var/mob/living/carbon/human/drownee)
if(!drownee)
return
if(drownee && (drownee.lying || deep_water)) //Mob lying down or water is deep (determined by controller)
if(drownee.internal)
return //Has internals, no drowning
if((drownee.species.flags & NO_BREATHE) || (NO_BREATHE in drownee.mutations))
return //doesn't breathe, no drowning
if(drownee.get_species() == "Skrell" || drownee.get_species() == "Neara")
return //fish things don't drown
if(drownee.stat == DEAD) //Dead spacemen don't drown more
return
if(drownee.losebreath > 20) //You've probably got bigger problems than drowning at this point, so we won't add to it until you get that under control.
return
if(drownee.stat) //Mob is in critical.
drownee.losebreath -= 3 //You're gonna die here.
add_logs(drownee, src, "drowned")
drownee.visible_message("<span class='danger'>\The [drownee] appears to be drowning!</span>","<span class='userdanger'>You're quickly drowning!</span>") //inform them that they are fucked.
else
drownee.losebreath -= 2 //For every time you drown, you miss 2 breath attempts. Hope you catch on quick!
add_logs(drownee, src, "drowned")
if(prob(35)) //35% chance to tell them what is going on. They should probably figure it out before then.
drownee.visible_message("<span class='danger'>\The [drownee] flails, almost like they are drowning!</span>","<span class='userdanger'>You're lacking air!</span>") //*gasp* *gasp* *gasp* *gasp* *gasp*
/obj/machinery/poolcontroller/proc/miston() //Spawn /obj/effect/mist (from the shower) on all linked pool tiles
if(linkedmist.len)
return
@@ -155,4 +169,30 @@
temperaturecolor = ""
mistoff()
return 1
return 1
/obj/machinery/poolcontroller/seacontroller
invisibility = 101
unacidable = 1
name = "Sea Controller"
desc = "A controller for the underwater portion of the sea. Players shouldn't see this."
deep_water = 1 //deep sea is deep water
/obj/machinery/poolcontroller/seacontroller/New()
linked_area = get_area(src)
..()
/obj/machinery/poolcontroller/seacontroller/updatePool()
for(var/turf/T in linked_area)
for(var/mob/M in T)
handleTemp(M) //handles pool temp effects on the swimmers
if(ishuman(M)) //Make sure they are human before typecasting.
var/mob/living/carbon/human/drownee = M //Typecast them as human.
handleDrowning(drownee) //Only human types will drown, to keep things simple for non-human mobs that live in the water
for(var/obj/effect/decal/cleanable/decal in T)
animate(decal, alpha = 10, time = 20)
spawn(25)
qdel(decal)
+37 -5
View File
@@ -7,6 +7,7 @@
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
var/use_verb = "climbs"
/obj/structure/ladder/New()
spawn(8)
@@ -14,9 +15,13 @@
if(L.id == id)
if(L.height == (height - 1))
down = L
if(isnull(L.up))
L.up = src
continue
if(L.height == (height + 1))
up = L
if(isnull(L.down))
L.down = src
continue
if(up && down) //if both our connections are filled
@@ -42,12 +47,12 @@
if("Up")
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
user.forceMove(get_turf(up))
up.add_fingerprint(user)
if("Down")
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
user.forceMove(get_turf(down))
down.add_fingerprint(user)
if("Cancel")
return
@@ -55,16 +60,43 @@
else if(up)
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
user.forceMove(get_turf(up))
up.add_fingerprint(user)
else if(down)
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
user.forceMove(get_turf(down))
down.add_fingerprint(user)
add_fingerprint(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob, params)
return attack_hand(user)
return attack_hand(user)
/obj/structure/ladder/dive_point/buoy
name = "diving point bouy"
desc = "A buoy marking the location of an underwater dive area."
icon = 'icons/misc/beach.dmi'
icon_state = "buoy"
id = "dive"
height = 2
use_verb = "dives"
layer = MOB_LAYER + 0.2 //0.1 higher than the water overlay, this also means people can "swim" behind/under it
/obj/structure/ladder/dive_point/anchor
name = "diving point anchor"
desc = "An anchor tethered to the buoy at the surface, to keep the dive area marked."
icon = 'icons/misc/beach.dmi'
icon_state = "anchor"
id = "dive"
height = 1
use_verb = "ascends"
light_range = 5
/obj/structure/ladder/dive_point/New()
..()
set_light(light_range, light_power) //magical glowing anchor
/obj/structure/ladder/dive_point/update_icon()
return
+54 -8
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@@ -1,20 +1,66 @@
/turf/unsimulated/beach
name = "Beach"
icon = 'icons/misc/beach.dmi'
var/water_overlay_image = null
/turf/unsimulated/beach/New()
..()
if(water_overlay_image)
overlays += image("icon"='icons/misc/beach.dmi',"icon_state"= water_overlay_image,"layer"=MOB_LAYER+0.1)
/turf/unsimulated/beach/sand
name = "Sand"
icon_state = "sand"
icon_state = "desert"
/turf/unsimulated/beach/sand/New() //adds some aesthetic randomness to the beach sand
icon_state = pick("desert", "desert0", "desert1", "desert2", "desert3", "desert4")
..()
/turf/unsimulated/beach/sand/dense //for boundary "walls"
density = 1
/turf/unsimulated/beach/coastline
name = "Coastline"
icon = 'icons/misc/beach2.dmi'
icon_state = "sandwater"
//icon = 'icons/misc/beach2.dmi'
//icon_state = "sandwater"
icon_state = "beach"
water_overlay_image = "water_coast"
/turf/unsimulated/beach/coastline/dense //for boundary "walls"
density = 1
/turf/unsimulated/beach/water
name = "Water"
icon_state = "water"
name = "Shallow Water"
icon_state = "seashallow"
water_overlay_image = "water_shallow"
/turf/unsimulated/beach/water/New()
..()
overlays += image("icon"='icons/misc/beach.dmi',"icon_state"="water2","layer"=MOB_LAYER+0.1)
/turf/unsimulated/beach/water/drop
name = "Water"
icon_state = "seadrop"
/turf/unsimulated/beach/water/dense //for boundary "walls"
density = 1
/turf/unsimulated/beach/water/deep
name = "Deep Water"
icon_state = "seadeep"
water_overlay_image = "water_deep"
/turf/unsimulated/beach/water/deep/dense
density = 1
/turf/unsimulated/beach/water/deep/wood_floor
name = "Sunken Floor"
icon = 'icons/turf/floors.dmi'
icon_state = "wood"
/turf/unsimulated/beach/water/deep/sand_floor
name = "Sea Floor"
icon_state = "sand"
/turf/unsimulated/beach/water/deep/rock_wall
name = "Reef Stone"
icon_state = "desert7"
density = 1
opacity = 1
explosion_block = 2
@@ -0,0 +1,31 @@
/mob/living/simple_animal/hostile/retaliate/carp
name = "sea carp"
desc = "A large fish bearing similarities to a certain space-faring menace."
icon_state = "carp"
icon_living = "carp"
icon_dead = "carp_dead"
icon_gib = "carp_gib"
speak_chance = 0
turns_per_move = 5
meat_type = /obj/item/weapon/reagent_containers/food/snacks/carpmeat
meat_amount = 1
response_help = "pets the"
response_disarm = "gently pushes aside the"
response_harm = "hits the"
speed = 0
maxHealth = 25
health = 25
retreat_distance = 6
vision_range = 5
harm_intent_damage = 8
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "bites"
attack_sound = 'sound/weapons/bite.ogg'
speak_emote = list("gnashes")
faction = list("carp")
flying = 1