mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
506 lines
14 KiB
Plaintext
506 lines
14 KiB
Plaintext
// Areas.dm
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/area
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level = null
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name = "Space"
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icon = 'icons/turf/areas.dmi'
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icon_state = "unknown"
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layer = AREA_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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invisibility = INVISIBILITY_LIGHTING
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var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
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var/valid_territory = TRUE // If it's a valid territory for gangs to claim
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var/blob_allowed = TRUE // Does it count for blobs score? By default, all areas count.
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var/clockwork_warp_allowed = TRUE // Can servants warp into this area from Reebe?
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var/clockwork_warp_fail = "The structure there is too dense for warping to pierce. (This is normal in high-security areas.)"
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var/eject = null
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var/fire = null
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var/atmos = TRUE
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var/atmosalm = FALSE
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var/poweralm = TRUE
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var/party = null
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var/lightswitch = TRUE
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var/requires_power = TRUE
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var/always_unpowered = FALSE // This gets overriden to 1 for space in area/Initialize().
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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)
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var/power_equip = TRUE
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var/power_light = TRUE
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var/power_environ = TRUE
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var/music = null
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var/used_equip = 0
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var/used_light = 0
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var/used_environ = 0
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var/static_equip
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var/static_light = 0
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var/static_environ
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var/has_gravity = FALSE
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var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
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var/hidden = FALSE //Hides area from player Teleport function.
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var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
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var/no_air = null
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var/list/related // the other areas of the same type as this
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var/parallax_movedir = 0
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var/global/global_uid = 0
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var/uid
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var/list/ambientsounds = list('sound/ambience/ambigen1.ogg','sound/ambience/ambigen3.ogg',\
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'sound/ambience/ambigen4.ogg','sound/ambience/ambigen5.ogg',\
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'sound/ambience/ambigen6.ogg','sound/ambience/ambigen7.ogg',\
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'sound/ambience/ambigen8.ogg','sound/ambience/ambigen9.ogg',\
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'sound/ambience/ambigen10.ogg','sound/ambience/ambigen11.ogg',\
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'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
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flags_1 = CAN_BE_DIRTY_1
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var/list/firedoors
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var/firedoors_last_closed_on = 0
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/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
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/*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*/
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GLOBAL_LIST_EMPTY(teleportlocs)
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/proc/process_teleport_locs()
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for(var/V in GLOB.sortedAreas)
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var/area/AR = V
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if(istype(AR, /area/shuttle) || AR.noteleport)
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continue
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if(GLOB.teleportlocs[AR.name])
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continue
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var/turf/picked = safepick(get_area_turfs(AR.type))
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if (picked && (picked.z in GLOB.station_z_levels))
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GLOB.teleportlocs[AR.name] = AR
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sortTim(GLOB.teleportlocs, /proc/cmp_text_dsc)
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// ===
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// Added to fix mech fabs 05/2013 ~Sayu
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// This is necessary due to lighting subareas. If you were to go in assuming that things in
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// the same logical /area have the parent /area object... well, you would be mistaken. If you
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// want to find machines, mobs, etc, in the same logical area, you will need to check all the
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// related areas. This returns a master contents list to assist in that.
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/proc/area_contents(area/A)
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if(!istype(A))
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return null
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var/list/contents = list()
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for(var/area/LSA in A.related)
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contents += LSA.contents
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return contents
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/area/Initialize()
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icon_state = ""
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layer = AREA_LAYER
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uid = ++global_uid
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related = list(src)
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map_name = name // Save the initial (the name set in the map) name of the area.
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if(requires_power)
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luminosity = 0
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else
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power_light = TRUE
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power_equip = TRUE
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power_environ = TRUE
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if(dynamic_lighting == DYNAMIC_LIGHTING_FORCED)
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dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
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luminosity = 0
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else if(dynamic_lighting != DYNAMIC_LIGHTING_IFSTARLIGHT)
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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if(dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
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dynamic_lighting = CONFIG_GET(flag/starlight) ? DYNAMIC_LIGHTING_ENABLED : DYNAMIC_LIGHTING_DISABLED
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. = ..()
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power_change() // all machines set to current power level, also updates icon
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blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
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if(!IS_DYNAMIC_LIGHTING(src))
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add_overlay(/obj/effect/fullbright)
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if(contents.len)
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var/list/areas_in_z = SSmapping.areas_in_z
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var/z
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for(var/i in 1 to contents.len)
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var/atom/thing = contents[i]
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if(!thing)
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continue
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z = thing.z
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break
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if(!z)
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WARNING("No z found for [src]")
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return
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if(!areas_in_z["[z]"])
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areas_in_z["[z]"] = list()
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areas_in_z["[z]"] += src
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/area/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/area/proc/poweralert(state, obj/source)
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if (state != poweralm)
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poweralm = state
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if(istype(source)) //Only report power alarms on the z-level where the source is located.
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var/list/cameras = list()
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for (var/obj/machinery/camera/C in src)
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cameras += C
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for (var/mob/living/silicon/aiPlayer in GLOB.player_list)
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if (state == 1)
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aiPlayer.cancelAlarm("Power", src, source)
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else
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aiPlayer.triggerAlarm("Power", src, cameras, source)
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for(var/obj/machinery/computer/station_alert/a in GLOB.machines)
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if(state == 1)
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a.cancelAlarm("Power", src, source)
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else
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a.triggerAlarm("Power", src, cameras, source)
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for(var/mob/living/simple_animal/drone/D in GLOB.mob_list)
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if(state == 1)
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D.cancelAlarm("Power", src, source)
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else
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D.triggerAlarm("Power", src, cameras, source)
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for(var/datum/computer_file/program/alarm_monitor/p in GLOB.alarmdisplay)
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if(state == 1)
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p.cancelAlarm("Power", src, source)
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else
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p.triggerAlarm("Power", src, cameras, source)
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/area/proc/atmosalert(danger_level, obj/source)
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if(danger_level != atmosalm)
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if (danger_level==2)
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var/list/cameras = list()
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for(var/area/RA in related)
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for(var/obj/machinery/camera/C in RA)
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cameras += C
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for(var/mob/living/silicon/aiPlayer in GLOB.player_list)
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aiPlayer.triggerAlarm("Atmosphere", src, cameras, source)
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for(var/obj/machinery/computer/station_alert/a in GLOB.machines)
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a.triggerAlarm("Atmosphere", src, cameras, source)
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for(var/mob/living/simple_animal/drone/D in GLOB.mob_list)
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D.triggerAlarm("Atmosphere", src, cameras, source)
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for(var/datum/computer_file/program/alarm_monitor/p in GLOB.alarmdisplay)
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p.triggerAlarm("Atmosphere", src, cameras, source)
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else if (src.atmosalm == 2)
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for(var/mob/living/silicon/aiPlayer in GLOB.player_list)
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aiPlayer.cancelAlarm("Atmosphere", src, source)
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for(var/obj/machinery/computer/station_alert/a in GLOB.machines)
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a.cancelAlarm("Atmosphere", src, source)
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for(var/mob/living/simple_animal/drone/D in GLOB.mob_list)
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D.cancelAlarm("Atmosphere", src, source)
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for(var/datum/computer_file/program/alarm_monitor/p in GLOB.alarmdisplay)
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p.cancelAlarm("Atmosphere", src, source)
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src.atmosalm = danger_level
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return 1
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return 0
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/area/proc/ModifyFiredoors(opening)
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if(firedoors)
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firedoors_last_closed_on = world.time
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for(var/FD in firedoors)
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var/obj/machinery/door/firedoor/D = FD
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var/cont = !D.welded
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if(cont && opening) //don't open if adjacent area is on fire
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for(var/I in D.affecting_areas)
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var/area/A = I
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if(A.fire)
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cont = FALSE
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break
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if(cont && D.is_operational())
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if(D.operating)
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D.nextstate = opening ? FIREDOOR_OPEN : FIREDOOR_CLOSED
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else if(!(D.density ^ opening))
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INVOKE_ASYNC(D, (opening ? /obj/machinery/door/firedoor.proc/open : /obj/machinery/door/firedoor.proc/close))
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/area/proc/firealert(obj/source)
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if(always_unpowered == 1) //no fire alarms in space/asteroid
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return
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var/list/cameras = list()
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for(var/area/RA in related)
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if (!( RA.fire ))
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RA.set_fire_alarm_effect()
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RA.ModifyFiredoors(FALSE)
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for(var/obj/machinery/firealarm/F in RA)
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F.update_icon()
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for (var/obj/machinery/camera/C in RA)
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cameras += C
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for (var/obj/machinery/computer/station_alert/a in GLOB.machines)
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a.triggerAlarm("Fire", src, cameras, source)
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for (var/mob/living/silicon/aiPlayer in GLOB.player_list)
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aiPlayer.triggerAlarm("Fire", src, cameras, source)
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for (var/mob/living/simple_animal/drone/D in GLOB.mob_list)
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D.triggerAlarm("Fire", src, cameras, source)
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for(var/datum/computer_file/program/alarm_monitor/p in GLOB.alarmdisplay)
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p.triggerAlarm("Fire", src, cameras, source)
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START_PROCESSING(SSobj, src)
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/area/proc/firereset(obj/source)
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for(var/area/RA in related)
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if (RA.fire)
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RA.fire = 0
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RA.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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RA.updateicon()
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RA.ModifyFiredoors(TRUE)
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for(var/obj/machinery/firealarm/F in RA)
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F.update_icon()
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for (var/mob/living/silicon/aiPlayer in GLOB.player_list)
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aiPlayer.cancelAlarm("Fire", src, source)
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for (var/obj/machinery/computer/station_alert/a in GLOB.machines)
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a.cancelAlarm("Fire", src, source)
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for (var/mob/living/simple_animal/drone/D in GLOB.mob_list)
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D.cancelAlarm("Fire", src, source)
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for(var/datum/computer_file/program/alarm_monitor/p in GLOB.alarmdisplay)
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p.cancelAlarm("Fire", src, source)
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STOP_PROCESSING(SSobj, src)
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/area/process()
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if(firedoors_last_closed_on + 100 < world.time) //every 10 seconds
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for(var/area/RA in related)
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RA.ModifyFiredoors(FALSE)
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/area/proc/close_and_lock_door(obj/machinery/door/DOOR)
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set waitfor = FALSE
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DOOR.close()
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if(DOOR.density)
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DOOR.lock()
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/area/proc/burglaralert(obj/trigger)
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if(always_unpowered == 1) //no burglar alarms in space/asteroid
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return
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var/list/cameras = list()
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for(var/area/RA in related)
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//Trigger alarm effect
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RA.set_fire_alarm_effect()
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//Lockdown airlocks
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for(var/obj/machinery/door/DOOR in RA)
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close_and_lock_door(DOOR)
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for (var/obj/machinery/camera/C in RA)
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cameras += C
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for (var/mob/living/silicon/SILICON in GLOB.player_list)
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if(SILICON.triggerAlarm("Burglar", src, cameras, trigger))
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//Cancel silicon alert after 1 minute
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addtimer(CALLBACK(SILICON, /mob/living/silicon.proc/cancelAlarm,"Burglar",src,trigger), 600)
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/area/proc/set_fire_alarm_effect()
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fire = 1
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updateicon()
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/area/proc/readyalert()
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if(name == "Space")
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return
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if(!eject)
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eject = 1
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updateicon()
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/area/proc/readyreset()
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if(eject)
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eject = 0
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updateicon()
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/area/proc/partyalert()
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if(src.name == "Space") //no parties in space!!!
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return
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if (!( src.party ))
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src.party = 1
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src.updateicon()
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src.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/area/proc/partyreset()
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if (src.party)
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src.party = 0
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src.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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src.updateicon()
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for(var/obj/machinery/door/firedoor/D in src)
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if(!D.welded)
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if(D.operating)
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D.nextstate = OPEN
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else if(D.density)
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INVOKE_ASYNC(D, /obj/machinery/door/firedoor.proc/open)
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/area/proc/updateicon()
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if ((fire || eject || party) && (!requires_power||power_environ))//If it doesn't require power, can still activate this proc.
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if(fire && !eject && !party)
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icon_state = "blue"
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else if(!fire && eject && !party)
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icon_state = "red"
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else if(party && !fire && !eject)
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icon_state = "party"
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else
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icon_state = "blue-red"
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else
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var/weather_icon
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for(var/V in SSweather.existing_weather)
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var/datum/weather/W = V
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if(src in W.impacted_areas)
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W.update_areas()
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weather_icon = TRUE
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if(!weather_icon)
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icon_state = null
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/area/space/updateicon()
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icon_state = null
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/*
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#define EQUIP 1
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#define LIGHT 2
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#define ENVIRON 3
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*/
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/area/proc/powered(chan) // return true if the area has power to given channel
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if(!requires_power)
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return 1
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if(always_unpowered)
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return 0
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switch(chan)
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if(EQUIP)
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return power_equip
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if(LIGHT)
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return power_light
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if(ENVIRON)
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return power_environ
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return 0
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/area/space/powered(chan) //Nope.avi
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return 0
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// called when power status changes
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/area/proc/power_change()
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for(var/area/RA in related)
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for(var/obj/machinery/M in RA) // for each machine in the area
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M.power_change() // reverify power status (to update icons etc.)
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RA.updateicon()
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/area/proc/usage(chan)
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var/used = 0
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switch(chan)
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if(LIGHT)
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used += used_light
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if(EQUIP)
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used += used_equip
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if(ENVIRON)
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used += used_environ
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if(TOTAL)
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used += used_light + used_equip + used_environ
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if(STATIC_EQUIP)
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used += static_equip
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if(STATIC_LIGHT)
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used += static_light
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if(STATIC_ENVIRON)
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used += static_environ
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return used
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/area/proc/addStaticPower(value, powerchannel)
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switch(powerchannel)
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if(STATIC_EQUIP)
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static_equip += value
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if(STATIC_LIGHT)
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static_light += value
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if(STATIC_ENVIRON)
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static_environ += value
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/area/proc/clear_usage()
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used_equip = 0
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used_light = 0
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used_environ = 0
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/area/proc/use_power(amount, chan)
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switch(chan)
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if(EQUIP)
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used_equip += amount
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if(LIGHT)
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used_light += amount
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if(ENVIRON)
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used_environ += amount
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/area/Entered(A)
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set waitfor = FALSE
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if(!isliving(A))
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return
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var/mob/living/L = A
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if(!L.ckey)
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return
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// 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
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if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
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L.client.ambience_playing = 1
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SEND_SOUND(L, sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ))
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if(!(L.client && (L.client.prefs.toggles & SOUND_AMBIENCE)))
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return //General ambience check is below the ship ambience so one can play without the other
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if(prob(35))
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var/sound = pick(ambientsounds)
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if(!L.client.played)
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SEND_SOUND(L, sound(sound, repeat = 0, wait = 0, volume = 25, channel = CHANNEL_AMBIENCE))
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L.client.played = TRUE
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addtimer(CALLBACK(L.client, /client/proc/ResetAmbiencePlayed), 600)
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/client/proc/ResetAmbiencePlayed()
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played = FALSE
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/atom/proc/has_gravity(turf/T)
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if(!T || !isturf(T))
|
|
T = get_turf(src)
|
|
var/area/A = get_area(T)
|
|
if(isspaceturf(T)) // Turf never has gravity
|
|
return FALSE
|
|
else if(A && A.has_gravity) // Areas which always has gravity
|
|
return TRUE
|
|
else
|
|
// There's a gravity generator on our z level
|
|
if(T && GLOB.gravity_generators["[T.z]"] && length(GLOB.gravity_generators["[T.z]"]))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/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/AllowDrop()
|
|
CRASH("Bad op: area/AllowDrop() called")
|
|
|
|
/area/drop_location()
|
|
CRASH("Bad op: area/drop_location() called")
|