The final updates

Adds a new random spawner for coins with a fail chance (so the coins aren't always in the same place)

Addsome missing vending machines to the random vending machine spawner 

Adds a sound to starting and stopping in ships (that only plays at most once every 10 seconds.)

And sets it up so that planets and ships can have a sound when visited.

A bunch of little map tweaks to polish things up!
This commit is contained in:
VerySoft
2021-10-29 02:29:42 -04:00
parent c7c2af2fe2
commit f2164827b4
18 changed files with 585 additions and 80 deletions
+6
View File
@@ -0,0 +1,6 @@
/obj/effect/overmap/visitable/sector/Crossed(var/obj/effect/overmap/visitable/ship/enterer)
. = ..()
if(istype(enterer))
for(var/mob/potential_mob as anything in player_list)
if(potential_mob.z in enterer.map_z)
SEND_SOUND(potential_mob, 'sound/ambience/approaching_planet.ogg')
+23
View File
@@ -40,6 +40,9 @@
var/halted = 0 //admin halt or other stop.
var/skill_needed = SKILL_ADEPT //piloting skill needed to steer it without going in random dir
var/operator_skill
//VOREStation add
var/last_sound = 0 //The last time a ship sound was played //VOREStation add
var/sound_cooldown = 10 SECONDS //VOREStation add
/// Vis contents overlay holding the ship's vector when in motion
var/obj/effect/overlay/vis/vector
@@ -124,17 +127,37 @@
CHANGE_SPEED_BY(speed[2], n_y)
update_icon()
var/still = is_still()
// If nothing changed
if(still == old_still)
return
// If it is now still, stopped moving
else if(still)
STOP_PROCESSING(SSprocessing, src)
for(var/zz in map_z)
toggle_move_stars(zz)
if(last_sound + sound_cooldown >= world.time)
return
//VOREStation Add Start
for(var/mob/potential_mob as anything in player_list)
if(potential_mob.z in map_z)
SEND_SOUND(potential_mob, 'sound/ambience/shutdown.ogg')
last_sound = world.time
//VOREStation Add End
// If it started moving
else
START_PROCESSING(SSprocessing, src)
glide_size = WORLD_ICON_SIZE/max(DS2TICKS(SSprocessing.wait), 1) //Down to whatever decimal
for(var/zz in map_z)
toggle_move_stars(zz, fore_dir)
if(last_sound + sound_cooldown >= world.time)
return
//VOREStation Add Start
for(var/mob/potential_mob as anything in player_list)
if(potential_mob.z in map_z)
SEND_SOUND(potential_mob, 'sound/ambience/startup.ogg')
last_sound = world.time
//VOREStation Add End
/obj/effect/overmap/visitable/ship/proc/get_brake_path()
if(!get_acceleration())