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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
106 lines
3.7 KiB
Plaintext
106 lines
3.7 KiB
Plaintext
/datum/event/ray_migration
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startWhen = 0 // Start immediately
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announceWhen = 45 // Adjusted by setup
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endWhen = 75 // Adjusted by setup
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var/ray_cap = 10
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var/list/spawned_ray = list()
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/datum/event/ray_migration/setup()
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announceWhen = rand(30, 60) // 1 to 2 minutes
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endWhen += severity * 25
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ray_cap = 1 + 1 ** severity // No more than this many at once regardless of waves. (2, 3, ?)
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/datum/event/ray_migration/start()
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affecting_z -= global.using_map.sealed_levels // Space levels only please!
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..()
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/datum/event/ray_migration/announce()
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var/announcement = ""
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if(severity == EVENT_LEVEL_MAJOR)
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announcement = "Massive migration of unknown biological entities has been detected near [location_name()], please stand-by."
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else
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announcement = "Unknown biological [spawned_ray.len == 1 ? "entity has" : "entities have"] been detected near [location_name()], please stand-by."
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command_announcement.Announce(announcement, "Lifesign Alert")
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/datum/event/ray_migration/tick()
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if(activeFor % 5 != 0)
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return // Only process every 10 seconds.
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if(count_spawned_rays() < ray_cap)
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spawn_fish(rand(3, 3 + severity * 2) - 1, 1, severity + 2)
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/datum/event/ray_migration/proc/spawn_fish(var/num_groups, var/group_size_min, var/group_size_max, var/dir)
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if(isnull(dir))
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dir = (victim && prob(80)) ? victim.fore_dir : pick(GLOB.cardinal)
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// Check if any landmarks exist!
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var/list/spawn_locations = list()
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for(var/obj/effect/landmark/C in GLOB.landmarks_list)
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if(C.name == "carpspawn" && (C.z in affecting_z))
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spawn_locations.Add(C.loc)
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if(spawn_locations.len) // Okay we've got landmarks, lets use those!
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shuffle_inplace(spawn_locations)
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num_groups = min(num_groups, spawn_locations.len)
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for (var/i = 1, i <= num_groups, i++)
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var/group_size = rand(group_size_min, group_size_max)
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for (var/j = 0, j < group_size, j++)
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spawn_one_ray(spawn_locations[i])
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return
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// Okay we did *not* have any landmarks, so lets do our best!
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var/i = 1
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while (i <= num_groups)
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if(!affecting_z.len)
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return
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var/Z = pick(affecting_z)
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var/group_size = rand(group_size_min, group_size_max)
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var/turf/map_center = locate(round(world.maxx/2), round(world.maxy/2), Z)
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var/turf/group_center = pick_random_edge_turf(dir, Z, TRANSITIONEDGE + 2)
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var/list/turfs = getcircle(group_center, 2)
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for (var/j = 0, j < group_size, j++)
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var/mob/living/simple_mob/animal/M = spawn_one_ray(turfs[(i % turfs.len) + 1])
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// Ray trace towards middle of the map to find where they can stop just outside of structure/ship.
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var/turf/target
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for(var/turf/T in getline(get_turf(M), map_center))
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if(!T.is_space())
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break;
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target = T
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if(target)
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M.ai_holder?.give_destination(target) // Ask ray to swim towards the middle of the map
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i++
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// Spawn a single ray at given location.
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/datum/event/ray_migration/proc/spawn_one_ray(var/loc)
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var/mob/living/simple_mob/animal/M = new /mob/living/simple_mob/animal/space/ray(loc)
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RegisterSignal(M, COMSIG_OBSERVER_DESTROYED, PROC_REF(on_ray_destruction))
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spawned_ray.Add(M)
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return M
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// Counts living ray spawned by this event.
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/datum/event/ray_migration/proc/count_spawned_rays()
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. = 0
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for(var/mob/living/simple_mob/animal/M as anything in spawned_ray)
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if(!QDELETED(M) && M.stat != DEAD)
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. += 1
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// If ray is bomphed, remove it from the list.
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/datum/event/ray_migration/proc/on_ray_destruction(var/mob/M)
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SIGNAL_HANDLER
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spawned_ray -= M
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UnregisterSignal(M, COMSIG_OBSERVER_DESTROYED)
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/datum/event/ray_migration/end()
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. = ..()
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// Clean up ray that died in space for some reason.
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spawn(0)
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for(var/mob/living/simple_mob/SM in spawned_ray)
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if(SM.stat == DEAD)
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var/turf/T = get_turf(SM)
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if(istype(T, /turf/space))
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if(prob(75))
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qdel(SM)
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CHECK_TICK
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// Overmap version
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/datum/event/ray_migration/overmap/announce()
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return
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