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7c84aaee4b
* to subsystem * wip subsystem pain * some big recoding * seperated * oop * fucking lua * working on tgui foundation * compile fixes * nice and clean * type * inviting works * unit testing * agony * test good * typo * that should be the basics * Complete recode of pai saving * restore fluff text * migration * pai notification automation * swap * length * more fixes * pai sprite datums * type 13 uses all four directions * eye handling * use accessors * working on icontests * fix * hologram eye test * oop * wait that doesn't work at all * text * eye colors and holo eyes * lots of fixes * fix those up * organized * belly cap * that too * death sprites * resting eyes * resting flag * bad check here * fixing icon files * proper file * garble * fix some states * pai death * collapse pai files into single file * allow some restricted pai interactions * lamp * block invites button * collapse in remaining vr file * this is actually needed * documenting and organizing * update to TGprefs * remove gun toggle verb on pai * forbid default name joins * pai cable retraction * various pai fixes * icon forge pai * pai eyes * type 13 iconstate * directionless * small fix * pai dir fix * missing icon * no fresh pais * oops * fixed pai join * fixed change chassis * pai UI * . * . * reuse * . * . * . * push that * Horro rmasks * pai invite data change * splitting * use refs * initial * with PAI * soem more * . * . * . * . * ugh * next * pai invite * only preview * that * use from char pref * fixed pai invite not working * small tgui fixes * remove temp code * . * pai comments properly sent * ooc * horror * need to use this for now * . * fix * lol * raw mob spawn fix * pai software * push --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
363 lines
14 KiB
Plaintext
363 lines
14 KiB
Plaintext
/datum/map_template/shelter
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var/shelter_id
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var/description
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var/blacklisted_turfs
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var/banned_areas
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var/banned_objects
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var/list/door_locations = list() /// Where the door (or doors) are located in XY coordinates, so the capsule deploy preview can show where the doors will be.
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/datum/map_template/shelter/New()
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. = ..()
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blacklisted_turfs = typecacheof(list(/turf/unsimulated))
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banned_areas = typecacheof(/area/shuttle)
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banned_objects = list()
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/// Checks all turfs within the area of the given deploy location to see if it is a valid shelter area.
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/datum/map_template/shelter/proc/check_deploy(turf/deploy_location, var/is_ship)
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var/affected = get_affected_turfs(deploy_location, centered=TRUE)
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for(var/turf/T in affected)
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var/shelter_status = get_turf_deployability(T, is_ship)
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if(shelter_status != SHELTER_DEPLOY_ALLOWED)
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return shelter_status
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return SHELTER_DEPLOY_ALLOWED
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/// Checks a single given turf to see if it is a valid turf to deploy a shelter onto.
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/datum/map_template/shelter/proc/get_turf_deployability(var/turf/T, var/is_ship)
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var/area/A = get_area(T)
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if(is_type_in_typecache(A, banned_areas) || (A.flags & AREA_BLOCK_INSTANT_BUILDING))
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return SHELTER_DEPLOY_BAD_AREA
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var/banned = is_type_in_typecache(T, blacklisted_turfs)
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if(banned || T.density)
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return SHELTER_DEPLOY_BAD_TURFS
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//Ships can only deploy in space (because their base turf is always turf/space)
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if(is_ship && !is_type_in_typecache(T, typecacheof(/turf/space)))
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return SHELTER_DEPLOY_SHIP_SPACE
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for(var/obj/O in T)
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if((O.density && O.anchored) || is_type_in_typecache(O, banned_objects))
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return SHELTER_DEPLOY_ANCHORED_OBJECTS
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return SHELTER_DEPLOY_ALLOWED
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/datum/map_template/shelter/proc/add_roof(turf/deploy_location)
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var/affected = get_affected_turfs(deploy_location, centered=TRUE)
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for(var/turf/T in affected)
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if(isopenspace(T))
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T.ChangeTurf(/turf/simulated/shuttle/floor/voidcraft)
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/datum/map_template/shelter/proc/annihilate_plants(turf/deploy_location)
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var/deleted_atoms = 0
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var/affected = get_affected_turfs(deploy_location, centered=TRUE)
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for(var/turf/T in affected)
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for(var/obj/structure/flora/AM in T)
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++deleted_atoms
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qdel(AM)
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admin_notice(span_danger("Annihilated [deleted_atoms] plants."), R_DEBUG)
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/datum/map_template/shelter/proc/update_lighting(turf/deploy_location)
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var/affected = get_affected_turfs(deploy_location, centered=TRUE)
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for(var/turf/T in affected)
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T.lighting_build_overlay()
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/datum/map_template/shelter/alpha
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name = "Shelter Alpha"
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shelter_id = "shelter_alpha"
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description = "(5x5) A cosy self-contained pressurized shelter, with \
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built-in navigation, entertainment, medical facilities and a \
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sleeping area! Order now, and we'll throw in a TINY FAN, \
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absolutely free!"
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mappath = "maps/submaps/shelters/5x5/shelter_1.dmm"
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door_locations = list(list(3,1))
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/datum/map_template/shelter/beta
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name = "Shelter Beta"
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shelter_id = "shelter_beta"
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description = "(7x7) An extremely luxurious shelter, containing all \
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the amenities of home, including carpeted floors, hot and cold \
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running water, a gourmet three course meal, cooking facilities, \
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and a deluxe companion to keep you from getting lonely during \
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an ash storm."
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mappath = "maps/submaps/shelters/7x7/shelter_2.dmm"
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door_locations = list(list(4,1))
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/datum/map_template/shelter/gamma
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name = "Shelter Gamma"
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shelter_id = "shelter_gamma"
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description = "(11x11) A luxury elite bar which holds an entire bar \
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along with two vending machines, tables, and a restroom that \
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also has a sink. This isn't a survival capsule and so you can \
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expect that this won't save you if you're bleeding out to \
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death."
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mappath = "maps/submaps/shelters/11x11/shelter_3.dmm"
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door_locations = list(
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list(6,1),
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list(1,6),
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list(1,9))
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/datum/map_template/shelter/delta
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name = "Shelter Delta"
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shelter_id = "shelter_delta"
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description = "(11x11) A small firebase that contains equipment and supplies \
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for roughly a squad of military troops. Large quantities of \
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supplies allow it to hold out for an extended period of time\
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and a built in medical facility allows field treatment to be \
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possible."
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mappath = "maps/submaps/shelters/11x11/shelter_4.dmm"
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door_locations = list(
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list(1,6),
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list(6,1),
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list(11,6))
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/datum/map_template/shelter/epsilon
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name = "Shelter Epsilon"
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shelter_id = "shelter_epsilon"
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description = "(10x5) An escape pod, with a mediocre amount of supplies \
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for escaping a dying ship as soon as possible."
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mappath = "maps/offmap_vr/om_ships/shelter_5.dmm"
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door_locations = list(list(10,3))
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/datum/map_template/shelter/cabin
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name = "Shelter Cabin"
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shelter_id = "shelter_cab"
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description = "(7x7) A small cabin; turned into a shelter capsule. Includes dorm amenities, and a nice dinner."
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mappath = "maps/submaps/shelters/7x7/shelter_cab.dmm"
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door_locations = list(list(4,1))
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/datum/map_template/shelter/cabin_deluxe
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name = "Shelter Deluxe Cabin"
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shelter_id = "shelter_cab_deluxe"
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description = "(11x11) A glamorously furnished cabin packed away in your pocket. \
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Includes a private dormitory, bathroom, dining room, and a very \
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compactly designed kitchen. Designed for a comfortable extended \
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stay in isolated wilderness survival scenarios."
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mappath = "maps/submaps/shelters/11x11/shelter_luxury_cabin.dmm"
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door_locations = list(
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list(1,3),
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list(6,11),
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list(6,1)
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)
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/datum/map_template/shelter/phi
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name = "Shelter Phi"
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shelter_id = "shelter_phi"
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description = "An heavily modified variant of the luxury shelter, \
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this particular model has extra food, drinks, and other supplies. \
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Originally designed for use by colonists on worlds with little to \
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to no contact, the expense of these shelters have prevented them \
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from seeing common use."
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mappath = "maps/submaps/shelters/7x7/shelter_a.dmm"
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door_locations = list(list(4,1))
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/datum/map_template/shelter/chi
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name = "Shelter Chi"
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shelter_id = "shelter_chi"
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description = "A custom, from-the-ground-up variant of the shelter \
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capsule. Many of the survival utilities have been stripped away in favor \
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of recreational facilities and a more comfortable living quarters. The \
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definition of \"form over function,\" in capsule form!"
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mappath = "maps/submaps/shelters/7x8/shelter_h.dmm"
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door_locations = list(list(4,1),list(7,4))
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/datum/map_template/shelter/rec
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name = "Shelter Rec Room"
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shelter_id = "shelter_recroom"
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description = "(9x9) A recreational room in a pocket, offering a gaming table with poker chips, dice, and cards to host group gaming activities, as well as a small arcade for more individual experiences. While offering absolutely nothing that will help someone survive physically aside from a safely isolated atmosphere, the intellectual stimulation provided from the gaming facilities within have been chosen to assist and keep one's mind sharp."
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mappath = "maps/submaps/shelters/9x9/shelter_recroom.dmm"
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door_locations = list(
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list(1,5),
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list(4,9),
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list(5,1),
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list(9,4),
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)
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/datum/map_template/shelter/sauna
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name = "Shelter Sauna"
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shelter_id = "shelter_sauna"
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description = "(7x7) A luxurious sauna in your pocket. Complete with privacy features, a changing and locker room, and of course a decently spacious sauna room with three benches to rest on."
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mappath = "maps/submaps/shelters/7x7/shelter_sauna.dmm"
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door_locations = list(list(4,1))
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/datum/map_template/shelter/cafe
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name = "Shelter Cafe"
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shelter_id = "shelter_cafe"
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description = "(11x11) A fully stocked and equipped cafe in your pocket. While this won't save you if you're dying, it will ensure that you and anyone who happens to be with you will never suffer from caffeine withdrawal!"
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mappath = "maps/submaps/shelters/11x11/shelter_cafe.dmm"
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door_locations = list(
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list(1,6),
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list(6,1),
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list(11,6),
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list(11,9)
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)
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/datum/map_template/shelter/luxuryrecroom
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name = "Shelter Luxury Rec Room"
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shelter_id = "shelter_luxury_recroom"
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description = "(11x11) The surfluid within this capsule is a carefully programmed monument to hedonism. Unlike its smaller cousin, this rec room variant sports a larger gambling table supporting up to seven players, more vending machines for players' needs, and even a small private dorm room. If you have any desire for a fully private, self-contained gambling room completely isolated from the world outside, this is your perfect answer."
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mappath = "maps/submaps/shelters/11x11/shelter_luxury_recroom.dmm"
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door_locations = list(
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list(6,1),
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list(6,11),
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list(11,6)
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)
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/datum/map_template/shelter/kitchen
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name = "Shelter Kitchen"
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shelter_id = "shelter_kitchen"
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description = "(7x7) A fully stocked, functional kitchen in your pocket, equipped with an oven, fryer, grill, oven, microwave, and blender. It even comes with a pre-stocked storage of basic ingredients, to make starting your culinary pursuits easier to begin as soon as you pop open the capsule!"
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mappath = "maps/submaps/shelters/7x7/shelter_kitchen.dmm"
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door_locations = list(
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list(4,1),
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list(1,4),
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list(7,4)
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)
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/datum/map_template/shelter/iota
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name = "Shelter Iota"
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shelter_id = "shelter_pocket_dorm"
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description = "(5x5) An alternate configuration of Shelter Alpha. This one is more spatially efficient and supports two people inside it, but compromises some shelter equipment to make room for it."
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mappath = "maps/submaps/shelters/5x5/shelter_pocket_dorm.dmm"
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door_locations = list(list(3,1))
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/datum/map_template/shelter/zeta
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name = "Shelter Zeta"
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shelter_id = "shelter_luxury_alt"
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description = "(7x7) An alternate configuration of Shelter Beta, prominently featuring both a windowed view of the exterior as well as the means to tint the windows for superior privacy."
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mappath = "maps/submaps/shelters/7x7/shelter_luxury_alt.dmm"
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door_locations = list(list(4,1))
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/datum/map_template/shelter/loss_1
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name = "Shelter L1"
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shelter_id = "shelter_loss1"
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description = "(5x5) North-west quadrant."
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mappath = "maps/submaps/shelters/5x5/shelter_loss_1.dmm"
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door_locations = list(
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list(1,3),
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list(3,5),
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list(3,1),
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list(5,3))
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/datum/map_template/shelter/loss_2
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name = "Shelter L2"
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shelter_id = "shelter_loss2"
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description = "(5x5) North-east quadrant."
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mappath = "maps/submaps/shelters/5x5/shelter_loss_2.dmm"
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door_locations = list(
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list(1,3),
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list(3,1))
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/datum/map_template/shelter/loss_3
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name = "Shelter L3"
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shelter_id = "shelter_loss3"
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description = "(5x5) South-west quadrant."
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mappath = "maps/submaps/shelters/5x5/shelter_loss_3.dmm"
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door_locations = list(
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list(3,5),
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list(5,3))
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/datum/map_template/shelter/loss_4
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name = "Shelter L4"
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shelter_id = "shelter_loss4"
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description = "(5x5) South-east quadrant."
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mappath = "maps/submaps/shelters/5x5/shelter_loss_4.dmm"
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door_locations = list(
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list(1,3),
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list(3,5))
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// EXTREMELY DANGEROUS ADMIN-ONLY SHELTERS I BEG YOU DO NOT SPAWN THESE EXCEPT FOR A DISASTROUS BIT
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/datum/map_template/shelter/tesla
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name = "Shelter Tesla"
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description = "(11x11) A whole tesla engine setup, complete with a fully charged SMES cell ready to power the emitters. Using this is probably an exceptionally terrible idea."
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shelter_id = "shelter_tesla"
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mappath = "maps/submaps/shelters/11x11/shelter_tesla.dmm"
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door_locations = list(
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list(1,6),
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list(6,1),
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list(6,11))
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//Redspace capsule shelters - here be weird shit.
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/datum/map_template/shelter/nerd_dungeon_evil
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name = "Shelter Nerd Dungeon Evil"
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shelter_id = "shelter_nerd_dungeon_evil"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_nerd_dungeon_evil.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/nerd_dungeon_good
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name = "Shelter Nerd Dungeon Good"
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shelter_id = "shelter_nerd_dungeon_good"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_nerd_dungeon_good.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/dangerous_pool
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name = "Shelter Dangerous Pool"
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shelter_id = "shelter_dangerous_pool"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_dangerous_pool.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/pizza_kitchen
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name = "Shelter Pizza Kitchen"
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shelter_id = "shelter_pizza_kitchen"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_pizza.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/tiny_space
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name = "Shelter Smole Space"
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shelter_id = "shelter_tiny_space"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_tiny_space.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/christmas
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name = "Shelter Christmas"
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shelter_id = "shelter_christmas"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_christmas.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/methlab
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name = "Shelter Meth Lab"
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shelter_id = "shelter_methlab"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_methlab.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/blacksmith
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name = "Shelter Blacksmith"
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shelter_id = "shelter_blacksmith"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_blacksmith.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/gallery
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name = "Shelter Art Gallery"
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shelter_id = "shelter_gallery"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_gallery.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/garden
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name = "Shelter Garden"
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shelter_id = "shelter_garden"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_garden.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/mimic_hell
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name = "Shelter Mimic Hell"
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shelter_id = "shelter_mimic_hell"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_mimic_hell.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/off_color_bedrooms
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name = "Shelter Off-Color Bedrooms"
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shelter_id = "shelter_off_color"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_off_color.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/living_room
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name = "Shelter Living Room"
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shelter_id = "shelter_living_room"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_living_room.dmm"
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door_locations = list(list(1,4))
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/datum/map_template/shelter/candlelit_dinner
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name = "Shelter Candlelit Dinner"
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shelter_id = "shelter_candlelit_dinner"
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mappath = "maps/submaps/shelters/randomshelters/7x7/shelter_candlelit_dinner.dmm"
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door_locations = list(list(1,4))
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