Files
fulpstation/code/modules/events/anomaly_bluespace.dm
ikarrus a48ba0d256 Priority Announcement Changes
-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in
2014-05-05 22:18:57 -06:00

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/datum/round_event_control/anomaly/anomaly_bluespace
name = "Bluespace Anomaly"
typepath = /datum/round_event/anomaly/anomaly_bluespace
max_occurrences = 1
weight = 5
/datum/round_event/anomaly/anomaly_bluespace
startWhen = 3
announceWhen = 10
endWhen = 55
/datum/round_event/anomaly/anomaly_bluespace/announce()
priority_announce("Unstable bluespace anomaly detected on long range scanners. Expected location: [impact_area.name].", "Anomaly Alert")
/datum/round_event/anomaly/anomaly_bluespace/start()
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
newAnomaly = new /obj/effect/anomaly/bluespace(T.loc)
/datum/round_event/anomaly/anomaly_bluespace/end()
if(newAnomaly)//If it hasn't been neutralized, it's time to warp half the station away jeez
var/turf/T = pick(get_area_turfs(impact_area))
if(T)
// Calculate new position (searches through beacons in world)
var/obj/item/device/radio/beacon/chosen
var/list/possible = list()
for(var/obj/item/device/radio/beacon/W in world)
possible += W
if(possible.len > 0)
chosen = pick(possible)
if(chosen)
// Calculate previous position for transition
var/turf/FROM = T // the turf of origin we're travelling FROM
var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
playsound(TO, 'sound/effects/phasein.ogg', 100, 1)
priority_announce("Massive bluespace translocation detected.", "Anomaly Alert")
var/list/flashers = list()
for(var/mob/living/carbon/human/M in viewers(TO, null))
if(M:eyecheck() <= 0)
flick("e_flash", M.flash) // flash dose faggots
flashers += M
var/y_distance = TO.y - FROM.y
var/x_distance = TO.x - FROM.x
for (var/atom/movable/A in range(12, FROM )) // iterate thru list of mobs in the area
if(istype(A, /obj/item/device/radio/beacon)) continue // don't teleport beacons because that's just insanely stupid
if(A.anchored && istype(A, /obj/machinery)) continue
if(istype(A, /obj/structure/disposalpipe )) continue
if(istype(A, /obj/structure/cable )) continue
var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
if(!A.Move(newloc)) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
A.loc = locate(A.x + x_distance, A.y + y_distance, TO.z)
spawn()
if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
var/mob/M = A
if(M.client)
var/obj/blueeffect = new /obj(src)
blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
blueeffect.icon = 'icons/effects/effects.dmi'
blueeffect.icon_state = "shieldsparkles"
blueeffect.layer = 17
blueeffect.mouse_opacity = 0
M.client.screen += blueeffect
sleep(20)
M.client.screen -= blueeffect
qdel(blueeffect)
qdel(newAnomaly)