/* ### This file contains a list of all the areas in your station. Format is as follows: /area/CATEGORY/OR/DESCRIPTOR/NAME (you can make as many subdivisions as you want) name = "NICE NAME" (not required but makes things really nice) icon = "ICON FILENAME" (defaults to areas.dmi) icon_state = "NAME OF ICON" (defaults to "unknown" (blank)) requires_power = 0 (defaults to 1) music = "music/music.ogg" (defaults to "music/music.ogg") */ #define SIMS_DETAILED_SCOREKEEPING // /area var/active = 0 //True if a dude is here (DOES NOT APPLY TO THE "SPACE" AREA) var/list/population = list() //Who is here (ditto) var/fire = null var/atmos = 1 var/poweralm = 1 var/party = null var/skip_sims = 0 var/sims_score = 100 var/virtual = 0 level = null name = "Space" icon = 'icons/turf/areas.dmi' icon_state = "unknown" layer = EFFECTS_LAYER_BASE mouse_opacity = 0 mat_changename = 0 mat_changedesc = 0 var/lightswitch = 1 var/may_eat_here_in_restricted_z = 0 var/eject = null var/requires_power = 1 var/power_equip = 1 var/power_light = 1 var/power_environ = 1 var/used_equip = 0 var/used_light = 0 var/used_environ = 0 var/irradiated = 0 // space blowouts use this, should always be 0 var/permarads = 0 // Blowouts don't set irradiated on this area back to zero. var/do_not_irradiate = 1 // don't irradiate this place!! // Definitely DO NOT var-edit areas in the map editor because it apparently causes individual tiles // to become detached from the parent area. Example: APCs belonging to medbay or whatever that are in // adjacent maintenance tunnels, not in the same room they're powering. If you set the d_n_i flag, // it will render them useless. var/corrupted = 0 // wizard round objective thingy var/datum/gang/gang_owners = null // gang that owns this area in gang mode var/gang_base = 0 // is this a gang's base (uncaptureable)? var/being_captured = null // for gang mode var/no_air = null var/filler_turf // if set, replacewithspace in this area instead replaces with this turf type var/teleport_blocked = 0 //Cannot teleport into this area without some explicit set_loc thing. 1 for most things, 2 for definitely everything. var/workplace = 0 //Do people work here? var/list/obj/critter/registered_critters = list() var/waking_critters = 0 var/music = null var/sound = 'sound/ambience/ambigen1.ogg' var/sound_group = null var/sound_environment = 1 //default environment for sounds - see sound datum vars documentation for the presets. Entered(var/atom/movable/A) if ((isliving(A) || iswraith(A)) || locate(/mob) in A) //world.log << "[src] entered by [A]" //Just...deal with this var/list/enteringMobs = new var/mob/M if (ismob(A)) M = A enteringMobs += M else if (locate(/mob) in A) for (var/mob/insideM in A) //Only 1 layer deep. Will this cause issues? Hrm. M = insideM enteringMobs += M //If any mobs are entering, within a thing or otherwise if (enteringMobs.len > 0) for (var/mob/enteringM in enteringMobs) //each dumb mob if( !(isliving(A) || iswraith(A)) ) continue //Wake up a bunch of lazy darn critters if (isliving(enteringM)) wake_critters() //If it's a real fuckin player if (enteringM.ckey && enteringM.client && enteringM.mind) if (src.name != "Space") //Who cares about making space active gosh if (!(enteringM.mind in src.population)) src.population += enteringM.mind if (!src.active) src.active = 1 //Dumb fucking medal fuck if (src.name == "Space" && istype(A, /obj/vehicle/segway)) enteringM.unlock_medal("Jimi Heselden", 1) //Handle ambient sound src.pickAmbience() if (prob(35)) enteringM.playAmbience(src) ..() Exited(var/atom/movable/A) if ((isliving(A) || iswraith(A)) || locate(/mob) in A) //world.log << "[src] exited by [A]" //Deal with this too var/list/exitingMobs = new var/mob/M if (ismob(A)) M = A exitingMobs += M else if (locate(/mob) in A) for (var/mob/insideM in A) M = insideM exitingMobs += M if (exitingMobs.len > 0) for (var/mob/exitingM in exitingMobs) if (exitingM.ckey && exitingM.client && exitingM.mind) if (src.name != "Space") if (exitingM.mind in src.population) src.population -= exitingM.mind if (src.active && src.population.len == 0) //Only if this area is now empty src.active = 0 //Put whatever you want here. See Entering above. ..() proc/find_middle(var/mustbeinside = 1) var/minx = 300 var/miny = 300 var/maxx = 0 var/maxy = 0 var/minz = 100 var/hasturfs = 0 for (var/turf/T in src) if (minx > T.x) minx = T.x if (miny > T.y) miny = T.y if (maxx < T.x) maxx = T.x if (maxy < T.y) maxy = T.y if (minz > T.z) minz = T.z hasturfs = 1 if (!hasturfs) return 0 var/midx = round((minx + maxx) / 2) var/midy = round((miny + maxy) / 2) var/midz = minz var/turf/R = locate(midx, midy, midz) if (mustbeinside) if (!(R in src)) return null return R proc/build_sims_score() if (name == "Space" || type == /area || skip_sims) return sims_score = 100 for (var/turf/T in src) var/penalty = 0 var/list/loose_items = list() for (var/obj/O in T) if (isitem(O)) penalty += 4 loose_items += O if (istype(O, /obj/decal/cleanable)) sims_score -= 6 if ((locate(/obj/table) in T) || (locate(/obj/rack) in T)) continue else sims_score -= penalty sims_score = max(sims_score, 0) proc/wake_critters() if(waking_critters || !registered_critters.len) return waking_critters = 1 for(var/obj/critter/C in src.registered_critters) C.wake_from_hibernation() waking_critters = 0 proc/calculate_area_value() var/value = 0 for (var/turf/simulated/floor/F in src.contents) if (F.broken || F.burnt || F.icon_state == "plating") continue value++ for (var/obj/machinery/M in src.contents) if (M.stat & BROKEN || M.stat & NOPOWER) continue value++ return value proc/pickAmbience() switch(src.name) if ("Chapel") sound = pick('sound/ambience/ambicha1.ogg','sound/ambience/ambicha2.ogg','sound/ambience/ambicha3.ogg','sound/ambience/ambicha4.ogg') if ("Morgue") sound = pick('sound/ambience/ambimo1.ogg','sound/ambience/ambimo2.ogg') //if ("Engine Control") sound = pick(ambience_engine) //if ("Atmospherics") sound = pick(ambience_atmospherics) //if ("Computer Core") sound = pick(ambience_computer) //if ("Engineering Power Room") sound = pick(ambience_power) if ("Ice Moon") sound = pick('sound/ambience/coldwind1.ogg', 'sound/ambience/coldwind2.ogg', 'sound/ambience/coldwind3.ogg') if ("Biodome North") sound = pick('sound/ambience/biodome1.ogg', 'sound/ambience/biodome2.ogg', 'sound/ambience/biodome3.ogg', 'sound/ambience/biodome4.ogg') if ("Biodome South") sound = pick('sound/ambience/biodome1.ogg', 'sound/ambience/biodome2.ogg', 'sound/ambience/biodome3.ogg', 'sound/ambience/biodome4.ogg') if ("Caves") sound = pick('sound/ambience/cave1.ogg', 'sound/ambience/cave2.ogg', 'sound/ambience/cave3.ogg', 'sound/ambience/cave4.ogg', 'sound/ambience/cave5.ogg') if ("Glacial Abyss") sound = pick('sound/ambience/glacier1.ogg','sound/ambience/glacier2.ogg', 'sound/ambience/glacier3.ogg', 'sound/ambience/glacier4.ogg', 'sound/ambience/glacier5.ogg', 'sound/ambience/glacier6.ogg') else sound = pick(ambience_general) /area/cavetiny name = "Caves" icon_state = "purple" skip_sims = 1 sims_score = 50 RL_Lighting = 1 sound_environment = 8 teleport_blocked = 1 sound_group = "tinycave" /area/area_that_kills_you_if_you_enter_it //People entering VR or exiting VR with stupid exploits are jerks. name = "Invisible energy field that will kill you if you step into it" skip_sims = 1 sims_score = 0 icon_state = "death" requires_power = 0 teleport_blocked = 1 Entered(atom/movable/O) ..() if (isliving(O)) var/mob/living/jerk = O jerk.stat = 2 src.do_gib(jerk) else if (isobj(O)) for (var/mob/living/hiding_jerk in O) hiding_jerk.stat = 2 src.do_gib(hiding_jerk) return proc/do_gib(var/mob/living/L) if (!istype(L)) return L.gib() /area/area_that_kills_you_if_you_enter_it/firegib do_gib(var/mob/living/L) if (!istype(L)) return L.firegib() /area/build_zone // currently for z4 just so people don't teleport in there randomly name = "Build Space" icon_state = "death" skip_sims = 1 sims_score = 25 requires_power = 0 teleport_blocked = 1 /area/shuttle/escape/transit icon_state = "eshuttle_transit" sound_group = "eshuttle_transit" var/warp_dir = NORTH // fuck you Entered(atom/movable/Obj,atom/OldLoc) ..() if (ismob(Obj)) var/mob/M = Obj if (src.warp_dir & NORTH || src.warp_dir & SOUTH) M.addOverlayComposition(/datum/overlayComposition/shuttle_warp) else M.addOverlayComposition(/datum/overlayComposition/shuttle_warp/ew) Exited(atom/movable/Obj) ..() if (ismob(Obj)) var/mob/M = Obj M.removeOverlayComposition(/datum/overlayComposition/shuttle_warp) /area/shuttle/escape/transit/ew warp_dir = EAST /area/shuttle_transit_space name = "Wormhole" icon_state = "shuttle_transit_space_n" teleport_blocked = 1 var/throw_dir = NORTH // goddamnit x2 Entered(atom/movable/Obj,atom/OldLoc) ..() if (ismob(Obj)) var/mob/M = Obj if (src.throw_dir == NORTH || src.throw_dir == SOUTH) M.addOverlayComposition(/datum/overlayComposition/shuttle_warp) else M.addOverlayComposition(/datum/overlayComposition/shuttle_warp/ew) if (!isobserver(Obj) && !isintangible(Obj) && !iswraith(Obj)) var/atom/target = get_edge_target_turf(src, src.throw_dir) spawn(0) if (target && Obj) Obj.throw_at(target, 1, 1) Exited(atom/movable/Obj) ..() if (ismob(Obj)) var/mob/M = Obj M.removeOverlayComposition(/datum/overlayComposition/shuttle_warp) /area/shuttle_transit_space/south icon_state = "shuttle_transit_space_s" throw_dir = SOUTH /area/shuttle_transit_space/east icon_state = "shuttle_transit_space_e" throw_dir = EAST /area/shuttle_transit_space/west icon_state = "shuttle_transit_space_w" throw_dir = WEST /area/shuttle_particle_spawn icon_state = "shuttle_transit_stars_n" teleport_blocked = 1 var/star_dir = null // particle system defaults to northbound stars /area/shuttle_particle_spawn/south icon_state = "shuttle_transit_stars_s" star_dir = "_s" /area/shuttle_particle_spawn/east icon_state = "shuttle_transit_stars_e" star_dir = "_e" /area/shuttle_particle_spawn/west icon_state = "shuttle_transit_stars_w" star_dir = "_w" /area/shuttle_sound_spawn icon_state = "shuttle_transit_sound" teleport_blocked = 1 /*/area/factory name = "Derelict Robot Factory" icon_state = "start" /area/factory/core name = "Aged Computer Core" icon_state = "ai" /area/old_outpost name = "Derelict Outpost" icon_state = "yellow" sound_environment = 12 /area/old_outpost/engine name = "Outpost Engine" icon_state = "dk_yellow" sound_environment = 10 /area/old_outpost/control name = "Outpost Control" icon_state = "purple" /area/old_outpost/medical name = "VR Research" icon_state = "medresearch" sound_environment = 3 /area/old_outpost/study name = "Outpost Study" icon_state = "green" sound_environment = 4 /area/old_outpost/teleporter name = "Outpost Teleporter" icon_state = "teleporter" sound_environment = 2*/ /////////////////// cogwerks- arctic derelict /area/upper_arctic filler_turf = "/turf/unsimulated/floor/arctic/snow" sound_environment = 8 skip_sims = 1 sims_score = 30 sound_group = "ice_moon" /area/upper_arctic/pod1 name = "Outpost Theta Pod One" icon_state = "green" sound_environment = 3 skip_sims = 1 sims_score = 30 /area/lower_arctic/pod1 name = "Outpost Theta Pod One" icon_state = "green" sound_environment = 3 skip_sims = 1 sims_score = 30 /area/upper_arctic/pod2 name = "Outpost Theta Pod Two" icon_state = "purple" sound_environment = 2 skip_sims = 1 sims_score = 30 /area/upper_arctic/hall name = "Outpost Theta Connecting Hall" icon_state = "yellow" sound_environment = 12 sound_environment = 2 skip_sims = 1 sims_score = 30 /area/upper_arctic/comms name = "Communications Hut" icon_state = "storage" sound_environment = 2 sound_environment = 2 skip_sims = 1 sims_score = 30 /area/upper_arctic/mining name = "Glacier Access" icon_state = "dk_yellow" sound_environment = 2 sound_environment = 2 skip_sims = 1 sims_score = 30 /area/lower_arctic/mining name = "Glacier Access" icon_state = "dk_yellow" sound_environment = 2 sound_environment = 2 skip_sims = 1 sims_score = 30 /area/upper_arctic/exterior sound_environment = 15 skip_sims = 1 sims_score = 30 New() ..() overlays += image(icon = 'icons/turf/areas.dmi', icon_state = "snowverlay", layer = EFFECTS_LAYER_BASE) /area/upper_arctic/exterior/surface name = "Ice Moon Surface" icon_state = "white" filler_turf = "/turf/unsimulated/floor/arctic/abyss" skip_sims = 1 sims_score = 30 /area/upper_arctic/exterior/abyss name = "Ice Moon Abyss" icon_state = "dk_yellow" filler_turf = "/turf/unsimulated/floor/arctic/snow" skip_sims = 1 sims_score = 30 /area/lower_arctic icon_state = "dk_yellow" sound_group = "ice_moon" /area/lower_arctic/lower name = "Glacial Abyss" icon_state = "purple" filler_turf = "/turf/unsimulated/floor/arctic/snow/ice" sound_environment = 8 skip_sims = 1 sims_score = 30 /area/precursor // stole this code from the void definition name = "Peculiar Structure" icon_state = "dk_yellow" filler_turf = "/turf/unsimulated/floor/setpieces/bluefloor" var/sound/mysound = null sound_environment = 5 skip_sims = 1 sims_score = 30 New() ..() var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/precursorambi.ogg' S.repeat = 1 S.wait = 0 S.channel = 123 S.volume = 60 S.priority = 255 S.status = SOUND_UPDATE spawn(10) process() Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound return Exited(atom/movable/Obj) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound proc/process() var/sound/S = null var/sound_delay = 0 while(ticker && ticker.current_state < GAME_STATE_FINISHED) sleep(60) if (ticker.current_state == GAME_STATE_PLAYING) if(prob(10)) S = sound(file=pick('sound/ambience/precursorfx1.ogg','sound/ambience/precursorfx2.ogg','sound/ambience/precursorfx3.ogg','sound/ambience/precursorfx4.ogg'), volume=50) sound_delay = rand(0, 50) else S = null continue for(var/mob/living/carbon/human/H in src) if(H.client) mysound.status = SOUND_UPDATE H << mysound if(S) spawn(sound_delay) H << S pit name = "Ominous Pit" icon_state = "purple" filler_turf = "/turf/unsimulated/floor/setpieces/bluefloor/pit" // this might fuck something up but it might also be hilarious sound_environment = 24 sound_group = "ominouspit" skip_sims = 1 sims_score = 300 ///////////////////// keelin / cogwerks - caves and biodome areas /area/crater name = "Crater" icon_state = "yellow" RL_Lighting = 1 sound_environment = 18 skip_sims = 1 sims_score = 30 sound_group = "biodome" /area/crater/biodome name = "Botanical Research Biodome" icon_state = "green" RL_Lighting = 1 sound_environment = 1 skip_sims = 1 sims_score = 30 north name = "Biodome North" sound_environment = 7 south name = "Biodome South" sound_environment = 7 entry name = "Biodome Entrance" icon_state = "shuttle" sound_environment = 3 research name = "Biodome Research Core" icon_state = "toxlab" sound_environment = 2 crew name = "Biodome Staff Wing" icon_state = "crewquarters" sound_environment = 2 maint name = "Biodome Maintenance Wing" icon_state = "yellow" sound_environment = 3 /area/crater/cave name = "Caves" icon_state = "purple" RL_Lighting = 1 sound_environment = 8 skip_sims = 1 sims_score = 30 /area/crater/cave/lower name = "Lower Caves" icon_state = "purple" RL_Lighting = 1 skip_sims = 1 sims_score = 30 ////////////////////// cogwerks - solar lounge /area/solarium name = "Solarium" icon_state = "yellow" RL_Lighting = 1 sound_environment = 5 may_eat_here_in_restricted_z = 1 skip_sims = 1 sims_score = 100 sound_group = "solarium" ////////////////////// cogwerks - HELL /area/hell name = "????" icon_state = "security" filler_turf = "/turf/unsimulated/floor/setpieces/bloodfloor" sound_environment = 25 skip_sims = 1 sims_score = 0 ////////////////////// cogwerks - crypt place /area/crypt sound_group = "crypt" /area/crypt/graveyard name = "Graveyard" icon_state = "green" RL_Lighting = 1 filler_turf = "/turf/unsimulated/dirt" var/sound/mysound = null sound_environment = 15 skip_sims = 1 sims_score = 0 New() ..() overlays += image(icon = 'icons/turf/areas.dmi', icon_state = "rain_overlay", layer = EFFECTS_LAYER_BASE) var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/rain.ogg' S.repeat = 1 S.wait = 0 S.channel = 123 S.volume = 60 S.priority = 255 S.status = SOUND_UPDATE spawn(10) process() Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound return Exited(atom/movable/Obj) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound proc/process() var/sound/S = null var/sound_delay = 0 while(ticker && ticker.current_state < GAME_STATE_FINISHED) sleep(60) if (ticker.current_state == GAME_STATE_PLAYING) if(prob(10)) S = sound(file=pick('sound/ambience/rain_fx1.ogg','sound/ambience/coldwind1.ogg','sound/ambience/coldwind2.ogg','sound/ambience/coldwind3.ogg','sound/ambience/lavamoon_exterior_fx2.ogg', 'sound/voice/Zgroan1.ogg', 'sound/voice/Zgroan2.ogg', 'sound/voice/Zgroan3.ogg', 'sound/voice/Zgroan4.ogg', 'sound/misc/werewolf_howl.ogg'), volume=50) sound_delay = rand(0, 50) else S = null continue for(var/mob/living/carbon/human/H in src) if(H.client) mysound.status = SOUND_UPDATE H << mysound if(S) spawn(sound_delay) H << S /area/crypt/graveyard/swamp name = "Spooky Swamp" icon_state = "red" skip_sims = 1 sims_score = 30 /area/crypt/mausoleum name = "Mausoleum" icon_state = "purple" RL_Lighting = 1 sound_environment = 5 skip_sims = 1 sims_score = 0 /area/catacombs name = "Catacombs" icon_state = "purple" RL_Lighting = 1 sound_environment = 13 skip_sims = 1 sims_score = 0 sound_group = "catacombs" /area/adventure name = "Adventure Zone" icon_state = "purple" RL_Lighting = 1 sound_environment = 31 skip_sims = 1 sims_score = 30 virtual = 1 //Spacejunk /area/h7 name = "Hemera VII" icon_state = "yellow" sound_environment = 12 teleport_blocked = 1 skip_sims = 1 sims_score = 30 /area/h7/computer_core name = "Aged Computer Core" icon_state = "ai" sound_environment = 3 skip_sims = 1 sims_score = 30 /area/h7/control name = "Control Room" icon_state = "purple" sound_environment = 3 skip_sims = 1 sims_score = 30 /area/h7/lab name = "Anomalous Materials Laboratory" icon_state = "toxlab" sound_environment = 10 skip_sims = 1 sims_score = 30 /area/h7/crew name = "Living Quarters" icon_state = "crewquarters" sound_environment = 2 skip_sims = 1 sims_score = 30 /area/h7/storage name = "Equipment Storage" icon_state = "storage" sound_environment = 2 skip_sims = 1 sims_score = 30 /area/h7/asteroid name = "Shattered Asteroid" icon_state = "green" skip_sims = 1 sims_score = 30 /area/space_hive name = "Space Bee Hive" icon_state = "yellow" RL_Lighting = 1 sound_environment = 20 teleport_blocked = 1 skip_sims = 1 sims_score = 100 /area/helldrone name = "Drone Corpse" icon_state = "red" sound_environment = 3 teleport_blocked = 1 skip_sims = 1 sims_score = 50 /area/helldrone/core name = "Drone Computer Core" icon_state = "ai" skip_sims = 1 sims_score = 30 /area/drone name = "Drone Assembly Outpost" icon_state = "red" sound_environment = 10 sound_group = "drone_factory" /area/drone/zone /area/drone/crew_quarters name = "Crew Quarters" icon_state = "showers" sound_environment = 4 /area/drone/engineering name = "Engineering" icon_state = "yellow" sound_environment = 5 /area/drone/office name = "Design Office" icon_state = "purple" /area/drone/assembly name = "Assembly Floor" icon_state = "storage" /area/sim/tdome name = "Thunderdome" icon_state = "medbay" requires_power = 0 sound_environment = 9 virtual = 1 /area/sim/tdome/tdome1 name = "Thunderdome (Team 1)" icon_state = "green" sound_environment = 9 /area/sim/tdome/tdome2 name = "Thunderdome (Team 2)" icon_state = "yellow" sound_environment = 9 /area/sim/tdome/tdomea name = "Thunderdome (Admin.)" icon_state = "purple" sound_environment = 9 /area/sim/tdome/tdomes name = "Thunderdome (Spectator)" icon_state = "purple" sound_environment = 9 /area/diner sound_environment = 12 /area/diner/hangar name = "Diner Parking" icon_state = "storage" /area/diner/kitchen name = "Diner Kitchen" icon_state = "purple" /area/diner/dining name = "Diner Seating Area" icon_state = "yellow" /area/diner/bathroom name = "Diner Bathroom" icon_state = "showers" /area/tech_outpost name = "Tech Outpost" icon_state = "storage" /area/iss name = "Derelict Space Station" icon_state = "derelict" /area/abandonedship name = "Abandoned ship" icon_state = "yellow" /area/salyut name = "Soviet derelict" icon_state = "yellow" /area/station do_not_irradiate = 0 //These are shuttle areas, they must contain two areas in a subgroup if you want to move a shuttle from one //place to another. Look at escape shuttle for example. /area/shuttle //DO NOT TURN THE RL_Lighting STUFF ON FOR SHUTTLES. IT BREAKS THINGS. #ifdef HALLOWEEN alpha = 128 icon = 'icons/effects/dark.dmi' #else requires_power = 0 luminosity = 1 RL_Lighting = 0 #endif sound_environment = 2 /area/shuttle/arrival name = "Arrival Shuttle" /area/shuttle/arrival/pre_game icon_state = "shuttle2" /area/shuttle/arrival/station icon_state = "shuttle" /area/shuttle/escape name = "Emergency Shuttle" music = "music/escape.ogg" /area/shuttle/escape/station icon_state = "shuttle2" /area/shuttle/escape/centcom icon_state = "shuttle" sound_group = "centcom" /area/shuttle/prison/ name = "Prison Shuttle" /area/shuttle/prison/station icon_state = "shuttle" /area/shuttle/prison/prison icon_state = "shuttle2" /area/shuttle/brig/station icon_state = "shuttle" /area/shuttle/brig/prison icon_state = "shuttle2" /area/shuttle/brig/outpost icon_state = "shuttle3" /area/shuttle/research/station icon_state = "shuttle" /area/shuttle/research/outpost icon_state = "shuttle2" /area/shuttle/attack2/prison icon_state = "shuttle2" /area/shuttle/mining/station icon_state = "shuttle" /area/shuttle/mining/space icon_state = "shuttle2" /area/shuttle/icebase_elevator/upper icon_state = "shuttle" filler_turf = "/turf/simulated/floor/arctic/abyss" RL_Lighting = 1 sound_group = "ice_moon" /area/shuttle/icebase_elevator/lower icon_state = "shuttle2" filler_turf = "/turf/simulated/floor/arctic/snow/ice" RL_Lighting = 1 sound_group = "ice_moon" /area/shuttle/biodome_elevator/upper icon_state = "shuttle" RL_Lighting = 1 name = "Elevator" /area/shuttle/biodome_elevator/lower icon_state = "shuttle2" RL_Lighting = 1 name = "Elevator" /area/recovery_shuttle icon_state = "shuttle2" name = "Recovery Shuttle" /area/shuttle/merchant_shuttle icon_state = "shuttle2" name = "Merchant Shuttle" teleport_blocked = 1 /area/shuttle/merchant_shuttle/left_centcom /area/shuttle/merchant_shuttle/right_centcom /area/shuttle/merchant_shuttle/left_station icon_state = "shuttle2" /area/shuttle/merchant_shuttle/right_station icon_state = "shuttle2" /* /area/prison/arrival_airlock name = "Asylum Station Airlock" icon_state = "green" requires_power = 0 /area/prison/control name = "Warden's Office" icon_state = "security" /area/prison/crew_quarters name = "Asylum Staff Quarters" icon_state = "security" /area/prison/closet name = "Prison Supply Closet" icon_state = "dk_yellow" /area/prison/hallway/fore name = "Asylum Fore Hallway" icon_state = "yellow" /area/prison/hallway/aft name = "Prison Aft Hallway" icon_state = "yellow" /area/prison/hallway/port name = "Prison Port Hallway" icon_state = "yellow" /area/prison/hallway/starboard name = "Prison Starboard Hallway" icon_state = "yellow" /area/prison/morgue name = "Asylum Morgue" icon_state = "morgue" /area/prison/medical_research name = "Prison Genetic Research" icon_state = "medresearch" /area/prison/office name = "Asylum Offices" icon_state = "purple" /area/prison/office/checkpoint name = "Nurse's Station" /area/prison/medical name = "Asylum Operating Theatre" icon_state = "medbay" /area/prison/solar name = "Prison Solar Array" icon_state = "storage" requires_power = 0 /area/prison/podbay name = "Prison Podbay" icon_state = "dk_yellow" /area/prison/solar_control name = "Prison Solar Array Control" icon_state = "dk_yellow" /area/prison/solitary name = "Solitary Confinement" icon_state = "brig"*/ /area/prison/cell_block/wards name = "Asylum Wards" icon_state = "brig" requires_power = 0 /*/area/prison/cell_block/A name = "Prison Cell Block A" icon_state = "brig" /area/prison/cell_block/B name = "Prison Cell Block B" icon_state = "brig" /area/prison/cell_block/C name = "Prison Cell Block C" icon_state = "brig" */ /area/sim name = "Sim" icon_state = "purple" luminosity = 1 RL_Lighting = 0 requires_power = 0 virtual = 1 skip_sims = 1 sims_score = 100 sound_group = "vr" /area/sim/gunsim name = "Gun Sim" icon_state = "gunsim" virtual = 1 /area/sim/area1 name = "Vspace area 1" icon_state = "simA1" virtual = 1 /area/sim/a1entry name = "Vspace area 1 Entry" icon_state = "simA1E" virtual = 1 /area/sim/area2 name = "Vspace area 2" icon_state = "simA2" virtual = 1 /area/sim/a2entry name = "Vspace area 2 Entry" icon_state = "simA2E" virtual = 1 // /area/station/wreckage name = "Twisted Wreckage" icon_state = "donutbridge" sound_environment = 14 do_not_irradiate = 1 /area/crunch name = "somewhere" icon_state = "purple" filler_turf = "/turf/simulated/floor/void" sound_environment = 21 skip_sims = 1 sims_score = 15 sound_group = "void" /area/someplace name = "some place" icon_state = "purple" filler_turf = "/turf/simulated/floor/void" var/sound/mysound = null requires_power = 0 luminosity = 1 RL_Lighting = 0 skip_sims = 1 sims_score = 15 New() ..() var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/ambisomeplace.ogg' S.repeat = 1 S.wait = 0 S.channel = 122 S.volume = 60 S.priority = 255 S.status = SOUND_UPDATE Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound return Exited(atom/movable/Obj) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound /area/someplacehot name = "some place" icon_state = "atmos" filler_turf = "/turf/simulated/floor/void" var/sound/mysound = null requires_power = 0 luminosity = 1 RL_Lighting = 0 skip_sims = 1 sims_score = 15 New() ..() var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/ambifire.ogg' S.repeat = 1 S.wait = 0 S.channel = 121 S.volume = 75 S.priority = 255 S.status = SOUND_UPDATE Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) Obj:addOverlayComposition(/datum/overlayComposition/heat) if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound return Exited(atom/movable/Obj) ..() if(ismob(Obj)) Obj:removeOverlayComposition(/datum/overlayComposition/heat) if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound return /area/martian_trader name ="Martian Trade Outpost" sound_environment = 8 /area/abandonedmedicalship name = "Abandoned Medical ship" icon_state = "yellow" /area/abandonedoutpostthing name = "Abandoned Outpost" icon_state = "yellow" /area/abandonedmedicalship/robot_trader name ="Robot Trade Outpost" icon_state ="green" sound_environment = 3 /area/bee_trader name ="Bombini's Ship" icon_state ="green" sound_environment = 2 /area/sim/bball name = "B-Ball Court" icon_state="vr" virtual = 1 /area/fermid_hive name = "Fermid Hive" icon_state = "purple" /area/centcom name = "Centcom" icon_state = "purple" requires_power = 0 sound_environment = 4 teleport_blocked = 1 sound_group = "centcom" /area/wtc name = "Mysterious Facility" icon_state = "purple" requires_power = 0 sound_environment = 4 teleport_blocked = 1 /area/station/atmos name = "Atmospherics" icon_state = "atmos" sound_environment = 10 workplace = 1 do_not_irradiate = 1 /area/station/atmos/hookups sound_environment = 3 /area/station/atmos/hookups/east name = "East Air Hookups" /area/station/atmos/hookups/west name = "West Air Hookups" /area/station/atmos/hookups/north name = "North Air Hookups" /area/station/atmos/hookups/south name = "South Air Hookups" /area/station/maintenance/ name = "Maintenance" icon_state = "maintcentral" sound_environment = 12 workplace = 1 do_not_irradiate = 1 /area/station/maintenance/NWmaint name = "North West Maintenance" icon_state = "NWmaint" /area/station/maintenance/NEmaint name = "North East Maintenance" icon_state = "NEmaint" /area/station/maintenance/SEmaint name = "South East Maintenance" icon_state = "SEmaint" /area/station/maintenance/SWmaint name = "South West Maintenance" icon_state = "SWmaint" /area/station/maintenance/maintcentral name = "Central Maintenance" icon_state = "maintcentral" /area/station/maintenance/north name = "North Maintenance" icon_state = "Nmaint" /area/station/maintenance/east name = "East Maintenance" icon_state = "Emaint" /area/station/maintenance/west name = "West Maintenance" icon_state = "Wmaint" /area/station/maintenance/south name = "South Maintenance" icon_state = "Smaint" /area/station/maintenance/eastsolar name = "East Solar Maintenance" icon_state = "SolarcontrolE" /area/station/maintenance/westsolar name = "West Solar Maintenance" icon_state = "SolarcontrolW" /area/station/maintenance/southsolar name = "South Solar Maintenance" icon_state = "SolarcontrolS" /area/station/maintenance/northsolar name = "North Solar Maintenance" icon_state = "SolarcontrolN" /area/station/maintenance/inner name = "Inner Maintenance" icon_state = "imaint" /area/station/maintenance/storage name = "Atmospherics" icon_state = "green" /area/station/maintenance/disposal name = "Waste Disposal" icon_state = "disposal" /area/station/hallway/ name = "Hallway" icon_state = "hallC" sound_environment = 10 /area/station/hallway/primary/north name = "North Primary Hallway" icon_state = "hallN" /area/station/hallway/primary/east name = "East Primary Hallway" icon_state = "hallE" /area/station/hallway/primary/south name = "South Primary Hallway" icon_state = "hallS" /area/station/hallway/primary/west name = "West Primary Hallway" icon_state = "hallW" /area/station/hallway/primary/central name = "Central Primary Hallway" icon_state = "hallC" /area/station/hallway/secondary/exit name = "Escape Shuttle Hallway" icon_state = "escape" /area/station/hallway/secondary/north name = "North Secondary Hallway" icon_state = "hallN2" /area/station/hallway/secondary/east name = "East Secondary Hallway" icon_state = "hallE2" /area/station/hallway/secondary/south name = "South Secondary Hallway" icon_state = "hallS2" /area/station/hallway/secondary/west name = "West Secondary Hallway" icon_state = "hallW2" /area/station/hallway/secondary/central name = "Central Secondary Hallway" icon_state = "hallC2" /area/station/hallway/secondary/construction name = "Construction Area" icon_state = "construction" workplace = 1 do_not_irradiate = 1 /area/station/hallway/secondary/construction2 name = "Secondary Construction Area" icon_state = "construction" workplace = 1 do_not_irradiate = 1 /area/station/hallway/secondary/entry name = "Main Hallway" icon_state = "entry" /area/station/hallway/secondary/shuttle name = "Shuttle Bay" icon_state = "shuttle3" /area/station/mailroom name = "Mailroom" icon_state = "mail" sound_environment = 2 workplace = 1 /area/station/mining name = "Mining" icon_state = "mining" sound_environment = 10 /area/station/mining/refinery name = "Mining Refinery" icon_state = "miningg" /area/station/mining/magnet name = "Mining Magnet Control Room" icon_state = "miningp" /area/station/bridge name = "Bridge" icon_state = "bridge" music = "signal" sound_environment = 4 /area/station/bridge/captain name = "Captain's Office" icon_state = "CAPN" /area/station/bridge/hos name = "Head of Personnel's Office" icon_state = "HOP" /area/station/crew_quarters/quarters_north name = "North Crew Quarters" icon_state = "crewquarters" sound_environment = 3 /area/station/crew_quarters/quarters_west name = "West Crew Quarters" icon_state = "crewquarters" sound_environment = 3 /area/station/crew_quarters/quarters_east name = "East Crew Quarters" icon_state = "crewquarters" sound_environment = 3 /area/station/crew_quarters/quarters_south name = "South Crew Quarters" icon_state = "crewquarters" sound_environment = 3 /area/station/crew_quarters/hos name = "Head of Security's Quarters" icon_state = "HOS" sound_environment = 4 /area/station/crew_quarters/md name = "Medical Director's Quarters" icon_state = "MD" sound_environment = 4 /area/station/crew_quarters/ce name = "Chief Engineer's Quarters" icon_state = "CE" sound_environment = 4 /area/station/crew_quarters/sauna name = "Sauna" icon_state = "crewquarters" sound_environment = 2 /area/station/crew_quarters/utility name = "Utility Room" icon_state = "orange" sound_environment = 2 /area/station/crew_quarters/lounge name = "Crew Lounge" icon_state = "crew_lounge" sound_environment = 2 /area/station/crew_quarters/lounge_port name = "West Crew Lounge" icon_state = "crew_lounge" sound_environment = 2 /area/station/crew_quarters/lounge_starboard name = "East Crew Lounge" icon_state = "crew_lounge" sound_environment = 2 /area/station/crew_quarters/locker name = "Locker Room" icon_state = "locker" sound_environment = 3 /area/station/crew_quarters/stockex name = "Stock Exchange" icon_state = "yellow" sound_environment = 0 /area/station/crew_quarters/radio name = "Radio Lab" icon_state = "green" sound_environment = 2 /area/station/crew_quarters/arcade name = "Arcade" icon_state = "yellow" sound_environment = 4 /area/station/crew_quarters/arcade/dungeon name = "Nerd Dungeon" icon_state = "purple" sound_environment = 5 /area/station/crew_quarters/fitness name = "Fitness Room" icon_state = "fitness" sound_environment = 2 /area/station/crew_quarters/captain name = "Captain's Quarters" icon_state = "captain" sound_environment = 4 /area/station/crew_quarters/cafeteria name = "Cafeteria" icon_state = "cafeteria" sound_environment = 0 /area/station/crew_quarters/kitchen name = "Kitchen" icon_state = "kitchen" sound_environment = 3 /area/station/crew_quarters/clown name = "Clown Hole" icon_state = "storage" do_not_irradiate = 1 /area/station/crew_quarters/catering name = "Catering Storage" icon_state = "storage" do_not_irradiate = 1 /area/station/crew_quarters/bathroom name = "Bathroom" icon_state = "showers" /area/station/security/beepsky name = "Beepsky's House" icon_state = "storage" do_not_irradiate = 1 /area/station/crew_quarters/jazz name = "Jazz Lounge" icon_state = "purple" /area/station/crew_quarters/info name = "Information Office" icon_state = "purple" /area/station/crew_quarters/bar name= "Bar" icon_state = "bar" sound_environment = 4 /area/station/crew_quarters/baroffice name= "Bar Office" icon_state = "bar_office" sound_environment = 2 /area/station/crew_quarters/heads name = "Head of Personnel's Office" icon_state = "HOP" sound_environment = 4 /area/station/crew_quarters/hor name = "Research Director's Office" icon_state = "RD" sound_environment = 4 /area/station/crew_quarters/quarters name = "Crew Lounge" icon_state = "purple" sound_environment = 2 /area/station/crew_quarters/quartersA name = "Crew Quarters A" icon_state = "crewquarters" sound_environment = 3 /area/station/crew_quarters/quartersB name = "Crew Quarters B" icon_state = "crewquarters" sound_environment = 3 /area/station/crew_quarters/toilets name = "Toilets" icon_state = "toilets" sound_environment = 3 /area/station/crew_quarters/showers name = "Shower Room" icon_state = "showers" sound_environment = 3 /area/station/crew_quarters/pool name = "Pool Room" icon_state = "showers" sound_environment = 3 /area/station/crew_quarters/observatory name = "Observatory" icon_state = "observatory" sound_environment = 2 /area/station/crew_quarters/courtroom name = "Courtroom" icon_state = "courtroom" sound_environment = 0 /area/station/crew_quarters/juryroom name = "Jury Room" icon_state = "juryroom" sound_environment = 0 /area/station/crew_quarters/barber_shop name = "Barber Shop" icon_state= "yellow" sound_environment = 2 /area/station/crew_quarters/market name = "Public Market" icon_state = "yellow" sound_environment = 0 /area/station/crew_quarters/garden name = "Public Garden" icon_state = "park" /area/station/com_dish/comdish name = "Communications Dish" icon_state = "yellow" RL_Lighting = 0 // ???? /area/station/com_dish/auxdish name = "Auxilary Communications Dish" icon_state = "yellow" RL_Lighting = 0 /area/station/engine sound_environment = 5 workplace = 1 /area/station/engine/engineering name = "Engineering" icon_state = "engineering" /area/station/engine/ptl name = "Power Transmission Laser" icon_state = "ptl" /area/station/engine/engineering/ce name = "Chief Engineer's Office" icon_state = "CE" /area/mining/miningoutpost name = "Mining Outpost" icon_state = "engine" /area/station/engine/storage name = "Engineering Storage" icon_state = "engine_hallway" /area/station/engine/shield_gen name = "Engineering Shield Generator" icon_state = "engine_monitoring" /area/station/engine/shields name = "Engineering Shields" icon_state = "engine_monitoring" /area/station/engine/elect name = "Mechanic's Lab" icon_state = "mechanics" /area/station/engine/power name = "Engineering Power Room" icon_state = "showers" sound_environment = 5 /area/station/engine/eva name = "Engineering EVA" icon_state = "showers" /area/station/engine/core name = "Thermo-Electric Generator" icon_state = "teg" // sometimes you just gotta make an icon the way it is because that's what your heart tells you to do, even if it looks like something a cartoon for toddlers would reject for looking too stupid sound_environment = 10 /area/station/engine/hotloop name = "Hot Loop" icon_state = "red" /area/station/engine/combustion_chamber name = "Combustion Chamber" icon_state = "combustion_chamber" /area/station/engine/coldloop name = "Cold Loop" icon_state = "purple" /area/station/engine/gas name = "Engineering Gas Storage" icon_state = "storage" sound_environment = 3 /area/station/engine/inner name = "Inner Engineering" icon_state = "yellow" /area/station/engine/substation icon_state = "purple" sound_environment = 3 /area/station/engine/substation/pylon name = "Electrical Substation" do_not_irradiate = 1 /area/station/engine/substation/west name = "West Electrical Substation" do_not_irradiate = 1 /area/station/engine/substation/east name = "East Electrical Substation" do_not_irradiate = 1 /area/station/engine/substation/north name = "North Electrical Substation" do_not_irradiate = 1 /area/station/engine/proto name = "Prototype Engine" icon_state = "prototype_engine" /area/station/engine/thermo name = "Thermoelectric generator" icon_state = "prototype_engine" /area/station/engine/proto_gangway name = "Prototype Gangway" icon_state = "green" luminosity = 1 RL_Lighting = 0 requires_power = 0 /area/station/hangar name = "Hangar" icon_state = "purple" sound_environment = 10 /area/station/teleporter name = "Teleporter" icon_state = "teleporter" music = "signal" sound_environment = 3 workplace = 1 /area/syndicate_teleporter name = "Syndicate Teleporter" icon_state = "teleporter" music = "signal" requires_power = 0 teleport_blocked = 1 do_not_irradiate = 1 /area/station/medical name = "Medical area" icon_state = "medbay" workplace = 1 /area/station/medical/medbay name = "Medbay" icon_state = "medbay" music = 'sound/machines/signal.ogg' sound_environment = 3 /area/station/medical/medbay/lobby name = "Medbay Lobby" icon_state = "medbay_lobby" /area/station/medical/medbay/cloner name = "Cloning" icon_state = "cloner" /area/station/medical/medbay/pharmacy name = "Pharmacy" icon_state = "chem" /area/station/medical/medbay/treatment1 name = "Treatment Room 1" icon_state = "treat1" /area/station/medical/medbay/treatment2 name = "Treatment Room 2" icon_state = "treat2" /area/station/medical/medbay/restroom name = "Medbay Restroom" icon_state = "blue" /area/station/medical/medbay/surgery name = "Medbay Operating Theater" icon_state = "medbay_surgery" /area/station/medical/medbay/surgery/storage name = "Medical Storage" icon_state = "blue" /area/station/medical/robotics name = "Robotics" icon_state = "medresearch" /area/station/medical/research name = "Medical Research" icon_state = "medresearch" sound_environment = 3 /area/station/medical/head name = "Medical Director's Office" icon_state = "MD" sound_environment = 1 /area/station/medical/cdc name = "Pathology Research" icon_state = "medcdc" sound_environment = 5 /area/station/medical/dome name = "Monkey Dome" icon_state = "green" sound_environment = 3 /area/station/medical/morgue name = "Morgue" icon_state = "morgue" sound_environment = 3 /area/station/medical/crematorium name = "Crematorium" icon_state = "morgue" sound_environment = 3 /area/station/medical/medbooth name = "Medical Booth" icon_state = "medbooth" sound_environment = 3 /area/station/medical/breakroom name = "Medbay Break Room" icon_state = "medbay_break" sound_environment = 3 /area/station/medical/maintenance name = "Medical Maintenance" icon_state = "medical_maintenance" sound_environment = 3 /area/station/medical/staff name = "Medbay Staff Area" icon_state = "medbay_staff" sound_environment = 3 /area/station/security teleport_blocked = 1 workplace = 1 /area/station/security/main name = "Security" icon_state = "security" sound_environment = 2 /area/station/security/brig name = "Brig" icon_state = "brigcell" sound_environment = 3 teleport_blocked = 0 /area/station/security/checkpoint name = "Bridge Security Checkpoint" icon_state = "checkpoint1" sound_environment = 2 arrivals name = "Arrivals Security Checkpoint" escape name = "Escape Hallway Security Checkpoint" customs name = "Customs Security Checkpoint" sec_foyer name = "Security Foyer Checkpoint" podbay name = "Pod Bay Security Checkpoint" chapel name = "Chapel Security Checkpoint" cargo name = "Cargo Security Checkpoint" west name = "West Hallway Security Checkpoint" east name = "East Hallway Security Checkpoint" medical name = "Medical Security Checkpoint" /area/station/security/armory //what the fuck this is not the real armory??? name = "Armory" //ai_monitored/armory is, shitty ass code icon_state = "armory" sound_environment = 2 /area/station/security/prison name = "Prison Station" icon_state = "brig" sound_environment = 2 /area/station/security/secwing name = "Security Wing" icon_state = "brig" sound_environment = 2 /area/station/security/detectives_office name = "Detective's Office" icon_state = "detective" sound_environment = 4 workplace = 0 //He lives here /area/station/security/hos name = "Head of Security's Office" icon_state = "HOS" sound_environment = 4 workplace = 0 //As does the hos /area/station/solar requires_power = 0 luminosity = 1 RL_Lighting = 0 workplace = 1 do_not_irradiate = 1 /area/station/solar/north name = "North Solar Array" icon_state = "yellow" icon_state = "panelsN" /area/station/solar/south name = "South Solar Array" icon_state = "panelsS" /area/station/solar/east name = "East Solar Array" icon_state = "panelsE" /area/station/solar/west name = "West Solar Array" icon_state = "panelsW" /area/station/solar/small_backup1 name = "Emergency Solar Array 1" icon_state = "yellow" /area/station/solar/small_backup2 name = "Emergency Solar Array 2" icon_state = "yellow" /area/station/solar/small_backup3 name = "Emergency Solar Array 3" icon_state = "yellow" /area/station/quartermaster name = "Quartermasters" icon_state = "quart" workplace = 1 /area/station/quartermaster/office name = "Quartermaster's Office" icon_state = "quartoffice" sound_environment = 10 /area/station/quartermaster/storage name = "Quartermaster's Storage" icon_state = "quartstorage" sound_environment = 2 do_not_irradiate = 1 /area/station/quartermaster/magnet name = "Magnet Control Room" icon_state = "green" sound_environment = 10 /area/station/quartermaster/refinery name = "Refinery" icon_state = "green" sound_environment = 10 /area/station/janitor name = "Janitor's Office" icon_state = "janitor" sound_environment = 3 workplace = 1 /area/station/janitor/supply name = "Janitor's Supply Closet" icon_state = "janitor" sound_environment = 3 workplace = 1 /area/station/chemistry name = "Chemistry" icon_state = "chem" sound_environment = 3 workplace = 1 /area/station/testchamber name = "Test Chamber" icon_state = "yellow" sound_environment = 5 workplace = 1 do_not_irradiate = 1 /area/station/science //name = "Research Outpost Zeta" name = "Research Sector" icon_state = "purple" sound_environment = 3 workplace = 1 /area/station/science/gen_storage name = "Research Storage" icon_state = "genstorage" do_not_irradiate = 1 /area/station/science/restroom name = "Research Restroom" icon_state = "purple" /area/station/science/bot_storage name = "Robot Depot" icon_state = "toxstorage" /area/station/science/teleporter name = "Science Teleporter" icon_state = "telelab" /area/station/science/research_director name = "Research Director's Office" icon_state = "toxlab" workplace = 0 /area/station/science/lab name = "Toxin Lab" icon_state = "toxlab" /area/station/science/artifact name = "Artifact Lab" icon_state = "artifact" /area/station/science/storage name = "Toxin Storage" icon_state = "toxstorage" do_not_irradiate = 1 /area/station/science/laser name = "Optics Lab" icon_state = "yellow" /area/station/science/spectral name = "Spectral Studies Lab" icon_state = "purple" /area/station/science/construction name = "Research Sector Construction Area" icon_state = "yellow" do_not_irradiate = 1 /area/station/test_area name = "Toxin Test Area" icon_state = "toxtest" virtual = 1 sound_group = "toxtest" RL_Lighting = 0 /area/station/chapel/main name = "Chapel" icon_state = "chapel" sound_environment = 7 /area/station/chapel/main/main //wtf why is this a thing /area/station/chapel/office name = "Chapel Office" icon_state = "chapeloffice" sound_environment = 11 /area/station/storage name = "Storage Area" icon_state = "storage" workplace = 1 /area/station/storage/tools name = "Tool Storage" icon_state = "storage" sound_environment = 3 /area/station/storage/primary name = "Primary Tool Storage" icon_state = "primarystorage" sound_environment = 3 /area/station/storage/autolathe name = "Autolathe Storage" icon_state = "storage" /area/station/storage/auxillary name = "Auxillary Storage" icon_state = "auxstorage" /area/station/storage/eva name = "EVA Storage" icon_state = "eva" sound_environment = 3 /area/station/storage/secure name = "Secure Storage" icon_state = "storage" /area/station/storage/emergencyinternals name = "Emergency Internals" icon_state = "yellow" /area/station/storage/emergency name = "Emergency Storage A" icon_state = "emergencystorage" /area/station/storage/emergency2 name = "Emergency Storage B" icon_state = "emergencystorage" /area/station/storage/tech name = "Technical Storage" icon_state = "auxstorage" do_not_irradiate = 1 /area/station/storage/warehouse name = "Central Warehouse" icon_state = "red" sound_environment = 18 /area/station/storage/testroom requires_power = 0 name = "Test Room" icon_state = "storage" teleport_blocked = 1 // cogmap new areas /////////// /area/station/hangar name = "Hangar" icon_state = "hangar" workplace = 1 do_not_irradiate = 1 main name = "Pod Bay" sound_environment = 10 catering name = "Catering Dock" arrivals name = "Arrivals Dock" sec name = "Secure Dock" teleport_blocked = 1 engine name = "Engineering Dock" qm name = "Cargo Dock" escape name = "Escape Dock" science name = "Research Dock" teleport_blocked = 1 /area/station/hydroponics name = "Hydroponics" icon_state = "hydro" workplace = 1 /area/station/hydroponics/lobby name = "Hydroponics Lobby" icon_state = "green" /area/station/owlery name = "Owlery" icon_state = "yellow" sound_environment = 15 do_not_irradiate = 1 /area/station/aviary name = "Aviary" icon_state = "aviary" sound_environment = 15 do_not_irradiate = 1 /area/station/habitat name = "Habitat Dome" icon_state = "aviary" sound_environment = 15 do_not_irradiate = 1 RL_Lighting = 0 /area/station/catwalk icon_state = "yellow" RL_Lighting = 0 /area/station/catwalk/north name = "North Maintenance Catwalk" /area/station/catwalk/south name = "South Maintenance Catwalk" /area/station/catwalk/west name = "West Maintenance Catwalk" /area/station/catwalk/east name = "East Maintenance Catwalk" /area/station/routingdepot name = "Routing Depot" icon_state = "depot" sound_environment = 13 do_not_irradiate = 1 catering name = "Cafeteria Router" eva name = "EVA Router" engine name = "Engine Router" medsci name = "Med-Sci Router" security name = "Security Router" airbridge name = "Airbridge Router" /area/research_outpost name = "Research Outpost" icon_state = "blue" do_not_irradiate = 1 hangar name = "Research Outpost Hangar" icon_state = "hangar" chamber name = "Research Outpost Test Chamber" icon_state = "yellow" /////////////////////////////// /area/listeningpost name = "Listening Post" icon_state = "brig" teleport_blocked = 1 do_not_irradiate = 1 /area/listeningpost/power name = "Listening Post Control Room" icon_state = "engineering" /area/listeningpost/solars name = "Listening Post Solar Array" icon_state = "yellow" requires_power = 0 luminosity = 1 RL_Lighting = 0 /////////////////////////////// /area/syndicate_station name = "Syndicate Station" icon_state = "yellow" requires_power = 0 sound_environment = 2 teleport_blocked = 1 sound_group = "syndicate_station" /////////////////////////////// /area/wizard_station name = "Wizard's Den" icon_state = "yellow" requires_power = 0 sound_environment = 4 teleport_blocked = 1 /////////////////////////////// /area/station/ai_monitored name = "AI Monitored Area" var/obj/machinery/camera/motion/motioncamera = null workplace = 1 /area/station/ai_monitored/New() ..() // locate and store the motioncamera spawn (20) // spawn on a delay to let turfs/objs load for (var/obj/machinery/camera/motion/M in src) motioncamera = M return return /area/station/ai_monitored/Entered(atom/movable/O) ..() if (istype(O, /mob) && motioncamera) motioncamera.newTarget(O) // /area/station/ai_monitored/Exited(atom/movable/O) ..() if (istype(O, /mob) && motioncamera) motioncamera.lostTarget(O) /area/station/ai_monitored/storage/eva name = "EVA Storage" icon_state = "eva" sound_environment = 12 /area/station/ai_monitored/storage/secure name = "Secure Storage" icon_state = "storage" sound_environment = 12 /area/station/ai_monitored/storage/emergency name = "Emergency Storage" icon_state = "storage" sound_environment = 12 /area/station/ai_monitored/armory name = "Armory" icon_state = "armory" sound_environment = 2 teleport_blocked = 1 /////////////////////////////// ///////////////////// zewaka-old mining outpost /area/mining name = "Mining Outpost" icon_state = "engine" workplace = 1 /area/mining/power name = "Outpost Power Room" icon_state = "showers" sound_environment = 3 /area/mining/manufacturing name = "Outpost Manufacturing Room" icon_state = "storage" sound_environment = 12 /area/mining/quarters name = "Outpost Miner's Quarters" icon_state = "locker" sound_environment = 2 /area/mining/comms name = "Outpost Comms Room" icon_state = "yellow" sound_environment = 2 /area/mining/dock name = "Outpost Shuttle Dock" icon_state = "storage" sound_environment = 10 /area/mining/exit_west name = "Outpost West Airlock" icon_state = "maintcentral" sound_environment = 12 /area/mining/exit_east name = "Outpost East Airlock" icon_state = "maintcentral" sound_environment = 12 /area/mining/exit_south name = "Outpost South Airlock" icon_state = "maintcentral" sound_environment = 12 /area/mining/magnet_control name = "Mining Outpost Magnet Control" icon_state = "miningp" /area/mining/refinery name = "Mining Outpost Refinery" icon_state = "yellow" /area/mining/hangar/ name = "Mining Dock" icon_state = "storage" sound_environment = 10 workplace = 1 /area/mining/mainasteroid name = "Main Asteroid" icon_state = "green" RL_Lighting = 0 //////////////////////////////////// /area/russian name = "Kosmicheskoi Stantsii 13" icon_state = "green" sound_environment = 13 /area/russian/radiation name = "Kosmicheskoi Stantsii 13" icon_state = "yellow" permarads = 1 /////////////////////////////// /* /area/derelict name = "Derelict Station" icon_state = "derelict" sound_environment = 21 /area/derelict/hallway/primary name = "Derelict Primary Hallway" icon_state = "hallP" /area/derelict/hallway/secondary name = "Derelict Secondary Hallway" icon_state = "hallS" /area/derelict/arrival name = "Arrival Centre" icon_state = "yellow" /area/derelict/storage/equipment name = "Derelict Equipment Storage" /area/derelict/storage/storage_access name = "Derelict Storage Access" /area/derelict/storage/engine_storage name = "Derelict Engine Storage" icon_state = "green" /area/derelict/bridge name = "Control Room" icon_state = "bridge" /area/derelict/bridge/access name = "Control Room Access" icon_state = "auxstorage" /area/derelict/bridge/ai_upload name = "Ruined Computer Core" icon_state = "ai" /area/derelict/solar_control name = "Solar Control" icon_state = "engine" /area/derelict/crew_quarters name = "Derelict Crew Quarters" icon_state = "fitness" /area/derelict/medical name = "Derelict Medbay" icon_state = "medbay" /area/derelict/medical/morgue name = "Derelict Morgue" icon_state = "morgue" /area/derelict/medical/chapel name = "Derelict Chapel" icon_state = "chapel" /area/derelict/teleporter name = "Derelict Teleporter" icon_state = "teleporter" /area/derelict/eva name = "Derelict EVA Storage" icon_state = "eva" /area/derelict/smuggler /area/derelict/smuggler/power name = "Power center" icon_state = "engine" /area/derelict/smuggler/cargo name = "Cargo sorting" icon_state = "storage" /area/derelict/smuggler/control name = "Control room" icon_state = "bridge"*/ /////////////////////////zewaka - old prison area /* /area/prison/arrival_airlock name = "Asylum Station Airlock" icon_state = "green" requires_power = 0 /area/prison/control name = "Warden's Office" icon_state = "security" /area/prison/crew_quarters name = "Asylum Staff Quarters" icon_state = "security" /area/prison/closet name = "Prison Supply Closet" icon_state = "dk_yellow" /area/prison/hallway/north name = "Asylum North Hallway" icon_state = "yellow" /area/prison/hallway/south name = "Prison South Hallway" icon_state = "yellow" /area/prison/hallway/west name = "Prison West Hallway" icon_state = "yellow" /area/prison/hallway/east name = "Prison East Hallway" icon_state = "yellow" /area/prison/morgue name = "Asylum Morgue" icon_state = "morgue" /area/prison/medical_research name = "Prison Genetic Research" icon_state = "medresearch" /area/prison/office name = "Asylum Offices" icon_state = "purple" /area/prison/office/checkpoint name = "Nurse's Station" /area/prison/medical name = "Asylum Operating Theatre" icon_state = "medbay" /area/prison/solar name = "Prison Solar Array" icon_state = "storage" requires_power = 0 /area/prison/podbay name = "Prison Podbay" icon_state = "dk_yellow" /area/prison/solar_control name = "Prison Solar Array Control" icon_state = "dk_yellow" /area/prison/solitary name = "Solitary Confinement" icon_state = "brig"*/ /area/prison/cell_block/wards name = "Asylum Wards" icon_state = "brig" requires_power = 0 /*/area/prison/cell_block/A name = "Prison Cell Block A" icon_state = "brig" /area/prison/cell_block/B name = "Prison Cell Block B" icon_state = "brig" /area/prison/cell_block/C name = "Prison Cell Block C" icon_state = "brig" */ /////////////////////////////// /*/area/factory name = "Derelict Robot Factory" icon_state = "start" /area/factory/core name = "Aged Computer Core" icon_state = "ai" /area/old_outpost name = "Derelict Outpost" icon_state = "yellow" sound_environment = 12 /area/old_outpost/engine name = "Outpost Engine" icon_state = "dk_yellow" sound_environment = 10 /area/old_outpost/control name = "Outpost Control" icon_state = "purple" /area/old_outpost/medical name = "VR Research" icon_state = "medresearch" sound_environment = 3 /area/old_outpost/study name = "Outpost Study" icon_state = "green" sound_environment = 4 /area/old_outpost/teleporter name = "Outpost Teleporter" icon_state = "teleporter" sound_environment = 2*/ // end areas // === /area/New() src.icon = 'icons/effects/alert.dmi' src.layer = EFFECTS_LAYER_BASE //Halloween is all about darkspace if(name == "Space") // override defaults for space requires_power = 0 #ifdef HALLOWEEN alpha = 128 icon = 'icons/effects/dark.dmi' #endif if(!requires_power) power_light = 1 power_equip = 1 power_environ = 1 else luminosity = 0 /*spawn(5) for(var/turf/T in src) // count the number of turfs (for lighting calc) if(no_air) T.oxygen = 0 // remove air if so specified for this area T.n2 = 0 T.res_vars() */ spawn(15) src.power_change() // all machines set to current power level, also updates lighting icon /* /proc/get_area(area/A) while (A) if (istype(A, /area)) return A A = A.loc return null */ /area/proc/poweralert(var/state, var/source) if (state != poweralm) poweralm = state var/list/cameras = list() for (var/obj/machinery/camera/C in orange(source, 7)) cameras += C for (var/mob/living/silicon/aiPlayer in mobs) if (state == 1) aiPlayer.cancelAlarm("Power", src, source) else aiPlayer.triggerAlarm("Power", src, cameras, source) return /area/proc/firealert() if(src.name == "Space") //no fire alarms in space return if (!( src.fire )) src.fire = 1 src.updateicon() src.mouse_opacity = 0 var/list/cameras = list() for (var/obj/machinery/camera/C in src) cameras += C for (var/mob/living/silicon/ai/aiPlayer in mobs) aiPlayer.triggerAlarm("Fire", src, cameras, src) for (var/obj/machinery/computer/atmosphere/alerts/a in machines) a.triggerAlarm("Fire", src, cameras, src) return /area/proc/firereset() if (src.fire) src.fire = 0 src.mouse_opacity = 0 src.updateicon() for (var/mob/living/silicon/ai/aiPlayer in mobs) aiPlayer.cancelAlarm("Fire", src, src) for (var/obj/machinery/computer/atmosphere/alerts/a in machines) a.cancelAlarm("Fire", src, src) return /area/proc/areacorrupt() if(src.name == "Space") return if (!( src.corrupted )) src.corrupted = 1 src.updateicon() src.mouse_opacity = 0 for (var/turf/simulated/floor/T in src) total_corrupted_terrain++ return /area/proc/areauncorrupt() if(src.name == "Space") return if (src.corrupted) src.corrupted = 0 src.updateicon() src.mouse_opacity = 0 for (var/turf/simulated/floor/T in src) total_corrupted_terrain = max(0, total_corrupted_terrain - 1) return /area/proc/partyalert() if(src.name == "Space") //no parties in space!!! return if (!( src.party )) src.party = 1 src.updateicon() src.mouse_opacity = 0 return /area/proc/partyreset() if (src.party) src.party = 0 src.mouse_opacity = 0 src.updateicon() for(var/obj/machinery/door/firedoor/D in src) D.set_open() /area/proc/updateicon() if ((fire || eject || party) && power_environ) if(fire && !eject && !party) // icon_state = "blue" icon_state = null else if(!fire && eject && !party) icon_state = "red" else if(party && !fire && !eject) icon_state = "party" else icon_state = "blue-red" else // new lighting behaviour with obj lights icon_state = null if (corrupted) icon_state = "corrupt" // pantsfix #define EQUIP 1 #define LIGHT 2 #define ENVIRON 3 #define TOTAL 4 /area/proc/powered(var/chan) // return true if the area has power to given channel if(!requires_power) return 1 switch(chan) if(EQUIP) return power_equip if(LIGHT) return power_light if(ENVIRON) return power_environ return 0 // called when power status changes /area/proc/power_change() for(var/obj/machinery/M in src) // for each machine in the area M.power_change() updateicon() /area/proc/usage(var/chan) switch(chan) if(LIGHT) . = used_light if(EQUIP) . = used_equip if(ENVIRON) . = used_environ if(TOTAL) . = used_light + used_equip + used_environ /area/proc/clear_usage() used_equip = 0 used_light = 0 used_environ = 0 /area/proc/use_power(var/amount, var/chan) switch(chan) if(EQUIP) used_equip += amount if(LIGHT) used_light += amount if(ENVIRON) used_environ += amount /area/station/turret_protected name = "Turret Protected Area" var/list/obj/machinery/turret/turret_list = list() var/obj/machinery/camera/motion/motioncamera = null /area/station/turret_protected/New() ..() // locate and store the motioncamera spawn (20) // spawn on a delay to let turfs/objs load for (var/obj/machinery/camera/motion/M in src) motioncamera = M return return /area/station/turret_protected/Entered(O) ..() if (istype(O, /mob/living)) if(!istype(O, /mob/living/silicon)) if (motioncamera) motioncamera.newTarget(O) popUpTurrets() return 1 /area/station/turret_protected/Exited(O) ..() if (istype(O, /mob/living)) if (!istype(O, /mob/living/silicon)) if(motioncamera) motioncamera.lostTarget(O) //popDownTurrets() return 1 /area/station/turret_protected/proc/popDownTurrets() for (var/obj/machinery/turret/aTurret in src.turret_list) aTurret.popDown() /area/station/turret_protected/proc/popUpTurrets() for (var/obj/machinery/turret/aTurret in src.turret_list) aTurret.popUp() /area/station/turret_protected/ai_upload name = "AI Upload Chamber" icon_state = "ai_upload" sound_environment = 12 /area/station/turret_protected/ai_upload_foyer name = "AI Upload Foyer" icon_state = "ai_foyer" sound_environment = 12 /area/station/turret_protected/ai name = "AI Chamber" icon_state = "ai_chamber" sound_environment = 12 /area/station/turret_protected/AIbasecore1 name = "AI Core 1" icon_state = "AIt" sound_environment = 12 /area/station/turret_protected/AIbaseoutside name = "AI outside" icon_state = "AIt" requires_power = 0 sound_environment = 12 /area/station/turret_protected/AIbasecore2 name = "AI Core 2" icon_state = "AIt" sound_environment = 12 /area/station/turret_protected/Zeta name = "Computer Core" icon_state = "AIt" sound_environment = 12 /area/station/turret_protected/armory name = "Armory" icon_state = "red" sound_environment = 12