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2018-06-26 18:15:55 -10:00

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/*
### 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