mirror of
https://github.com/vgstation-coders/vgstation13.git
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100 lines
3.1 KiB
Plaintext
100 lines
3.1 KiB
Plaintext
/datum/event_control/bluespace_anomaly
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/datum/event/bluespace_anomaly
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announceWhen = 5
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var/area/impact_area
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/datum/event/bluespace_anomaly/setup()
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var/list/safe_areas = list(
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/area/turret_protected/ai,
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/area/turret_protected/ai_upload,
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/area/engineering,
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/area/solar,
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/area/holodeck,
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/area/shuttle/arrival,
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/area/shuttle/escape/station,
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/area/shuttle/escape_pod1/station,
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/area/shuttle/escape_pod2/station,
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/area/shuttle/escape_pod3/station,
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/area/shuttle/escape_pod5/station,
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/area/shuttle/mining/station,
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/area/shuttle/transport1/station,
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/area/shuttle/specops/station)
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//These are needed because /area/engine has to be removed from the list, but we still want these areas to get fucked up.
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var/list/danger_areas = list(
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/area/engineering/break_room,
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/area/engineering/ce)
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impact_area = locate(pick((the_station_areas - safe_areas) + danger_areas)) //need to locate() as it's just a list of paths.
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/datum/event/bluespace_anomaly/announce()
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command_alert(new /datum/command_alert/bluespace_anomaly(impact_area.name))
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/datum/event/bluespace_anomaly/start()
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var/turf/T = pick(get_area_turfs(impact_area))
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if(T)
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// Calculate new position (searches through beacons in world)
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var/obj/item/beacon/chosen
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var/list/possible = list()
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for(var/obj/item/beacon/W in beacons)
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possible += W
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if(possible.len > 0)
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chosen = pick(possible)
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if(chosen)
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// Calculate previous position for transition
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var/turf/FROM = T // the turf of origin we're travelling FROM
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var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
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playsound(TO, 'sound/effects/phasein.ogg', 100, 1)
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var/list/flashers = list()
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for(var/mob/living/carbon/human/M in viewers(TO, null))
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// if(M:eyecheck() <= 0) (this is now handled in flash_eyes)
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if(M.flash_eyes(affect_silicon = 1))
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flashers += M
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var/y_distance = TO.y - FROM.y
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var/x_distance = TO.x - FROM.x
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for (var/atom/movable/A in range(12, FROM )) // iterate thru list of mobs in the area
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if(istype(A, /obj/item/beacon))
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continue // don't teleport beacons because that's just insanely stupid
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if(A.anchored && (istype(A, /obj/machinery) || istype(A,/obj/structure)))
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continue
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if(istype(A, /obj/structure/disposalpipe ))
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continue
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if(istype(A, /obj/structure/cable ))
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continue
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if(istype(A, /atom/movable/lighting_overlay))
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continue
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if(A.flags & INVULNERABLE)
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continue
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var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
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A.forceMove(newloc)
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spawn()
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if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
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var/mob/M = A
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if(M.client)
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var/obj/blueeffect = new /obj(src)
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blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
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blueeffect.icon = 'icons/effects/effects.dmi'
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blueeffect.icon_state = "shieldsparkles"
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blueeffect.plane = HUD_PLANE
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blueeffect.layer = UNDER_HUD_LAYER
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blueeffect.mouse_opacity = 0
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M.client.screen += blueeffect
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sleep(20)
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M.client.screen -= blueeffect
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qdel(blueeffect)
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