FestiveMap 2021

This commit is contained in:
keronshb
2021-11-20 12:04:35 -05:00
parent 4ec0de352c
commit af83fb9611
53 changed files with 125728 additions and 77 deletions
+1 -1
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@@ -924,7 +924,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
area_flags = BLOBS_ALLOWED | UNIQUE_AREA | CULT_PERMITTED
sound_environment = SOUND_AREA_LARGE_SOFTFLOOR
/area/service/library/lounge
/area/commons/lounge
name = "Library Lounge"
icon_state = "library_lounge"
sound_environment = SOUND_AREA_SMALL_SOFTFLOOR
+204
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@@ -0,0 +1,204 @@
/area/edina
name = "Nova Edina wilderness"
icon_state = "edina"
has_gravity = STANDARD_GRAVITY
clockwork_warp_allowed = FALSE // Can servants warp into this area from Reebe?
clockwork_warp_fail = "The aurora borealis is interfering with your teleport! Try somewhere closer to the city."
always_unpowered = TRUE
//dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
power_light = FALSE
power_equip = FALSE
power_environ = FALSE
outdoors = TRUE
//ambientsounds = SPACE //For later
/area/edina/backstreet
name = "Nova Edina backstreets"
icon_state = "edina_alley"
clockwork_warp_allowed = TRUE
ambientsounds = MAINTENANCE
always_unpowered = FALSE //Sure you can have power if you want
/area/edina/backstreet/supply
name = "Supply Backstreets"
icon_state = "edina_alley"
clockwork_warp_allowed = TRUE
ambientsounds = MAINTENANCE
always_unpowered = FALSE //Sure you can have power if you want
/area/edina/backstreet/research
name = "Research Backstreets"
icon_state = "edina_alley"
clockwork_warp_allowed = TRUE
ambientsounds = MAINTENANCE
always_unpowered = FALSE //Sure you can have power if you want
/area/edina/backstreet/med
name = "Hospital Backstreets"
icon_state = "edina_alley"
clockwork_warp_allowed = TRUE
ambientsounds = MAINTENANCE
always_unpowered = FALSE //Sure you can have power if you want
///Nova Edina Streets///
/area/edina/street
name = "Nova Edina Streets"
icon_state = "edina_street"
ambientsounds = null //TODO:add ?
/area/edina/street/primary
name = "Nova Edina Streets"
icon_state = "edina_street"
ambientsounds = null //TODO:add ?
/area/edina/street/primary/princess
name = "Princess Street"
icon_state = "edina_street"
ambientsounds = null //TODO:add ?
/area/edina/street/primary/progress
name = "Progress Street"
icon_state = "edina_street"
ambientsounds = null //TODO:add ?
/area/edina/street/primary/perimeter
name = "Perimeter Way"
icon_state = "edina_street"
ambientsounds = null //TODO:add ?
/area/edina/street/primary/servitor
name = "Servitor Street"
icon_state = "edina_street"
ambientsounds = null //TODO:add ?
/area/edina/street/secondary
name = "Nova Edina Streets"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/secondary/command
name = "Command Court"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/secondary/supply
name = "Supply Street"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/secondary/castle
name = "Castle Way"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/secondary/aux
name = "Auxiliary Avenue"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection
name = "Nova Edina Streets"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/princessprogress
name = "Princess & Progress"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/princessperimeter
name = "Princess & Perimeter"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/princessperimeter/north
name = "Perimeter & N Princess"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/princessperimeter/south
name = "Perimeter & S Princess"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/princessservitor
name = "Servitor & Princess"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/servsuppaux
name = "Servitor, Supply, & Auxiliary"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/intersection/progcastaux
name = "Progress, Castle, & Auxiliary"
icon_state = "edina_street2"
ambientsounds = null //TODO:add ?
/area/edina/street/street2 //Just so laying areas is easier
icon_state = "edina_street2"
/area/edina/protected //Prevents ice storms
name = "Sheltered Nova Edina"
/////////////////Edina specific derivitives///////////////////////////////////
/area/edina/crew_quarters
clockwork_warp_allowed = TRUE
area_flags = BLOBS_ALLOWED | VALID_TERRITORY
/area/edina/crew_quarters/holo_atrium
name = "Hologram atrium"
/area/edina/crew_quarters/store/clothes
name = "Clothes Store"
/area/edina/crew_quarters/store/plushies
name = "Plushies Store"
/area/edina/crew_quarters/store/pet
name = "Pet Store"
/turf/open/floor/grass/snow/edina//But for now, we just handle what is outside, for light control etc.
name = "Scottish snow"
desc = "Looks super chilly!"
light_range = 3 //MIDNIGHT BLUE
light_power = 0.15 //NOT PITCH BLACK, JUST REALLY DARK
light_color = "#00111a" //The light can technically cycle on a timer worldwide, but no daynight cycle.
baseturfs = /turf/open/floor/grass/snow/edina //If we explode or die somehow, we just make more! Ahahaha!!!
tiled_dirt = 0 //NO TILESMOOTHING DIRT/DIRT SPAWNS OR SOME SHIT
//lets people build
/turf/open/floor/grass/snow/edina/attackby(obj/item/C, mob/user, params)
.=..()
if(istype(C, /obj/item/stack/tile))
for(var/obj/O in src)
if(O.level == 1) //ex. pipes laid underneath a tile
for(var/M in O.buckled_mobs)
to_chat(user, "<span class='warning'>Someone is buckled to \the [O]! Unbuckle [M] to move \him out of the way.</span>")
return
var/obj/item/stack/tile/W = C
if(!W.use(1))
return
var/turf/open/floor/T = PlaceOnTop(W.turf_type)
T.icon_state = initial(T.icon_state)
if(istype(W, /obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
var/obj/item/stack/tile/light/L = W
var/turf/open/floor/light/F = T
F.state = L.state
playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
////////////////Mapping helper/////////////////////////
/obj/effect/mapping_helpers/planet_z
name = "planet z helper"
layer = POINT_LAYER
/obj/effect/mapping_helpers/planet_z/Initialize()
. = ..()
var/datum/space_level/S = SSmapping.get_level(z)
S.traits["Planet"] = TRUE //This probably doesn't work as I expect. But maybe!!
+20 -1
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@@ -57,6 +57,7 @@
hole_size = LARGE_HOLE
/obj/structure/fence/attackby(obj/item/W, mob/user)
var/current_stage = hole_size
if(W.tool_behaviour == TOOL_WIRECUTTER)
if(!cuttable)
to_chat(user, "<span class='notice'>This section of the fence can't be cut.</span>")
@@ -64,7 +65,6 @@
if(invulnerable)
to_chat(user, "<span class='notice'>This fence is too strong to cut through.</span>")
return
var/current_stage = hole_size
if(current_stage >= MAX_HOLE_SIZE)
to_chat(user, "<span class='notice'>This fence has too much cut out of it already.</span>")
return
@@ -86,6 +86,25 @@
update_cut_status()
else if(istype(W, /obj/item/stack/rods) && broken)
if(!hole_size)
to_chat(user, "<span class='info'>The [src] has no cuts in it!</span>")
return
var/obj/item/stack/rods/R = W
if(do_after(user, CUT_TIME, target = src))
if(current_stage == hole_size)
switch(--hole_size)
if(NO_HOLE)
visible_message("<span class='notice'>\The [user] repairs \the [src] fully.</span>")
to_chat(user, "<span class='info'>You repaire the [src] back to it's former glory.</span>")
climbable = TRUE
if(MEDIUM_HOLE)
visible_message("<span class='notice'>\The [user] patches up \the [src].</span>")
to_chat(user, "<span class='info'>The hole in \the [src] is reduced slightly, though someone could probably sill squeeze though if you don't patch it up more.</span>")
climbable = FALSE
R.use(1)
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
+6
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@@ -78,6 +78,12 @@
deconstructible = FALSE
layer = EDGED_TURF_LAYER
/obj/structure/fluff/lightpost/light
desc = "That which most enchants the Edinians is the lighting by gas of the boulevards... These humble rows of lamps, shining with a clarity white and pure, have a marvelous effect upon the streets on Nova Edina. Adorned with a cheery garb, in tune with the festive spirits of the city."
light_power = 0.8
light_range = 10
light_color = "#ffeeab"
/obj/structure/fluff/bus
name = "bus"
desc = "GO TO SCHOOL. READ A BOOK."