FestiveMap 2021
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@@ -924,7 +924,7 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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area_flags = BLOBS_ALLOWED | UNIQUE_AREA | CULT_PERMITTED
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sound_environment = SOUND_AREA_LARGE_SOFTFLOOR
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/area/service/library/lounge
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/area/commons/lounge
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name = "Library Lounge"
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icon_state = "library_lounge"
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sound_environment = SOUND_AREA_SMALL_SOFTFLOOR
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@@ -0,0 +1,204 @@
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/area/edina
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name = "Nova Edina wilderness"
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icon_state = "edina"
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has_gravity = STANDARD_GRAVITY
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clockwork_warp_allowed = FALSE // Can servants warp into this area from Reebe?
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clockwork_warp_fail = "The aurora borealis is interfering with your teleport! Try somewhere closer to the city."
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always_unpowered = TRUE
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//dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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power_light = FALSE
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power_equip = FALSE
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power_environ = FALSE
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outdoors = TRUE
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//ambientsounds = SPACE //For later
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/area/edina/backstreet
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name = "Nova Edina backstreets"
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icon_state = "edina_alley"
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clockwork_warp_allowed = TRUE
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ambientsounds = MAINTENANCE
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always_unpowered = FALSE //Sure you can have power if you want
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/area/edina/backstreet/supply
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name = "Supply Backstreets"
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icon_state = "edina_alley"
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clockwork_warp_allowed = TRUE
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ambientsounds = MAINTENANCE
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always_unpowered = FALSE //Sure you can have power if you want
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/area/edina/backstreet/research
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name = "Research Backstreets"
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icon_state = "edina_alley"
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clockwork_warp_allowed = TRUE
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ambientsounds = MAINTENANCE
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always_unpowered = FALSE //Sure you can have power if you want
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/area/edina/backstreet/med
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name = "Hospital Backstreets"
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icon_state = "edina_alley"
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clockwork_warp_allowed = TRUE
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ambientsounds = MAINTENANCE
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always_unpowered = FALSE //Sure you can have power if you want
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///Nova Edina Streets///
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/area/edina/street
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name = "Nova Edina Streets"
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icon_state = "edina_street"
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ambientsounds = null //TODO:add ?
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/area/edina/street/primary
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name = "Nova Edina Streets"
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icon_state = "edina_street"
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ambientsounds = null //TODO:add ?
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/area/edina/street/primary/princess
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name = "Princess Street"
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icon_state = "edina_street"
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ambientsounds = null //TODO:add ?
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/area/edina/street/primary/progress
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name = "Progress Street"
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icon_state = "edina_street"
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ambientsounds = null //TODO:add ?
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/area/edina/street/primary/perimeter
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name = "Perimeter Way"
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icon_state = "edina_street"
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ambientsounds = null //TODO:add ?
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/area/edina/street/primary/servitor
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name = "Servitor Street"
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icon_state = "edina_street"
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ambientsounds = null //TODO:add ?
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/area/edina/street/secondary
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name = "Nova Edina Streets"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/secondary/command
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name = "Command Court"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/secondary/supply
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name = "Supply Street"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/secondary/castle
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name = "Castle Way"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/secondary/aux
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name = "Auxiliary Avenue"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection
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name = "Nova Edina Streets"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/princessprogress
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name = "Princess & Progress"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/princessperimeter
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name = "Princess & Perimeter"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/princessperimeter/north
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name = "Perimeter & N Princess"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/princessperimeter/south
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name = "Perimeter & S Princess"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/princessservitor
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name = "Servitor & Princess"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/servsuppaux
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name = "Servitor, Supply, & Auxiliary"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/intersection/progcastaux
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name = "Progress, Castle, & Auxiliary"
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icon_state = "edina_street2"
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ambientsounds = null //TODO:add ?
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/area/edina/street/street2 //Just so laying areas is easier
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icon_state = "edina_street2"
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/area/edina/protected //Prevents ice storms
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name = "Sheltered Nova Edina"
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/////////////////Edina specific derivitives///////////////////////////////////
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/area/edina/crew_quarters
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clockwork_warp_allowed = TRUE
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area_flags = BLOBS_ALLOWED | VALID_TERRITORY
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/area/edina/crew_quarters/holo_atrium
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name = "Hologram atrium"
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/area/edina/crew_quarters/store/clothes
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name = "Clothes Store"
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/area/edina/crew_quarters/store/plushies
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name = "Plushies Store"
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/area/edina/crew_quarters/store/pet
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name = "Pet Store"
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/turf/open/floor/grass/snow/edina//But for now, we just handle what is outside, for light control etc.
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name = "Scottish snow"
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desc = "Looks super chilly!"
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light_range = 3 //MIDNIGHT BLUE
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light_power = 0.15 //NOT PITCH BLACK, JUST REALLY DARK
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light_color = "#00111a" //The light can technically cycle on a timer worldwide, but no daynight cycle.
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baseturfs = /turf/open/floor/grass/snow/edina //If we explode or die somehow, we just make more! Ahahaha!!!
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tiled_dirt = 0 //NO TILESMOOTHING DIRT/DIRT SPAWNS OR SOME SHIT
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//lets people build
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/turf/open/floor/grass/snow/edina/attackby(obj/item/C, mob/user, params)
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.=..()
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if(istype(C, /obj/item/stack/tile))
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for(var/obj/O in src)
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if(O.level == 1) //ex. pipes laid underneath a tile
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for(var/M in O.buckled_mobs)
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to_chat(user, "<span class='warning'>Someone is buckled to \the [O]! Unbuckle [M] to move \him out of the way.</span>")
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return
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var/obj/item/stack/tile/W = C
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if(!W.use(1))
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return
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var/turf/open/floor/T = PlaceOnTop(W.turf_type)
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T.icon_state = initial(T.icon_state)
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if(istype(W, /obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow
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var/obj/item/stack/tile/light/L = W
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var/turf/open/floor/light/F = T
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F.state = L.state
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playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
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////////////////Mapping helper/////////////////////////
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/obj/effect/mapping_helpers/planet_z
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name = "planet z helper"
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layer = POINT_LAYER
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/obj/effect/mapping_helpers/planet_z/Initialize()
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. = ..()
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var/datum/space_level/S = SSmapping.get_level(z)
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S.traits["Planet"] = TRUE //This probably doesn't work as I expect. But maybe!!
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