/**********************Asteroid**************************/ /turf/open/floor/plating/asteroid //floor piece name = "asteroid sand" baseturf = /turf/open/floor/plating/asteroid icon = 'icons/turf/floors.dmi' icon_state = "asteroid" icon_plating = "asteroid" var/environment_type = "asteroid" var/turf_type = /turf/open/floor/plating/asteroid //Because caves do whacky shit to revert to normal var/dug = 0 //0 = has not yet been dug, 1 = has already been dug var/sand_type = /obj/item/weapon/ore/glass var/floor_variance = 20 //probability floor has a different icon state /turf/open/floor/plating/asteroid/Initialize() var/proper_name = name ..() name = proper_name if(prob(floor_variance)) icon_state = "[environment_type][rand(0,12)]" /turf/open/floor/plating/asteroid/burn_tile() return /turf/open/floor/plating/asteroid/ex_act(severity, target) contents_explosion(severity, target) switch(severity) if(3) return if(2) if(prob(20)) src.gets_dug() if(1) src.gets_dug() /turf/open/floor/plating/asteroid/attackby(obj/item/weapon/W, mob/user, params) //note that this proc does not call ..() if(!W || !user) return 0 var/digging_speed = 0 if (istype(W, /obj/item/weapon/shovel)) var/obj/item/weapon/shovel/S = W digging_speed = S.digspeed else if (istype(W, /obj/item/weapon/pickaxe)) var/obj/item/weapon/pickaxe/P = W digging_speed = P.digspeed if (digging_speed) var/turf/T = user.loc if(!isturf(T)) return if (dug) to_chat(user, "This area has already been dug!") return to_chat(user, "You start digging...") playsound(src, 'sound/effects/shovel_dig.ogg', 50, 1) if(do_after(user, digging_speed, target = src)) if(istype(src, /turf/open/floor/plating/asteroid)) to_chat(user, "You dig a hole.") gets_dug() SSblackbox.add_details("pick_used_mining","[W.type]") if(istype(W,/obj/item/weapon/storage/bag/ore)) var/obj/item/weapon/storage/bag/ore/S = W if(S.collection_mode == 1) for(var/obj/item/weapon/ore/O in src.contents) O.attackby(W,user) return if(istype(W, /obj/item/stack/tile)) var/obj/item/stack/tile/Z = W if(!Z.use(1)) return var/turf/open/floor/T = ChangeTurf(Z.turf_type) if(istype(Z,/obj/item/stack/tile/light)) //TODO: get rid of this ugly check somehow var/obj/item/stack/tile/light/L = Z var/turf/open/floor/light/F = T F.state = L.state playsound(src, 'sound/weapons/Genhit.ogg', 50, 1) /turf/open/floor/plating/asteroid/proc/gets_dug() if(dug) return for(var/i in 1 to 5) new sand_type(src) dug = 1 icon_plating = "[environment_type]_dug" icon_state = "[environment_type]_dug" slowdown = 0 return /turf/open/floor/plating/asteroid/singularity_act() return /turf/open/floor/plating/asteroid/singularity_pull(S, current_size) return /turf/open/floor/plating/asteroid/basalt name = "volcanic floor" baseturf = /turf/open/floor/plating/asteroid/basalt icon = 'icons/turf/floors.dmi' icon_state = "basalt" icon_plating = "basalt" environment_type = "basalt" sand_type = /obj/item/weapon/ore/glass/basalt floor_variance = 15 /turf/open/floor/plating/asteroid/basalt/lava //lava underneath baseturf = /turf/open/floor/plating/lava/smooth /turf/open/floor/plating/asteroid/basalt/airless initial_gas_mix = "TEMP=2.7" /turf/open/floor/plating/asteroid/basalt/Initialize() ..() set_basalt_light(src) /proc/set_basalt_light(turf/open/floor/B) switch(B.icon_state) if("basalt1", "basalt2", "basalt3") B.set_light(2, 0.6, LIGHT_COLOR_LAVA) //more light if("basalt5", "basalt9") B.set_light(1.4, 0.6, LIGHT_COLOR_LAVA) //barely anything! /turf/open/floor/plating/asteroid/basalt/gets_dug() if(!dug) set_light(0) ..() ///////Surface. The surface is warm, but survivable without a suit. Internals are required. The floors break to chasms, which drop you into the underground. /turf/open/floor/plating/asteroid/basalt/lava_land_surface initial_gas_mix = "o2=14;n2=23;TEMP=300" planetary_atmos = TRUE baseturf = /turf/open/floor/plating/lava/smooth/lava_land_surface /turf/open/floor/plating/asteroid/airless initial_gas_mix = "TEMP=2.7" turf_type = /turf/open/floor/plating/asteroid/airless #define SPAWN_MEGAFAUNA "bluh bluh huge boss" #define SPAWN_BUBBLEGUM 6 /turf/open/floor/plating/asteroid/airless/cave var/length = 100 var/list/mob_spawn_list var/list/megafauna_spawn_list var/list/flora_spawn_list var/sanity = 1 var/forward_cave_dir = 1 var/backward_cave_dir = 2 var/going_backwards = TRUE var/has_data = FALSE var/data_having_type = /turf/open/floor/plating/asteroid/airless/cave/has_data turf_type = /turf/open/floor/plating/asteroid/airless /turf/open/floor/plating/asteroid/airless/cave/has_data //subtype for producing a tunnel with given data has_data = TRUE /turf/open/floor/plating/asteroid/airless/cave/volcanic mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goliath/beast = 50, /mob/living/simple_animal/hostile/spawner/lavaland/goliath = 3, \ /mob/living/simple_animal/hostile/asteroid/basilisk/watcher = 40, /mob/living/simple_animal/hostile/spawner/lavaland = 2, \ /mob/living/simple_animal/hostile/asteroid/hivelord/legion = 30, /mob/living/simple_animal/hostile/spawner/lavaland/legion = 3, \ SPAWN_MEGAFAUNA = 6, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10) data_having_type = /turf/open/floor/plating/asteroid/airless/cave/volcanic/has_data turf_type = /turf/open/floor/plating/asteroid/basalt/lava_land_surface initial_gas_mix = "o2=14;n2=23;TEMP=300" /turf/open/floor/plating/asteroid/airless/cave/volcanic/has_data //subtype for producing a tunnel with given data has_data = TRUE /turf/open/floor/plating/asteroid/airless/cave/Initialize() if (!mob_spawn_list) mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3) if (!megafauna_spawn_list) megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/dragon = 4, /mob/living/simple_animal/hostile/megafauna/colossus = 2, /mob/living/simple_animal/hostile/megafauna/bubblegum = SPAWN_BUBBLEGUM) if (!flora_spawn_list) flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2) if(!has_data) produce_tunnel_from_data() else ..() //do not continue after changeturfing or we will do a double initialize /turf/open/floor/plating/asteroid/airless/cave/proc/get_cave_data(set_length, exclude_dir = -1) // If set_length (arg1) isn't defined, get a random length; otherwise assign our length to the length arg. if(!set_length) length = rand(25, 50) else length = set_length // Get our directiosn forward_cave_dir = pick(GLOB.alldirs - exclude_dir) // Get the opposite direction of our facing direction backward_cave_dir = angle2dir(dir2angle(forward_cave_dir) + 180) /turf/open/floor/plating/asteroid/airless/cave/proc/produce_tunnel_from_data(tunnel_length, excluded_dir = -1) get_cave_data(tunnel_length, excluded_dir) // Make our tunnels make_tunnel(forward_cave_dir) if(going_backwards) make_tunnel(backward_cave_dir) // Kill ourselves by replacing ourselves with a normal floor. SpawnFloor(src) /turf/open/floor/plating/asteroid/airless/cave/proc/make_tunnel(dir) var/turf/closed/mineral/tunnel = src var/next_angle = pick(45, -45) for(var/i = 0; i < length; i++) if(!sanity) break var/list/L = list(45) if(IsOdd(dir2angle(dir))) // We're going at an angle and we want thick angled tunnels. L += -45 // Expand the edges of our tunnel for(var/edge_angle in L) var/turf/closed/mineral/edge = get_step(tunnel, angle2dir(dir2angle(dir) + edge_angle)) if(istype(edge)) SpawnFloor(edge) if(!sanity) break // Move our tunnel forward tunnel = get_step(tunnel, dir) if(istype(tunnel)) // Small chance to have forks in our tunnel; otherwise dig our tunnel. if(i > 3 && prob(20)) var/turf/open/floor/plating/asteroid/airless/cave/C = tunnel.ChangeTurf(data_having_type,FALSE,TRUE) C.going_backwards = FALSE C.produce_tunnel_from_data(rand(10, 15), dir) else SpawnFloor(tunnel) else //if(!istype(tunnel, src.parent)) // We hit space/normal/wall, stop our tunnel. break // Chance to change our direction left or right. if(i > 2 && prob(33)) // We can't go a full loop though next_angle = -next_angle setDir(angle2dir(dir2angle(dir) )+ next_angle) /turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFloor(turf/T) for(var/S in RANGE_TURFS(1, src)) var/turf/NT = S if(!NT || isspaceturf(NT) || istype(NT.loc, /area/mine/explored) || istype(NT.loc, /area/lavaland/surface/outdoors/explored)) sanity = 0 break if(!sanity) return SpawnFlora(T) SpawnMonster(T) T.ChangeTurf(turf_type,FALSE,TRUE) /turf/open/floor/plating/asteroid/airless/cave/proc/SpawnMonster(turf/T) if(prob(30)) if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored)) return var/randumb = pickweight(mob_spawn_list) while(randumb == SPAWN_MEGAFAUNA) var/maybe_boss = pickweight(megafauna_spawn_list) if(megafauna_spawn_list[maybe_boss]) randumb = maybe_boss if(ispath(maybe_boss, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it megafauna_spawn_list[maybe_boss] = 0 for(var/mob/living/simple_animal/hostile/H in urange(12,T)) //prevents mob clumps if((ispath(randumb, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(H)) && get_dist(src, H) <= 7) return //if there's a megafauna within standard view don't spawn anything at all if(ispath(randumb, /mob/living/simple_animal/hostile/asteroid) || istype(H, /mob/living/simple_animal/hostile/asteroid)) return //if the random is a standard mob, avoid spawning if there's another one within 12 tiles if((ispath(randumb, /mob/living/simple_animal/hostile/spawner/lavaland) || istype(H, /mob/living/simple_animal/hostile/spawner/lavaland)) && get_dist(src, H) <= 2) return //prevents tendrils spawning in each other's collapse range new randumb(T) return #undef SPAWN_MEGAFAUNA #undef SPAWN_BUBBLEGUM /turf/open/floor/plating/asteroid/airless/cave/proc/SpawnFlora(turf/T) if(prob(12)) if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored)) return var/randumb = pickweight(flora_spawn_list) for(var/obj/structure/flora/ash/F in range(4, T)) //Allows for growing patches, but not ridiculous stacks of flora if(!istype(F, randumb)) return new randumb(T) /turf/open/floor/plating/asteroid/snow name = "snow" desc = "Looks cold." icon = 'icons/turf/snow.dmi' baseturf = /turf/open/floor/plating/asteroid/snow icon_state = "snow" icon_plating = "snow" initial_gas_mix = "TEMP=180" slowdown = 2 environment_type = "snow" sand_type = /obj/item/stack/sheet/mineral/snow /turf/open/floor/plating/asteroid/snow/airless initial_gas_mix = "TEMP=2.7" /turf/open/floor/plating/asteroid/snow/temperatre initial_gas_mix = "TEMP=255.37" /turf/open/floor/plating/asteroid/snow/atmosphere initial_gas_mix = "o2=22;n2=82;TEMP=180"