Files
GS13NG/code/game/turfs/simulated/floor/plating/asteroid.dm
T
2017-07-26 00:05:53 -07:00

341 lines
12 KiB
Plaintext

/**********************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/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0)
return
/turf/open/floor/plating/asteroid/MakeDry(wet_setting = TURF_WET_WATER)
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, "<span class='warning'>This area has already been dug!</span>")
return
to_chat(user, "<span class='notice'>You start digging...</span>")
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, "<span class='notice'>You dig a hole.</span>")
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/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 = LAVALAND_DEFAULT_ATMOS
planetary_atmos = TRUE
baseturf = /turf/open/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 = LAVALAND_DEFAULT_ATMOS
/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,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,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/unexplored))
return
var/randumb = pickweight(mob_spawn_list)
while(randumb == SPAWN_MEGAFAUNA)
if(istype(loc, /area/lavaland/surface/outdoors/unexplored/danger)) //this is danger. it's boss time.
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
else //this is not danger, don't spawn a boss, spawn something else
randumb = pickweight(mob_spawn_list)
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
flags = NONE
/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"