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GS13NG/code/game/area/areas/edina.dm
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2021-11-26 20:50:39 -07:00

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/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 ?
always_unpowered = FALSE //Sure you can have power if you want
/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"
////////////////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!!