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* Added stomach.ogg and stomach tiles for later * Updated some gateway maps, added new (unfinished) one * Snowfield progress * This map is pretty much done! * Return of the Gateway Maps * Optimization of various shit. * Copies a small fix from Polaris PolarisSS13/Polaris#2414 * Changed vore mob knockdown chance. Map fixes. * Datraen corrects outstanding issues with away missions, separates certain parts of code into their own procs. (#532) * Final commit. - Tried to fix vore mobs not attacking prey once they are disabled. - Various map fixes to be consistent with fixed gateway setup. - Gave Markov bad grammar. - Fixed polar bears not dying. - Modernized all gateway maps except the clown temple which is still broken.
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Original file line number | Diff line number | Diff line change |
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/area/awaymission | ||
name = "\improper Unknown Location" | ||
icon_state = "away" | ||
var/list/valid_spawn_turfs = list() | ||
var/list/valid_mobs = list() | ||
var/list/valid_flora = list() | ||
var/mobcountmax = 0 | ||
var/floracountmax = 0 | ||
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/area/awaymission/proc/EvalValidSpawnTurfs() | ||
//Adds turfs to the valid)turfs list, used for spawning. | ||
for(var/turf/simulated/floor/F in src) | ||
valid_spawn_turfs |= F | ||
for(var/turf/unsimulated/floor/F in src) | ||
valid_spawn_turfs |= F | ||
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/area/awaymission/initialize() | ||
..() | ||
sleep(180) | ||
EvalValidSpawnTurfs() | ||
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if(!valid_spawn_turfs.len) | ||
world.log << "Error! [src] does not have any turfs!" | ||
return TRUE | ||
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//Handles random mob placement for mobcountmax, as defined/randomized in initialize of each individual area. | ||
spawn_mob_on_turf() | ||
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//Handles random flora placement for floracountmax, as defined/randomized in initialize of each individual area. | ||
spawn_flora_on_turf() | ||
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world << "Away mission spawning done." | ||
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/area/awaymission/proc/spawn_mob_on_turf() | ||
if(!valid_mobs.len) | ||
world.log << "[src] does not have a set valid mobs list!" | ||
return TRUE | ||
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var/mob/M | ||
var/turf/Turf | ||
for(var/mobscount = 0 to mobcountmax) | ||
M = pick(valid_mobs) | ||
Turf = pick(valid_spawn_turfs) | ||
valid_spawn_turfs -= Turf | ||
new M(Turf) | ||
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/area/awaymission/proc/spawn_flora_on_turf() | ||
if(!valid_flora.len) | ||
world.log << "[src] does not have a set valid flora list!" | ||
return TRUE | ||
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var/obj/F | ||
var/turf/Turf | ||
for(var/floracount = 0 to floracountmax) | ||
F = pick(valid_flora) | ||
Turf = pick(valid_spawn_turfs) | ||
valid_spawn_turfs -= Turf | ||
new F(Turf) |
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Original file line number | Diff line number | Diff line change |
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@@ -1,19 +1,61 @@ | ||
/obj/effect/spawner/beach // Hacky as all hell and causes slow round loads BUT IT FUCKING WORKS NOW, DOESN'T IT? -Ace | ||
// -- Turfs -- // | ||
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/turf/simulated/floor/beach/coastwater | ||
name = "Water" | ||
icon_state = "water" | ||
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/turf/simulated/floor/beach/coastwater/New() | ||
..() | ||
overlays += image("icon"='icons/misc/beach.dmi',"icon_state"="water","layer"=MOB_LAYER+0.1) | ||
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// -- Areas -- // | ||
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/area/awaymission/beach | ||
base_turf = /turf/simulated/floor/beach/sand | ||
valid_mobs = list(/mob/living/simple_animal/crab) | ||
valid_flora = list(/obj/effect/overlay/palmtree_r,/obj/effect/overlay/palmtree_l, /obj/effect/overlay/palmtree_r,/obj/effect/overlay/palmtree_l, /obj/effect/overlay/coconut) | ||
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/area/awaymission/beachexit // This serves only to stop the sound spam of the beach before leaving. Maybe. | ||
icon_state = "red" | ||
base_turf = /turf/simulated/floor/beach/sand | ||
luminosity = 1 | ||
lighting_use_dynamic = 0 | ||
requires_power = 0 | ||
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/area/awaymission/beach/coast | ||
icon_state = "blue2" | ||
base_turf = /turf/simulated/floor/beach/coastline | ||
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/area/awaymission/beach/water | ||
icon_state = "bluenew" | ||
base_turf = /turf/simulated/floor/beach/coastwater | ||
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/area/awaymission/beach/jungle | ||
icon_state = "green" | ||
mobcountmax = 10 | ||
floracountmax = 5000 | ||
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// -- Items -- // | ||
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/*/obj/effect/spawner/beach // Hacky as all hell and causes slow round loads BUT IT FUCKING WORKS NOW, DOESN'T IT? -Ace | ||
icon = 'icons/misc/beach.dmi' | ||
icon_state = "coconuts" | ||
New() | ||
var/palmchance = rand(1,100) | ||
if(palmchance >= 1 && palmchance <= 10) | ||
new /obj/effect/overlay/palmtree_r(get_turf(src)) | ||
if(palmchance >= 11 && palmchance <= 20) | ||
new /obj/effect/overlay/palmtree_l(get_turf(src)) | ||
if(palmchance >= 21 && palmchance <= 25) | ||
new /obj/effect/overlay/coconut(get_turf(src)) | ||
if(palmchance == 100) // Tourists like to litter. :( | ||
var/trash = pick(/obj/item/trash/raisins, /obj/item/trash/candy, /obj/item/trash/cheesie, /obj/item/trash/chips, | ||
switch(rand(1,100)) // It's written fucky so it's more efficient, trying the most likely options first to cause less lag hopefully. | ||
if(26 to 99) | ||
qdel(src) | ||
if(1 to 10) | ||
new /obj/effect/overlay/palmtree_r(get_turf(src)) | ||
if(11 to 20) | ||
new /obj/effect/overlay/palmtree_l(get_turf(src)) | ||
if(21 to 25) | ||
new /obj/effect/overlay/coconut(get_turf(src)) | ||
if(100) | ||
var/trash = pick(/obj/item/trash/raisins, /obj/item/trash/candy, /obj/item/trash/cheesie, /obj/item/trash/chips, | ||
/obj/item/trash/popcorn, /obj/item/trash/sosjerky, /obj/item/trash/syndi_cakes, /obj/item/trash/plate, | ||
/obj/item/trash/pistachios, /obj/item/trash/semki, /obj/item/trash/tray, /obj/item/trash/liquidfood, | ||
/obj/item/trash/tastybread, /obj/item/trash/snack_bowl, /mob/living/simple_animal/crab) | ||
new trash(get_turf(src)) | ||
qdel(src) | ||
new trash(get_turf(src)) | ||
qdel(src)*/ |
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