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areas.dm
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/**
* # area
*
* A grouping of tiles into a logical space, mostly used by map editors
*/
/area
name = "Space"
icon = 'icons/turf/areas.dmi'
icon_state = "unknown"
layer = AREA_LAYER
//Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
plane = BLACKNESS_PLANE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
invisibility = INVISIBILITY_LIGHTING
var/area_flags = VALID_TERRITORY | BLOBS_ALLOWED | UNIQUE_AREA | CULT_PERMITTED
///Do we have an active fire alarm?
var/fire = FALSE
///How many fire alarm sources do we have?
var/triggered_firealarms = 0
///Whether there is an atmos alarm in this area
var/atmosalm = FALSE
var/poweralm = FALSE
var/lightswitch = TRUE
/// All beauty in this area combined, only includes indoor area.
var/totalbeauty = 0
/// Beauty average per open turf in the area
var/beauty = 0
/// If a room is too big it doesn't have beauty.
var/beauty_threshold = 150
/// For space, the asteroid, lavaland, etc. Used with blueprints or with weather to determine if we are adding a new area (vs editing a station room)
var/outdoors = FALSE
/// Size of the area in open turfs, only calculated for indoors areas.
var/areasize = 0
/// Bonus mood for being in this area
var/mood_bonus = 0
/// Mood message for being here, only shows up if mood_bonus != 0
var/mood_message = "<span class='nicegreen'>This area is pretty nice!</span>\n"
/// Does the mood bonus require a trait?
var/mood_trait
///Will objects this area be needing power?
var/requires_power = TRUE
/// This gets overridden to 1 for space in area/.
var/always_unpowered = FALSE
var/power_equip = TRUE
var/power_light = TRUE
var/power_environ = TRUE
var/has_gravity = FALSE
var/parallax_movedir = 0
var/ambience_index = AMBIENCE_GENERIC
var/list/ambientsounds
flags_1 = CAN_BE_DIRTY_1
var/list/firedoors
var/list/cameras
var/list/firealarms
var/firedoors_last_closed_on = 0
///Typepath to limit the areas (subtypes included) that atoms in this area can smooth with. Used for shuttles.
var/area/area_limited_icon_smoothing
var/list/power_usage
/// Wire assignment for airlocks in this area
var/airlock_wires = /datum/wires/airlock
///This datum, if set, allows terrain generation behavior to be ran on Initialize()
var/datum/map_generator/map_generator
/// Default network root for this area aka station, lavaland, etc
var/network_root_id = null
/// Area network id when you want to find all devices hooked up to this area
var/network_area_id = null
///Used to decide what kind of reverb the area makes sound have
var/sound_environment = SOUND_ENVIRONMENT_NONE
///Used to decide what the minimum time between ambience is
var/min_ambience_cooldown = 30 SECONDS
///Used to decide what the maximum time between ambience is
var/max_ambience_cooldown = 90 SECONDS
/**
* A list of teleport locations
*
* Adding a wizard area teleport list because motherfucking lag -- Urist
* I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game
*/
GLOBAL_LIST_EMPTY(teleportlocs)
/**
* Generate a list of turfs you can teleport to from the areas list
*
* Includes areas if they're not a shuttle or not not teleport or have no contents
*
* The chosen turf is the first item in the areas contents that is a station level
*
* The returned list of turfs is sorted by name
*/
/proc/process_teleport_locs()
for(var/V in GLOB.sortedAreas)
var/area/AR = V
if(istype(AR, /area/shuttle) || AR.area_flags & NOTELEPORT)
continue
if(GLOB.teleportlocs[AR.name])
continue
if (!AR.contents.len)
continue
var/turf/picked = AR.contents[1]
if (picked && is_station_level(picked.z))
GLOB.teleportlocs[AR.name] = AR
sortTim(GLOB.teleportlocs, /proc/cmp_text_asc)
/**
* Called when an area loads
*
* Adds the item to the GLOB.areas_by_type list based on area type
*/
/area/New()
// This interacts with the map loader, so it needs to be set immediately
// rather than waiting for atoms to initialize.
if (area_flags & UNIQUE_AREA)
GLOB.areas_by_type[type] = src
power_usage = new /list(AREA_USAGE_LEN) // Some atoms would like to use power in Initialize()
return ..()
/*
* Initalize this area
*
* intializes the dynamic area lighting and also registers the area with the z level via
* reg_in_areas_in_z
*
* returns INITIALIZE_HINT_LATELOAD
*/
/area/Initialize(mapload)
icon_state = ""
if(!ambientsounds)
ambientsounds = GLOB.ambience_assoc[ambience_index]
if(requires_power)
luminosity = 0
else
power_light = TRUE
power_equip = TRUE
power_environ = TRUE
if(dynamic_lighting == DYNAMIC_LIGHTING_FORCED)
dynamic_lighting = DYNAMIC_LIGHTING_ENABLED
luminosity = 0
else if(dynamic_lighting != DYNAMIC_LIGHTING_IFSTARLIGHT)
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
if(dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT)
dynamic_lighting = CONFIG_GET(flag/starlight) ? DYNAMIC_LIGHTING_ENABLED : DYNAMIC_LIGHTING_DISABLED
. = ..()
blend_mode = BLEND_MULTIPLY // Putting this in the constructor so that it stops the icons being screwed up in the map editor.
if(!IS_DYNAMIC_LIGHTING(src))
add_overlay(/obj/effect/fullbright)
reg_in_areas_in_z()
if(!mapload)
if(!network_root_id)
network_root_id = STATION_NETWORK_ROOT // default to station root because this might be created with a blueprint
SSnetworks.assign_area_network_id(src)
return INITIALIZE_HINT_LATELOAD
/**
* Sets machine power levels in the area
*/
/area/LateInitialize()
power_change() // all machines set to current power level, also updates icon
update_beauty()
/area/proc/RunGeneration()
if(map_generator)
map_generator = new map_generator()
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.generate_terrain(turfs)
/area/proc/test_gen()
if(map_generator)
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.generate_terrain(turfs)
/**
* Register this area as belonging to a z level
*
* Ensures the item is added to the SSmapping.areas_in_z list for this z
*/
/area/proc/reg_in_areas_in_z()
if(!length(contents))
return
var/list/areas_in_z = SSmapping.areas_in_z
update_areasize()
if(!z)
WARNING("No z found for [src]")
return
if(!areas_in_z["[z]"])
areas_in_z["[z]"] = list()
areas_in_z["[z]"] += src
/**
* Destroy an area and clean it up
*
* Removes the area from GLOB.areas_by_type and also stops it processing on SSobj
*
* This is despite the fact that no code appears to put it on SSobj, but
* who am I to argue with old coders
*/
/area/Destroy()
if(GLOB.areas_by_type[type] == src)
GLOB.areas_by_type[type] = null
GLOB.sortedAreas -= src
STOP_PROCESSING(SSobj, src)
return ..()
/**
* Generate a power alert for this area
*
* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
*/
/area/proc/poweralert(state, obj/source)
if (area_flags & NO_ALERTS)
return
if (state != poweralm)
poweralm = state
if(istype(source)) //Only report power alarms on the z-level where the source is located.
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
if (!state)
aiPlayer.cancelAlarm("Power", src, source)
else
aiPlayer.triggerAlarm("Power", src, cameras, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
if(!state)
a.cancelAlarm("Power", src, source)
else
a.triggerAlarm("Power", src, cameras, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
if(!state)
D.cancelAlarm("Power", src, source)
else
D.triggerAlarm("Power", src, cameras, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
if(!state)
p.cancelAlarm("Power", src, source)
else
p.triggerAlarm("Power", src, cameras, source)
/**
* Generate an atmospheric alert for this area
*
* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
*/
/area/proc/atmosalert(isdangerous, obj/source)
if (area_flags & NO_ALERTS)
return
if(isdangerous != atmosalm)
if(isdangerous)
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.triggerAlarm("Atmosphere", src, cameras, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.triggerAlarm("Atmosphere", src, cameras, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.triggerAlarm("Atmosphere", src, cameras, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.triggerAlarm("Atmosphere", src, cameras, source)
else
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.cancelAlarm("Atmosphere", src, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.cancelAlarm("Atmosphere", src, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.cancelAlarm("Atmosphere", src, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.cancelAlarm("Atmosphere", src, source)
atmosalm = isdangerous
return TRUE
return FALSE
/**
* Try to close all the firedoors in the area
*/
/area/proc/ModifyFiredoors(opening)
if(firedoors)
firedoors_last_closed_on = world.time
for(var/FD in firedoors)
var/obj/machinery/door/firedoor/D = FD
if (D.being_held_open)
continue
var/cont = !D.welded
if(cont && opening) //don't open if adjacent area is on fire
for(var/I in D.affecting_areas)
var/area/A = I
if(A.fire)
cont = FALSE
break
if(cont && D.is_operational)
if(D.operating)
D.nextstate = opening ? FIREDOOR_OPEN : FIREDOOR_CLOSED
else if(!(D.density ^ opening))
INVOKE_ASYNC(D, (opening ? /obj/machinery/door/firedoor.proc/open : /obj/machinery/door/firedoor.proc/close))
/**
* Generate a firealarm alert for this area
*
* Sends to all ai players, alert consoles, drones and alarm monitor programs in the world
*
* Also starts the area processing on SSobj
*/
/area/proc/firealert(obj/source)
if (!fire)
set_fire_alarm_effect()
ModifyFiredoors(FALSE)
for(var/item in firealarms)
var/obj/machinery/firealarm/F = item
F.update_appearance()
if (!(area_flags & NO_ALERTS)) //Check here instead at the start of the proc so that fire alarms can still work locally even in areas that don't send alerts
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.triggerAlarm("Fire", src, cameras, source)
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.triggerAlarm("Fire", src, cameras, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.triggerAlarm("Fire", src, cameras, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.triggerAlarm("Fire", src, cameras, source)
START_PROCESSING(SSobj, src)
/**
* Reset the firealarm alert for this area
*
* resets the alert sent to all ai players, alert consoles, drones and alarm monitor programs
* in the world
*
* Also cycles the icons of all firealarms and deregisters the area from processing on SSOBJ
*/
/area/proc/firereset(obj/source)
var/should_reset_alarms = fire
if(source)
if(istype(source, /obj/machinery/firealarm))
var/obj/machinery/firealarm/alarm = source
if(alarm.triggered)
alarm.triggered = FALSE
triggered_firealarms -= 1
if(triggered_firealarms > 0)
should_reset_alarms = FALSE
should_reset_alarms = should_reset_alarms & power_environ //No resetting if there's no power
if (should_reset_alarms) // if there's a source, make sure there's no fire alarms left
unset_fire_alarm_effects()
ModifyFiredoors(TRUE)
for(var/item in firealarms)
var/obj/machinery/firealarm/F = item
F.update_appearance()
if (!(area_flags & NO_ALERTS)) //Check here instead at the start of the proc so that fire alarms can still work locally even in areas that don't send alerts
for (var/item in GLOB.silicon_mobs)
var/mob/living/silicon/aiPlayer = item
aiPlayer.cancelAlarm("Fire", src, source)
for (var/item in GLOB.alert_consoles)
var/obj/machinery/computer/station_alert/a = item
a.cancelAlarm("Fire", src, source)
for (var/item in GLOB.drones_list)
var/mob/living/simple_animal/drone/D = item
D.cancelAlarm("Fire", src, source)
for(var/item in GLOB.alarmdisplay)
var/datum/computer_file/program/alarm_monitor/p = item
p.cancelAlarm("Fire", src, source)
STOP_PROCESSING(SSobj, src)
///Get rid of any dangling camera refs
/area/proc/clear_camera(obj/machinery/camera/cam)
LAZYREMOVE(cameras, cam)
for (var/mob/living/silicon/aiPlayer as anything in GLOB.silicon_mobs)
aiPlayer.freeCamera(src, cam)
for (var/obj/machinery/computer/station_alert/comp as anything in GLOB.alert_consoles)
comp.freeCamera(src, cam)
for (var/mob/living/simple_animal/drone/drone_on as anything in GLOB.drones_list)
drone_on.freeCamera(src, cam)
for(var/datum/computer_file/program/alarm_monitor/monitor as anything in GLOB.alarmdisplay)
monitor.freeCamera(src, cam)
/**
* If 100 ticks has elapsed, toggle all the firedoors closed again
*/
/area/process()
if(!triggered_firealarms)
firereset() //If there are no breaches or fires, and this alert was caused by a breach or fire, die
if(firedoors_last_closed_on + 100 < world.time) //every 10 seconds
ModifyFiredoors(FALSE)
/**
* Close and lock a door passed into this proc
*
* Does this need to exist on area? probably not
*/
/area/proc/close_and_lock_door(obj/machinery/door/DOOR)
set waitfor = FALSE
DOOR.close()
if(DOOR.density)
DOOR.lock()
/**
* Raise a burglar alert for this area
*
* Close and locks all doors in the area and alerts silicon mobs of a break in
*
* Alarm auto resets after 600 ticks
*/
/area/proc/burglaralert(obj/trigger)
if (area_flags & NO_ALERTS)
return
//Trigger alarm effect
set_fire_alarm_effect()
//Lockdown airlocks
for(var/obj/machinery/door/DOOR in src)
close_and_lock_door(DOOR)
for (var/i in GLOB.silicon_mobs)
var/mob/living/silicon/SILICON = i
if(SILICON.triggerAlarm("Burglar", src, cameras, trigger))
//Cancel silicon alert after 1 minute
addtimer(CALLBACK(SILICON, /mob/living/silicon.proc/cancelAlarm,"Burglar",src,trigger), 600)
/**
* Trigger the fire alarm visual affects in an area
*
* Updates the fire light on fire alarms in the area and sets all lights to emergency mode
*/
/area/proc/set_fire_alarm_effect()
fire = TRUE
if(!triggered_firealarms) //If there aren't any fires/breaches
triggered_firealarms = INFINITY //You're not allowed to naturally die
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
for(var/alarm in firealarms)
var/obj/machinery/firealarm/F = alarm
F.update_fire_light(fire)
for(var/obj/machinery/light/L in src)
L.update()
/**
* unset the fire alarm visual affects in an area
*
* Updates the fire light on fire alarms in the area and sets all lights to emergency mode
*/
/area/proc/unset_fire_alarm_effects()
fire = FALSE
triggered_firealarms = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
for(var/alarm in firealarms)
var/obj/machinery/firealarm/F = alarm
F.update_fire_light(fire)
F.triggered = FALSE
for(var/obj/machinery/light/L in src)
L.update()
/**
* Update the icon state of the area
*
* Im not sure what the heck this does, somethign to do with weather being able to set icon
* states on areas?? where the heck would that even display?
*/
/area/update_icon_state()
var/weather_icon
for(var/V in SSweather.processing)
var/datum/weather/W = V
if(W.stage != END_STAGE && (src in W.impacted_areas))
W.update_areas()
weather_icon = TRUE
if(!weather_icon)
icon_state = null
return ..()
/**
* Update the icon of the area (overridden to always be null for space
*/
/area/space/update_icon_state()
SHOULD_CALL_PARENT(FALSE)
icon_state = null
/**
* Returns int 1 or 0 if the area has power for the given channel
*
* evalutes a mixture of variables mappers can set, requires_power, always_unpowered and then
* per channel power_equip, power_light, power_environ
*/
/area/proc/powered(chan) // return true if the area has power to given channel
if(!requires_power)
return TRUE
if(always_unpowered)
return FALSE
switch(chan)
if(AREA_USAGE_EQUIP)
return power_equip
if(AREA_USAGE_LIGHT)
return power_light
if(AREA_USAGE_ENVIRON)
return power_environ
return FALSE
/**
* Space is not powered ever, so this returns false
*/
/area/space/powered(chan) //Nope.avi
return FALSE
/**
* Called when the area power status changes
*
* Updates the area icon, calls power change on all machinees in the area, and sends the `COMSIG_AREA_POWER_CHANGE` signal.
*/
/area/proc/power_change()
for(var/obj/machinery/M in src) // for each machine in the area
M.power_change() // reverify power status (to update icons etc.)
SEND_SIGNAL(src, COMSIG_AREA_POWER_CHANGE)
update_appearance()
/**
* Add a static amount of power load to an area
*
* Possible channels
* *AREA_USAGE_STATIC_EQUIP
* *AREA_USAGE_STATIC_LIGHT
* *AREA_USAGE_STATIC_ENVIRON
*/
/area/proc/addStaticPower(value, powerchannel)
switch(powerchannel)
if(AREA_USAGE_STATIC_START to AREA_USAGE_STATIC_END)
power_usage[powerchannel] += value
/**
* Clear all power usage in area
*
* Clears all power used for equipment, light and environment channels
*/
/area/proc/clear_usage()
for(var/i in AREA_USAGE_DYNAMIC_START to AREA_USAGE_DYNAMIC_END)
power_usage[i] = 0
/**
* Add a power value amount to the stored used_x variables
*/
/area/proc/use_power(amount, chan)
switch(chan)
if(AREA_USAGE_DYNAMIC_START to AREA_USAGE_DYNAMIC_END)
power_usage[chan] += amount
/**
* Call back when an atom enters an area
*
* Sends signals COMSIG_AREA_ENTERED and COMSIG_ENTER_AREA (to a list of atoms)
*
* If the area has ambience, then it plays some ambience music to the ambience channel
*/
/area/Entered(atom/movable/M)
set waitfor = FALSE
SEND_SIGNAL(src, COMSIG_AREA_ENTERED, M)
for(var/atom/movable/recipient as anything in M.area_sensitive_contents)
SEND_SIGNAL(recipient, COMSIG_ENTER_AREA, src)
if(!isliving(M))
return
var/mob/living/L = M
if(!L.ckey)
return
//Ship ambience just loops if turned on.
if(L.client?.prefs.toggles & SOUND_SHIP_AMBIENCE)
SEND_SOUND(L, sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ))
///Divides total beauty in the room by roomsize to allow us to get an average beauty per tile.
/area/proc/update_beauty()
if(!areasize)
beauty = 0
return FALSE
if(areasize >= beauty_threshold)
beauty = 0
return FALSE //Too big
beauty = totalbeauty / areasize
/**
* Called when an atom exits an area
*
* Sends signals COMSIG_AREA_EXITED and COMSIG_EXIT_AREA (to a list of atoms)
*/
/area/Exited(atom/movable/M)
SEND_SIGNAL(src, COMSIG_AREA_EXITED, M)
for(var/atom/movable/recipient as anything in M.area_sensitive_contents)
SEND_SIGNAL(recipient, COMSIG_EXIT_AREA, src)
/**
* Setup an area (with the given name)
*
* Sets the area name, sets all status var's to false and adds the area to the sorted area list
*/
/area/proc/setup(a_name)
name = a_name
power_equip = FALSE
power_light = FALSE
power_environ = FALSE
always_unpowered = FALSE
area_flags &= ~VALID_TERRITORY
area_flags &= ~BLOBS_ALLOWED
addSorted()
/**
* Set the area size of the area
*
* This is the number of open turfs in the area contents, or FALSE if the outdoors var is set
*
*/
/area/proc/update_areasize()
if(outdoors)
return FALSE
areasize = 0
for(var/turf/open/T in contents)
areasize++
/**
* Causes a runtime error
*/
/area/AllowDrop()
CRASH("Bad op: area/AllowDrop() called")
/**
* Causes a runtime error
*/
/area/drop_location()
CRASH("Bad op: area/drop_location() called")
/// A hook so areas can modify the incoming args (of what??)
/area/proc/PlaceOnTopReact(list/new_baseturfs, turf/fake_turf_type, flags)
return flags