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landmarks.dm
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landmarks.dm
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/obj/effect/landmark
name = "landmark"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "x2"
anchored = TRUE
layer = MID_LANDMARK_LAYER
invisibility = INVISIBILITY_ABSTRACT
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/landmark/singularity_act()
return
/obj/effect/landmark/singularity_pull()
return
INITIALIZE_IMMEDIATE(/obj/effect/landmark)
/obj/effect/landmark/Initialize()
. = ..()
GLOB.landmarks_list += src
/obj/effect/landmark/Destroy()
GLOB.landmarks_list -= src
return ..()
/obj/effect/landmark/start
name = "start"
icon = 'icons/mob/landmarks.dmi'
icon_state = "x"
anchored = TRUE
layer = MOB_LAYER
var/jobspawn_override = FALSE
var/delete_after_roundstart = TRUE
var/used = FALSE
/obj/effect/landmark/start/proc/after_round_start()
if(delete_after_roundstart)
qdel(src)
/obj/effect/landmark/start/Initialize()
. = ..()
GLOB.start_landmarks_list += src
if(jobspawn_override)
LAZYADDASSOCLIST(GLOB.jobspawn_overrides, name, src)
if(name != "start")
tag = "start*[name]"
/obj/effect/landmark/start/Destroy()
GLOB.start_landmarks_list -= src
if(jobspawn_override)
LAZYREMOVEASSOC(GLOB.jobspawn_overrides, name, src)
return ..()
// START LANDMARKS FOLLOW. Don't change the names unless
// you are refactoring shitty landmark code.
/obj/effect/landmark/start/assistant
name = "Assistant"
icon_state = "Assistant" //icon_state is case sensitive. why are all of these capitalized? because fuck you that's why
/obj/effect/landmark/start/assistant/override
jobspawn_override = TRUE
delete_after_roundstart = FALSE
/obj/effect/landmark/start/prisoner
name = "Prisoner"
icon_state = "Prisoner"
/obj/effect/landmark/start/janitor
name = "Janitor"
icon_state = "Janitor"
/obj/effect/landmark/start/cargo_technician
name = "Cargo Technician"
icon_state = "Cargo Technician"
/obj/effect/landmark/start/bartender
name = "Bartender"
icon_state = "Bartender"
/obj/effect/landmark/start/clown
name = "Clown"
icon_state = "Clown"
/obj/effect/landmark/start/mime
name = "Mime"
icon_state = "Mime"
/obj/effect/landmark/start/quartermaster
name = "Quartermaster"
icon_state = "Quartermaster"
/obj/effect/landmark/start/atmospheric_technician
name = "Atmospheric Technician"
icon_state = "Atmospheric Technician"
/obj/effect/landmark/start/cook
name = "Cook"
icon_state = "Cook"
/obj/effect/landmark/start/shaft_miner
name = "Shaft Miner"
icon_state = "Shaft Miner"
/obj/effect/landmark/start/security_officer
name = "Security Officer"
icon_state = "Security Officer"
/obj/effect/landmark/start/botanist
name = "Botanist"
icon_state = "Botanist"
/obj/effect/landmark/start/head_of_security
name = "Head of Security"
icon_state = "Head of Security"
/obj/effect/landmark/start/captain
name = "Captain"
icon_state = "Captain"
/obj/effect/landmark/start/detective
name = "Detective"
icon_state = "Detective"
/obj/effect/landmark/start/warden
name = "Warden"
icon_state = "Warden"
/obj/effect/landmark/start/chief_engineer
name = "Chief Engineer"
icon_state = "Chief Engineer"
/obj/effect/landmark/start/head_of_personnel
name = "Head of Personnel"
icon_state = "Head of Personnel"
/obj/effect/landmark/start/librarian
name = "Curator"
icon_state = "Curator"
/obj/effect/landmark/start/lawyer
name = "Lawyer"
icon_state = "Lawyer"
/obj/effect/landmark/start/station_engineer
name = "Station Engineer"
icon_state = "Station Engineer"
/obj/effect/landmark/start/medical_doctor
name = "Medical Doctor"
icon_state = "Medical Doctor"
/obj/effect/landmark/start/paramedic
name = "Paramedic"
icon_state = "Paramedic"
/obj/effect/landmark/start/scientist
name = "Scientist"
icon_state = "Scientist"
/obj/effect/landmark/start/chemist
name = "Chemist"
icon_state = "Chemist"
/obj/effect/landmark/start/roboticist
name = "Roboticist"
icon_state = "Roboticist"
/obj/effect/landmark/start/research_director
name = "Research Director"
icon_state = "Research Director"
/obj/effect/landmark/start/geneticist
name = "Geneticist"
icon_state = "Geneticist"
/obj/effect/landmark/start/chief_medical_officer
name = "Chief Medical Officer"
icon_state = "Chief Medical Officer"
/obj/effect/landmark/start/virologist
name = "Virologist"
icon_state = "Virologist"
/obj/effect/landmark/start/psychologist
name = "Psychologist"
icon_state = "Psychologist"
/obj/effect/landmark/start/chaplain
name = "Chaplain"
icon_state = "Chaplain"
/obj/effect/landmark/start/cyborg
name = "Cyborg"
icon_state = "Cyborg"
/obj/effect/landmark/start/ai
name = "AI"
icon_state = "AI"
delete_after_roundstart = FALSE
var/primary_ai = TRUE
var/latejoin_active = TRUE
/obj/effect/landmark/start/ai/after_round_start()
if(latejoin_active && !used)
new /obj/structure/ai_core/latejoin_inactive(loc)
return ..()
/obj/effect/landmark/start/ai/secondary
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "ai_spawn"
primary_ai = FALSE
latejoin_active = FALSE
//Department Security spawns
/obj/effect/landmark/start/depsec
name = "department_sec"
icon_state = "Security Officer"
/// What department this spawner is for
var/department
/obj/effect/landmark/start/depsec/New()
..()
LAZYADDASSOCLIST(GLOB.department_security_spawns, department, src)
/obj/effect/landmark/start/depsec/Destroy()
LAZYREMOVEASSOC(GLOB.department_security_spawns, department, src)
return ..()
/obj/effect/landmark/start/depsec/supply
name = "supply_sec"
department = SEC_DEPT_SUPPLY
/obj/effect/landmark/start/depsec/medical
name = "medical_sec"
department = SEC_DEPT_MEDICAL
/obj/effect/landmark/start/depsec/engineering
name = "engineering_sec"
department = SEC_DEPT_ENGINEERING
/obj/effect/landmark/start/depsec/science
name = "science_sec"
department = SEC_DEPT_SCIENCE
//Antagonist spawns
/obj/effect/landmark/start/wizard
name = "wizard"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "wiznerd_spawn"
/obj/effect/landmark/start/wizard/Initialize()
..()
GLOB.wizardstart += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop
name = "nukeop"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "snukeop_spawn"
/obj/effect/landmark/start/nukeop/Initialize()
..()
GLOB.nukeop_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/start/nukeop_leader
name = "nukeop leader"
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "snukeop_leader_spawn"
/obj/effect/landmark/start/nukeop_leader/Initialize()
..()
GLOB.nukeop_leader_start += loc
return INITIALIZE_HINT_QDEL
// Must be immediate because players will
// join before SSatom initializes everything.
INITIALIZE_IMMEDIATE(/obj/effect/landmark/start/new_player)
/obj/effect/landmark/start/new_player
name = "New Player"
/obj/effect/landmark/start/new_player/Initialize()
..()
GLOB.newplayer_start += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/latejoin
name = "JoinLate"
/obj/effect/landmark/latejoin/Initialize(mapload)
..()
SSjob.latejoin_trackers += loc
return INITIALIZE_HINT_QDEL
//space carps, magicarps, lone ops, slaughter demons, possibly revenants spawn here
/obj/effect/landmark/carpspawn
name = "carpspawn"
icon_state = "carp_spawn"
//observer start
/obj/effect/landmark/observer_start
name = "Observer-Start"
icon_state = "observer_start"
//xenos, morphs and nightmares spawn here
/obj/effect/landmark/xeno_spawn
name = "xeno_spawn"
icon_state = "xeno_spawn"
/obj/effect/landmark/xeno_spawn/Initialize(mapload)
..()
GLOB.xeno_spawn += loc
return INITIALIZE_HINT_QDEL
//objects with the stationloving component (nuke disk) respawn here.
//also blobs that have their spawn forcemoved (running out of time when picking their spawn spot) and santa
/obj/effect/landmark/blobstart
name = "blobstart"
icon_state = "blob_start"
/obj/effect/landmark/blobstart/Initialize(mapload)
..()
GLOB.blobstart += loc
return INITIALIZE_HINT_QDEL
//spawns sec equipment lockers depending on the number of sec officers
/obj/effect/landmark/secequipment
name = "secequipment"
icon_state = "secequipment"
/obj/effect/landmark/secequipment/Initialize(mapload)
..()
GLOB.secequipment += loc
return INITIALIZE_HINT_QDEL
//players that get put in admin jail show up here
/obj/effect/landmark/prisonwarp
name = "prisonwarp"
icon_state = "prisonwarp"
/obj/effect/landmark/prisonwarp/Initialize(mapload)
..()
GLOB.prisonwarp += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/ert_spawn
name = "Emergencyresponseteam"
icon_state = "ert_spawn"
/obj/effect/landmark/ert_spawn/Initialize(mapload)
..()
GLOB.emergencyresponseteamspawn += loc
return INITIALIZE_HINT_QDEL
//ninja energy nets teleport victims here
/obj/effect/landmark/holding_facility
name = "Holding Facility"
icon_state = "holding_facility"
/obj/effect/landmark/holding_facility/Initialize(mapload)
..()
GLOB.holdingfacility += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/observe
name = "tdomeobserve"
icon_state = "tdome_observer"
/obj/effect/landmark/thunderdome/observe/Initialize(mapload)
..()
GLOB.tdomeobserve += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/one
name = "tdome1"
icon_state = "tdome_t1"
/obj/effect/landmark/thunderdome/one/Initialize(mapload)
..()
GLOB.tdome1 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/two
name = "tdome2"
icon_state = "tdome_t2"
/obj/effect/landmark/thunderdome/two/Initialize(mapload)
..()
GLOB.tdome2 += loc
return INITIALIZE_HINT_QDEL
/obj/effect/landmark/thunderdome/admin
name = "tdomeadmin"
icon_state = "tdome_admin"
/obj/effect/landmark/thunderdome/admin/Initialize(mapload)
..()
GLOB.tdomeadmin += loc
return INITIALIZE_HINT_QDEL
//generic event spawns
/obj/effect/landmark/event_spawn
name = "generic event spawn"
icon_state = "generic_event"
layer = HIGH_LANDMARK_LAYER
/obj/effect/landmark/event_spawn/New()
..()
GLOB.generic_event_spawns += src
/obj/effect/landmark/event_spawn/Destroy()
GLOB.generic_event_spawns -= src
return ..()
/obj/effect/landmark/ruin
var/datum/map_template/ruin/ruin_template
/obj/effect/landmark/ruin/New(loc, my_ruin_template)
name = "ruin_[GLOB.ruin_landmarks.len + 1]"
..(loc)
ruin_template = my_ruin_template
GLOB.ruin_landmarks |= src
/obj/effect/landmark/ruin/Destroy()
GLOB.ruin_landmarks -= src
ruin_template = null
. = ..()
// handled in portals.dm, id connected to one-way portal
/obj/effect/landmark/portal_exit
name = "portal exit"
icon_state = "portal_exit"
var/id
/// Marks the bottom left of the testing zone.
/// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
/obj/effect/landmark/unit_test_bottom_left
name = "unit test zone bottom left"
/// Marks the top right of the testing zone.
/// In landmarks.dm and not unit_test.dm so it is always active in the mapping tools.
/obj/effect/landmark/unit_test_top_right
name = "unit test zone top right"
/obj/effect/landmark/start/hangover
name = "hangover spawn"
icon_state = "hangover_spawn"
/obj/effect/landmark/start/hangover/Initialize()
. = ..()
return INITIALIZE_HINT_LATELOAD
/obj/effect/landmark/start/hangover/LateInitialize()
. = ..()
if(!HAS_TRAIT(SSstation, STATION_TRAIT_HANGOVER))
return
if(prob(60))
new /obj/effect/decal/cleanable/vomit(get_turf(src))
if(prob(70))
var/bottle_count = rand(1, 3)
for(var/index in 1 to bottle_count)
var/turf/turf_to_spawn_on = get_step(src, pick(GLOB.alldirs))
if(!isopenturf(turf_to_spawn_on))
continue
var/dense_object = FALSE
for(var/atom/content in turf_to_spawn_on.contents)
if(content.density)
dense_object = TRUE
break
if(dense_object)
continue
new /obj/item/reagent_containers/food/drinks/beer/almost_empty(turf_to_spawn_on)
///Spawns the mob with some drugginess/drunkeness, and some disgust.
/obj/effect/landmark/start/hangover/proc/make_hungover(mob/hangover_mob)
if(!iscarbon(hangover_mob))
return
var/mob/living/carbon/spawned_carbon = hangover_mob
spawned_carbon.set_resting(TRUE, silent = TRUE)
if(prob(50))
spawned_carbon.adjust_drugginess(rand(15, 20))
else
spawned_carbon.drunkenness += rand(15, 25)
spawned_carbon.adjust_disgust(rand(5, 55)) //How hungover are you?
if(spawned_carbon.head)
return
/obj/effect/landmark/start/hangover/JoinPlayerHere(mob/M, buckle)
. = ..()
make_hungover(M)
/obj/effect/landmark/start/hangover/closet
name = "hangover spawn closet"
icon_state = "hangover_spawn_closet"
/obj/effect/landmark/start/hangover/closet/JoinPlayerHere(mob/M, buckle)
make_hungover(M)
for(var/obj/structure/closet/closet in contents)
if(closet.opened)
continue
M.forceMove(closet)
return
..() //Call parent as fallback