Files
Kano 0b922a1955 Replaces dynamic space turfs in Horizon with regular space turfs (#21597)
With the new lighting system dynamic turfs now became a defunct type,
this PR replaces them

Also fixes some exterior areas not rendering starlight properly

## Images

<details><summary>Before: </summary>
<p>

<img width="998" height="994" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/6e183b3c-1764-4984-902e-7781660fc261"
/>

</p>
</details> 

<details><summary>After: </summary>
<p>

<img width="998" height="995" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/52d93177-c4e4-45d6-bfc7-eeab11de18f6"
/>


</p>
</details>
2025-11-15 23:14:58 +01:00

225 lines
5.6 KiB
Plaintext

/turf/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
desc = "The final frontier."
icon_state = "0"
footstep_sound = null //Override to make sure because yeah
tracks_footprint = FALSE
plane = SPACE_PLANE
temperature = T20C
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
// heat_capacity = 700000 No.
is_hole = TRUE
z_eventually_space = TRUE
turf_flags = TURF_FLAG_BACKGROUND
explosion_resistance = 3
var/use_space_appearance = TRUE
/turf/space/dynamic //For use in edge cases where you want the turf to not be completely lit, like in places where you have placed lattice.
//todomatt: this is useless now
// Copypaste of parent for performance.
/turf/space/Initialize()
SHOULD_CALL_PARENT(FALSE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
if(use_space_appearance)
appearance = SSskybox.space_appearance_cache[(((x + y) ^ ~(x * y) + z) % 25) + 1]
if(GLOB.config.starlight)
update_starlight()
for(var/atom/movable/AM as mob|obj in src)
src.Entered(AM, AM.loc)
// if (is_station_level(z))
// GLOB.station_turfs += src
return INITIALIZE_HINT_NORMAL
// Handles starlight logic unique to space turfs.
/turf/space/update_starlight()
. = ..() // We also run the parent proc here, since space may also require starlight from needs_starlight!
// Our parent proc already handled starlight for us, we don't have to do our own checks
if(.)
return
// Otherwise, if a space turf borders a simulated turf, it should be producing starlight.
if(locate(/turf/simulated) in RANGE_TURFS(1, src))
set_light(SSatlas.current_sector.starlight_range, SSatlas.current_sector.starlight_power, l_color = SSskybox.background_color)
// We don't want this doing anything on space, otherwise update_starlight() would run set_light on space turfs twice.
/turf/space/set_default_lighting()
return
/turf/space/Destroy()
// Cleanup cached z_eventually_space values above us.
if (above)
var/turf/T = src
while ((T = GET_TURF_ABOVE(T)))
T.z_eventually_space = FALSE
return ..()
/turf/space/is_space()
return 1
// override for space turfs, since they should never hide anything
/turf/space/levelupdate()
for(var/obj/O in src)
O.hide(0)
/turf/space/can_have_cabling()
if (locate(/obj/structure/lattice/catwalk) in src)
return 1
return 0
/turf/space/attackby(obj/item/attacking_item, mob/user)
if (istype(attacking_item, /obj/item/stack/rods))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
return
var/obj/item/stack/rods/R = attacking_item
if (R.use(1))
to_chat(user, SPAN_NOTICE("Constructing support lattice ..."))
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
ReplaceWithLattice()
return
if (istype(attacking_item, /obj/item/stack/tile/floor))
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
var/obj/item/stack/tile/floor/S = attacking_item
if (S.get_amount() < 1)
return
qdel(L)
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
S.use(1)
ChangeTurf(/turf/simulated/floor/airless)
return
else
to_chat(user, SPAN_WARNING("The plating is going to need some support."))
..()
// Ported from unstable r355
/turf/space/Entered(atom/movable/A as mob|obj)
if(movement_disabled)
to_chat(usr, SPAN_WARNING("Movement is admin-disabled.")) //This is to identify lag problems)
return
..(A, A.loc)
if ((!(A) || src != A.loc)) return
inertial_drift(A)
if(SSticker.mode)
// Okay, so let's make it so that people can travel z levels but not nuke disks!
// if(ticker.mode.name == "mercenary") return
if (A.x <= TRANSITIONEDGE || A.x >= (world.maxx - TRANSITIONEDGE + 1) || A.y <= TRANSITIONEDGE || A.y >= (world.maxy - TRANSITIONEDGE + 1))
A.touch_map_edge()
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x
var/cur_y
var/next_x
var/next_y
var/target_z
var/list/y_arr
if(src.x <= 1)
if(istype(A, /obj/effect/meteor))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (--cur_x||GLOB.global_map.len)
y_arr = GLOB.global_map[next_x]
target_z = y_arr[cur_y]
if(target_z)
A.z = target_z
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.x >= world.maxx)
if(istype(A, /obj/effect/meteor))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (++cur_x > GLOB.global_map.len ? 1 : cur_x)
y_arr = GLOB.global_map[next_x]
target_z = y_arr[cur_y]
if(target_z)
A.z = target_z
A.x = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y <= 1)
if(istype(A, /obj/effect/meteor))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = GLOB.global_map[cur_x]
next_y = (--cur_y||y_arr.len)
target_z = y_arr[next_y]
if(target_z)
A.z = target_z
A.y = world.maxy - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y >= world.maxy)
if(istype(A, /obj/effect/meteor))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = GLOB.global_map[cur_x]
next_y = (++cur_y > y_arr.len ? 1 : cur_y)
target_z = y_arr[next_y]
if(target_z)
A.z = target_z
A.y = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
return
/turf/space/is_open()
return TRUE
/turf/space/srom_space
name = "srom space"
blocks_air = TRUE
density = TRUE
use_starlight = FALSE