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Casper3667 a608689ff6 Fixes glass panes and windoors (#21591)
fixes https://github.com/Aurorastation/Aurora.3/issues/20418

After testing way too many ways to fix it, this was the only way I could
find that did not cause other issues. It should probably be testmerged
just to ensure it doesn't break something else.
2025-11-15 23:15:23 +01:00

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/*
Adjacency proc for determining touch range
This is mostly to determine if a user can enter a square for the purposes of touching something.
Examples include reaching a square diagonally or reaching something on the other side of a glass window.
This is calculated by looking for border items, or in the case of clicking diagonally from yourself, dense items.
This proc will NOT notice if you are trying to attack a window on the other side of a dense object in its turf. There is a window helper for that.
Note that in all cases the neighbor is handled simply; this is usually the user's mob, in which case it is up to you
to check that the mob is not inside of something
*/
/atom/proc/Adjacent(atom/neighbor, atom/target, atom/movable/mover) // basic inheritance, unused
return
// Not a sane use of the function and (for now) indicative of an error elsewhere
/area/Adjacent(atom/neighbor, atom/target, atom/movable/mover)
CRASH("Call to /area/Adjacent(), unimplemented proc")
/*
Adjacency (to turf):
* If you are in the same turf, always true
* If you are vertically/horizontally adjacent, ensure there are no border objects
* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
* Passing through in this case ignores anything with the throwpass flag, such as tables, racks, and morgue trays.
*/
/turf/Adjacent(atom/neighbor, atom/target, atom/movable/mover)
var/turf/T0 = get_turf(neighbor)
if(T0 == src) //same turf
return TRUE
if(get_dist(src, T0) > 1 || z != T0.z) //too far
return FALSE
// Non diagonal case
if(T0.x == x || T0.y == y)
// Check for border blockages
return T0.ClickCross(get_dir(T0, src), TRUE, target, mover) && ClickCross(get_dir(src, T0), TRUE, target, mover)
// Diagonal case
var/in_dir = get_dir(T0,src) // eg. northwest (1+8) = 9 (00001001)
var/d1 = in_dir&3 // eg. north (1+8)&3 (0000 0011) = 1 (0000 0001)
var/d2 = in_dir&12 // eg. west (1+8)&12 (0000 1100) = 8 (0000 1000)
for(var/d in list(d1,d2))
if(!T0.ClickCross(d, TRUE, target, mover))
continue // could not leave T0 in that direction
var/turf/T1 = get_step(T0,d)
if(!T1 || T1.density)
continue
if(!T1.ClickCross(get_dir(T1, src), FALSE, target, mover) || !T1.ClickCross(get_dir(T1, T0), FALSE, target, mover))
continue // couldn't enter or couldn't leave T1
if(!ClickCross(get_dir(src, T1), TRUE, target, mover))
continue // could not enter src
return TRUE // we don't care about our own density
return FALSE
/*
Quick adjacency (to turf):
* If you are in the same turf, always true
* If you are not adjacent, then false
*/
/turf/proc/AdjacentQuick(var/atom/neighbor, var/atom/target = null)
var/turf/T0 = get_turf(neighbor)
if(T0 == src)
return 1
if(get_dist(src,T0) > 1)
return 0
return 1
/*
Adjacency (to anything else):
* Must be on a turf
*/
/atom/movable/Adjacent(atom/neighbor, atom/target, atom/movable/mover)
if(neighbor == loc)
return TRUE
if(neighbor?.loc == src)
return TRUE
var/turf/T = loc
if(!istype(T))
return FALSE
if(T.Adjacent(neighbor,target = neighbor, mover = src))
return TRUE
return FALSE
/**
* This is necessary for storage items not on your person.
*/
/obj/item/Adjacent(atom/neighbor, atom/target, atom/movable/mover, recurse = 1)
if(neighbor == loc)
return TRUE
if(neighbor?.loc == src)
return TRUE
if(isitem(loc))
if(recurse > 0)
return loc.Adjacent(neighbor, target, mover, recurse - 1)
return FALSE
return ..()
/*
This checks if you there is uninterrupted airspace between that turf and this one.
This is defined as any dense ATOM_FLAG_CHECKS_BORDER object, or any dense object without throwpass.
The border_only flag allows you to not objects (for source and destination squares)
*/
/turf/proc/ClickCross(target_dir, border_only, target, atom/movable/mover)
for(var/obj/O in src)
if((mover && O.CanPass(mover, target)) || (!mover && !O.density))
continue
//If there's a dense object on the turf, only allow the click to pass if you can throw items over it or it has a special flag.
if(O == target || O == mover || (O.pass_flags_self & (LETPASSTHROW|LETPASSCLICKS)))
continue
if(O.atom_flags & ATOM_FLAG_CHECKS_BORDER) // windows have throwpass but are on border, check them first
if(O.dir & target_dir || O.dir & (O.dir - 1)) // full tile windows are just diagonals mechanically
/*** START AURORA SNOWFLAKE CODE ***/
if(istype(target, /obj/structure/window))
var/obj/structure/window/W = target
if(!W.is_fulltile()) //exception for breaking full tile windows on top of single pane windows
return FALSE
if(O.atom_flags & ATOM_FLAG_ALWAYS_ALLOW_PICKUP)
return TRUE
return FALSE
/*** END AURORA SNOWFLAKE CODE ***/
// Dense, not on border, cannot pass over
else if(!border_only)
return FALSE
return TRUE