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Aurora.3/code/_helpers/turfs.dm
2020-05-01 15:35:16 +02:00

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// Returns the atom sitting on the turf.
// For example, using this on a disk, which is in a bag, on a mob, will return the mob because it's on the turf.
/proc/get_atom_on_turf(var/atom/movable/M)
var/atom/mloc = M
while(mloc && mloc.loc && !istype(mloc.loc, /turf/))
mloc = mloc.loc
return mloc
/proc/iswall(turf/T)
return (istype(T, /turf/simulated/wall) || istype(T, /turf/unsimulated/wall))
/proc/isfloor(turf/T)
return (istype(T, /turf/simulated/floor) || istype(T, /turf/unsimulated/floor))
//Edit by Nanako
//This proc is used in only two places, ive changed it to make more sense
//The old behaviour returned zero if there were any simulated atoms at all, even pipes and wires
//Now it just finds if the tile is blocked by anything solid.
/proc/turf_clear(turf/T)
if (T.density)
return 0
for(var/atom/A in T)
if(A.density)
return 0
return 1
/proc/get_random_turf_in_range(var/atom/origin, var/outer_range, var/inner_range, var/check_density)
origin = get_turf(origin)
if(!origin)
return
var/list/turfs = list()
for(var/turf/T in orange(outer_range, origin))
if(!(T.z in current_map.sealed_levels)) // Picking a turf outside the map edge isn't recommended
if(T.x >= world.maxx-TRANSITIONEDGE || T.x <= TRANSITIONEDGE)
continue
if(T.y >= world.maxy-TRANSITIONEDGE || T.y <= TRANSITIONEDGE)
continue
if(check_density && turf_contains_dense_objects(T))
continue
if(!inner_range || get_dist(origin, T) >= inner_range)
turfs += T
if(turfs.len)
return pick(turfs)
// This proc will check if a neighboring tile in the stated direction "dir" is dense or not
// Will return 1 if it is dense and zero if not
/proc/check_neighbor_density(turf/T, var/dir)
if (!T.loc)
CRASH("The Turf has no location!")
switch (dir)
if (NORTH)
return !turf_clear(get_turf(locate(T.x, T.y+1, T.z)))
if (NORTHEAST)
return !turf_clear(get_turf(locate(T.x+1, T.y+1, T.z)))
if (EAST)
return !turf_clear(get_turf(locate(T.x+1, T.y, T.z)))
if (SOUTHEAST)
return !turf_clear(get_turf(locate(T.x+1, T.y-1, T.z)))
if (SOUTH)
return !turf_clear(get_turf(locate(T.x, T.y-1, T.z)))
if (SOUTHWEST)
return !turf_clear(get_turf(locate(T.x-1, T.y-1, T.z)))
if (WEST)
return !turf_clear(get_turf(locate(T.x-1, T.y, T.z)))
if (NORTHWEST)
return !turf_clear(get_turf(locate(T.x-1, T.y+1, T.z)))
else return
// Picks a turf without a mob from the given list of turfs, if one exists.
// If no such turf exists, picks any random turf from the given list of turfs.
/proc/pick_mobless_turf_if_exists(var/list/start_turfs)
if(!start_turfs.len)
return null
var/list/available_turfs = list()
for(var/start_turf in start_turfs)
var/mob/M = locate() in start_turf
if(!M)
available_turfs += start_turf
if(!available_turfs.len)
available_turfs = start_turfs
return pick(available_turfs)
/proc/turf_contains_dense_objects(var/turf/T)
return T.contains_dense_objects()
/proc/not_turf_contains_dense_objects(var/turf/T)
return !turf_contains_dense_objects(T)
/proc/is_station_turf(var/turf/T)
return T && isStationLevel(T.z)
/proc/is_below_sound_pressure(var/turf/T)
var/datum/gas_mixture/environment = T ? T.return_air() : null
var/pressure = environment ? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
return TRUE
return FALSE
/*
Turf manipulation
*/
//Returns an assoc list that describes how turfs would be changed if the
//turfs in turfs_src were translated by shifting the src_origin to the dst_origin
/proc/get_turf_translation(turf/src_origin, turf/dst_origin, list/turfs_src)
var/list/turf_map = list()
for(var/turf/source in turfs_src)
var/x_pos = (source.x - src_origin.x)
var/y_pos = (source.y - src_origin.y)
var/z_pos = (source.z - src_origin.z)
var/turf/target = locate(dst_origin.x + x_pos, dst_origin.y + y_pos, dst_origin.z + z_pos)
if(!target)
error("Null turf in translation @ ([dst_origin.x + x_pos], [dst_origin.y + y_pos], [dst_origin.z + z_pos])")
turf_map[source] = target //if target is null, preserve that information in the turf map
return turf_map
/proc/translate_turfs(var/list/translation, var/area/base_area = null, var/turf/base_turf)
for(var/turf/source in translation)
var/turf/target = translation[source]
if(target)
if(base_area)
ChangeArea(target, get_area(source))
ChangeArea(source, base_area)
transport_turf_contents(source, target)
//change the old turfs
for(var/turf/source in translation)
source.ChangeTurf(base_turf ? base_turf : get_base_turf_by_area(source), 1, 1)
//Transports a turf from a source turf to a target turf, moving all of the turf's contents and making the target a copy of the source.
/proc/transport_turf_contents(turf/source, turf/target)
var/turf/new_turf = target.ChangeTurf(source.type, 1, 1)
new_turf.transport_properties_from(source)
for(var/obj/O in source)
if(O.simulated)
O.forceMove(new_turf)
else if(istype(O,/obj/effect))
var/obj/effect/E = O
if(E.movable_flags & MOVABLE_FLAG_EFFECTMOVE)
E.forceMove(new_turf)
for(var/mob/M in source)
if(isEye(M)) continue // If we need to check for more mobs, I'll add a variable
M.forceMove(new_turf)
return new_turf