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Aurora.3/code/game/turfs/simulated.dm
Lohikar 8af0051fd6 More macros (#2955)
changes:

Holomaps now use an area flag instead of a proc to determine which areas do not draw on the holomap.
The supply shuttle once more has a roof.
The supply shuttle's landing zone is now dynamically lit.
Turfs only generate visibility updates on Initialize() after mapload - visualnet is not initialized by then anyways.
Merged /datum/gas_mixture/(init) into /datum/gas_mixture/New().
Converted a ZAS proc into a macro.
Made ZAS attempt to remove a turf from a zone instead of always rebuilding it in a certain case.
Macroized two misc procs.
Fixes #2947.
2017-07-06 23:37:58 +03:00

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/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
//Mining resources (for the large drills).
var/has_resources
var/list/resources
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/dirt = 0
var/unwet_timer // Used to keep track of the unwet timer & delete it on turf change so we don't runtime if the new turf is not simulated.
roof_type = /turf/simulated/floor/airless/ceiling
/turf/simulated/proc/wet_floor(var/wet_val = 1)
if(wet_val < wet)
return
if(!wet)
wet = wet_val
wet_overlay = image('icons/effects/water.dmi',src,"wet_floor")
add_overlay(wet_overlay, TRUE)
unwet_timer = addtimer(CALLBACK(src, .proc/unwet_floor), 120 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE | TIMER_STOPPABLE)
/turf/simulated/proc/unwet_floor()
--wet
if (wet < 1)
wet = 0
if(wet_overlay)
cut_overlay(wet_overlay, TRUE)
wet_overlay = null
else
unwet_timer = addtimer(CALLBACK(src, .proc/unwet_floor), 120 SECONDS, TIMER_UNIQUE | TIMER_STOPPABLE)
/turf/simulated/clean_blood()
for(var/obj/effect/decal/cleanable/blood/B in contents)
B.clean_blood()
..()
/turf/simulated/Initialize(mapload)
if (mapload)
if(istype(loc, /area/chapel))
holy = 1
. = ..()
levelupdate(mapload)
if (!mapload)
updateVisibility(src)
/turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808")
var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src
if(!tracks)
tracks = new typepath(src)
tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor)
/turf/simulated/proc/update_dirt()
dirt = min(dirt+1, 101)
var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt, src)
if (dirt > 50)
if (!dirtoverlay)
dirtoverlay = new/obj/effect/decal/cleanable/dirt(src)
dirtoverlay.alpha = min((dirt - 50) * 5, 255)
/turf/simulated/Entered(atom/A, atom/OL)
if(movement_disabled && usr.ckey != movement_disabled_exception)
usr << "<span class='danger'>Movement is admin-disabled.</span>" //This is to identify lag problems
return
if (istype(A,/mob/living))
var/mob/living/M = A
if(M.lying)
return ..()
// Ugly hack :( Should never have multiple plants in the same tile.
var/obj/effect/plant/plant = locate() in contents
if(plant) plant.trodden_on(M)
// Dirt overlays.
update_dirt()
if(istype(M, /mob/living/carbon/human))
var/mob/living/carbon/human/H = M
// Tracking blood
var/list/bloodDNA = null
var/bloodcolor=""
if(H.shoes)
var/obj/item/clothing/shoes/S = H.shoes
if(istype(S))
S.handle_movement(src,(H.m_intent == "run" ? 1 : 0))
if(S.track_blood && S.blood_DNA)
bloodDNA = S.blood_DNA
bloodcolor=S.blood_color
S.track_blood--
else
if(H.track_blood && H.feet_blood_DNA)
bloodDNA = H.feet_blood_DNA
bloodcolor = H.feet_blood_color
H.track_blood--
if (bloodDNA)
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,H.dir,0,bloodcolor) // Coming
var/turf/simulated/from = get_step(H,reverse_direction(H.dir))
if(istype(from) && from)
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,H.dir,bloodcolor) // Going
bloodDNA = null
if(src.wet)
if(M.buckled || (src.wet == 1 && M.m_intent == "walk"))
return
var/slip_dist = 1
var/slip_stun = 6
var/floor_type = "wet"
switch(src.wet)
if(2) // Lube
floor_type = "slippery"
slip_dist = 4
slip_stun = 10
if(3) // Ice
floor_type = "icy"
slip_stun = 4
if(M.slip("the [floor_type] floor",slip_stun))
for(var/i = 0;i<slip_dist;i++)
step(M, M.dir)
sleep(1)
else
M.inertia_dir = 0
else
M.inertia_dir = 0
..()
//returns 1 if made bloody, returns 0 otherwise
/turf/simulated/add_blood(mob/living/carbon/human/M as mob)
if (!..())
return 0
if(istype(M))
for(var/obj/effect/decal/cleanable/blood/B in contents)
if(!B.blood_DNA)
B.blood_DNA = list()
if(!B.blood_DNA[M.dna.unique_enzymes])
B.blood_DNA[M.dna.unique_enzymes] = M.dna.b_type
B.virus2 = virus_copylist(M.virus2)
return 1 //we bloodied the floor
blood_splatter(src,M.get_blood(M.vessel),1)
return 1 //we bloodied the floor
return 0
// Only adds blood on the floor -- Skie
/turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob)
if( istype(M, /mob/living/carbon/alien ))
var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src)
this.blood_DNA["UNKNOWN BLOOD"] = "X*"
else if( istype(M, /mob/living/silicon/robot ))
new /obj/effect/decal/cleanable/blood/oil(src)
/turf/simulated/Destroy()
//Yeah, we're just going to rebuild the whole thing.
//Despite this being called a bunch during explosions,
//the zone will only really do heavy lifting once.
if (zone)
zone.rebuild()
// Letting this timer continue to exist can cause runtimes, so we delete it.
if (unwet_timer)
// deltimer will no-op if the timer is already deleted, so we don't need to check the timer still exists.
deltimer(unwet_timer)
return ..()