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Aurora.3/code/modules/multiz/pipes.dm
skull132 755ce490db Rewriting multiz movement to be gooder (#2464)
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.

To that end, this PR does the following:

All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.
2017-05-27 02:14:35 +03:00

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////////////////////////////
// parent class for pipes //
////////////////////////////
/obj/machinery/atmospherics/pipe/zpipe
icon = 'icons/obj/structures.dmi'
icon_state = "up"
name = "upwards pipe"
desc = "A pipe segment to connect upwards."
volume = 70
dir = SOUTH
initialize_directions = SOUTH
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
var/maximum_pressure = 70*ONE_ATMOSPHERE
var/fatigue_pressure = 55*ONE_ATMOSPHERE
alert_pressure = 55*ONE_ATMOSPHERE
level = 1
/obj/machinery/atmospherics/pipe/zpipe/New()
..()
switch(dir)
if(SOUTH)
initialize_directions = SOUTH
if(NORTH)
initialize_directions = NORTH
if(WEST)
initialize_directions = WEST
if(EAST)
initialize_directions = EAST
if(NORTHEAST)
initialize_directions = NORTH
if(NORTHWEST)
initialize_directions = WEST
if(SOUTHEAST)
initialize_directions = EAST
if(SOUTHWEST)
initialize_directions = SOUTH
/obj/machinery/atmospherics/pipe/zpipe/hide(var/i)
if(istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
update_icon()
/obj/machinery/atmospherics/pipe/up/process()
if(!parent) //This should cut back on the overhead calling build_network thousands of times per cycle
..()
else
. = PROCESS_KILL
/obj/machinery/atmospherics/pipe/zpipe/check_pressure(pressure)
var/datum/gas_mixture/environment = loc.return_air()
var/pressure_difference = pressure - environment.return_pressure()
if(pressure_difference > maximum_pressure)
burst()
else if(pressure_difference > fatigue_pressure)
//TODO: leak to turf, doing pfshhhhh
if(prob(5))
burst()
else return 1
/obj/machinery/atmospherics/pipe/zpipe/proc/burst()
src.visible_message("<span class='warning'>\The [src] bursts!</span>");
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
var/datum/effect/effect/system/smoke_spread/smoke = new
smoke.set_up(1,0, src.loc, 0)
smoke.start()
qdel(src) // Yes QDel.
/obj/machinery/atmospherics/pipe/zpipe/proc/normalize_dir()
if(dir==3)
set_dir(1)
else if(dir==12)
set_dir(4)
/obj/machinery/atmospherics/pipe/zpipe/Destroy()
if(node1)
node1.disconnect(src)
if(node2)
node2.disconnect(src)
return ..()
/obj/machinery/atmospherics/pipe/zpipe/pipeline_expansion()
return list(node1, node2)
/obj/machinery/atmospherics/pipe/zpipe/update_icon()
return
/obj/machinery/atmospherics/pipe/zpipe/disconnect(obj/machinery/atmospherics/reference)
if(reference == node1)
if(istype(node1, /obj/machinery/atmospherics/pipe))
qdel(parent)
node1 = null
if(reference == node2)
if(istype(node2, /obj/machinery/atmospherics/pipe))
qdel(parent)
node2 = null
return null
/////////////////////////
// the elusive up pipe //
/////////////////////////
/obj/machinery/atmospherics/pipe/zpipe/up
icon = 'icons/obj/structures.dmi'
icon_state = "up"
name = "upwards pipe"
desc = "A pipe segment to connect upwards."
/obj/machinery/atmospherics/pipe/zpipe/up/initialize()
normalize_dir()
var/node1_dir
for(var/direction in cardinal)
if(direction&initialize_directions)
if (!node1_dir)
node1_dir = direction
for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir))
if(target.initialize_directions & get_dir(target,src))
if (check_connect_types(target,src))
node1 = target
break
var/turf/above = GetAbove(src)
if(above)
for(var/obj/machinery/atmospherics/target in above)
if(target.initialize_directions && istype(target, /obj/machinery/atmospherics/pipe/zpipe/down))
if (check_connect_types(target,src))
node2 = target
break
var/turf/T = src.loc // hide if turf is not intact
hide(!T.is_plating())
///////////////////////
// and the down pipe //
///////////////////////
/obj/machinery/atmospherics/pipe/zpipe/down
icon = 'icons/obj/structures.dmi'
icon_state = "down"
name = "downwards pipe"
desc = "A pipe segment to connect downwards."
/obj/machinery/atmospherics/pipe/zpipe/down/initialize()
normalize_dir()
var/node1_dir
for(var/direction in cardinal)
if(direction&initialize_directions)
if (!node1_dir)
node1_dir = direction
for(var/obj/machinery/atmospherics/target in get_step(src,node1_dir))
if(target.initialize_directions & get_dir(target,src))
if (check_connect_types(target,src))
node1 = target
break
var/turf/below = GetBelow(src)
if(below)
for(var/obj/machinery/atmospherics/target in below)
if(target.initialize_directions && istype(target, /obj/machinery/atmospherics/pipe/zpipe/up))
if (check_connect_types(target,src))
node2 = target
break
var/turf/T = src.loc // hide if turf is not intact
hide(!T.is_plating())
///////////////////////
// supply/scrubbers //
///////////////////////
/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers
icon_state = "up-scrubbers"
name = "upwards scrubbers pipe"
desc = "A scrubbers pipe segment to connect upwards."
connect_types = CONNECT_TYPE_SCRUBBER
icon_connect_type = "-scrubbers"
color = PIPE_COLOR_RED
/obj/machinery/atmospherics/pipe/zpipe/up/supply
icon_state = "up-supply"
name = "upwards supply pipe"
desc = "A supply pipe segment to connect upwards."
connect_types = CONNECT_TYPE_SUPPLY
icon_connect_type = "-supply"
color = PIPE_COLOR_BLUE
/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers
icon_state = "down-scrubbers"
name = "downwards scrubbers pipe"
desc = "A scrubbers pipe segment to connect downwards."
connect_types = CONNECT_TYPE_SCRUBBER
icon_connect_type = "-scrubbers"
color = PIPE_COLOR_RED
/obj/machinery/atmospherics/pipe/zpipe/down/supply
icon_state = "down-supply"
name = "downwards supply pipe"
desc = "A supply pipe segment to connect downwards."
connect_types = CONNECT_TYPE_SUPPLY
icon_connect_type = "-supply"
color = PIPE_COLOR_BLUE
// Colored misc. pipes
/obj/machinery/atmospherics/pipe/zpipe/up/cyan
color = PIPE_COLOR_CYAN
/obj/machinery/atmospherics/pipe/zpipe/down/cyan
color = PIPE_COLOR_CYAN
/obj/machinery/atmospherics/pipe/zpipe/up/red
color = PIPE_COLOR_RED
/obj/machinery/atmospherics/pipe/zpipe/down/red
color = PIPE_COLOR_RED