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The lifeless live again. Or in this case, what never actually lived here. Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will. I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to. Changes: "Shuttle code has been completely reworked." "Shuttles can now be modified to have more than one destination." "Shuttles now have a takeoff sound." "You can now throw mobs against walls to damage them. A lot." "You now need a neckgrab to throw mobs." "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it." "Adminghosts can now interact with all shuttles."
154 lines
5.0 KiB
Plaintext
154 lines
5.0 KiB
Plaintext
// Returns the atom sitting on the turf.
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// 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.
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/proc/get_atom_on_turf(var/atom/movable/M)
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var/atom/mloc = M
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while(mloc && mloc.loc && !istype(mloc.loc, /turf/))
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mloc = mloc.loc
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return mloc
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/proc/iswall(turf/T)
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return (istype(T, /turf/simulated/wall) || istype(T, /turf/unsimulated/wall))
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/proc/isfloor(turf/T)
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return (istype(T, /turf/simulated/floor) || istype(T, /turf/unsimulated/floor))
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//Edit by Nanako
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//This proc is used in only two places, ive changed it to make more sense
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//The old behaviour returned zero if there were any simulated atoms at all, even pipes and wires
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//Now it just finds if the tile is blocked by anything solid.
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/proc/turf_clear(turf/T)
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if (T.density)
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return 0
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for(var/atom/A in T)
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if(A.density)
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return 0
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return 1
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/proc/get_random_turf_in_range(var/atom/origin, var/outer_range, var/inner_range)
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origin = get_turf(origin)
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if(!origin)
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return
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var/list/turfs = list()
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for(var/turf/T in orange(origin, outer_range))
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if(!(T.z in current_map.sealed_levels)) // Picking a turf outside the map edge isn't recommended
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if(T.x >= world.maxx-TRANSITIONEDGE || T.x <= TRANSITIONEDGE)
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continue
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if(T.y >= world.maxy-TRANSITIONEDGE || T.y <= TRANSITIONEDGE)
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continue
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if(!inner_range || get_dist(origin, T) >= inner_range)
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turfs += T
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if(turfs.len)
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return pick(turfs)
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// This proc will check if a neighboring tile in the stated direction "dir" is dense or not
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// Will return 1 if it is dense and zero if not
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/proc/check_neighbor_density(turf/T, var/dir)
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if (!T.loc)
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CRASH("The Turf has no location!")
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switch (dir)
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if (NORTH)
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return !turf_clear(get_turf(locate(T.x, T.y+1, T.z)))
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if (NORTHEAST)
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return !turf_clear(get_turf(locate(T.x+1, T.y+1, T.z)))
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if (EAST)
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return !turf_clear(get_turf(locate(T.x+1, T.y, T.z)))
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if (SOUTHEAST)
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return !turf_clear(get_turf(locate(T.x+1, T.y-1, T.z)))
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if (SOUTH)
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return !turf_clear(get_turf(locate(T.x, T.y-1, T.z)))
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if (SOUTHWEST)
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return !turf_clear(get_turf(locate(T.x-1, T.y-1, T.z)))
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if (WEST)
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return !turf_clear(get_turf(locate(T.x-1, T.y, T.z)))
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if (NORTHWEST)
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return !turf_clear(get_turf(locate(T.x-1, T.y+1, T.z)))
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else return
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// Picks a turf without a mob from the given list of turfs, if one exists.
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// If no such turf exists, picks any random turf from the given list of turfs.
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/proc/pick_mobless_turf_if_exists(var/list/start_turfs)
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if(!start_turfs.len)
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return null
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var/list/available_turfs = list()
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for(var/start_turf in start_turfs)
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var/mob/M = locate() in start_turf
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if(!M)
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available_turfs += start_turf
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if(!available_turfs.len)
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available_turfs = start_turfs
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return pick(available_turfs)
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/proc/turf_contains_dense_objects(var/turf/T)
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return T.contains_dense_objects()
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/proc/not_turf_contains_dense_objects(var/turf/T)
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return !turf_contains_dense_objects(T)
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/proc/is_station_turf(var/turf/T)
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return T && isStationLevel(T.z)
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/proc/is_below_sound_pressure(var/turf/T)
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var/datum/gas_mixture/environment = T ? T.return_air() : null
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var/pressure = environment ? environment.return_pressure() : 0
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if(pressure < SOUND_MINIMUM_PRESSURE)
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return TRUE
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return FALSE
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/*
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Turf manipulation
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*/
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//Returns an assoc list that describes how turfs would be changed if the
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//turfs in turfs_src were translated by shifting the src_origin to the dst_origin
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/proc/get_turf_translation(turf/src_origin, turf/dst_origin, list/turfs_src)
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var/list/turf_map = list()
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for(var/turf/source in turfs_src)
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var/x_pos = (source.x - src_origin.x)
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var/y_pos = (source.y - src_origin.y)
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var/z_pos = (source.z - src_origin.z)
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var/turf/target = locate(dst_origin.x + x_pos, dst_origin.y + y_pos, dst_origin.z + z_pos)
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if(!target)
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error("Null turf in translation @ ([dst_origin.x + x_pos], [dst_origin.y + y_pos], [dst_origin.z + z_pos])")
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turf_map[source] = target //if target is null, preserve that information in the turf map
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return turf_map
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/proc/translate_turfs(var/list/translation, var/area/base_area = null, var/turf/base_turf)
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for(var/turf/source in translation)
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var/turf/target = translation[source]
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if(target)
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if(base_area)
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ChangeArea(target, get_area(source))
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ChangeArea(source, base_area)
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transport_turf_contents(source, target)
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//change the old turfs
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for(var/turf/source in translation)
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source.ChangeTurf(base_turf ? base_turf : get_base_turf_by_area(source), 1, 1)
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//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.
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/proc/transport_turf_contents(turf/source, turf/target)
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var/turf/new_turf = target.ChangeTurf(source.type, 1, 1)
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new_turf.transport_properties_from(source)
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for(var/obj/O in source)
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if(O.simulated)
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O.forceMove(new_turf)
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else if(istype(O,/obj/effect))
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var/obj/effect/E = O
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if(E.movable_flags & MOVABLE_FLAG_EFFECTMOVE)
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E.forceMove(new_turf)
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for(var/mob/M in source)
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if(isEye(M)) continue // If we need to check for more mobs, I'll add a variable
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M.forceMove(new_turf)
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return new_turf
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