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Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
75 lines
2.4 KiB
Plaintext
75 lines
2.4 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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// 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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