mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-17 04:42:06 +00:00
Runtime map now has a bunch of new areas / items with often-tested stuffs, and some hard-to-put-at-runtime stuffs. Runtime map jobs now are positioned to make it faster to reach the aforementioned often-tested stuffs. Runtime map doesn't generate an overmap anymore by default, which speeds up the process. Runtime map now loads in ~11 seconds instead of ~40 seconds as it was before. Updated the maploader to be faster in parsing maps. Bapi is not engaged anymore if we're only measuring the map size, which speeds up the process. In fastboot we do not generate the codexes anymore, which speeds up the process. In fastboot and if exoplanets and away sites are not enabled, we do not parse the map templates anymore, which speeds up the process. Updated the icon smoothing to be faster. Optimized cargo area code. Other optimizations.
256 lines
9.0 KiB
Plaintext
256 lines
9.0 KiB
Plaintext
/**
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* The base type for nearly all physical objects in SS13
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* Lots and lots of functionality lives here, although in general we are striving to move
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* as much as possible to the components/elements system
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*/
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/atom
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/// pass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through.
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var/pass_flags_self = NONE
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///First atom flags var
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var/flags_1 = NONE
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var/flags_ricochet = NONE
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///When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
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var/receive_ricochet_chance_mod = 1
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///When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
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var/receive_ricochet_damage_coeff = 0.33
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var/update_icon_on_init = FALSE // Default to 'no'.
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layer = TURF_LAYER
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appearance_flags = DEFAULT_APPEARANCE_FLAGS
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var/level = 2
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var/atom_flags = 0
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var/init_flags = 0
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var/list/fingerprints
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var/list/fingerprintshidden
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var/fingerprintslast = null
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var/list/blood_DNA
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var/list/other_DNA
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var/other_DNA_type = null
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var/was_bloodied
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var/blood_color
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var/last_bumped = 0
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var/pass_flags = 0
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var/throwpass = 0
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var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
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var/simulated = 1 // Filter for actions. Used by lighting overlays.
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var/fluorescent // Shows up under a UV light.
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var/explosion_resistance
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/// Chemistry.
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var/datum/reagents/reagents = null
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var/list/reagents_to_add
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var/list/reagent_data
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var/gfi_layer_rotation = GFI_ROTATION_DEFAULT
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// Extra descriptions.
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var/desc_extended = null // Regular text about the atom's extended description, if any exists.
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var/desc_info = null // Blue text (SPAN_NOTICE()), informing the user about how to use the item or about game controls.
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var/desc_antag = null // Red text (SPAN_ALERT()), informing the user about how they can use an object to antagonize.
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/* SSicon_update VARS */
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///When was the last time (in `world.time`) that the icon of this atom was updated via `SSicon_update`
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var/tmp/last_icon_update = null
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///If the atom is currently queued to have it's icon updated in `SSicon_update`
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var/tmp/icon_update_queued = FALSE
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///Delay to apply before updating the icon in `SSicon_update`
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var/icon_update_delay = null
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/// How this atom should react to having its astar blocking checked
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var/can_astar_pass = CANASTARPASS_DENSITY
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/// This atom's cache of non-protected overlays, used for normal icon additions. Do not manipulate directly- See SSoverlays.
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var/list/atom_overlay_cache
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/// This atom's cache of overlays that can only be removed explicitly, like C4. Do not manipulate directly- See SSoverlays.
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var/list/atom_protected_overlay_cache
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/atom/Destroy(force)
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if(opacity)
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updateVisibility(src)
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if(reagents)
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QDEL_NULL(reagents)
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// Checking length(overlays) before cutting has significant speed benefits
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if(length(overlays))
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overlays.Cut()
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if(light)
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QDEL_NULL(light)
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if(length(light_sources))
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light_sources.Cut()
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if(smoothing_flags & SMOOTH_QUEUED)
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SSicon_smooth.remove_from_queues(src)
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//We're being destroyed, no need to update the icon
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if(icon_update_queued)
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SSicon_update.remove_from_queue(src)
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if(length(atom_overlay_cache))
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LAZYCLEARLIST(atom_overlay_cache)
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if(length(atom_protected_overlay_cache))
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LAZYCLEARLIST(atom_protected_overlay_cache)
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if(orbiters)
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for(var/thing in orbiters)
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var/datum/orbit/O = thing
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if(O.orbiter)
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O.orbiter.stop_orbit()
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orbiters = null
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. = ..()
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/atom/proc/handle_ricochet(obj/projectile/ricocheting_projectile)
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var/turf/p_turf = get_turf(ricocheting_projectile)
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var/face_direction = get_dir(src, p_turf) || get_dir(src, ricocheting_projectile)
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var/face_angle = dir2angle(face_direction)
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var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (ricocheting_projectile.Angle + 180))
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var/a_incidence_s = abs(incidence_s)
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if(a_incidence_s > 90 && a_incidence_s < 270)
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return FALSE
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// if((ricocheting_projectile.armor_flag in list(BULLET, BOMB)) && ricocheting_projectile.ricochet_incidence_leeway)
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// if((a_incidence_s < 90 && a_incidence_s < 90 - ricocheting_projectile.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > ricocheting_projectile.ricochet_incidence_leeway))
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// return FALSE
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var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
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ricocheting_projectile.set_angle(new_angle_s)
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return TRUE
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///Purpose: Determines if the object (or airflow) can pass this atom.
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///Called by: Movement, airflow.
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///Inputs: The moving atom (optional), target turf, "height" and air group
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///Outputs: Boolean if can pass.
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///**Please stop using this proc, use the `pass_flags_self` flags to determine what can pass unless you literally have no other choice**
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/atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//I have condensed TG's `CanAllowThrough()` into this proc
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if(mover) //Because some procs send null as a mover
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if(mover.movement_type & PHASING)
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return TRUE
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if(mover.pass_flags & pass_flags_self)
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return TRUE
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if(mover.throwing && (pass_flags_self & LETPASSTHROW))
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return TRUE
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return (!density || !height || air_group)
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/**
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* An atom we are buckled or is contained within us has tried to move
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*/
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/atom/proc/relaymove(mob/living/user, direction)
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SHOULD_NOT_SLEEP(TRUE)
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SHOULD_CALL_PARENT(TRUE)
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if(SEND_SIGNAL(src, COMSIG_ATOM_RELAYMOVE, user, direction) & COMSIG_BLOCK_RELAYMOVE)
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return
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return
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/**
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* An atom has entered this atom's contents
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*
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* Default behaviour is to send the [COMSIG_ATOM_ENTERED]
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*
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* Aurora note: old_locs is not populated currently, and will always be null
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*/
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/atom/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SEND_SIGNAL(src, COMSIG_ATOM_ENTERED, arrived, old_loc, old_locs)
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SEND_SIGNAL(arrived, COMSIG_ATOM_ENTERING, src, old_loc, old_locs)
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//Observables event, Aurora snowflake code
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GLOB.entered_event.raise_event(src, arrived, old_loc)
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GLOB.moved_event.raise_event(arrived, old_loc, arrived.loc)
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/**
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* An atom is attempting to exit this atom's contents
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*
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* Default behaviour is to send the [COMSIG_ATOM_EXIT]
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*/
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/atom/Exit(atom/movable/leaving, direction)
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// Don't call `..()` here, otherwise `Uncross()` gets called.
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// See the doc comment on `Uncross()` to learn why this is bad.
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if(SEND_SIGNAL(src, COMSIG_ATOM_EXIT, leaving, direction) & COMPONENT_ATOM_BLOCK_EXIT)
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return FALSE
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//Observables event, Aurora snowflake code
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GLOB.exited_event.raise_event(src, leaving, get_step_towards(src, direction))
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return TRUE
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/**
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* An atom has exited this atom's contents
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*
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* Default behaviour is to send the [COMSIG_ATOM_EXITED]
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*/
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/atom/Exited(atom/movable/gone, direction)
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SEND_SIGNAL(src, COMSIG_ATOM_EXITED, gone, direction)
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/**
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* Returns true if this atom has gravity for the passed in turf
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*
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* Sends signals [COMSIG_ATOM_HAS_GRAVITY] and [COMSIG_TURF_HAS_GRAVITY], both can force gravity with
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* the forced gravity var.
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*
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* micro-optimized to hell because this proc is very hot, being called several times per movement every movement.
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*
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* This is slightly different from TG's version due to Aurora reasons.
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*/
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/atom/proc/has_gravity(turf/gravity_turf)
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if(!isturf(gravity_turf))
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gravity_turf = get_turf(src)
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if(!gravity_turf)//no gravity in nullspace
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return FALSE
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var/list/forced_gravity = list()
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SEND_SIGNAL(src, COMSIG_ATOM_HAS_GRAVITY, gravity_turf, forced_gravity)
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SEND_SIGNAL(gravity_turf, COMSIG_TURF_HAS_GRAVITY, src, forced_gravity)
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if(length(forced_gravity))
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var/positive_grav = max(forced_gravity)
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var/negative_grav = min(min(forced_gravity), 0) //negative grav needs to be below or equal to 0
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//our gravity is sum of the most massive positive and negative numbers returned by the signal
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//so that adding two forced_gravity elements with an effect size of 1 each doesnt add to 2 gravity
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//but negative force gravity effects can cancel out positive ones
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return (positive_grav + negative_grav)
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var/area/turf_area = gravity_turf.loc
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return turf_area.has_gravity()
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/**
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* This proc is used for telling whether something can pass by this atom in a given direction, for use by the pathfinding system.
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*
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* Trying to generate one long path across the station will call this proc on every single object on every single tile that we're seeing if we can move through, likely
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* multiple times per tile since we're likely checking if we can access said tile from multiple directions, so keep these as lightweight as possible.
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*
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* For turfs this will only be used if pathing_pass_method is TURF_PATHING_PASS_PROC
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*
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* Arguments:
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* * to_dir - What direction we're trying to move in, relevant for things like directional windows that only block movement in certain directions
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* * pass_info - Datum that stores info about the thing that's trying to pass us
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*
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* IMPORTANT NOTE: /turf/proc/LinkBlockedWithAccess assumes that overrides of CanAStarPass will always return true if density is FALSE
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* If this is NOT you, ensure you edit your can_astar_pass variable. Check __DEFINES/path.dm
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**/
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/atom/proc/CanAStarPass(to_dir, datum/can_pass_info/pass_info)
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if(pass_info.pass_flags & pass_flags_self)
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return TRUE
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. = !density
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