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Fixes #19636 Fixes #19612 Fixes build mode buttons going under darkness Fixes items overlaying above closed shutters --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
//---------- external shield generator
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//generates an energy field that loops around any built up area in space (is useless inside) halts movement and airflow, is blocked by walls, windows, airlocks etc
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/obj/machinery/shield_gen/external
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name = "hull shield generator"
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multi_unlocked = TRUE
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//Search for space turfs within range that are adjacent to a simulated turf.
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var/list/out = list()
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var/turf/gen_turf = get_turf(src)
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if (!gen_turf)
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return
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var/turf/U
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var/turf/T
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for (var/tt in RANGE_TURFS(field_radius, gen_turf))
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T = tt
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// Ignore station areas.
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if (GLOB.the_station_areas[T.loc] || is_shuttle_area(T.loc))
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continue
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else if (istype(T, /turf/space) || istype(T, /turf/unsimulated/floor/asteroid) || isopenturf(T) || istype(T, /turf/simulated/floor/reinforced))
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for (var/uu in RANGE_TURFS(1, T))
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U = uu
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if (T == U)
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continue
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if (GLOB.the_station_areas[U.loc] || istype(U, /turf/simulated/mineral/surface))
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out += T
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break
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if(multiz)
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var/connected_levels = list()
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var/list/turf/above = getzabove(get_turf(src))
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var/list/turf/below = getzbelow(get_turf(src))
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if(above)
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for(var/turf/z as anything in above)
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connected_levels += z
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if(below)
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for(var/turf/z as anything in below)
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connected_levels += z
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for(var/turf/z in connected_levels)
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for (var/tt in RANGE_TURFS(field_radius, z))
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T = tt
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// Ignore station areas.
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if (GLOB.the_station_areas[T.loc] || istype(T.loc, /area/shuttle))
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continue
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else if (istype(T, /turf/space) || istype(T, /turf/unsimulated/floor/asteroid) || isopenturf(T) || istype(T, /turf/simulated/floor/reinforced))
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for (var/uu in RANGE_TURFS(1, T))
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U = uu
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if (T == U)
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continue
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if (GLOB.the_station_areas[U.loc])
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out += T
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break
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return out
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