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Turns connecting_turfs into an associated list. From testing a few years ago, assoc lists performed quite well when it came to key-access at runtime. This then allows us to make the loop at ConnectionGroup.dm:112 into a stable one, complexity wise. Only O(world.view^2) instead of O(connecting_turfs.len * world.view^2). All references to connecting_turfs were edited to match this.
154 lines
3.8 KiB
Plaintext
154 lines
3.8 KiB
Plaintext
/*
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Contains helper procs for airflow, handled in /connection_group.
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*/
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mob/var/tmp/last_airflow_stun = 0
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mob/proc/airflow_stun()
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if(stat == 2)
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return 0
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if(last_airflow_stun > world.time - vsc.airflow_stun_cooldown) return 0
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if(!(status_flags & CANSTUN) && !(status_flags & CANWEAKEN))
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src << "<span class='notice'>You stay upright as the air rushes past you.</span>"
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return 0
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if(buckled)
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src << "<span class='notice'>Air suddenly rushes past you!</span>"
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return 0
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if(!lying)
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src << "<span class='warning'>The sudden rush of air knocks you over!</span>"
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Weaken(5)
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last_airflow_stun = world.time
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mob/living/silicon/airflow_stun()
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return
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mob/living/carbon/slime/airflow_stun()
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return
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mob/living/carbon/human/airflow_stun()
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if(shoes)
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if(shoes.item_flags & NOSLIP) return 0
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..()
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atom/movable/proc/check_airflow_movable(n)
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if(anchored && !ismob(src)) return 0
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if(!istype(src,/obj/item) && n < vsc.airflow_dense_pressure) return 0
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return 1
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mob/check_airflow_movable(n)
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if(n < vsc.airflow_heavy_pressure)
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return 0
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return 1
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mob/dead/observer/check_airflow_movable()
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return 0
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mob/living/silicon/check_airflow_movable()
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return 0
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obj/item/check_airflow_movable(n)
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. = ..()
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switch(w_class)
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if(2)
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if(n < vsc.airflow_lightest_pressure) return 0
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if(3)
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if(n < vsc.airflow_light_pressure) return 0
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if(4,5)
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if(n < vsc.airflow_medium_pressure) return 0
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/atom/movable/var/tmp/turf/airflow_dest
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/atom/movable/var/tmp/airflow_speed = 0
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/atom/movable/var/tmp/airflow_time = 0
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/atom/movable/var/tmp/last_airflow = 0
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/atom/movable/proc/AirflowCanMove(n)
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return 1
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/mob/AirflowCanMove(n)
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if(status_flags & GODMODE)
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return 0
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if(buckled)
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return 0
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var/obj/item/shoes = get_equipped_item(slot_shoes)
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if(istype(shoes) && (shoes.item_flags & NOSLIP))
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return 0
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return 1
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/*
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/atom/movable/proc/GotoAirflowDest(n)
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and
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/atom/movable/proc/RepelAirflowDest(n)
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have been moved to SSairflow.
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*/
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/atom/movable/Bump(atom/A)
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if(airflow_speed > 0 && airflow_dest)
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airflow_hit(A)
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else
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airflow_speed = 0
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airflow_time = 0
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. = ..()
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atom/movable/proc/airflow_hit(atom/A)
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airflow_speed = 0
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airflow_dest = null
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mob/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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var/weak_amt = istype(A,/obj/item) ? A:w_class : rand(1,5) //Heheheh
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Weaken(weak_amt)
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. = ..()
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obj/airflow_hit(atom/A)
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for(var/mob/M in hearers(src))
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M.show_message("<span class='danger'>\The [src] slams into \a [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
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playsound(src.loc, "smash.ogg", 25, 1, -1)
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. = ..()
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obj/item/airflow_hit(atom/A)
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airflow_speed = 0
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airflow_dest = null
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mob/living/carbon/human/airflow_hit(atom/A)
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// for(var/mob/M in hearers(src))
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// M.show_message("<span class='danger'>[src] slams into [A]!</span>",1,"<span class='danger'>You hear a loud slam!</span>",2)
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playsound(src.loc, "punch", 25, 1, -1)
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if (prob(33))
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loc:add_blood(src)
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bloody_body(src)
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var/b_loss = airflow_speed * vsc.airflow_damage
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var/blocked = run_armor_check("head","melee")
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apply_damage(b_loss/3, BRUTE, "head", blocked, 0, "Airflow")
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blocked = run_armor_check("chest","melee")
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apply_damage(b_loss/3, BRUTE, "chest", blocked, 0, "Airflow")
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blocked = run_armor_check("groin","melee")
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apply_damage(b_loss/3, BRUTE, "groin", blocked, 0, "Airflow")
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if(airflow_speed > 10)
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Paralyse(round(airflow_speed * vsc.airflow_stun))
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Stun(paralysis + 3)
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else
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Stun(round(airflow_speed * vsc.airflow_stun/2))
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. = ..()
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zone/proc/movables()
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. = list()
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for(var/turf/T in contents)
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CHECK_TICK
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for(var/aa in T)
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var/atom/movable/A = aa
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if(!A.simulated || A.anchored || istype(A, /obj/effect) || istype(A, /mob/eye))
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continue
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. += A
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