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https://github.com/Bubberstation/Bubberstation.git
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modules/atmospherics major cleanup (#61904)
major cleanup of modules/atmospherics folder and all related files, still many missing -cleanup of procs name -cleanup of vars name -documentation of some of the procs -minor changes to some for() logic (no in game changes just early continue or as anything checks) No in game changes, only code and docs
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@@ -469,7 +469,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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if (S.dir == ALL_CARDINALS)
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to_chat(user, span_warning("\The [S] has no unconnected directions!"))
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return
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var/old_init_dir = S.GetInitDirections()
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var/old_init_dir = S.get_init_directions()
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if (old_init_dir == p_init_dir)
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to_chat(user, span_warning("\The [S] is already in this configuration!"))
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return
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@@ -492,7 +492,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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to_chat(user, span_warning("\The [src]'s screen flashes a warning: Can't configure a pipe in a currently connected direction."))
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return
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// Grab the current initializable directions, which may differ from old_init_dir if someone else was working on the same pipe at the same time
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var/current_init_dir = S.GetInitDirections()
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var/current_init_dir = S.get_init_directions()
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// Access p_init_dir directly. The RPD can change target layer and initializable directions (though not pipe type or dir) while working to dispense and connect a component,
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// and have it reflected in the final result. Reprogramming should be similarly consistent.
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var/new_init_dir = (current_init_dir & ~target_differences) | (p_init_dir & target_differences)
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@@ -500,7 +500,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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if (ISSTUB(new_init_dir))
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to_chat(user, span_warning("\The [src]'s screen flashes a warning: Can't configure a pipe to only connect in one direction."))
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return
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S.SetInitDirections(new_init_dir)
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S.set_init_directions(new_init_dir)
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// We're now reconfigured.
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// We can never disconnect from existing connections, but we can connect to previously unconnected directions, and should immediately do so
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var/newly_permitted_connections = new_init_dir & ~current_init_dir
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@@ -516,11 +516,11 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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node.disconnect(S)
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S.nodes[i] = null
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// Get our new connections
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S.atmosinit()
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S.atmos_init()
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// Connect to our new connections
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for (var/obj/machinery/atmospherics/O in S.nodes)
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O.atmosinit()
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O.addMember(src)
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O.atmos_init()
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O.add_member(src)
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SSair.add_to_rebuild_queue(S)
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// Finally, update our internal state - update_pipe_icon also updates dir and connections
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S.update_pipe_icon()
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@@ -573,7 +573,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
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pipe_type.update()
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pipe_type.add_fingerprint(usr)
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pipe_type.setPipingLayer(piping_layer)
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pipe_type.set_piping_layer(piping_layer)
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if(ispath(queued_p_type, /obj/machinery/atmospherics) && !ispath(queued_p_type, /obj/machinery/atmospherics/pipe/color_adapter))
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pipe_type.add_atom_colour(GLOB.pipe_paint_colors[paint_color], FIXED_COLOUR_PRIORITY)
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if(mode & WRENCH_MODE)
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@@ -56,7 +56,7 @@
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force_proj_busy = FALSE
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return
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force_proj_busy = FALSE
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playsound(src,'sound/weapons/resonator_fire.ogg',50,TRUE)
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user.visible_message(span_warning("[user] projects a forcefield!"),span_notice("You project a forcefield."))
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var/obj/structure/projected_forcefield/F = new(T, src)
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@@ -102,7 +102,7 @@
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density = TRUE
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mouse_opacity = MOUSE_OPACITY_OPAQUE
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resistance_flags = INDESTRUCTIBLE
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CanAtmosPass = ATMOS_PASS_DENSITY
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can_atmos_pass = ATMOS_PASS_DENSITY
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armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
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var/obj/item/forcefield_projector/generator
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@@ -197,7 +197,7 @@
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for(var/turf/T in turflist)
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if(T == previousturf)
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continue //so we don't burn the tile we be standin on
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var/list/turfs_sharing_with_prev = previousturf.GetAtmosAdjacentTurfs(alldir=1)
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var/list/turfs_sharing_with_prev = previousturf.get_atmos_adjacent_turfs(alldir=1)
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if(!(T in turfs_sharing_with_prev))
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break
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if(igniter)
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