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Bubberstation/code/game/turfs/open.dm
MrStonedOne 78c9ce1bfc Cleans up some init procs from world start.
`/turf`, `/turf/open`, `/turf/open/space`, `/obj` should now no longer have an `init[]` proc in byond.

This mostly abuses the fact that `for (var/thing in null)` works exactly the same as `for (var/thing in emptylist)`

`atmos_adjacent_turfs` is lazy init'ed and set back to null when empty. `GetAtmosAdjacentTurfs()` will always return a list for code that doesn't want to care.

`atmos_overlay_types`, and `proximity_checkers` lazy init and reset back to null when empty.

`armor` is now init'ed in `/obj`'s `New()` if it's blank. This could also be set to some lazy init system if somebody is feeling masochistic enough.

`/obj`s that both don't call parent in `New()` and don't set their own armor will have a null armor list. This might cause bugs so this change may get removed if that becomes an issue.

Minor slightly unrelated change that made doing this change easier, `add_overlay()` now *technically* works properly if given a list
2016-10-28 13:31:08 -07:00

244 lines
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/turf/open
var/slowdown = 0 //negative for faster, positive for slower
var/wet = 0
var/wet_time = 0 // Time in seconds that this floor will be wet for.
var/image/wet_overlay = null
/turf/open/indestructible
name = "floor"
icon = 'icons/turf/floors.dmi'
icon_state = "floor"
/turf/open/indestructible/sound
name = "squeeky floor"
var/sound
/turf/open/indestructible/sound/Entered(var/mob/AM)
if(istype(AM))
playsound(src,sound,50,1)
/turf/open/indestructible/necropolis
name = "necropolis floor"
desc = "It's regarding you suspiciously."
icon = 'icons/turf/floors.dmi'
icon_state = "necro1"
baseturf = /turf/open/indestructible/necropolis
/turf/open/indestructible/necropolis/New()
..()
if(prob(12))
icon_state = "necro[rand(2,3)]"
/turf/open/Initalize_Atmos(times_fired)
excited = 0
update_visuals()
current_cycle = times_fired
//cache some vars
var/datum/gas_mixture/air = src.air
air.holder = src
var/list/atmos_adjacent_turfs = src.atmos_adjacent_turfs
for(var/direction in cardinal)
var/turf/open/enemy_tile = get_step(src, direction)
if(!istype(enemy_tile))
if (atmos_adjacent_turfs)
atmos_adjacent_turfs -= enemy_tile
continue
var/datum/gas_mixture/enemy_air = enemy_tile.return_air()
//only check this turf, if it didn't check us when it was initalized
if(enemy_tile.current_cycle < times_fired)
if(CanAtmosPass(enemy_tile))
LAZYINITLIST(atmos_adjacent_turfs)
LAZYINITLIST(enemy_tile.atmos_adjacent_turfs)
atmos_adjacent_turfs[enemy_tile] = TRUE
enemy_tile.atmos_adjacent_turfs[src] = TRUE
else
if (atmos_adjacent_turfs)
atmos_adjacent_turfs -= enemy_tile
if (enemy_tile.atmos_adjacent_turfs)
enemy_tile.atmos_adjacent_turfs -= src
UNSETEMPTY(enemy_tile.atmos_adjacent_turfs)
continue
else
if (!atmos_adjacent_turfs || !atmos_adjacent_turfs[enemy_tile])
continue
var/is_active = air.compare(enemy_air)
if(is_active)
//testing("Active turf found. Return value of compare(): [is_active]")
if(!excited) //make sure we aren't already excited
excited = 1
SSair.active_turfs |= src
UNSETEMPTY(atmos_adjacent_turfs)
if (atmos_adjacent_turfs)
src.atmos_adjacent_turfs = atmos_adjacent_turfs
/turf/open/proc/GetHeatCapacity()
. = air.heat_capacity()
/turf/open/proc/GetTemperature()
. = air.temperature
/turf/open/proc/TakeTemperature(temp)
air.temperature += temp
air_update_turf()
/turf/open/freon_gas_act()
for(var/obj/I in contents)
if(!I.is_frozen) //let it go
I.make_frozen_visual(I)
for(var/mob/living/L in contents)
if(L.bodytemperature >= 10)
L.bodytemperature -= 10
if(L.bodytemperature <= 50)
L.apply_status_effect(/datum/status_effect/freon)
MakeSlippery(TURF_WET_PERMAFROST, 5)
return 1
/turf/open/water_vapor_gas_act()
MakeSlippery(min_wet_time = 10, wet_time_to_add = 5)
for(var/mob/living/simple_animal/slime/M in src)
M.apply_water()
clean_blood()
for(var/obj/effect/O in src)
if(is_cleanable(O))
qdel(O)
var/obj/effect/hotspot/hotspot = (locate(/obj/effect/hotspot) in src)
if(hotspot && !isspaceturf(src))
air.temperature = max(min(air.temperature-2000,air.temperature/2),0)
qdel(hotspot)
return 1
/turf/open/handle_fall(mob/faller, forced)
faller.lying = pick(90, 270)
if(!forced)
return
if(has_gravity(src))
playsound(src, "bodyfall", 50, 1)
/turf/open/handle_slip(mob/living/carbon/C, s_amount, w_amount, obj/O, lube)
if(has_gravity(src))
var/obj/buckled_obj
if(C.buckled)
buckled_obj = C.buckled
if(!(lube&GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
return 0
else
if(C.lying || !(C.status_flags & CANWEAKEN)) // can't slip unbuckled mob if they're lying or can't fall.
return 0
if(C.m_intent=="walk" && (lube&NO_SLIP_WHEN_WALKING))
return 0
if(!(lube&SLIDE_ICE))
C << "<span class='notice'>You slipped[ O ? " on the [O.name]" : ""]!</span>"
C.attack_log += "\[[time_stamp()]\] <font color='orange'>Slipped[O ? " on the [O.name]" : ""][(lube&SLIDE)? " (LUBE)" : ""]!</font>"
if(!(lube&SLIDE_ICE))
playsound(C.loc, 'sound/misc/slip.ogg', 50, 1, -3)
for(var/obj/item/I in C.held_items)
C.accident(I)
var/olddir = C.dir
if(!(lube&SLIDE_ICE))
C.Stun(s_amount)
C.Weaken(w_amount)
C.stop_pulling()
else
C.Stun(1)
if(buckled_obj)
buckled_obj.unbuckle_mob(C)
step(buckled_obj, olddir)
else if(lube&SLIDE)
for(var/i=1, i<5, i++)
spawn (i)
step(C, olddir)
C.spin(1,1)
else if(lube&SLIDE_ICE)
C.slipping = TRUE
spawn(1)
step(C, olddir)
C.slipping = FALSE
return 1
/turf/open/proc/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0) // 1 = Water, 2 = Lube, 3 = Ice, 4 = Permafrost, 5 = Slide
wet_time = max(wet_time+wet_time_to_add, min_wet_time)
if(wet >= wet_setting)
return
wet = wet_setting
if(wet_setting != TURF_DRY)
if(wet_overlay)
overlays -= wet_overlay
wet_overlay = null
var/turf/open/floor/F = src
if(istype(F))
if(wet_setting == TURF_WET_PERMAFROST)
wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
else if(wet_setting == TURF_WET_ICE)
wet_overlay = image('icons/turf/overlays.dmi', src, "snowfloor")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
add_overlay(wet_overlay)
HandleWet()
/turf/open/proc/MakeDry(wet_setting = TURF_WET_WATER)
if(wet > wet_setting || !wet)
return
spawn(rand(0,20))
if(wet == TURF_WET_PERMAFROST)
wet = TURF_WET_ICE
else
wet = TURF_DRY
if(wet_overlay)
overlays -= wet_overlay
/turf/open/proc/HandleWet()
if(!wet)
//It's possible for this handler to get called after all the wetness is
//cleared, so bail out if that is the case
return
if(!wet_time && wet < TURF_WET_ICE)
MakeDry(TURF_WET_ICE)
if(wet_time > MAXIMUM_WET_TIME)
wet_time = MAXIMUM_WET_TIME
if(wet == TURF_WET_ICE && air.temperature > T0C)
MakeDry(TURF_WET_ICE)
MakeSlippery(TURF_WET_WATER)
if(wet != TURF_WET_PERMAFROST)
switch(air.temperature)
if(-INFINITY to T0C)
if(wet != TURF_WET_ICE && wet)
MakeDry(TURF_WET_ICE)
MakeSlippery(TURF_WET_ICE)
if(T0C to T20C)
wet_time = max(0, wet_time-1)
if(T20C to T0C + 40)
wet_time = max(0, wet_time-2)
if(T0C + 40 to T0C + 60)
wet_time = max(0, wet_time-3)
if(T0C + 60 to T0C + 80)
wet_time = max(0, wet_time-5)
if(T0C + 80 to T0C + 100)
wet_time = max(0, wet_time-10)
if(T0C + 100 to INFINITY)
wet_time = 0
else
wet_time = max(0, wet_time-5)
if(wet && wet < TURF_WET_ICE && !wet_time)
MakeDry(TURF_WET_ICE)
if(!wet && wet_time)
wet_time = 0
if(wet)
addtimer(src, "HandleWet", 15)