mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-28 01:51:46 +00:00
514 lines
16 KiB
Plaintext
514 lines
16 KiB
Plaintext
/turf/open
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layer = LOW_FLOOR_LAYER
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plane = FLOOR_PLANE
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///negative for faster, positive for slower
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var/slowdown = 0
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var/footstep = null
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var/barefootstep = null
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var/clawfootstep = null
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var/heavyfootstep = null
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/// Determines the type of damage overlay that will be used for the tile
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var/damaged_dmi = null
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var/broken = FALSE
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/// Are broken overlays smoothed? if they are we have to change a little bit about how we render them
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var/smooth_broken = FALSE
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var/burnt = FALSE
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/// Are burnt overlays smoothed? if they are we have to change a little bit about how we render them
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var/smooth_burnt = FALSE
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/// Returns a list of every turf state considered "broken".
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/// Will be randomly chosen if a turf breaks at runtime.
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/turf/open/proc/broken_states()
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return list()
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/// Returns a list of every turf state considered "burnt".
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/// Will be randomly chosen if a turf is burnt at runtime.
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/turf/open/proc/burnt_states()
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return list()
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/turf/open/break_tile()
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if(isnull(damaged_dmi) || broken)
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return FALSE
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broken = TRUE
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update_appearance()
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return TRUE
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/turf/open/burn_tile()
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if(isnull(damaged_dmi) || burnt)
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return FALSE
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burnt = TRUE
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update_appearance()
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return TRUE
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/turf/open/update_overlays()
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if(isnull(damaged_dmi))
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return ..()
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. = ..()
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if(broken)
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var/mutable_appearance/broken_appearance = mutable_appearance(damaged_dmi, pick(broken_states()))
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if(smoothing_flags && !smooth_broken)
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var/matrix/translation = new
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translation.Translate(-LARGE_TURF_SMOOTHING_X_OFFSET, -LARGE_TURF_SMOOTHING_Y_OFFSET)
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broken_appearance.transform = translation
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. += broken_appearance
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else if(burnt)
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var/list/burnt_states = burnt_states()
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var/mutable_appearance/burnt_appearance
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if(burnt_states.len)
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burnt_appearance = mutable_appearance(damaged_dmi, pick(burnt_states))
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else
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burnt_appearance = mutable_appearance(damaged_dmi, pick(broken_states()))
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if(smoothing_flags && !smooth_burnt)
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var/matrix/translation = new
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translation.Translate(-LARGE_TURF_SMOOTHING_X_OFFSET, -LARGE_TURF_SMOOTHING_Y_OFFSET)
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burnt_appearance.transform = translation
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. += burnt_appearance
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/turf/open/examine_descriptor(mob/user)
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return "floor"
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//direction is direction of travel of A
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/turf/open/zPassIn(direction)
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if(direction != DOWN)
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return FALSE
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for(var/obj/on_us in contents)
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if(on_us.obj_flags & BLOCK_Z_IN_DOWN)
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return FALSE
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return TRUE
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//direction is direction of travel of an atom
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/turf/open/zPassOut(direction)
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if(direction != UP)
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return FALSE
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for(var/obj/on_us in contents)
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if(on_us.obj_flags & BLOCK_Z_OUT_UP)
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return FALSE
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return TRUE
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//direction is direction of travel of air
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/turf/open/zAirIn(direction, turf/source)
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return (direction == DOWN)
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//direction is direction of travel of air
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/turf/open/zAirOut(direction, turf/source)
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return (direction == UP)
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/turf/open/update_icon()
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. = ..()
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update_visuals()
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/**
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* Replace an open turf with another open turf while avoiding the pitfall of replacing plating with a floor tile, leaving a hole underneath.
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* This replaces the current turf if it is plating and is passed plating, is tile and is passed tile.
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* It places the new turf on top of itself if it is plating and is passed a tile.
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* It also replaces the turf if it is tile and is passed plating, essentially destroying the over turf.
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* Flags argument is passed directly to ChangeTurf or PlaceOnTop
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*/
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/turf/open/proc/replace_floor(turf/open/new_floor_path, flags)
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if (!overfloor_placed && initial(new_floor_path.overfloor_placed))
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place_on_top(new_floor_path, flags = flags)
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return
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ChangeTurf(new_floor_path, flags = flags)
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/turf/open/indestructible
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name = "floor"
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desc = "The floor you walk on. It looks near-impervious to damage."
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icon = 'icons/turf/floors.dmi'
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icon_state = "floor"
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footstep = FOOTSTEP_FLOOR
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barefootstep = FOOTSTEP_HARD_BAREFOOT
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clawfootstep = FOOTSTEP_HARD_CLAW
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heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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tiled_dirt = TRUE
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/turf/open/indestructible/Melt()
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to_be_destroyed = FALSE
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return src
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/turf/open/indestructible/singularity_act()
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return
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/turf/open/indestructible/TerraformTurf(path, new_baseturf, flags, defer_change = FALSE, ignore_air = FALSE)
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return
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/turf/open/indestructible/large
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icon_state = "floor_large"
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/turf/open/indestructible/white
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icon_state = "white"
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/turf/open/indestructible/white/smooth_large
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icon_state = "white_large"
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/turf/open/indestructible/white/textured
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icon_state = "textured_white"
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/turf/open/indestructible/dark
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icon_state = "darkfull"
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/turf/open/indestructible/dark/textured
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icon_state = "textured_dark"
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/turf/open/indestructible/dark/smooth_large
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icon_state = "dark_large"
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/turf/open/indestructible/light
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icon_state = "light_on-1"
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light_range = 3
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light_color = LIGHT_COLOR_CYAN
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light_on = TRUE
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/turf/open/indestructible/permalube
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icon_state = "darkfull"
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/turf/open/indestructible/permalube/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/wet_floor, TURF_WET_LUBE, INFINITY, 0, INFINITY, TRUE)
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/turf/open/indestructible/honk
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name = "bananium floor"
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icon_state = "bananium"
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footstep = null
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barefootstep = null
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clawfootstep = null
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heavyfootstep = null
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var/sound = 'sound/effects/footstep/clownstep1.ogg'
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/turf/open/indestructible/honk/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/wet_floor, TURF_WET_SUPERLUBE, INFINITY, 0, INFINITY, TRUE)
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/turf/open/indestructible/honk/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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. = ..()
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if(ismob(arrived))
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playsound(src, sound, 50, TRUE)
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/turf/open/indestructible/necropolis
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name = "necropolis floor"
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desc = "It's regarding you suspiciously."
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icon = 'icons/turf/floors.dmi'
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icon_state = "necro1"
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baseturfs = /turf/open/indestructible/necropolis
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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footstep = FOOTSTEP_LAVA
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barefootstep = FOOTSTEP_LAVA
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clawfootstep = FOOTSTEP_LAVA
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heavyfootstep = FOOTSTEP_LAVA
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tiled_dirt = FALSE
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/turf/open/indestructible/necropolis/Initialize(mapload)
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. = ..()
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if(prob(12))
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icon_state = "necro[rand(2,3)]"
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/turf/open/indestructible/necropolis/air
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initial_gas_mix = OPENTURF_DEFAULT_ATMOS
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/turf/open/indestructible/boss //you put stone tiles on this and use it as a base
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name = "necropolis floor"
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icon = 'icons/turf/boss_floors.dmi'
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icon_state = "boss"
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baseturfs = /turf/open/indestructible/boss
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planetary_atmos = TRUE
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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/turf/open/indestructible/boss/air
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initial_gas_mix = OPENTURF_DEFAULT_ATMOS
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/turf/open/indestructible/hierophant
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icon = 'icons/turf/floors/hierophant_floor.dmi'
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planetary_atmos = TRUE
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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baseturfs = /turf/open/indestructible/hierophant
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smoothing_flags = SMOOTH_CORNERS
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tiled_dirt = FALSE
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/turf/open/indestructible/hierophant/two
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/turf/open/indestructible/hierophant/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
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return FALSE
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/turf/open/indestructible/paper
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name = "notebook floor"
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desc = "A floor made of invulnerable notebook paper."
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icon_state = "paperfloor"
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footstep = null
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barefootstep = null
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clawfootstep = null
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heavyfootstep = null
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tiled_dirt = FALSE
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/turf/open/indestructible/binary
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name = "tear in the fabric of reality"
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can_atmos_pass = ATMOS_PASS_NO
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baseturfs = /turf/open/indestructible/binary
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icon_state = "binary"
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footstep = null
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barefootstep = null
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clawfootstep = null
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heavyfootstep = null
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/turf/open/indestructible/airblock
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icon_state = "bluespace"
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blocks_air = TRUE
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init_air = FALSE
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baseturfs = /turf/open/indestructible/airblock
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/turf/open/indestructible/meat
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icon_state = "meat"
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footstep = FOOTSTEP_MEAT
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barefootstep = FOOTSTEP_MEAT
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clawfootstep = FOOTSTEP_MEAT
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heavyfootstep = FOOTSTEP_MEAT
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initial_gas_mix = OPENTURF_DEFAULT_ATMOS
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baseturfs = /turf/open/indestructible/meat
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/turf/open/indestructible/meat/airless
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initial_gas_mix = AIRLESS_ATMOS
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/turf/open/indestructible/vault
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icon_state = "rockvault"
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/turf/open/indestructible/plating
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name = "plating"
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icon_state = "plating"
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desc = "The attachment points are all bent to uselessness, looks nigh-impervious to damage."
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overfloor_placed = FALSE
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underfloor_accessibility = UNDERFLOOR_INTERACTABLE
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footstep = FOOTSTEP_PLATING
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/turf/open/indestructible/plating/airless
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initial_gas_mix = AIRLESS_ATMOS
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/turf/open/indestructible/kitchen
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icon_state = /turf/open/floor/iron/kitchen::icon_state
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/turf/open/indestructible/rockyground
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icon_state = /turf/open/misc/ashplanet/rocky::icon_state
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icon = /turf/open/misc/ashplanet/rocky::icon
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name = /turf/open/misc/ashplanet/rocky::name
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/turf/open/indestructible/stone
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icon_state = /turf/open/floor/stone::icon_state
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name = /turf/open/floor/stone::name
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/turf/open/Initalize_Atmos(time)
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excited = FALSE
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update_visuals()
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current_cycle = time
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init_immediate_calculate_adjacent_turfs()
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/turf/open/GetHeatCapacity()
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. = air.heat_capacity()
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/turf/open/GetTemperature()
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. = air.temperature
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/turf/open/TakeTemperature(temp)
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air.temperature += temp
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air_update_turf(FALSE, FALSE)
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/turf/open/proc/freeze_turf()
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for(var/obj/I in contents)
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if(!HAS_TRAIT(I, TRAIT_FROZEN) && !(I.resistance_flags & FREEZE_PROOF))
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I.AddElement(/datum/element/frozen)
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for(var/mob/living/L in contents)
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if(L.bodytemperature <= 50 && !HAS_TRAIT(L, TRAIT_RESISTCOLD))
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L.apply_status_effect(/datum/status_effect/freon)
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MakeSlippery(TURF_WET_PERMAFROST, 10 SECONDS)
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return TRUE
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/turf/open/proc/water_vapor_gas_act()
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MakeSlippery(TURF_WET_WATER, min_wet_time = 100, wet_time_to_add = 50)
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for(var/mob/living/basic/slime/M in src)
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M.apply_water()
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wash(CLEAN_WASH)
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for(var/atom/movable/movable_content as anything in src)
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if(ismopable(movable_content)) // Will have already been washed by the wash call above at this point.
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continue
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movable_content.wash(CLEAN_WASH)
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return TRUE
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/turf/open/handle_slip(mob/living/carbon/slipper, knockdown_amount, obj/slippable, lube, paralyze_amount, force_drop)
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if(slipper.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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return FALSE
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if(!has_gravity(src))
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return FALSE
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var/slide_distance = 4
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if(lube & SLIDE_ICE)
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// Ice slides only go 1 tile, this is so you will slip across ice until you reach a non-slip tile
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slide_distance = 1
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else if(HAS_TRAIT(slipper, TRAIT_CURSED) && !(lube & WEAK_SLIDE))
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// When cursed, all slips send you flying
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lube |= SLIDE
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slide_distance = rand(5, 9)
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else if(HAS_TRAIT(slipper, TRAIT_NO_SLIP_SLIDE))
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// Stops sliding
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slide_distance = 0
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else if(lube & WEAK_SLIDE)
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slide_distance = rand(1, 2)
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var/obj/buckled_obj
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if(slipper.buckled)
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if(!(lube & GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
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return FALSE
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buckled_obj = slipper.buckled
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else
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if(!(lube & SLIP_WHEN_CRAWLING) && (slipper.body_position == LYING_DOWN || !(slipper.status_flags & CANKNOCKDOWN))) // can't slip unbuckled mob if they're lying or can't fall.
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return FALSE
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if(slipper.move_intent == MOVE_INTENT_WALK && (lube & NO_SLIP_WHEN_WALKING))
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return FALSE
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if(!(lube & SLIDE_ICE))
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// Ice slides are intended to be combo'd so don't give the feedback
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to_chat(slipper, span_notice("You slipped[ slippable ? " on the [slippable.name]" : ""]!"))
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playsound(slipper.loc, 'sound/misc/slip.ogg', 50, TRUE, -3)
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SEND_SIGNAL(slipper, COMSIG_ON_CARBON_SLIP)
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slipper.add_mood_event("slipped", /datum/mood_event/slipped)
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if(force_drop)
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for(var/obj/item/item in slipper.held_items)
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slipper.accident(item)
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var/olddir = slipper.dir
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slipper.moving_diagonally = 0 //If this was part of diagonal move slipping will stop it.
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if(lube & SLIDE_ICE)
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// They need to be kept upright to maintain the combo effect (So don't knockdown)
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slipper.Immobilize(1 SECONDS)
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slipper.incapacitate(1 SECONDS)
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else if(lube & WEAK_SLIDE)
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slipper.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH, 10 SECONDS)
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slipper.stop_pulling()
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else
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slipper.Knockdown(knockdown_amount)
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slipper.Paralyze(paralyze_amount)
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if(buckled_obj)
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buckled_obj.unbuckle_mob(slipper)
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// This is added onto the end so they slip "out of their chair" (one tile)
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lube |= SLIDE_ICE
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slide_distance = 1
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if(slide_distance)
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var/turf/target = get_ranged_target_turf(slipper, olddir, slide_distance)
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if(lube & (SLIDE|WEAK_SLIDE))
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slipper.AddComponent(/datum/component/force_move, target, TRUE)
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else if(lube & SLIDE_ICE)
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slipper.AddComponent(/datum/component/force_move, target, FALSE)//spinning would be bad for ice, fucks up the next dir
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return TRUE
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/turf/open/proc/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0, max_wet_time = MAXIMUM_WET_TIME, permanent = FALSE, should_display_overlay = TRUE)
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AddComponent(/datum/component/wet_floor, wet_setting, min_wet_time, wet_time_to_add, max_wet_time, permanent, should_display_overlay)
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/turf/open/proc/MakeDry(wet_setting = TURF_WET_WATER, immediate = FALSE, amount = INFINITY)
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SEND_SIGNAL(src, COMSIG_TURF_MAKE_DRY, wet_setting, immediate, amount)
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/turf/open/get_dumping_location()
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return src
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/turf/open/proc/ClearWet()//Nuclear option of immediately removing slipperiness from the tile instead of the natural drying over time
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qdel(GetComponent(/datum/component/wet_floor))
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/// Builds with rods. This doesn't exist to be overridden, just to remove duplicate logic for turfs that want
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/// To support floor tile creation
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/// I'd make it a component, but one of these things is space. So no.
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/turf/open/proc/build_with_rods(obj/item/stack/rods/used_rods, mob/user)
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var/obj/structure/lattice/catwalk_bait = locate(/obj/structure/lattice, src)
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var/obj/structure/lattice/catwalk/existing_catwalk = locate(/obj/structure/lattice/catwalk, src)
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if(existing_catwalk)
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to_chat(user, span_warning("There is already a catwalk here!"))
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return
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if(catwalk_bait)
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if(used_rods.use(1))
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qdel(catwalk_bait)
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to_chat(user, span_notice("You construct a catwalk."))
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playsound(src, 'sound/items/weapons/genhit.ogg', 50, TRUE)
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new /obj/structure/lattice/catwalk(src)
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else
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to_chat(user, span_warning("You need two rods to build a catwalk!"))
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return
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if(used_rods.use(1))
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to_chat(user, span_notice("You construct a lattice."))
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playsound(src, 'sound/items/weapons/genhit.ogg', 50, TRUE)
|
|
new /obj/structure/lattice(src)
|
|
else
|
|
to_chat(user, span_warning("You need one rod to build a lattice."))
|
|
|
|
/// Very similar to build_with_rods, this exists to allow consistent behavior between different types in terms of how
|
|
/// Building floors works
|
|
/turf/open/proc/build_with_floor_tiles(obj/item/stack/tile/iron/used_tiles, user)
|
|
var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, src)
|
|
if(!has_valid_support() && !lattice)
|
|
balloon_alert(user, "needs support, place rods!")
|
|
return
|
|
if(!used_tiles.use(1))
|
|
balloon_alert(user, "need a floor tile to build!")
|
|
return
|
|
|
|
playsound(src, 'sound/items/weapons/genhit.ogg', 50, TRUE)
|
|
var/turf/open/floor/plating/new_plating = place_on_top(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
|
|
if(lattice)
|
|
qdel(lattice)
|
|
else
|
|
new_plating.lattice_underneath = FALSE
|
|
|
|
/turf/open/proc/has_valid_support()
|
|
for (var/direction in GLOB.cardinals)
|
|
if(istype(get_step(src, direction), /turf/open/floor))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/// Very similar to build_with_rods, this exists to allow consistent behavior between different types in terms of how
|
|
/// Building floors works
|
|
/turf/open/proc/build_with_transport_tiles(obj/item/stack/thermoplastic/used_tiles, user)
|
|
var/obj/structure/transport/linear/platform = locate(/obj/structure/transport/linear, src)
|
|
if(!platform)
|
|
balloon_alert(user, "no tram base!")
|
|
return
|
|
if(!used_tiles.use(1))
|
|
balloon_alert(user, "no tile!")
|
|
return
|
|
|
|
playsound(src, 'sound/items/weapons/genhit.ogg', 50, TRUE)
|
|
new used_tiles.tile_type(src)
|
|
|
|
/turf/open/apply_main_material_effects(datum/material/main_material, amount, multipier)
|
|
. = ..()
|
|
if(!main_material.turf_sound_override)
|
|
return
|
|
footstep = main_material.turf_sound_override
|
|
barefootstep = main_material.turf_sound_override + "barefoot"
|
|
clawfootstep = main_material.turf_sound_override + "claw"
|
|
heavyfootstep = FOOTSTEP_GENERIC_HEAVY
|
|
|
|
/// Very similar to build_with_rods, this exists to allow building transport/tram girders on openspace
|
|
/turf/open/proc/build_with_titanium(obj/item/stack/sheet/mineral/titanium/used_stack, user)
|
|
var/obj/structure/transport/linear/platform = locate(/obj/structure/transport/linear, src)
|
|
if(!platform)
|
|
to_chat(user, span_warning("There is no transport frame to attach the anchor!"))
|
|
return
|
|
if(!used_stack.use(2))
|
|
balloon_alert(user, "not enough titanium!")
|
|
return
|
|
|
|
playsound(src, 'sound/items/weapons/genhit.ogg', 50, TRUE)
|
|
new /obj/structure/girder/tram(src)
|