Files
Bubberstation/code/game/objects/structures/transit_tubes/transit_tube.dm
T
GhomandGitHub 5d5492e111 Implements usage of the REVERSE_DIR macro throughout the code. (#77122)
## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A
2023-07-28 15:16:09 +02:00

265 lines
7.2 KiB
Plaintext

/obj/structure/transit_tube
name = "transit tube"
icon = 'icons/obj/pipes_n_cables/transit_tube.dmi'
icon_state = "straight"
desc = "A transit tube for moving things around."
density = TRUE
layer = LOW_ITEM_LAYER
anchored = TRUE
pass_flags_self = PASSGLASS
var/tube_construction = /obj/structure/c_transit_tube
var/list/tube_dirs //list of directions this tube section can connect to.
var/exit_delay = 1
var/enter_delay = 0
/obj/structure/transit_tube/Initialize(mapload, newdirection)
. = ..()
if(newdirection)
setDir(newdirection)
init_tube_dirs()
update_appearance()
AddElement(/datum/element/climbable)
/obj/structure/transit_tube/Destroy()
for(var/obj/structure/transit_tube_pod/P in loc)
P.deconstruct(FALSE)
return ..()
/obj/structure/transit_tube/singularity_pull(S, current_size)
..()
if(current_size >= STAGE_FIVE)
deconstruct(FALSE)
/obj/structure/transit_tube/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_WRENCH)
if(tube_construction)
for(var/obj/structure/transit_tube_pod/pod in src.loc)
to_chat(user, span_warning("Remove the pod first!"))
return
user.visible_message(span_notice("[user] starts to detach \the [src]."), span_notice("You start to detach the [name]..."))
if(W.use_tool(src, user, 2 SECONDS, volume=50))
to_chat(user, span_notice("You detach the [name]."))
var/obj/structure/c_transit_tube/R = new tube_construction(loc)
R.setDir(dir)
transfer_fingerprints_to(R)
R.add_fingerprint(user)
qdel(src)
else if(W.tool_behaviour == TOOL_CROWBAR)
for(var/obj/structure/transit_tube_pod/pod in src.loc)
pod.attackby(W, user)
else
return ..()
// Called to check if a pod should stop upon entering this tube.
/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
return FALSE
// Called when a pod stops in this tube section.
/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
return
/obj/structure/transit_tube/proc/has_entrance(from_dir)
from_dir = REVERSE_DIR(from_dir)
for(var/direction in tube_dirs)
if(direction == from_dir)
return TRUE
return FALSE
/obj/structure/transit_tube/proc/has_exit(in_dir)
for(var/direction in tube_dirs)
if(direction == in_dir)
return TRUE
return FALSE
// Searches for an exit direction within 45 degrees of the
// specified dir. Returns that direction, or 0 if none match.
/obj/structure/transit_tube/proc/get_exit(in_dir)
var/near_dir = 0
var/in_dir_cw = turn(in_dir, -45)
var/in_dir_ccw = turn(in_dir, 45)
for(var/direction in tube_dirs)
if(direction == in_dir)
return direction
else if(direction == in_dir_cw)
near_dir = direction
else if(direction == in_dir_ccw)
near_dir = direction
return near_dir
// Return how many BYOND ticks to wait before entering/exiting
// the tube section. Default action is to return the value of
// a var, which wouldn't need a proc, but it makes it possible
// for later tube types to interact in more interesting ways
// such as being very fast in one direction, but slow in others
/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
return exit_delay
/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
return enter_delay
/obj/structure/transit_tube/proc/init_tube_dirs()
switch(dir)
if(NORTH)
tube_dirs = list(NORTH, SOUTH)
if(SOUTH)
tube_dirs = list(NORTH, SOUTH)
if(EAST)
tube_dirs = list(EAST, WEST)
if(WEST)
tube_dirs = list(EAST, WEST)
/obj/structure/transit_tube/update_overlays()
. = ..()
for(var/direction in tube_dirs)
if(!ISDIAGONALDIR(direction))
. += create_tube_overlay(direction)
continue
if(!(direction & NORTH))
continue
. += create_tube_overlay(direction ^ 3, NORTH)
if(direction & EAST)
. += create_tube_overlay(direction ^ 12, EAST)
else
. += create_tube_overlay(direction ^ 12, WEST)
/obj/structure/transit_tube/proc/create_tube_overlay(direction, shift_dir)
// We use image() because a mutable appearance will have its dir mirror the parent which sort of fucks up what we're doing here
var/image/tube_overlay = image(icon, dir = direction)
if(shift_dir)
tube_overlay.icon_state = "decorative_diag"
switch(shift_dir)
if(NORTH)
tube_overlay.pixel_y = 32
if(SOUTH)
tube_overlay.pixel_y = -32
if(EAST)
tube_overlay.pixel_x = 32
if(WEST)
tube_overlay.pixel_x = -32
else
tube_overlay.icon_state = "decorative"
tube_overlay.overlays += emissive_blocker(icon, tube_overlay.icon_state, src)
return tube_overlay
//Some of these are mostly for mapping use
/obj/structure/transit_tube/horizontal
dir = WEST
/obj/structure/transit_tube/diagonal
icon_state = "diagonal"
tube_construction = /obj/structure/c_transit_tube/diagonal
/obj/structure/transit_tube/diagonal/init_tube_dirs()
switch(dir)
if(NORTH)
tube_dirs = list(NORTHEAST, SOUTHWEST)
if(SOUTH)
tube_dirs = list(NORTHEAST, SOUTHWEST)
if(EAST)
tube_dirs = list(NORTHWEST, SOUTHEAST)
if(WEST)
tube_dirs = list(NORTHWEST, SOUTHEAST)
//mostly for mapping use
/obj/structure/transit_tube/diagonal/topleft
dir = WEST
/obj/structure/transit_tube/diagonal/crossing
density = FALSE
icon_state = "diagonal_crossing"
tube_construction = /obj/structure/c_transit_tube/diagonal/crossing
//mostly for mapping use
/obj/structure/transit_tube/diagonal/crossing/topleft
dir = WEST
/obj/structure/transit_tube/curved
icon_state = "curved0"
tube_construction = /obj/structure/c_transit_tube/curved
/obj/structure/transit_tube/curved/init_tube_dirs()
switch(dir)
if(NORTH)
tube_dirs = list(NORTH, SOUTHWEST)
if(SOUTH)
tube_dirs = list(SOUTH, NORTHEAST)
if(EAST)
tube_dirs = list(EAST, NORTHWEST)
if(WEST)
tube_dirs = list(SOUTHEAST, WEST)
/obj/structure/transit_tube/curved/flipped
icon_state = "curved1"
tube_construction = /obj/structure/c_transit_tube/curved/flipped
/obj/structure/transit_tube/curved/flipped/init_tube_dirs()
switch(dir)
if(NORTH)
tube_dirs = list(NORTH, SOUTHEAST)
if(SOUTH)
tube_dirs = list(SOUTH, NORTHWEST)
if(EAST)
tube_dirs = list(EAST, SOUTHWEST)
if(WEST)
tube_dirs = list(NORTHEAST, WEST)
/obj/structure/transit_tube/junction
icon_state = "junction0"
tube_construction = /obj/structure/c_transit_tube/junction
/obj/structure/transit_tube/junction/init_tube_dirs()
switch(dir)
if(NORTH)
tube_dirs = list(NORTH, SOUTHEAST, SOUTHWEST)//ending with the prefered direction
if(SOUTH)
tube_dirs = list(SOUTH, NORTHWEST, NORTHEAST)
if(EAST)
tube_dirs = list(EAST, SOUTHWEST, NORTHWEST)
if(WEST)
tube_dirs = list(WEST, NORTHEAST, SOUTHEAST)
/obj/structure/transit_tube/junction/flipped
icon_state = "junction1"
tube_construction = /obj/structure/c_transit_tube/junction/flipped
/obj/structure/transit_tube/junction/flipped/init_tube_dirs()
switch(dir)
if(NORTH)
tube_dirs = list(NORTH, SOUTHWEST, SOUTHEAST)//ending with the prefered direction
if(SOUTH)
tube_dirs = list(SOUTH, NORTHEAST, NORTHWEST)
if(EAST)
tube_dirs = list(EAST, NORTHWEST, SOUTHWEST)
if(WEST)
tube_dirs = list(WEST, SOUTHEAST, NORTHEAST)
/obj/structure/transit_tube/crossing
icon_state = "crossing"
tube_construction = /obj/structure/c_transit_tube/crossing
density = FALSE
//mostly for mapping use
/obj/structure/transit_tube/crossing/horizontal
dir = WEST