mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-13 18:33:22 +00:00
379 lines
9.9 KiB
Plaintext
379 lines
9.9 KiB
Plaintext
/turf
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icon = 'icons/turf/floors.dmi'
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level = 1
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var/slowdown = 0 //negative for faster, positive for slower
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var/intact = 1
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var/baseturf = /turf/space
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//Properties for open tiles (/floor)
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var/oxygen = 0
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var/carbon_dioxide = 0
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var/nitrogen = 0
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var/toxins = 0
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//Properties for airtight tiles (/wall)
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var/thermal_conductivity = 0.05
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var/heat_capacity = 1
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//Properties for both
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var/temperature = T20C
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var/blocks_air = 0
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var/PathNode/PNode = null //associated PathNode in the A* algorithm
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flags = 0
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var/list/proximity_checkers = list()
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var/image/obscured //camerachunks
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/turf/New()
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..()
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for(var/atom/movable/AM in src)
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Entered(AM)
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/turf/Destroy()
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// Adds the adjacent turfs to the current atmos processing
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for(var/turf/simulated/T in atmos_adjacent_turfs)
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SSair.add_to_active(T)
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..()
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return QDEL_HINT_HARDDEL_NOW
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/turf/attack_hand(mob/user)
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user.Move_Pulled(src)
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/turf/attackby(obj/item/C, mob/user, params)
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if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = C
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for(var/obj/structure/cable/LC in src)
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if((LC.d1==0)||(LC.d2==0))
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LC.attackby(C,user)
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return
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coil.place_turf(src, user)
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return 1
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return 0
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/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
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if (!mover)
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return 1
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// First, make sure it can leave its square
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if(isturf(mover.loc))
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// Nothing but border objects stop you from leaving a tile, only one loop is needed
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for(var/obj/obstacle in mover.loc)
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if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
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mover.Bump(obstacle, 1)
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return 0
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var/list/large_dense = list()
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//Next, check objects to block entry that are on the border
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for(var/atom/movable/border_obstacle in src)
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if(border_obstacle.flags&ON_BORDER)
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if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
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mover.Bump(border_obstacle, 1)
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return 0
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else
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large_dense += border_obstacle
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//Then, check the turf itself
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if (!src.CanPass(mover, src))
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mover.Bump(src, 1)
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return 0
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//Finally, check objects/mobs to block entry that are not on the border
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for(var/atom/movable/obstacle in large_dense)
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if(!obstacle.CanPass(mover, mover.loc, 1) && (forget != obstacle))
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mover.Bump(obstacle, 1)
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return 0
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return 1 //Nothing found to block so return success!
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/turf/Entered(atom/movable/M)
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for(var/A in proximity_checkers)
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var/atom/B = A
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B.HasProximity(M)
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/turf/proc/is_plasteel_floor()
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return 0
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/turf/proc/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1)
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O.hide(src.intact)
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// override for space turfs, since they should never hide anything
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/turf/space/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1)
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O.hide(0)
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// Removes all signs of lattice on the pos of the turf -Donkieyo
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/turf/proc/RemoveLattice()
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L)
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qdel(L)
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//Creates a new turf
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/turf/proc/ChangeTurf(path)
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if(!path)
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return
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if(path == type)
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return src
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SSair.remove_from_active(src)
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var/s_appearance = appearance
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var/nocopy = density || smooth //dont copy walls or smooth turfs
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var/turf/W = new path(src)
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if(istype(W, /turf/simulated))
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W:Assimilate_Air()
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W.RemoveLattice()
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W.levelupdate()
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W.CalculateAdjacentTurfs()
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if(W.smooth & SMOOTH_DIAGONAL)
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if(!W.apply_fixed_underlay())
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W.underlays += !nocopy ? s_appearance : DEFAULT_UNDERLAY_IMAGE
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if(!can_have_cabling())
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for(var/obj/structure/cable/C in contents)
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C.Deconstruct()
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return W
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//////Assimilate Air//////
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/turf/simulated/proc/Assimilate_Air()
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if(air)
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var/datum/gas_mixture/total = new//Holders to assimilate air from nearby turfs
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var/list/total_gases = total.gases
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var/turf_count = 0
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for(var/direction in cardinal)//Only use cardinals to cut down on lag
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var/turf/T = get_step(src,direction)
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if(istype(T,/turf/space))//Counted as no air
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turf_count++//Considered a valid turf for air calcs
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continue
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if(istype(T,/turf/simulated/floor))
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var/turf/simulated/S = T
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if(S.air)//Add the air's contents to the holders
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var/list/S_gases = S.air.gases
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for(var/id in S_gases)
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total.assert_gas(id)
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total_gases[id][MOLES] += S_gases[id][MOLES]
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total.temperature += S.air.temperature
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turf_count++
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air.copy_from(total)
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if(turf_count) //if there weren't any open turfs, no need to update.
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var/list/air_gases = air.gases
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for(var/id in air_gases)
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air_gases[id][MOLES] /= turf_count //Averages contents of the turfs, ignoring walls and the like
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air.temperature /= turf_count
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SSair.add_to_active(src)
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/turf/proc/ReplaceWithLattice()
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src.ChangeTurf(src.baseturf)
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new /obj/structure/lattice(locate(src.x, src.y, src.z) )
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/turf/proc/ReplaceWithCatwalk()
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src.ChangeTurf(src.baseturf)
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new /obj/structure/lattice/catwalk(locate(src.x, src.y, src.z) )
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/turf/proc/phase_damage_creatures(damage,mob/U = null)//>Ninja Code. Hurts and knocks out creatures on this turf //NINJACODE
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for(var/mob/living/M in src)
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if(M==U)
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continue//Will not harm U. Since null != M, can be excluded to kill everyone.
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M.adjustBruteLoss(damage)
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M.Paralyse(damage/5)
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for(var/obj/mecha/M in src)
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M.take_damage(damage*2, "brute")
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/turf/proc/Bless()
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flags |= NOJAUNT
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/turf/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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if(src_object.contents.len)
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usr << "<span class='notice'>You start dumping out the contents...</span>"
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if(!do_after(usr,20,target=src_object))
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return 0
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for(var/obj/item/I in src_object)
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if(user.s_active != src_object)
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if(I.on_found(user))
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return
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src_object.remove_from_storage(I, src) //No check needed, put everything inside
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return 1
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//////////////////////////////
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//Distance procs
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//////////////////////////////
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//Distance associates with all directions movement
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/turf/proc/Distance(var/turf/T)
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return get_dist(src,T)
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// This Distance proc assumes that only cardinal movement is
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// possible. It results in more efficient (CPU-wise) pathing
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// for bots and anything else that only moves in cardinal dirs.
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/turf/proc/Distance_cardinal(turf/T)
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if(!src || !T) return 0
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return abs(src.x - T.x) + abs(src.y - T.y)
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////////////////////////////////////////////////////
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/turf/handle_fall(mob/faller, forced)
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faller.lying = pick(90, 270)
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if(!forced)
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return
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if(has_gravity(src))
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playsound(src, "bodyfall", 50, 1)
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/turf/handle_slip(mob/living/carbon/C, s_amount, w_amount, obj/O, lube)
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if(has_gravity(src))
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var/obj/buckled_obj
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var/oldlying = C.lying
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if(C.buckled)
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buckled_obj = C.buckled
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if(!(lube&GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
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return 0
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else
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if(C.lying || !(C.status_flags & CANWEAKEN)) // can't slip unbuckled mob if they're lying or can't fall.
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return 0
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if(C.m_intent=="walk" && (lube&NO_SLIP_WHEN_WALKING))
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return 0
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C << "<span class='notice'>You slipped[ O ? " on the [O.name]" : ""]!</span>"
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C.attack_log += "\[[time_stamp()]\] <font color='orange'>Slipped[O ? " on the [O.name]" : ""][(lube&SLIDE)? " (LUBE)" : ""]!</font>"
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playsound(C.loc, 'sound/misc/slip.ogg', 50, 1, -3)
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C.accident(C.l_hand)
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C.accident(C.r_hand)
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var/olddir = C.dir
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C.Stun(s_amount)
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C.Weaken(w_amount)
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C.stop_pulling()
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if(buckled_obj)
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buckled_obj.unbuckle_mob()
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step(buckled_obj, olddir)
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else if(lube&SLIDE)
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for(var/i=1, i<5, i++)
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spawn (i)
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step(C, olddir)
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C.spin(1,1)
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if(C.lying != oldlying && lube) //did we actually fall?
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var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
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C.apply_damage(5, BRUTE, dam_zone)
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return 1
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/turf/singularity_act()
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if(intact)
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for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
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if(O.level != 1)
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continue
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if(O.invisibility == 101)
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O.singularity_act()
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ChangeTurf(src.baseturf)
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return(2)
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/turf/proc/can_have_cabling()
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return 1
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/turf/proc/can_lay_cable()
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return can_have_cabling() & !intact
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/turf/proc/visibilityChanged()
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if(ticker)
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cameranet.updateVisibility(src)
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/turf/proc/apply_fixed_underlay()
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if(!fixed_underlay)
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return
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var/obj/O = new
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O.layer = layer
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if(fixed_underlay["icon"])
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O.icon = fixed_underlay["icon"]
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O.icon_state = fixed_underlay["icon_state"]
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else if(fixed_underlay["space"])
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O.icon = 'icons/turf/space.dmi'
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O.icon_state = SPACE_ICON_STATE
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else
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O.icon = DEFAULT_UNDERLAY_ICON
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O.icon_state = DEFAULT_UNDERLAY_ICON_STATE
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underlays += O
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return 1
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/turf/indestructible
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name = "wall"
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icon = 'icons/turf/walls.dmi'
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density = 1
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blocks_air = 1
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opacity = 1
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explosion_block = 50
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layer = TURF_LAYER + 0.05
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/turf/indestructible/splashscreen
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name = "Space Station 13"
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icon = 'icons/misc/fullscreen.dmi'
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icon_state = "title"
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layer = FLY_LAYER
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var/titlescreen = TITLESCREEN
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/turf/indestructible/splashscreen/New()
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..()
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if(titlescreen)
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icon_state = titlescreen
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/turf/indestructible/riveted
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icon_state = "riveted"
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/turf/indestructible/riveted/New()
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..()
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if(smooth)
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smooth_icon(src)
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icon_state = ""
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/turf/indestructible/riveted/uranium
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icon = 'icons/turf/walls/uranium_wall.dmi'
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icon_state = "uranium"
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smooth = SMOOTH_TRUE
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/turf/indestructible/abductor
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icon_state = "alien1"
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/turf/indestructible/opshuttle
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icon_state = "wall3"
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/turf/indestructible/fakeglass
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name = "window"
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icon_state = "fakewindows"
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opacity = 0
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/turf/indestructible/fakedoor
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name = "Centcom Access"
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icon = 'icons/obj/doors/airlocks/centcom/centcom.dmi'
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icon_state = "fake_door"
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/turf/indestructible/rock
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name = "dense rock"
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desc = "An extremely densely-packed rock, most mining tools or explosives would never get through this."
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icon = 'icons/turf/mining.dmi'
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icon_state = "rock"
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/turf/indestructible/rock/snow
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name = "mountainside"
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desc = "An extremely densely-packed rock, sheeted over with centuries worth of ice and snow."
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icon = 'icons/turf/walls.dmi'
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icon_state = "snowrock"
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/turf/indestructible/rock/snow/ice
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name = "iced rock"
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desc = "Extremely densely-packed sheets of ice and rock, forged over the years of the harsh cold."
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icon = 'icons/turf/walls.dmi'
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icon_state = "icerock"
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