mirror of
https://github.com/Bubberstation/Bubberstation.git
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Speeds up gas movement significantly Documents the intent and finer details of the atmos system (Thanks dunc) Fixes excited groups constantly rebuilding, this broke 4 years ago Fixes superconductors just straight up not working Allows turfs to sleep while inside an excited group Adds a new subprocess to SSAir to support rebuilding in this state Most heat based behavior no longer relies on being inside a fire Adds a new element to support doing this cleanly Adds a new subprocess to SSAir to support doing this while a turf is asleep Refactors air_update_turf to allow for finer control Makes apcs take damage in heat to prevent infinite plasma fire diffs Cleans up immutable gas mixtures to make them work properly when the mix has gas in it Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global immutable mix Cleans up a typed for loop in reactions Canisters will take damage from outside heat now Speeds up excited group dismantle Increases the superconductor threshold by 200k Cleans up some roundstart ATs on some ruins Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |= Prevents openspace from trying to melt Tweaks a canister examine line Makes planetary turfs reset to base when broken down as part of an excited group Makes it impossible for planetary turfs to rebuild, just like space tiles Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance to tick. Fire alarms will trigger when the area gets too cold for humans
148 lines
4.2 KiB
Plaintext
148 lines
4.2 KiB
Plaintext
//Vars that will not be copied when using /DuplicateObject
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GLOBAL_LIST_INIT(duplicate_forbidden_vars,list(
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"tag", "datum_components", "area", "type", "loc", "locs", "vars", "parent", "parent_type", "verbs", "ckey", "key",
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"power_supply", "contents", "reagents", "stat", "x", "y", "z", "group", "atmos_adjacent_turfs", "comp_lookup",
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"client_mobs_in_contents", "bodyparts", "internal_organs", "hand_bodyparts", "overlays_standing", "hud_list",
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"actions", "AIStatus", "appearance", "managed_overlays", "managed_vis_overlays", "computer_id", "lastKnownIP", "implants",
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"tgui_shared_states"
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))
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/proc/DuplicateObject(atom/original, perfectcopy = TRUE, sameloc, atom/newloc = null, nerf, holoitem)
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RETURN_TYPE(original.type)
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if(!original)
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return
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var/atom/O
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if(sameloc)
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O = new original.type(original.loc)
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else
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O = new original.type(newloc)
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if(perfectcopy && O && original)
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for(var/V in original.vars - GLOB.duplicate_forbidden_vars)
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if(islist(original.vars[V]))
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var/list/L = original.vars[V]
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O.vars[V] = L.Copy()
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else if(istype(original.vars[V], /datum) || ismob(original.vars[V]))
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continue // this would reference the original's object, that will break when it is used or deleted.
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else
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O.vars[V] = original.vars[V]
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if(isobj(O))
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var/obj/N = O
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if(holoitem)
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N.resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF // holoitems do not burn
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if(nerf && isitem(O))
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var/obj/item/I = O
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I.damtype = STAMINA // thou shalt not
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N.update_icon()
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if(ismachinery(O))
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var/obj/machinery/M = O
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M.power_change()
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if(istype(O, /obj/machinery/button))
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var/obj/machinery/button/B = O
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B.setup_device()
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if(holoitem)
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O.flags_1 |= HOLOGRAM_1
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for(var/atom/thing in O)
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thing.flags_1 |= HOLOGRAM_1
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if(ismachinery(O))
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var/obj/machinery/M = O
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for(var/atom/contained_atom in M.component_parts)
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contained_atom.flags_1 |= HOLOGRAM_1
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if(M.circuit)
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M.circuit.flags_1 |= HOLOGRAM_1
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if(ismob(O)) //Overlays are carried over despite disallowing them, if a fix is found remove this.
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var/mob/M = O
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M.cut_overlays()
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M.regenerate_icons()
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return O
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/area/proc/copy_contents_to(area/A , platingRequired = 0, nerf_weapons = 0 )
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//Takes: Area. Optional: If it should copy to areas that don't have plating
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//Returns: Nothing.
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//Notes: Attempts to move the contents of one area to another area.
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// Movement based on lower left corner. Tiles that do not fit
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// into the new area will not be moved.
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if(!A || !src)
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return 0
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var/list/turfs_src = get_area_turfs(src.type)
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var/list/turfs_trg = get_area_turfs(A.type)
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var/src_min_x = 99999
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var/src_min_y = 99999
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var/list/refined_src = new/list()
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for (var/turf/T in turfs_src)
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src_min_x = min(src_min_x,T.x)
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src_min_y = min(src_min_y,T.y)
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for (var/turf/T in turfs_src)
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refined_src[T] = "[T.x - src_min_x].[T.y - src_min_y]"
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var/trg_min_x = 99999
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var/trg_min_y = 99999
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var/list/refined_trg = new/list()
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for (var/turf/T in turfs_trg)
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trg_min_x = min(trg_min_x,T.x)
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trg_min_y = min(trg_min_y,T.y)
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for (var/turf/T in turfs_trg)
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refined_trg["[T.x - trg_min_x].[T.y - trg_min_y]"] = T
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var/list/toupdate = new/list()
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var/copiedobjs = list()
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for (var/turf/T in refined_src)
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var/coordstring = refined_src[T]
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var/turf/B = refined_trg[coordstring]
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if(!istype(B))
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continue
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if(platingRequired)
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if(isspaceturf(B))
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continue
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var/old_dir1 = T.dir
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var/old_icon_state1 = T.icon_state
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var/old_icon1 = T.icon
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B = B.ChangeTurf(T.type)
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B.setDir(old_dir1)
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B.icon = old_icon1
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B.icon_state = old_icon_state1
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for(var/obj/O in T)
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var/obj/O2 = DuplicateObject(O , perfectcopy=TRUE, newloc = B, nerf=nerf_weapons, holoitem=TRUE)
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if(!O2)
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continue
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copiedobjs += O2.GetAllContents()
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for(var/mob/M in T)
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if(iscameramob(M))
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continue // If we need to check for more mobs, I'll add a variable
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var/mob/SM = DuplicateObject(M , perfectcopy=TRUE, newloc = B, holoitem=TRUE)
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copiedobjs += SM.GetAllContents()
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for(var/V in T.vars - GLOB.duplicate_forbidden_vars)
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if(V == "air")
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var/turf/open/O1 = B
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var/turf/open/O2 = T
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O1.air.copy_from(O2.return_air())
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continue
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B.vars[V] = T.vars[V]
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toupdate += B
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if(toupdate.len)
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for(var/turf/T1 in toupdate)
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CALCULATE_ADJACENT_TURFS(T1, KILL_EXCITED)
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return copiedobjs
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