Files
Bubberstation/code/game/turfs/turf.dm
SkyratBot 29e29b6375 [MIRROR] Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time [MDB IGNORE] (#15967)
* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time (#69564)

Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.

This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.

Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.

Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.

Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.

Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.

* Save 2.2s minimum (with zero ruins, likely a good bit more in production) of atom init time

* Hopefully fixes the broken CI

* Okay now it shouldn't be failing CI anymore (hopefully)

* Fixes even more issues with smoothing_groups, this time hopefully for good

* Okay NOW it's going to pass CI, surely...

* Okay haha what if it passes this time? :)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-15 19:57:33 -04:00

709 lines
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GLOBAL_LIST_EMPTY(station_turfs)
/// Any floor or wall. What makes up the station and the rest of the map.
/turf
icon = 'icons/turf/floors.dmi'
vis_flags = VIS_INHERIT_ID | VIS_INHERIT_PLANE// Important for interaction with and visualization of openspace.
luminosity = 1
/// Turf bitflags, see code/__DEFINES/flags.dm
var/turf_flags = NONE
/// If there's a tile over a basic floor that can be ripped out
var/overfloor_placed = FALSE
/// How accessible underfloor pieces such as wires, pipes, etc are on this turf. Can be HIDDEN, VISIBLE, or INTERACTABLE.
var/underfloor_accessibility = UNDERFLOOR_HIDDEN
// baseturfs can be either a list or a single turf type.
// In class definition like here it should always be a single type.
// A list will be created in initialization that figures out the baseturf's baseturf etc.
// In the case of a list it is sorted from bottom layer to top.
// This shouldn't be modified directly, use the helper procs.
var/list/baseturfs = /turf/baseturf_bottom
var/temperature = T20C
///Used for fire, if a melting temperature was reached, it will be destroyed
var/to_be_destroyed = 0
///The max temperature of the fire which it was subjected to
var/max_fire_temperature_sustained = 0
var/blocks_air = FALSE
// If this turf should initialize atmos adjacent turfs or not
// Optimization, not for setting outside of initialize
var/init_air = TRUE
var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
var/list/explosion_throw_details
var/requires_activation //add to air processing after initialize?
var/changing_turf = FALSE
var/bullet_bounce_sound = 'sound/weapons/gun/general/mag_bullet_remove.ogg' //sound played when a shell casing is ejected ontop of the turf.
var/bullet_sizzle = FALSE //used by ammo_casing/bounce_away() to determine if the shell casing should make a sizzle sound when it's ejected over the turf
//IE if the turf is supposed to be water, set TRUE.
var/tiled_dirt = FALSE // use smooth tiled dirt decal
///Icon-smoothing variable to map a diagonal wall corner with a fixed underlay.
var/list/fixed_underlay = null
///Lumcount added by sources other than lighting datum objects, such as the overlay lighting component.
var/dynamic_lumcount = 0
///Bool, whether this turf will always be illuminated no matter what area it is in
var/always_lit = FALSE
var/tmp/lighting_corners_initialised = FALSE
///Our lighting object.
var/tmp/datum/lighting_object/lighting_object
///Lighting Corner datums.
var/tmp/datum/lighting_corner/lighting_corner_NE
var/tmp/datum/lighting_corner/lighting_corner_SE
var/tmp/datum/lighting_corner/lighting_corner_SW
var/tmp/datum/lighting_corner/lighting_corner_NW
///Which directions does this turf block the vision of, taking into account both the turf's opacity and the movable opacity_sources.
var/directional_opacity = NONE
///Lazylist of movable atoms providing opacity sources.
var/list/atom/movable/opacity_sources
///the holodeck can load onto this turf if TRUE
var/holodeck_compatible = FALSE
/// If this turf contained an RCD'able object (or IS one, for walls)
/// but is now destroyed, this will preserve the value.
/// See __DEFINES/construction.dm for RCD_MEMORY_*.
var/rcd_memory
///whether or not this turf forces movables on it to have no gravity (unless they themselves have forced gravity)
var/force_no_gravity = FALSE
/// How pathing algorithm will check if this turf is passable by itself (not including content checks). By default it's just density check.
/// WARNING: Currently to use a density shortcircuiting this does not support dense turfs with special allow through function
var/pathing_pass_method = TURF_PATHING_PASS_DENSITY
/turf/vv_edit_var(var_name, new_value)
var/static/list/banned_edits = list(NAMEOF(src, x), NAMEOF(src, y), NAMEOF(src, z))
if(var_name in banned_edits)
return FALSE
. = ..()
/**
* Turf Initialize
*
* Doesn't call parent, see [/atom/proc/Initialize]
* Please note, space tiles do not run this code.
* This is done because it's called so often that any extra code just slows things down too much
* If you add something relevant here add it there too
* [/turf/open/space/Initialize]
*/
/turf/Initialize(mapload)
SHOULD_CALL_PARENT(FALSE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
// by default, vis_contents is inherited from the turf that was here before
vis_contents.Cut()
assemble_baseturfs()
levelupdate()
if (length(smoothing_groups))
#ifdef UNIT_TESTS
assert_sorted(smoothing_groups, "[type].smoothing_groups")
#endif
SET_BITFLAG_LIST(smoothing_groups)
if (length(canSmoothWith))
#ifdef UNIT_TESTS
assert_sorted(canSmoothWith, "[type].canSmoothWith")
#endif
if(canSmoothWith[length(canSmoothWith)] > MAX_S_TURF) //If the last element is higher than the maximum turf-only value, then it must scan turf contents for smoothing targets.
smoothing_flags |= SMOOTH_OBJ
SET_BITFLAG_LIST(canSmoothWith)
if (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
// visibilityChanged() will never hit any path with side effects during mapload
if (!mapload)
visibilityChanged()
for(var/atom/movable/content as anything in src)
Entered(content, null)
var/area/our_area = loc
if(our_area.area_has_base_lighting && always_lit) //Only provide your own lighting if the area doesn't for you
add_overlay(GLOB.fullbright_overlay)
if(requires_activation)
CALCULATE_ADJACENT_TURFS(src, KILL_EXCITED)
if (light_power && light_range)
update_light()
var/turf/T = SSmapping.get_turf_above(src)
if(T)
T.multiz_turf_new(src, DOWN)
T = SSmapping.get_turf_below(src)
if(T)
T.multiz_turf_new(src, UP)
if (opacity)
directional_opacity = ALL_CARDINALS
// apply materials properly from the default custom_materials value
if (!length(custom_materials))
set_custom_materials(custom_materials)
if(uses_integrity)
atom_integrity = max_integrity
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
return INITIALIZE_HINT_NORMAL
/// Initializes our adjacent turfs. If you want to avoid this, do not override it, instead set init_air to FALSE
/turf/proc/Initalize_Atmos(time)
CALCULATE_ADJACENT_TURFS(src, NORMAL_TURF)
/turf/Destroy(force)
. = QDEL_HINT_IWILLGC
if(!changing_turf)
stack_trace("Incorrect turf deletion")
changing_turf = FALSE
var/turf/T = SSmapping.get_turf_above(src)
if(T)
T.multiz_turf_del(src, DOWN)
T = SSmapping.get_turf_below(src)
if(T)
T.multiz_turf_del(src, UP)
if(force)
..()
//this will completely wipe turf state
var/turf/B = new world.turf(src)
for(var/A in B.contents)
qdel(A)
return
visibilityChanged()
QDEL_LIST(blueprint_data)
flags_1 &= ~INITIALIZED_1
requires_activation = FALSE
..()
vis_contents.Cut()
/// WARNING WARNING
/// Turfs DO NOT lose their signals when they get replaced, REMEMBER THIS
/// It's possible because turfs are fucked, and if you have one in a list and it's replaced with another one, the list ref points to the new turf
/// We do it because moving signals over was needlessly expensive, and bloated a very commonly used bit of code
/turf/clear_signal_refs()
return
/turf/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
user.Move_Pulled(src)
/turf/proc/multiz_turf_del(turf/T, dir)
SEND_SIGNAL(src, COMSIG_TURF_MULTIZ_DEL, T, dir)
/turf/proc/multiz_turf_new(turf/T, dir)
SEND_SIGNAL(src, COMSIG_TURF_MULTIZ_NEW, T, dir)
/**
* Check whether the specified turf is blocked by something dense inside it with respect to a specific atom.
*
* Returns truthy value TURF_BLOCKED_TURF_DENSE if the turf is blocked because the turf itself is dense.
* Returns truthy value TURF_BLOCKED_CONTENT_DENSE if one of the turf's contents is dense and would block
* a source atom's movement.
* Returns falsey value TURF_NOT_BLOCKED if the turf is not blocked.
*
* Arguments:
* * exclude_mobs - If TRUE, ignores dense mobs on the turf.
* * source_atom - If this is not null, will check whether any contents on the turf can block this atom specifically. Also ignores itself on the turf.
* * ignore_atoms - Check will ignore any atoms in this list. Useful to prevent an atom from blocking itself on the turf.
*/
/turf/proc/is_blocked_turf(exclude_mobs = FALSE, source_atom = null, list/ignore_atoms)
if(density)
return TRUE
for(var/atom/movable/movable_content as anything in contents)
// We don't want to block ourselves or consider any ignored atoms.
if((movable_content == source_atom) || (movable_content in ignore_atoms))
continue
// If the thing is dense AND we're including mobs or the thing isn't a mob AND if there's a source atom and
// it cannot pass through the thing on the turf, we consider the turf blocked.
if(movable_content.density && (!exclude_mobs || !ismob(movable_content)))
if(source_atom && movable_content.CanPass(source_atom, get_dir(src, source_atom)))
continue
return TRUE
return FALSE
/**
* Checks whether the specified turf is blocked by something dense inside it, but ignores anything with the climbable trait
*
* Works similar to is_blocked_turf(), but ignores climbables and has less options. Primarily added for jaunting checks
*/
/turf/proc/is_blocked_turf_ignore_climbable()
if(density)
return TRUE
for(var/atom/movable/atom_content as anything in contents)
if(atom_content.density && !(atom_content.flags_1 & ON_BORDER_1) && !HAS_TRAIT(atom_content, TRAIT_CLIMBABLE))
return TRUE
return FALSE
//zPassIn doesn't necessarily pass an atom!
//direction is direction of travel of air
/turf/proc/zPassIn(atom/movable/A, direction, turf/source)
return FALSE
//direction is direction of travel of air
/turf/proc/zPassOut(atom/movable/A, direction, turf/destination)
return FALSE
//direction is direction of travel of air
/turf/proc/zAirIn(direction, turf/source)
return FALSE
//direction is direction of travel of air
/turf/proc/zAirOut(direction, turf/source)
return FALSE
/// Precipitates a movable (plus whatever buckled to it) to lower z levels if possible and then calls zImpact()
/turf/proc/zFall(atom/movable/falling, levels = 1, force = FALSE, falling_from_move = FALSE)
var/direction = DOWN
if(falling.has_gravity() == NEGATIVE_GRAVITY)
direction = UP
var/turf/target = get_step_multiz(src, direction)
if(!target)
return FALSE
var/isliving = isliving(falling)
if(!isliving && !isobj(falling))
return
if(isliving)
var/mob/living/falling_living = falling
//relay this mess to whatever the mob is buckled to.
if(falling_living.buckled)
falling = falling_living.buckled
if(!falling_from_move && falling.currently_z_moving)
return
if(!force && !falling.can_z_move(direction, src, target, ZMOVE_FALL_FLAGS))
falling.set_currently_z_moving(FALSE, TRUE)
return FALSE
// So it doesn't trigger other zFall calls. Cleared on zMove.
falling.set_currently_z_moving(CURRENTLY_Z_FALLING)
falling.zMove(null, target, ZMOVE_CHECK_PULLEDBY)
target.zImpact(falling, levels, src)
return TRUE
///Called each time the target falls down a z level possibly making their trajectory come to a halt. see __DEFINES/movement.dm.
/turf/proc/zImpact(atom/movable/falling, levels = 1, turf/prev_turf)
var/flags = NONE
var/list/falling_movables = falling.get_z_move_affected()
var/list/falling_mov_names
for(var/atom/movable/falling_mov as anything in falling_movables)
falling_mov_names += falling_mov.name
for(var/i in contents)
var/atom/thing = i
flags |= thing.intercept_zImpact(falling_movables, levels)
if(flags & FALL_STOP_INTERCEPTING)
break
if(prev_turf && !(flags & FALL_NO_MESSAGE))
for(var/mov_name in falling_mov_names)
prev_turf.visible_message(span_danger("[mov_name] falls through [prev_turf]!"))
if(!(flags & FALL_INTERCEPTED) && zFall(falling, levels + 1))
return FALSE
for(var/atom/movable/falling_mov as anything in falling_movables)
if(!(flags & FALL_RETAIN_PULL))
falling_mov.stop_pulling()
if(!(flags & FALL_INTERCEPTED))
falling_mov.onZImpact(src, levels)
if(falling_mov.pulledby && (falling_mov.z != falling_mov.pulledby.z || get_dist(falling_mov, falling_mov.pulledby) > 1))
falling_mov.pulledby.stop_pulling()
return TRUE
/turf/proc/handleRCL(obj/item/rcl/C, mob/user)
if(C.loaded)
for(var/obj/structure/pipe_cleaner/LC in src)
if(!LC.d1 || !LC.d2)
LC.handlecable(C, user)
return
C.loaded.place_turf(src, user)
if(C.wiring_gui_menu)
C.wiringGuiUpdate(user)
C.is_empty(user)
/turf/attackby(obj/item/C, mob/user, params)
if(..())
return TRUE
if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = C
coil.place_turf(src, user)
return TRUE
else if(can_have_cabling() && istype(C, /obj/item/stack/pipe_cleaner_coil))
var/obj/item/stack/pipe_cleaner_coil/coil = C
for(var/obj/structure/pipe_cleaner/LC in src)
if(!LC.d1 || !LC.d2)
LC.attackby(C, user)
return
coil.place_turf(src, user)
return TRUE
else if(istype(C, /obj/item/rcl))
handleRCL(C, user)
return FALSE
//There's a lot of QDELETED() calls here if someone can figure out how to optimize this but not runtime when something gets deleted by a Bump/CanPass/Cross call, lemme know or go ahead and fix this mess - kevinz000
/turf/Enter(atom/movable/mover)
// Do not call ..()
// Byond's default turf/Enter() doesn't have the behaviour we want with Bump()
// By default byond will call Bump() on the first dense object in contents
// Here's hoping it doesn't stay like this for years before we finish conversion to step_
var/atom/firstbump
var/canPassSelf = CanPass(mover, get_dir(src, mover))
if(canPassSelf || (mover.movement_type & PHASING))
for(var/atom/movable/thing as anything in contents)
if(thing == mover || thing == mover.loc) // Multi tile objects and moving out of other objects
continue
if(!thing.Cross(mover))
if(QDELETED(mover)) //deleted from Cross() (CanPass is pure so it cant delete, Cross shouldnt be doing this either though, but it can happen)
return FALSE
if((mover.movement_type & PHASING))
mover.Bump(thing)
if(QDELETED(mover)) //deleted from Bump()
return FALSE
continue
else
if(!firstbump || ((thing.layer > firstbump.layer || thing.flags_1 & ON_BORDER_1) && !(firstbump.flags_1 & ON_BORDER_1)))
firstbump = thing
if(QDELETED(mover)) //Mover deleted from Cross/CanPass/Bump, do not proceed.
return FALSE
if(!canPassSelf) //Even if mover is unstoppable they need to bump us.
firstbump = src
if(firstbump)
mover.Bump(firstbump)
return (mover.movement_type & PHASING)
return TRUE
// A proc in case it needs to be recreated or badmins want to change the baseturfs
/turf/proc/assemble_baseturfs(turf/fake_baseturf_type)
var/static/list/created_baseturf_lists = list()
var/turf/current_target
if(fake_baseturf_type)
if(length(fake_baseturf_type)) // We were given a list, just apply it and move on
baseturfs = baseturfs_string_list(fake_baseturf_type, src)
return
current_target = fake_baseturf_type
else
if(length(baseturfs))
return // No replacement baseturf has been given and the current baseturfs value is already a list/assembled
if(!baseturfs)
current_target = initial(baseturfs) || type // This should never happen but just in case...
stack_trace("baseturfs var was null for [type]. Failsafe activated and it has been given a new baseturfs value of [current_target].")
else
current_target = baseturfs
// If we've made the output before we don't need to regenerate it
if(created_baseturf_lists[current_target])
var/list/premade_baseturfs = created_baseturf_lists[current_target]
if(length(premade_baseturfs))
baseturfs = baseturfs_string_list(premade_baseturfs.Copy(), src)
else
baseturfs = baseturfs_string_list(premade_baseturfs, src)
return baseturfs
var/turf/next_target = initial(current_target.baseturfs)
//Most things only have 1 baseturf so this loop won't run in most cases
if(current_target == next_target)
baseturfs = current_target
created_baseturf_lists[current_target] = current_target
return current_target
var/list/new_baseturfs = list(current_target)
for(var/i=0;current_target != next_target;i++)
if(i > 100)
// A baseturfs list over 100 members long is silly
// Because of how this is all structured it will only runtime/message once per type
stack_trace("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")
message_admins("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")
break
new_baseturfs.Insert(1, next_target)
current_target = next_target
next_target = initial(current_target.baseturfs)
baseturfs = baseturfs_string_list(new_baseturfs, src)
created_baseturf_lists[new_baseturfs[new_baseturfs.len]] = new_baseturfs.Copy()
return new_baseturfs
/turf/proc/levelupdate()
for(var/obj/O in src)
if(O.flags_1 & INITIALIZED_1)
SEND_SIGNAL(O, COMSIG_OBJ_HIDE, underfloor_accessibility < UNDERFLOOR_VISIBLE)
// override for space turfs, since they should never hide anything
/turf/open/space/levelupdate()
return
// Removes all signs of lattice on the pos of the turf -Donkieyo
/turf/proc/RemoveLattice()
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L && (L.flags_1 & INITIALIZED_1))
qdel(L)
/turf/proc/Bless()
new /obj/effect/blessing(src)
//////////////////////////////
//Distance procs
//////////////////////////////
//Distance associates with all directions movement
/turf/proc/Distance(turf/T)
return get_dist(src,T)
// This Distance proc assumes that only cardinal movement is
// possible. It results in more efficient (CPU-wise) pathing
// for bots and anything else that only moves in cardinal dirs.
/turf/proc/Distance_cardinal(turf/T)
if(!src || !T)
return FALSE
return abs(x - T.x) + abs(y - T.y)
////////////////////////////////////////////////////
/turf/singularity_act()
if(underfloor_accessibility < UNDERFLOOR_INTERACTABLE)
for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
if(HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
O.singularity_act()
ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
return(2)
/turf/proc/can_have_cabling()
return TRUE
/turf/proc/can_lay_cable()
return can_have_cabling() && underfloor_accessibility >= UNDERFLOOR_INTERACTABLE
/turf/proc/visibilityChanged()
GLOB.cameranet.updateVisibility(src)
/turf/proc/burn_tile()
return
/turf/proc/break_tile()
return
/turf/proc/is_shielded()
return
/turf/contents_explosion(severity, target)
for(var/thing in contents)
var/atom/movable/movable_thing = thing
if(QDELETED(movable_thing))
continue
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += movable_thing
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += movable_thing
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += movable_thing
/turf/narsie_act(force, ignore_mobs, probability = 20)
. = (prob(probability) || force)
for(var/I in src)
var/atom/A = I
if(ignore_mobs && ismob(A))
continue
if(ismob(A) || .)
A.narsie_act()
/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
underlay_appearance.icon = icon
underlay_appearance.icon_state = icon_state
underlay_appearance.dir = adjacency_dir
return TRUE
/turf/proc/add_blueprints(atom/movable/AM)
var/image/I = new
I.plane = GAME_PLANE
I.layer = OBJ_LAYER
I.appearance = AM.appearance
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
I.loc = src
I.setDir(AM.dir)
I.alpha = 128
LAZYADD(blueprint_data, I)
/turf/proc/add_blueprints_preround(atom/movable/AM)
if(!SSicon_smooth.initialized)
if(AM.layer == WIRE_LAYER) //wires connect to adjacent positions after its parent init, meaning we need to wait (in this case, until smoothing) to take its image
SSicon_smooth.blueprint_queue += AM
else
add_blueprints(AM)
/turf/proc/is_transition_turf()
return
/turf/acid_act(acidpwr, acid_volume)
. = ..()
if((acidpwr <= 0) || (acid_volume <= 0))
return FALSE
if(QDELETED(src)) //skyrat edit: fix createanddestroy
return FALSE
AddComponent(/datum/component/acid, acidpwr, acid_volume)
for(var/obj/O in src)
if(underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
continue
O.acid_act(acidpwr, acid_volume)
return . || TRUE
/turf/proc/acid_melt()
return
/turf/rust_heretic_act()
if(turf_flags & NO_RUST)
return
if(HAS_TRAIT(src, TRAIT_RUSTY))
return
AddElement(/datum/element/rust)
/turf/handle_fall(mob/faller)
SEND_SIGNAL(src, COMSIG_TURF_MOB_FALL, faller) //SKYRAT EDIT ADDITION
if(has_gravity(src))
playsound(src, SFX_BODYFALL, 50, TRUE)
faller.drop_all_held_items()
/turf/proc/photograph(limit=20)
var/image/I = new()
I.add_overlay(src)
for(var/V in contents)
var/atom/A = V
if(A.invisibility)
continue
I.add_overlay(A)
if(limit)
limit--
else
return I
return I
/turf/AllowDrop()
return TRUE
/turf/proc/add_vomit_floor(mob/living/M, toxvomit = NONE, purge_ratio = 0.1)
var/obj/effect/decal/cleanable/vomit/V = new /obj/effect/decal/cleanable/vomit(src, M.get_static_viruses())
//if the vomit combined, apply toxicity and reagents to the old vomit
if (QDELETED(V))
V = locate() in src
if(!V)
return
// Apply the proper icon set based on vomit type
if(toxvomit == VOMIT_PURPLE)
V.icon_state = "vomitpurp_[pick(1,4)]"
else if (toxvomit == VOMIT_TOXIC)
V.icon_state = "vomittox_[pick(1,4)]"
//SKYRAT EDIT START - Nanite Slurry
else if (toxvomit == VOMIT_NANITE)
V.name = "metallic slurry"
V.desc = "A puddle of metallic slurry that looks vaguely like very fine sand. It almost seems like it's moving..."
V.icon_state = "vomitnanite_[pick(1,4)]"
// SKYRAT EDIT END
if (purge_ratio && iscarbon(M))
clear_reagents_to_vomit_pool(M, V, purge_ratio)
/proc/clear_reagents_to_vomit_pool(mob/living/carbon/M, obj/effect/decal/cleanable/vomit/V, purge_ratio = 0.1)
var/obj/item/organ/internal/stomach/belly = M.getorganslot(ORGAN_SLOT_STOMACH)
if(!belly?.reagents.total_volume)
return
var/chemicals_lost = belly.reagents.total_volume * purge_ratio
belly.reagents.trans_to(V, chemicals_lost, transfered_by = M)
//clear the stomach of anything even not food
for(var/bile in belly.reagents.reagent_list)
var/datum/reagent/reagent = bile
if(!belly.food_reagents[reagent.type])
belly.reagents.remove_reagent(reagent.type, min(reagent.volume, 10))
else
var/bit_vol = reagent.volume - belly.food_reagents[reagent.type]
if(bit_vol > 0)
belly.reagents.remove_reagent(reagent.type, min(bit_vol, 10))
//Whatever happens after high temperature fire dies out or thermite reaction works.
//Should return new turf
/turf/proc/Melt()
return ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
/// Handles exposing a turf to reagents.
/turf/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
. = ..()
if(. & COMPONENT_NO_EXPOSE_REAGENTS)
return
SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_TURF, src, reagents, methods, volume_modifier, show_message)
for(var/reagent in reagents)
var/datum/reagent/R = reagent
. |= R.expose_turf(src, reagents[R])
/**
* Called when this turf is being washed. Washing a turf will also wash any mopable floor decals
*/
/turf/wash(clean_types)
. = ..()
for(var/am in src)
if(am == src)
continue
var/atom/movable/movable_content = am
if(!ismopable(movable_content))
continue
movable_content.wash(clean_types)
/**
* Returns adjacent turfs to this turf that are reachable, in all cardinal directions
*
* Arguments:
* * caller: The movable, if one exists, being used for mobility checks to see what tiles it can reach
* * ID: An ID card that decides if we can gain access to doors that would otherwise block a turf
* * simulated_only: Do we only worry about turfs with simulated atmos, most notably things that aren't space?
* * no_id: When true, doors with public access will count as impassible
*/
/turf/proc/reachableAdjacentTurfs(caller, ID, simulated_only, no_id = FALSE)
var/static/space_type_cache = typecacheof(/turf/open/space)
. = list()
for(var/iter_dir in GLOB.cardinals)
var/turf/turf_to_check = get_step(src,iter_dir)
if(!turf_to_check || (simulated_only && space_type_cache[turf_to_check.type]))
continue
if(turf_to_check.density || LinkBlockedWithAccess(turf_to_check, caller, ID, no_id = no_id))
continue
. += turf_to_check
/turf/proc/GetHeatCapacity()
. = heat_capacity
/turf/proc/GetTemperature()
. = temperature
/turf/proc/TakeTemperature(temp)
temperature += temp