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https://github.com/Bubberstation/Bubberstation.git
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addb63adad
They This means that multi-tile things may not handle correctly, but the only thing that used it was atmos for double wide doors, and they are used in one location that is unlikely to have atmos changes see: http://www.byond.com/forum/?post=1852790 for justifcation. (tl;dr: accessing .locs causes memory leaks)
146 lines
3.8 KiB
Plaintext
146 lines
3.8 KiB
Plaintext
/turf/proc/CanAtmosPass(var/turf/T)
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if(!istype(T)) return 0
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var/R
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if(blocks_air || T.blocks_air)
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R = 1
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for(var/obj/O in contents)
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if(!O.CanAtmosPass(T))
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R = 1
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if(O.BlockSuperconductivity()) //the direction and open/closed are already checked on CanAtmosPass() so there are no arguments
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var/D = get_dir(src, T)
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atmos_supeconductivity |= D
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D = get_dir(T, src)
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T.atmos_supeconductivity |= D
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return 0 //no need to keep going, we got all we asked
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for(var/obj/O in T.contents)
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if(!O.CanAtmosPass(src))
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R = 1
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if(O.BlockSuperconductivity())
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var/D = get_dir(src, T)
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atmos_supeconductivity |= D
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D = get_dir(T, src)
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T.atmos_supeconductivity |= D
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return 0
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var/D = get_dir(src, T)
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atmos_supeconductivity &= ~D
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D = get_dir(T, src)
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T.atmos_supeconductivity &= ~D
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if(!R)
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return 1
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atom/movable/proc/CanAtmosPass()
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return 1
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atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5)
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return (!density || !height)
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turf/CanPass(atom/movable/mover, turf/target, height=1.5)
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if(!target) return 0
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if(istype(mover)) // turf/Enter(...) will perform more advanced checks
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return !density
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else // Now, doing more detailed checks for air movement and air group formation
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if(target.blocks_air||blocks_air)
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return 0
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for(var/obj/obstacle in src)
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if(!obstacle.CanPass(mover, target, height))
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return 0
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for(var/obj/obstacle in target)
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if(!obstacle.CanPass(mover, src, height))
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return 0
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return 1
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/atom/movable/proc/BlockSuperconductivity() // objects that block air and don't let superconductivity act. Only firelocks atm.
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return 0
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/turf/proc/CalculateAdjacentTurfs()
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atmos_adjacent_turfs_amount = 0
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for(var/direction in cardinal)
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var/turf/T = get_step(src, direction)
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if(!istype(T))
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continue
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var/counterdir = get_dir(T, src)
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if(CanAtmosPass(T))
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atmos_adjacent_turfs_amount += 1
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atmos_adjacent_turfs |= direction
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if(!(T.atmos_adjacent_turfs & counterdir))
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T.atmos_adjacent_turfs_amount += 1
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T.atmos_adjacent_turfs |= counterdir
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else
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atmos_adjacent_turfs &= ~direction
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if(T.atmos_adjacent_turfs & counterdir)
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T.atmos_adjacent_turfs_amount -= 1
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T.atmos_adjacent_turfs &= ~counterdir
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/atom/movable/proc/air_update_turf(var/command = 0)
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if(!istype(loc,/turf) && command)
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return
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var/turf/T = loc
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T.air_update_turf(command)
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/turf/proc/air_update_turf(var/command = 0)
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if(command)
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CalculateAdjacentTurfs()
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SSair.add_to_active(src,command)
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/atom/movable/proc/move_update_air(var/turf/T)
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if(istype(T,/turf))
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T.air_update_turf(1)
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air_update_turf(1)
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/atom/movable/proc/atmos_spawn_air(var/text, var/amount) //because a lot of people loves to copy paste awful code lets just make a easy proc to spawn your plasma fires
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var/turf/simulated/T = get_turf(src)
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if(!istype(T))
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return
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T.atmos_spawn_air(text, amount)
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var/const/SPAWN_HEAT = 1
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var/const/SPAWN_20C = 2
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var/const/SPAWN_TOXINS = 4
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var/const/SPAWN_OXYGEN = 8
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var/const/SPAWN_CO2 = 16
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var/const/SPAWN_NITROGEN = 32
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var/const/SPAWN_N2O = 64
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var/const/SPAWN_AIR = 256
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/turf/simulated/proc/atmos_spawn_air(var/flag, var/amount)
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if(!text || !amount || !air)
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return
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var/datum/gas_mixture/G = new
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if(flag & SPAWN_20C)
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G.temperature = T20C
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if(flag & SPAWN_HEAT)
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G.temperature += 1000
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if(flag & SPAWN_TOXINS)
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G.toxins += amount
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if(flag & SPAWN_OXYGEN)
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G.oxygen += amount
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if(flag & SPAWN_CO2)
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G.carbon_dioxide += amount
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if(flag & SPAWN_NITROGEN)
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G.nitrogen += amount
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if(flag & SPAWN_N2O)
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var/datum/gas/sleeping_agent/T = new
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T.moles += amount
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G.trace_gases += T
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if(flag & SPAWN_AIR)
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G.oxygen += MOLES_O2STANDARD * amount
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G.nitrogen += MOLES_N2STANDARD * amount
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air.merge(G)
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SSair.add_to_active(src, 0) |