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https://github.com/CHOMPStation2/CHOMPStation2.git
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Merge pull request #219 from caelaislinn/master
new conveyors, diverters, partially fixed ultralight, new helper proc
This commit is contained in:
189
code/WorkInProgress/Cael_Aislinn/MultiZ.dm
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189
code/WorkInProgress/Cael_Aislinn/MultiZ.dm
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/obj/multiz
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icon = 'multiz.dmi'
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density = 0
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opacity = 0
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anchored = 1
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var/istop = 1
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CanPass(obj/mover, turf/source, height, airflow)
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return airflow || !density
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/obj/multiz/proc/targetZ()
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return src.z + (istop ? 1 : -1)
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/obj/multiz/ladder
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icon_state = "ladderdown"
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name = "ladder"
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desc = "A Ladder. You climb up and down it."
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/obj/multiz/ladder/New()
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..()
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if (!istop)
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icon_state = "ladderup"
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else
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icon_state = "ladderdown"
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/obj/multiz/ladder/attack_paw(var/mob/M)
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return attack_hand(M)
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/obj/multiz/ladder/attackby(var/W, var/mob/M)
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return attack_hand(M)
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/obj/multiz/ladder/attack_hand(var/mob/M)
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M.Move(locate(src.x, src.y, targetZ()))
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/*
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/obj/multiz/ladder/blob_act()
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var/newblob = 1
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for(var/obj/blob in locate(src.x, src.y, targetZ()))
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newblob = 0
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if(newblob)
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new /obj/blob(locate(src.x, src.y, targetZ()))
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*/
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//Stairs. var/dir on all four component objects should be the dir you'd walk from top to bottom
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//active = bump to move down
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//active/bottom = bump to move up
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//enter = decorative downwards stairs
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//enter/bottom = decorative upward stairs
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/obj/multiz/stairs
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name = "Stairs"
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desc = "Stairs. You walk up and down them."
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icon_state = "ramptop"
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/obj/multiz/stairs/New()
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icon_state = istop ^ istype(src, /obj/multiz/stairs/active) ? "ramptop" : "rampbottom"
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/obj/multiz/stairs/enter/bottom
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istop = 0
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/obj/multiz/stairs/active
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density = 1
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/obj/multiz/stairs/active/Bumped(var/atom/movable/M)
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if(istype(src, /obj/multiz/stairs/active/bottom) && !locate(/obj/multiz/stairs/enter) in M.loc)
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return //If on bottom, only let them go up stairs if they've moved to the entry tile first.
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//If it's the top, they can fall down just fine.
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if(ismob(M) && M:client)
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M:client.moving = 1
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M.Move(locate(src.x, src.y, targetZ()))
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if (ismob(M) && M:client)
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M:client.moving = 0
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/obj/multiz/stairs/active/Click()
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if(!istype(usr,/mob/dead/observer))
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return ..()
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usr.client.moving = 1
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usr.Move(locate(src.x, src.y, targetZ()))
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usr.client.moving = 0
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/obj/multiz/stairs/active/bottom
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istop = 0
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opacity = 1
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/turf/simulated/floor/open
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name = "open space"
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intact = 0
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icon_state = "open"
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pathweight = 100000 //Seriously, don't try and path over this one numbnuts
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var/icon/darkoverlays = null
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var/turf/floorbelow
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//floorstrength = 1
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mouse_opacity = 2
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New()
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..()
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spawn(1)
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if(!istype(src, /turf/simulated/floor/open)) //This should not be needed but is.
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return
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floorbelow = locate(x, y, z + 1)
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if(floorbelow)
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//Fortunately, I've done this before. - Aryn
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if(istype(floorbelow,/turf/space) || floorbelow.z > 4)
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new/turf/space(src)
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else if(!istype(floorbelow,/turf/simulated/floor))
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new/turf/simulated/floor/plating(src)
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else
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//if(ticker)
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//find_zone()
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update()
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else
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new/turf/space(src)
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Del()
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. = ..()
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Enter(var/atom/movable/AM)
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if (..()) //TODO make this check if gravity is active (future use) - Sukasa
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spawn(1)
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if(AM)
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AM.Move(locate(x, y, z + 1))
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if (istype(AM, /mob))
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AM:bruteloss += 20 //You were totally doin it wrong. 5 damage? Really? - Aryn
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AM:weakened = max(AM:weakened,5)
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AM:updatehealth()
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return ..()
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attackby()
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//nothing
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proc/update() //Update the overlayss to make the openspace turf show what's down a level
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if(!floorbelow) return
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/*src.clearoverlays()
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src.addoverlay(floorbelow)
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for(var/obj/o in floorbelow.contents)
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src.addoverlay(image(o, dir=o.dir, layer = TURF_LAYER+0.05*o.layer))
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var/image/I = image('ULIcons.dmi', "[min(max(floorbelow.LightLevelRed - 4, 0), 7)]-[min(max(floorbelow.LightLevelGreen - 4, 0), 7)]-[min(max(floorbelow.LightLevelBlue - 4, 0), 7)]")
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I.layer = TURF_LAYER + 0.2
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src.addoverlay(I)
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I = image('ULIcons.dmi', "1-1-1")
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I.layer = TURF_LAYER + 0.2
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src.addoverlay(I)*/
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var/maxZ = 1
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var/minZ = 1
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// Maybe it's best to have this hardcoded for whatever we'd add to the map, in order to avoid exploits
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// (such as mining base => admin station)
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// Note that this assumes the ship's top is at z=1 and bottom at z=4
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/obj/item/weapon/tank/jetpack/proc/move_z(cardinal, mob/user as mob)
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if (user.z > 1)
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user << "\red There is nothing of interest in that direction."
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return
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if(allow_thrust(0.01, user))
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switch(cardinal)
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if (UP) // Going up!
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if(user.z > maxZ) // If we aren't at the very top of the ship
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var/turf/T = locate(user.x, user.y, user.z - 1)
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// You can only jetpack up if there's space above, and you're sitting on either hull (on the exterior), or space
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//if(T && istype(T, /turf/space) && (istype(user.loc, /turf/space) || istype(user.loc, /turf/space/*/hull*/)))
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//check through turf contents to make sure there's nothing blocking the way
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if(T && istype(T, /turf/space))
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var/blocked = 0
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for(var/atom/A in T.contents)
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if(T.density)
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blocked = 1
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user << "\red You bump into [T.name]."
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break
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if(!blocked)
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user.Move(T)
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else
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user << "\red You bump into the ship's plating."
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else
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user << "\red The ship's gravity well keeps you in orbit!" // Assuming the ship starts on z level 1, you don't want to go past it
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if (DOWN) // Going down!
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if (user.z < 1) // If we aren't at the very bottom of the ship, or out in space
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var/turf/T = locate(user.x, user.y, user.z + 1)
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// You can only jetpack down if you're sitting on space and there's space down below, or hull
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if(T && (istype(T, /turf/space) || istype(T, /turf/space/*/hull*/)) && istype(user.loc, /turf/space))
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var/blocked = 0
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for(var/atom/A in T.contents)
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if(T.density)
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blocked = 1
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user << "\red You bump into [T.name]."
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break
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if(!blocked)
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user.Move(T)
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else
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user << "\red You bump into the ship's plating."
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else
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user << "\red The ship's gravity well keeps you in orbit!"
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BIN
code/WorkInProgress/Cael_Aislinn/multiz.dmi
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BIN
code/WorkInProgress/Cael_Aislinn/multiz.dmi
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After Width: | Height: | Size: 16 KiB |
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code/WorkInProgress/Cael_Aislinn/multiz_pipe.dmi
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code/WorkInProgress/Cael_Aislinn/multiz_pipe.dmi
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After Width: | Height: | Size: 1.8 KiB |
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