mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Fixes multi-z things.
This commit is contained in:
committed by
SkyMarshal
parent
772c320303
commit
8c61c3ab6f
@@ -1410,8 +1410,12 @@
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#include "code\modules\mob\new_player\preferences_setup.dm"
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#include "code\modules\mob\new_player\skill.dm"
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#include "code\modules\mob\new_player\sprite_accessories.dm"
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#include "code\modules\multiz\_stubs.dm"
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#include "code\modules\multiz\basic.dm"
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#include "code\modules\multiz\stubs.dm"
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#include "code\modules\multiz\movement.dm"
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#include "code\modules\multiz\pipes.dm"
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#include "code\modules\multiz\structures.dm"
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#include "code\modules\multiz\turf.dm"
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#include "code\modules\nano\_JSON.dm"
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#include "code\modules\nano\JSON Reader.dm"
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#include "code\modules\nano\JSON Writer.dm"
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@@ -1785,11 +1789,6 @@
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#include "code\modules\virus2\items_devices.dm"
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#include "code\modules\xgm\xgm_gas_data.dm"
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#include "code\modules\xgm\xgm_gas_mixture.dm"
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#include "code\TriDimension\Movement.dm"
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#include "code\TriDimension\Pipes.dm"
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#include "code\TriDimension\Structures.dm"
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#include "code\TriDimension\Structures_presets.dm"
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#include "code\TriDimension\Turfs.dm"
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#include "code\ZAS\_docs.dm"
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#include "code\ZAS\Airflow.dm"
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#include "code\ZAS\Atom.dm"
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@@ -1,263 +0,0 @@
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///////////////////////////////////////
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//Contents: Ladders, Hatches, Stairs.//
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///////////////////////////////////////
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/obj/multiz
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icon = 'icons/obj/structures.dmi'
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density = 0
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opacity = 0
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anchored = 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/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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var/d_state = 1
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var/obj/multiz/target
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New()
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. = ..()
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proc/connect()
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if(icon_state == "ladderdown") // the upper will connect to the lower
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d_state = 1
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for(var/obj/multiz/ladder/L in GetBelow(src))
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if(L.icon_state == "ladderup")
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target = L
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L.target = src
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d_state = 0
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return
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/* ex_act(severity)
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switch(severity)
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if(1.0)
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if(icon_state == "ladderup" && prob(10))
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qdel(src)
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if(2.0)
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if(prob(50))
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qdel(src)
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if(3.0)
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qdel(src)
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return*/
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Destroy()
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spawn(1)
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if(target && icon_state == "ladderdown")
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qdel(target)
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return ..()
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attackby(obj/item/C as obj, mob/user as mob)
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(..)
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// construction commented out for balance concerns
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/* if (!target && istype(C, /obj/item/stack/rods))
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var/turf/controllerlocation = locate(1, 1, z)
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var/found = 0
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var/obj/item/stack/rods/S = C
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if(S.amount < 2)
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user << "You dont have enough rods to finish the ladder."
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return
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for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
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if(controller.down)
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found = 1
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var/turf/below = locate(src.x, src.y, controller.down_target)
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var/blocked = 0
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for(var/atom/A in below.contents)
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if(A.density)
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blocked = 1
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break
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if(!blocked && !istype(below, /turf/simulated/wall))
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var/obj/multiz/ladder/X = new /obj/multiz/ladder(below)
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S.amount = S.amount - 2
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if(S.amount == 0) qdel(S)
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X.icon_state = "ladderup"
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connect()
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user << "You finish the ladder."
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else
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user << "The area below is blocked."
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if(!found)
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user << "You cant build a ladder down there."
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return
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else if (icon_state == "ladderdown" && d_state == 0 && istype(C, /obj/item/weapon/wrench))
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user << "<span class='notice'>You start loosening the anchoring bolts which secure the ladder to the frame.</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
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sleep(30)
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if(!user || !C) return
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src.d_state = 1
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if(target)
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var/obj/item/stack/rods/R = PoolOrNew(/obj/item/stack/rods, target.loc)
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R.amount = 2
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qdel(Target)
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user << "<span class='notice'>You remove the bolts anchoring the ladder.</span>"
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return
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else if (icon_state == "ladderdown" && d_state == 1 && istype(C, /obj/item/weapon/weldingtool) )
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var/obj/item/weapon/weldingtool/WT = C
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if( WT.remove_fuel(0,user) )
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user << "<span class='notice'>You begin to remove the ladder.</span>"
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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sleep(60)
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if(!user || !WT || !WT.isOn()) return
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var/obj/item/stack/material/steel/S = new /obj/item/stack/material/steel( src )
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S.amount = 2
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user << "<span class='notice'>You remove the ladder and close the hole.</span>"
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qdel(src)
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else
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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return
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else
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src.attack_hand(user)
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return*/
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src.attack_hand(user)
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return
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attack_hand(var/mob/M)
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if(!target || !istype(target.loc, /turf))
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M << "The ladder is incomplete and can't be climbed."
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else
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var/turf/T = target.loc
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var/blocked = 0
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for(var/atom/A in T.contents)
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if(A.density)
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blocked = 1
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break
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if(blocked || istype(T, /turf/simulated/wall))
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M << "Something is blocking the ladder."
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else
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M.visible_message("<span class='notice'>\The [M] climbs [src.icon_state == "ladderup" ? "up" : "down"] \the [src]!</span>", "You climb [src.icon_state == "ladderup" ? "up" : "down"] \the [src]!", "You hear some grunting, and clanging of a metal ladder being used.")
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M.Move(target.loc)
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/* hatch
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icon_state = "hatchdown"
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name = "hatch"
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desc = "A hatch. You climb down it, and it will automatically seal against pressure loss behind you."
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top_icon_state = "hatchdown"
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var/top_icon_state_open = "hatchdown-open"
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var/top_icon_state_close = "hatchdown-close"
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bottom_icon_state = "ladderup"
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var/image/green_overlay
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var/image/red_overlay
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var/active = 0
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New()
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. = ..()
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red_overlay = image(icon, "red-ladderlight")
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green_overlay = image(icon, "green-ladderlight")
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attack_hand(var/mob/M)
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if(!target || !istype(target.loc, /turf))
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qdel(src)
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if(active)
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M << "That [src] is being used."
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return // It is a tiny airlock, only one at a time.
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active = 1
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var/obj/multiz/ladder/hatch/top_hatch = target
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var/obj/multiz/ladder/hatch/bottom_hatch = src
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if(icon_state == top_icon_state)
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top_hatch = src
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bottom_hatch = target
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flick(top_icon_state_open, top_hatch)
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bottom_hatch.overlays += green_overlay
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spawn(7)
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if(!target || !istype(target.loc, /turf))
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qdel(src)
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if(M.z == z && get_dist(src,M) <= 1)
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var/list/adjacent_to_me = global_adjacent_z_levels["[z]"]
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M.visible_message("<span class='notice'>\The [M] scurries [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!</span>", "You scramble [target.z == adjacent_to_me["up"] ? "up" : "down"] \the [src]!", "You hear some grunting, and a hatch sealing.")
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M.Move(target.loc)
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flick(top_icon_state_close,top_hatch)
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bottom_hatch.overlays -= green_overlay
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bottom_hatch.overlays += red_overlay
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spawn(7)
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top_hatch.icon_state = top_icon_state
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bottom_hatch.overlays -= red_overlay
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active = 0*/
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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 = "rampbottom"
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var/obj/multiz/stairs/connected
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var/turf/target
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var/turf/target2
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var/suggest_dir // try this dir first when finding stairs; this is the direction to walk *down* the stairs
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New()
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..()
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var/turf/above = GetAbove(src)
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if(istype(above, /turf/space))
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above.ChangeTurf(/turf/simulated/open)
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spawn(1)
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var/turf/T
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if(suggest_dir)
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T = get_step(src.loc,suggest_dir)
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find_stair_connection(T, suggest_dir, 1)
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if(!target)
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for(var/dir in cardinal)
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T = get_step(src.loc,dir)
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find_stair_connection(T, dir)
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if(target)
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break
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Bumped(var/atom/movable/M)
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if(connected && target && istype(src, /obj/multiz/stairs) && locate(/obj/multiz/stairs) in M.loc)
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var/obj/multiz/stairs/Con = locate(/obj/multiz/stairs) in M.loc
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if(Con == src.connected) //make sure the atom enters from the approriate lower stairs tile
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M.Move(target)
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return
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proc/find_stair_connection(var/turf/T, var/dir, var/suggested=0)
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for(var/obj/multiz/stairs/S in T)
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if(S && S.icon_state == "rampbottom" && !S.connected)
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if(!S.suggest_dir || S.suggest_dir == dir) // it doesn't have a suggested direction, or it's the same direction as we're trying, so we connect to it
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initialise_stair_connection(src, S, dir)
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else if(!suggested) // we're trying directions, so it could be a reverse stair (i.e. we're the bottom stair rather than the top)
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var/inv_dir = 0
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switch(dir)
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if(1)
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inv_dir = 2
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if(2)
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inv_dir = 1
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if(4)
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inv_dir = 8
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if(8)
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inv_dir = 4
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if(S.suggest_dir == inv_dir)
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initialise_stair_connection(S, src, inv_dir)
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proc/initialise_stair_connection(var/obj/multiz/stairs/top, var/obj/multiz/stairs/bottom, var/dir)
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top.set_dir(dir)
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bottom.set_dir(dir)
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top.connected = bottom
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bottom.connected = top
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top.icon_state = "ramptop"
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top.density = 1
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var/turf/above = GetAbove(top)
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if(istype(above,/turf/space) || istype(above,/turf/simulated/open))
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top.target = above
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above = GetAbove(bottom)
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if(istype(above, /turf/space) || istype(above,/turf/simulated/open))
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top.target2 = above
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return
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@@ -1,11 +0,0 @@
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/obj/multiz/stairs/north_up
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suggest_dir = SOUTH
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/obj/multiz/stairs/south_up
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suggest_dir = NORTH
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/obj/multiz/stairs/east_up
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suggest_dir = WEST
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/obj/multiz/stairs/west_up
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suggest_dir = EAST
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@@ -1,114 +0,0 @@
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/turf/simulated/open
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name = "open space"
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density = 0
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alpha = 0
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icon_state = "black"
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pathweight = 100000 //Seriously, don't try and path over this one numbnuts
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var/icon/darkoverlays
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var/turf/below
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var/list/overlay_references
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New()
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..()
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// Unhide shit.
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for(var/obj/obj in src)
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if(obj.level == 1)
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obj.hide(0)
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ASSERT(HasBelow(z))
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below = GetBelow(src)
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return
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Entered(var/atom/movable/mover)
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// only fall down in defined areas (read: areas with artificial gravitiy)
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if(!istype(below)) //make sure that there is actually something below
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below = GetBelow(src)
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if(!below)
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return
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// No gravity in space, apparently.
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var/area/area = get_area(src)
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if(area.name == "Space")
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return
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// Prevent pipes from falling into the void... if there is a pipe to support it.
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if(istype(mover, /obj/item/pipe) && \
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(locate(/obj/structure/disposalpipe/up) in below) || \
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locate(/obj/machinery/atmospherics/pipe/zpipe/up in below))
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return
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// See if something prevents us from falling.
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var/soft = 0
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for(var/atom/A in below)
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if(A.density)
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if(!istype(A, /obj/structure/window))
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return
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else
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var/obj/structure/window/W = A
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if(W.is_fulltile())
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return
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// Dont break here, since we still need to be sure that it isnt blocked
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if(istype(A, /obj/multiz/stairs))
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soft = 1
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// We've made sure we can move, now.
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mover.Move(below)
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if(!soft)
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if(!istype(mover, /mob))
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if(istype(below, /turf/simulated/open))
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below.visible_message("\The [mover] falls from the deck above through \the [below]!", "You hear a whoosh of displaced air.")
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else
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below.visible_message("\The [mover] falls from the deck above and slams into \the [below]!", "You hear something slam into the deck.")
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else
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var/mob/M = mover
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if(istype(below, /turf/simulated/open))
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below.visible_message("\The [mover] falls from the deck above through \the [below]!", "You hear a soft whoosh.[M.stat ? "" : ".. and some screaming."]")
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else
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M.visible_message("\The [mover] falls from the deck above and slams into \the [below]!", "You land on \the [below].", "You hear a soft whoosh and a crunch")
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// Handle people getting hurt, it's funny!
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if (istype(mover, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = mover
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var/damage = 5
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H.apply_damage(rand(0, damage), BRUTE, "head")
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H.apply_damage(rand(0, damage), BRUTE, "chest")
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H.apply_damage(rand(0, damage), BRUTE, "l_leg")
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H.apply_damage(rand(0, damage), BRUTE, "r_leg")
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H.apply_damage(rand(0, damage), BRUTE, "l_arm")
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H.apply_damage(rand(0, damage), BRUTE, "r_arm")
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H.weakened = max(H.weakened,2)
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H.updatehealth()
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// override to make sure nothing is hidden
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/turf/simulated/open/levelupdate()
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for(var/obj/O in src)
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O.hide(0)
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// Straight copy from space.
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/turf/simulated/open/attackby(obj/item/C as obj, mob/user as mob)
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if (istype(C, /obj/item/stack/rods))
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L)
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return
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var/obj/item/stack/rods/R = C
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if (R.use(1))
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user << "<span class='notice'>Constructing support lattice ...</span>"
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playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
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ReplaceWithLattice()
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return
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if (istype(C, /obj/item/stack/tile/floor))
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L)
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var/obj/item/stack/tile/floor/S = C
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if (S.get_amount() < 1)
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return
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qdel(L)
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playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
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S.use(1)
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ChangeTurf(/turf/simulated/floor/airless)
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return
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else
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user << "<span class='warning'>The plating is going to need some support.</span>"
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return
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@@ -1,189 +0,0 @@
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/obj/effect/landmark/zcontroller
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name = "Z-Level Controller"
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var/initialized = 0 // when set to 1, turfs will report to the controller
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var/up = 0 // 1 allows up movement
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var/up_target = 0 // the Z-level that is above the current one
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var/down = 0 // 1 allows down movement
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var/down_target = 0 // the Z-level that is below the current one
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var/list/slow = list()
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var/list/normal = list()
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var/list/fast = list()
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var/slow_time
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var/normal_time
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var/fast_time
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/obj/effect/landmark/zcontroller/New()
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..()
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for (var/turf/T in world)
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if (T.z == z)
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fast += T
|
||||
slow_time = world.time + 3000
|
||||
normal_time = world.time + 600
|
||||
fast_time = world.time + 10
|
||||
|
||||
processing_objects.Add(src)
|
||||
|
||||
initialized = 1
|
||||
return 1
|
||||
|
||||
/obj/effect/landmark/zcontroller/Destroy()
|
||||
processing_objects.Remove(src)
|
||||
return ..()
|
||||
|
||||
/obj/effect/landmark/zcontroller/process()
|
||||
if (world.time > fast_time)
|
||||
calc(fast)
|
||||
fast_time = world.time + 10
|
||||
|
||||
if (world.time > normal_time)
|
||||
calc(normal)
|
||||
normal_time = world.time + 600
|
||||
|
||||
/* if (world.time > slow_time)
|
||||
calc(slow)
|
||||
slow_time = world.time + 3000 */
|
||||
return
|
||||
|
||||
/obj/effect/landmark/zcontroller/proc/add(var/list/L, var/I, var/transfer)
|
||||
while (L.len)
|
||||
var/turf/T = pick(L)
|
||||
|
||||
L -= T
|
||||
slow -= T
|
||||
normal -= T
|
||||
fast -= T
|
||||
|
||||
if(!T || !istype(T, /turf))
|
||||
continue
|
||||
|
||||
switch (I)
|
||||
if(1) slow += T
|
||||
if(2) normal += T
|
||||
if(3) fast += T
|
||||
|
||||
if(transfer > 0)
|
||||
if(up)
|
||||
var/turf/controller_up = locate(1, 1, up_target)
|
||||
for(var/obj/effect/landmark/zcontroller/c_up in controller_up)
|
||||
var/list/temp = list()
|
||||
temp += locate(T.x, T.y, up_target)
|
||||
c_up.add(temp, I, transfer-1)
|
||||
|
||||
if(down)
|
||||
var/turf/controller_down = locate(1, 1, down_target)
|
||||
for(var/obj/effect/landmark/zcontroller/c_down in controller_down)
|
||||
var/list/temp = list()
|
||||
temp += locate(T.x, T.y, down_target)
|
||||
c_down.add(temp, I, transfer-1)
|
||||
return
|
||||
|
||||
/turf
|
||||
var/list/z_overlays = list()
|
||||
|
||||
/turf/New()
|
||||
..()
|
||||
|
||||
var/turf/controller = locate(1, 1, z)
|
||||
for(var/obj/effect/landmark/zcontroller/c in controller)
|
||||
if(c.initialized)
|
||||
var/list/turf = list()
|
||||
turf += src
|
||||
c.add(turf,3,1)
|
||||
|
||||
atom/movable/Move() //Hackish
|
||||
. = ..()
|
||||
|
||||
var/turf/controllerlocation = locate(1, 1, src.z)
|
||||
for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
|
||||
if(controller.up || controller.down)
|
||||
var/list/temp = list()
|
||||
temp += locate(src.x, src.y, src.z)
|
||||
controller.add(temp,3,1)
|
||||
|
||||
/obj/effect/landmark/zcontroller/proc/calc(var/list/L)
|
||||
var/list/slowholder = list()
|
||||
var/list/normalholder = list()
|
||||
var/list/fastholder = list()
|
||||
var/new_list
|
||||
|
||||
while(L.len)
|
||||
var/turf/T = pick(L)
|
||||
new_list = 0
|
||||
|
||||
if(!T || !istype(T, /turf))
|
||||
L -= T
|
||||
continue
|
||||
|
||||
T.overlays -= T.z_overlays
|
||||
T.z_overlays -= T.z_overlays
|
||||
|
||||
if(down && (istype(T, /turf/space) || istype(T, /turf/simulated/open)))
|
||||
var/turf/below = locate(T.x, T.y, down_target)
|
||||
if(below)
|
||||
if(!(istype(below, /turf/space) || istype(below, /turf/simulated/open)))
|
||||
var/image/t_img = list()
|
||||
new_list = 1
|
||||
|
||||
var/image/temp = image(below, dir=below.dir, layer = TURF_LAYER + 0.04)
|
||||
|
||||
temp.color = rgb(127,127,127)
|
||||
temp.overlays += below.overlays
|
||||
t_img += temp
|
||||
T.overlays += t_img
|
||||
T.z_overlays += t_img
|
||||
|
||||
// get objects
|
||||
var/image/o_img = list()
|
||||
for(var/obj/o in below)
|
||||
// ingore objects that have any form of invisibility
|
||||
if(o.invisibility) continue
|
||||
new_list = 2
|
||||
var/image/temp2 = image(o, dir=o.dir, layer = TURF_LAYER+0.05*o.layer)
|
||||
temp2.color = rgb(127,127,127)
|
||||
temp2.overlays += o.overlays
|
||||
o_img += temp2
|
||||
// you need to add a list to .overlays or it will not display any because space
|
||||
T.overlays += o_img
|
||||
T.z_overlays += o_img
|
||||
|
||||
// get mobs
|
||||
var/image/m_img = list()
|
||||
for(var/mob/m in below)
|
||||
// ingore mobs that have any form of invisibility
|
||||
if(m.invisibility) continue
|
||||
// only add this tile to fastprocessing if there is a living mob, not a dead one
|
||||
if(istype(m, /mob/living)) new_list = 3
|
||||
var/image/temp2 = image(m, dir=m.dir, layer = TURF_LAYER+0.05*m.layer)
|
||||
temp2.color = rgb(127,127,127)
|
||||
temp2.overlays += m.overlays
|
||||
m_img += temp2
|
||||
// you need to add a list to .overlays or it will not display any because space
|
||||
T.overlays += m_img
|
||||
T.z_overlays += m_img
|
||||
|
||||
T.overlays -= below.z_overlays
|
||||
T.z_overlays -= below.z_overlays
|
||||
|
||||
L -= T
|
||||
|
||||
if(new_list == 1)
|
||||
slowholder += T
|
||||
if(new_list == 2)
|
||||
normalholder += T
|
||||
if(new_list == 3)
|
||||
fastholder += T
|
||||
for(var/d in cardinal)
|
||||
var/turf/mT = get_step(T,d)
|
||||
if(!(mT in fastholder))
|
||||
fastholder += mT
|
||||
for(var/f in cardinal)
|
||||
var/turf/nT = get_step(mT,f)
|
||||
if(!(nT in fastholder))
|
||||
fastholder += nT
|
||||
|
||||
add(slowholder,1, 0)
|
||||
add(normalholder, 2, 0)
|
||||
add(fastholder, 3, 0)
|
||||
return
|
||||
@@ -1,37 +0,0 @@
|
||||
/obj/effect/landmark/zcontroller/level_1_bottom
|
||||
up = 1
|
||||
up_target = 2
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_2_mid
|
||||
up = 1
|
||||
up_target = 3
|
||||
down = 1
|
||||
down_target = 1
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_3_mid
|
||||
up = 1
|
||||
up_target = 4
|
||||
down = 1
|
||||
down_target = 2
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_4_mid
|
||||
up = 1
|
||||
up_target = 5
|
||||
down = 1
|
||||
down_target = 3
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_2_top
|
||||
down = 1
|
||||
down_target = 1
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_3_top
|
||||
down = 1
|
||||
down_target = 2
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_4_top
|
||||
down = 1
|
||||
down_target = 3
|
||||
|
||||
/obj/effect/landmark/zcontroller/level_5_top
|
||||
down = 1
|
||||
down_target = 4
|
||||
@@ -153,8 +153,6 @@ var/global/datum/controller/gameticker/ticker
|
||||
|
||||
processScheduler.start()
|
||||
|
||||
for(var/obj/multiz/ladder/L in world) L.connect() //Lazy hackfix for ladders. TODO: move this to an actual controller. ~ Z
|
||||
|
||||
if(config.sql_enabled)
|
||||
statistic_cycle() // Polls population totals regularly and stores them in an SQL DB -- TLE
|
||||
|
||||
|
||||
@@ -34,8 +34,7 @@
|
||||
if (istype(A,/mob/living))
|
||||
var/mob/living/M = A
|
||||
if(M.lying)
|
||||
..()
|
||||
return
|
||||
return ..()
|
||||
|
||||
// Ugly hack :( Should never have multiple plants in the same tile.
|
||||
var/obj/effect/plant/plant = locate() in contents
|
||||
|
||||
@@ -70,6 +70,9 @@
|
||||
if(movement_disabled && usr.ckey != movement_disabled_exception)
|
||||
usr << "<span class='warning'>Movement is admin-disabled.</span>" //This is to identify lag problems
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
if (!mover || !isturf(mover.loc))
|
||||
return 1
|
||||
|
||||
|
||||
@@ -9,8 +9,8 @@
|
||||
// FOR THE LOVE OF GOD USE THESE. DO NOT FUCKING SPAGHETTIFY THIS.
|
||||
// Use the Has*() functions if you ONLY need to check.
|
||||
// If you need to do something, use Get*().
|
||||
proc/HasAbove(var/z)
|
||||
proc/HasBelow(var/z)
|
||||
HasAbove(var/z)
|
||||
HasBelow(var/z)
|
||||
// These give either the turf or null.
|
||||
proc/GetAbove(var/turf/turf)
|
||||
proc/GetBelow(var/turf/turf)
|
||||
GetAbove(var/atom/atom)
|
||||
GetBelow(var/atom/atom)
|
||||
@@ -4,28 +4,32 @@ var/z_levels = 0 // Each bit represents a connection between adjacent levels. S
|
||||
|
||||
// If the height is more than 1, we mark all contained levels as connected.
|
||||
/obj/effect/landmark/map_data/New()
|
||||
for(var/i = z - 1 to height - 2)
|
||||
z_levels |= 1 << i
|
||||
del src
|
||||
ASSERT(height <= z)
|
||||
// Due to the offsets of how connections are stored v.s. how z-levels are indexed, some magic number silliness happened.
|
||||
for(var/i = (z - height) to (z - 2))
|
||||
z_levels |= (1 << i)
|
||||
qdel(src)
|
||||
|
||||
HasAbove(z)
|
||||
if(z > world.maxz || z > 17 || z < 2)
|
||||
// The storage of connections between adjacent levels means some bitwise magic is needed.
|
||||
proc/HasAbove(var/z)
|
||||
if(z >= world.maxz || z > 16 || z < 1)
|
||||
return 0
|
||||
return z_levels & (1 << (z - 1))
|
||||
|
||||
HasBelow(z)
|
||||
if(z >= world.maxz || z > 16 || z < 1)
|
||||
proc/HasBelow(var/z)
|
||||
if(z > world.maxz || z > 17 || z < 2)
|
||||
return 0
|
||||
return z_levels & (1 << z)
|
||||
return z_levels & (1 << (z - 2))
|
||||
|
||||
GetAbove(var/atom/thing)
|
||||
var/turf/turf = get_turf(thing)
|
||||
if(!istype(turf))
|
||||
// Thankfully, no bitwise magic is needed here.
|
||||
proc/GetAbove(var/atom/atom)
|
||||
var/turf/turf = get_turf(atom)
|
||||
if(!turf)
|
||||
return null
|
||||
return HasBelow(turf.z) ? locate(turf.z, turf.y, turf.z - 1) : null
|
||||
return HasAbove(turf.z) ? get_step(turf, UP) : null
|
||||
|
||||
GetBelow(var/atom/thing)
|
||||
var/turf/turf = get_turf(thing)
|
||||
if(!istype(turf))
|
||||
proc/GetBelow(var/atom/atom)
|
||||
var/turf/turf = get_turf(atom)
|
||||
if(!turf)
|
||||
return null
|
||||
return HasBelow(turf.z) ? locate(turf.z, turf.y, turf.z + 1) : null
|
||||
return HasBelow(turf.z) ? get_step(turf, DOWN) : null
|
||||
|
||||
10
code/modules/multiz/disabled.dm
Normal file
10
code/modules/multiz/disabled.dm
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
proc/HasAbove(var/z)
|
||||
return 0
|
||||
proc/HasBelow(var/z)
|
||||
return 0
|
||||
// These give either the turf or null.
|
||||
proc/GetAbove(var/turf/turf)
|
||||
return null
|
||||
proc/GetBelow(var/turf/turf)
|
||||
return null
|
||||
@@ -3,8 +3,8 @@
|
||||
set category = "Object"
|
||||
|
||||
. = 1
|
||||
if(allow_thrust(0.01, usr))
|
||||
usr << "<span class='warning'>Your [src] is disabled.</span>"
|
||||
if(!allow_thrust(0.01, usr))
|
||||
usr << "<span class='warning'>\The [src] is disabled.</span>"
|
||||
return
|
||||
|
||||
var/turf/above = GetAbove(src)
|
||||
@@ -29,23 +29,23 @@
|
||||
set category = "Object"
|
||||
|
||||
. = 1
|
||||
if(allow_thrust(0.01, usr))
|
||||
usr << "<span class='warning'>Your [src] is disabled.</span>"
|
||||
if(!allow_thrust(0.01, usr))
|
||||
usr << "<span class='warning'>\The [src] is disabled.</span>"
|
||||
return
|
||||
|
||||
var/turf/above = GetBelow(src)
|
||||
if(!istype(above))
|
||||
var/turf/below = GetBelow(src)
|
||||
if(!istype(below))
|
||||
usr << "<span class='notice'>There is nothing of interest in this direction.</span>"
|
||||
return
|
||||
|
||||
if(!istype(above, /turf/space) && !istype(above, /turf/simulated/open))
|
||||
usr << "<span class='warning'>You bump against \the [above].</span>"
|
||||
if(below.density)
|
||||
usr << "<span class='warning'>You bump against \the [below].</span>"
|
||||
return
|
||||
|
||||
for(var/atom/A in above)
|
||||
for(var/atom/A in below)
|
||||
if(A.density)
|
||||
usr << "<span class='warning'>\The [A] blocks you.</span>"
|
||||
return
|
||||
|
||||
usr.Move(above)
|
||||
usr << "<span class='notice'>You move upwards.</span>"
|
||||
usr.Move(below)
|
||||
usr << "<span class='notice'>You move downwards.</span>"
|
||||
86
code/modules/multiz/structures.dm
Normal file
86
code/modules/multiz/structures.dm
Normal file
@@ -0,0 +1,86 @@
|
||||
//////////////////////////////
|
||||
//Contents: Ladders, Stairs.//
|
||||
//////////////////////////////
|
||||
|
||||
/obj/structure/ladder
|
||||
name = "ladder"
|
||||
desc = "A ladder. You can climb it up and down."
|
||||
icon_state = "ladderdown"
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
density = 0
|
||||
opacity = 0
|
||||
anchored = 1
|
||||
|
||||
var/obj/structure/ladder/target
|
||||
|
||||
initialize()
|
||||
// the upper will connect to the lower
|
||||
if(icon_state == "ladderup")
|
||||
return
|
||||
|
||||
for(var/obj/structure/ladder/L in GetBelow(src))
|
||||
if(L.icon_state == "ladderup")
|
||||
target = L
|
||||
L.target = src
|
||||
return
|
||||
|
||||
Destroy()
|
||||
if(target && icon_state == "ladderdown")
|
||||
qdel(target)
|
||||
return ..()
|
||||
|
||||
attackby(obj/item/C as obj, mob/user as mob)
|
||||
. = ..()
|
||||
attack_hand(user)
|
||||
return
|
||||
|
||||
attack_hand(var/mob/M)
|
||||
if(!target || !istype(target.loc, /turf))
|
||||
M << "<span class='notice'>\The [src] is incomplete and can't be climbed.</span>"
|
||||
return
|
||||
|
||||
var/turf/T = target.loc
|
||||
for(var/atom/A in T)
|
||||
if(A.density)
|
||||
M << "<span class='notice'>\A [A] is blocking \the [src].</span>"
|
||||
return
|
||||
|
||||
M.visible_message("<span class='notice'>\A [M] climbs [icon_state == "ladderup" ? "up" : "down"] \a [src]!</span>",
|
||||
"You climb [icon_state == "ladderup" ? "up" : "down"] \the [src]!",
|
||||
"You hear the grunting and clanging of a metal ladder being used.")
|
||||
M.Move(T)
|
||||
|
||||
CanPass(obj/mover, turf/source, height, airflow)
|
||||
return airflow || !density
|
||||
|
||||
/obj/structure/stairs
|
||||
name = "Stairs"
|
||||
desc = "Stairs. You walk up and down them."
|
||||
icon_state = "rampbottom"
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
density = 0
|
||||
opacity = 0
|
||||
anchored = 1
|
||||
|
||||
var/obj/structure/stairs/connected
|
||||
|
||||
New()
|
||||
..()
|
||||
var/turf/above = GetAbove(src)
|
||||
if(istype(above, /turf/space))
|
||||
above.ChangeTurf(/turf/simulated/open)
|
||||
|
||||
initialize()
|
||||
var/updown = icon_state == "rampbottom" ? UP : DOWN
|
||||
|
||||
var/turf/T = get_step(src, dir | updown)
|
||||
connected = locate() in T
|
||||
ASSERT(connected)
|
||||
|
||||
Uncross(var/atom/movable/M)
|
||||
if(connected && M.dir == dir)
|
||||
M.loc = connected.loc
|
||||
return 1
|
||||
|
||||
CanPass(obj/mover, turf/source, height, airflow)
|
||||
return airflow || !density
|
||||
111
code/modules/multiz/turf.dm
Normal file
111
code/modules/multiz/turf.dm
Normal file
@@ -0,0 +1,111 @@
|
||||
/turf/simulated/open
|
||||
name = "open space"
|
||||
icon = 'icons/turf/space.dmi'
|
||||
icon_state = "black"
|
||||
alpha = 16
|
||||
layer = 0
|
||||
density = 0
|
||||
pathweight = 100000 //Seriously, don't try and path over this one numbnuts
|
||||
|
||||
var/turf/below
|
||||
var/list/underlay_references
|
||||
var/global/overlay_map = list()
|
||||
|
||||
/turf/simulated/open/New()
|
||||
. = ..()
|
||||
ASSERT(HasBelow(z))
|
||||
below = GetBelow(src)
|
||||
|
||||
/turf/simulated/open/Entered(var/atom/movable/mover)
|
||||
// only fall down in defined areas (read: areas with artificial gravitiy)
|
||||
if(!istype(below)) //make sure that there is actually something below
|
||||
below = GetBelow(src)
|
||||
if(!below)
|
||||
return
|
||||
|
||||
// No gravity in space, apparently.
|
||||
var/area/area = get_area(src)
|
||||
if(area.name == "Space")
|
||||
return
|
||||
|
||||
// Prevent pipes from falling into the void... if there is a pipe to support it.
|
||||
if(istype(mover, /obj/item/pipe) && \
|
||||
(locate(/obj/structure/disposalpipe/up) in below) || \
|
||||
locate(/obj/machinery/atmospherics/pipe/zpipe/up in below))
|
||||
return
|
||||
|
||||
// See if something prevents us from falling.
|
||||
var/soft = 0
|
||||
for(var/atom/A in below)
|
||||
if(A.density)
|
||||
if(!istype(A, /obj/structure/window))
|
||||
return
|
||||
else
|
||||
var/obj/structure/window/W = A
|
||||
if(W.is_fulltile())
|
||||
return
|
||||
// Dont break here, since we still need to be sure that it isnt blocked
|
||||
if(istype(A, /obj/structure/stairs))
|
||||
soft = 1
|
||||
|
||||
// We've made sure we can move, now.
|
||||
mover.Move(below)
|
||||
|
||||
if(!soft)
|
||||
if(!istype(mover, /mob))
|
||||
if(istype(below, /turf/simulated/open))
|
||||
below.visible_message("\The [mover] falls from the deck above through \the [below]!", "You hear a whoosh of displaced air.")
|
||||
else
|
||||
below.visible_message("\The [mover] falls from the deck above and slams into \the [below]!", "You hear something slam into the deck.")
|
||||
else
|
||||
var/mob/M = mover
|
||||
if(istype(below, /turf/simulated/open))
|
||||
below.visible_message("\The [mover] falls from the deck above through \the [below]!", "You hear a soft whoosh.[M.stat ? "" : ".. and some screaming."]")
|
||||
else
|
||||
M.visible_message("\The [mover] falls from the deck above and slams into \the [below]!", "You land on \the [below].", "You hear a soft whoosh and a crunch")
|
||||
|
||||
// Handle people getting hurt, it's funny!
|
||||
if (istype(mover, /mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = mover
|
||||
var/damage = 5
|
||||
H.apply_damage(rand(0, damage), BRUTE, "head")
|
||||
H.apply_damage(rand(0, damage), BRUTE, "chest")
|
||||
H.apply_damage(rand(0, damage), BRUTE, "l_leg")
|
||||
H.apply_damage(rand(0, damage), BRUTE, "r_leg")
|
||||
H.apply_damage(rand(0, damage), BRUTE, "l_arm")
|
||||
H.apply_damage(rand(0, damage), BRUTE, "r_arm")
|
||||
H.weakened = max(H.weakened,2)
|
||||
H.updatehealth()
|
||||
|
||||
// override to make sure nothing is hidden
|
||||
/turf/simulated/open/levelupdate()
|
||||
for(var/obj/O in src)
|
||||
O.hide(0)
|
||||
|
||||
// Straight copy from space.
|
||||
/turf/simulated/open/attackby(obj/item/C as obj, mob/user as mob)
|
||||
if (istype(C, /obj/item/stack/rods))
|
||||
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
|
||||
if(L)
|
||||
return
|
||||
var/obj/item/stack/rods/R = C
|
||||
if (R.use(1))
|
||||
user << "<span class='notice'>Constructing support lattice ...</span>"
|
||||
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
|
||||
ReplaceWithLattice()
|
||||
return
|
||||
|
||||
if (istype(C, /obj/item/stack/tile/floor))
|
||||
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
|
||||
if(L)
|
||||
var/obj/item/stack/tile/floor/S = C
|
||||
if (S.get_amount() < 1)
|
||||
return
|
||||
qdel(L)
|
||||
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
|
||||
S.use(1)
|
||||
ChangeTurf(/turf/simulated/floor/airless)
|
||||
return
|
||||
else
|
||||
user << "<span class='warning'>The plating is going to need some support.</span>"
|
||||
return
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 95 KiB After Width: | Height: | Size: 101 KiB |
Reference in New Issue
Block a user