Files
CHOMPStation2/code/game/turfs/simulated/wall_icon.dm
2024-02-16 10:54:47 +01:00

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/turf/simulated/wall/proc/update_material()
if(!material)
return
if(reinf_material)
construction_stage = 6
else
construction_stage = null
if(!material)
material = get_material_by_name(DEFAULT_WALL_MATERIAL)
if(material)
explosion_resistance = material.explosion_resistance
if(reinf_material && reinf_material.explosion_resistance > explosion_resistance)
explosion_resistance = reinf_material.explosion_resistance
if(reinf_material)
name = "reinforced [material.display_name] wall"
desc = "It seems to be a section of wall reinforced with [reinf_material.display_name] and plated with [material.display_name]."
else
name = "[material.display_name] wall"
desc = "It seems to be a section of wall plated with [material.display_name]."
if(material.opacity > 0.5 && !opacity)
set_light(1)
else if(material.opacity < 0.5 && opacity)
set_light(0)
SSradiation.resistance_cache.Remove(src)
update_connections(1)
update_icon()
/turf/simulated/wall/proc/set_material(var/datum/material/newmaterial, var/datum/material/newrmaterial, var/datum/material/newgmaterial)
material = newmaterial
reinf_material = newrmaterial
if(!newgmaterial)
girder_material = DEFAULT_WALL_MATERIAL
else
girder_material = newgmaterial
update_material()
/turf/simulated/wall/update_icon()
if(!material)
return
if(!damage_overlays[1]) //list hasn't been populated
generate_overlays()
cut_overlays()
var/image/I
if(!density)
I = image(wall_masks, "[material.icon_base]fwall_open")
I.color = material.icon_colour
add_overlay(I)
return
for(var/i = 1 to 4)
I = image(wall_masks, "[material.icon_base][wall_connections[i]]", dir = 1<<(i-1))
I.color = material.icon_colour
add_overlay(I)
if(reinf_material)
if(construction_stage != null && construction_stage < 6)
I = image(wall_masks, "reinf_construct-[construction_stage]")
I.color = reinf_material.icon_colour
add_overlay(I)
else
if("[reinf_material.icon_reinf]0" in cached_icon_states(wall_masks))
// Directional icon
for(var/i = 1 to 4)
I = image(wall_masks, "[reinf_material.icon_reinf][wall_connections[i]]", dir = 1<<(i-1))
I.color = reinf_material.icon_colour
add_overlay(I)
else if("[reinf_material.icon_reinf]" in cached_icon_states(wall_masks))
I = image(wall_masks, reinf_material.icon_reinf)
I.color = reinf_material.icon_colour
add_overlay(I)
var/image/texture = material.get_wall_texture()
if(texture)
add_overlay(texture)
if(damage != 0)
var/integrity = material.integrity
if(reinf_material)
integrity += reinf_material.integrity
var/overlay = round(damage / integrity * damage_overlays.len) + 1
if(overlay > damage_overlays.len)
overlay = damage_overlays.len
add_overlay(damage_overlays[overlay])
return
/turf/simulated/wall/proc/generate_overlays()
var/alpha_inc = 256 / damage_overlays.len
for(var/i = 1; i <= damage_overlays.len; i++)
var/image/img = image(icon = 'icons/turf/walls.dmi', icon_state = "overlay_damage")
img.blend_mode = BLEND_MULTIPLY
img.alpha = (i * alpha_inc) - 1
damage_overlays[i] = img
/turf/simulated/wall/proc/update_connections(propagate = 0)
if(!material)
return
var/list/dirs = list()
var/inrange = orange(src, 1)
for(var/turf/simulated/wall/W in inrange)
if(!W.material)
continue
if(propagate)
W.update_connections()
W.update_icon()
if(can_join_with_wall(W))
dirs += get_dir(src, W)
for(var/obj/structure/low_wall/WF in inrange)
if(can_join_with_low_wall(WF))
dirs += get_dir(src, WF)
special_wall_connections(dirs, inrange)
wall_connections = dirs_to_corner_states(dirs)
/turf/simulated/wall/proc/special_wall_connections(list/dirs, list/inrange)
if(material.icon_base == "hull") // Could be improved...
var/additional_dirs = 0
for(var/direction in alldirs)
var/turf/T = get_step(src,direction)
if(T && (locate(/obj/structure/hull_corner) in T))
dirs += direction
additional_dirs |= direction
if(additional_dirs)
for(var/diag_dir in cornerdirs)
if ((additional_dirs & diag_dir) == diag_dir)
dirs += diag_dir
/turf/simulated/wall/proc/can_join_with_wall(var/turf/simulated/wall/W)
//No blending if no material
if(!material || !W.material)
return 0
//We can blend if either is the same, or a subtype, of the other one
if(istype(W.material, material.type) || istype(material, W.material.type))
return 1
//Also blend if they have the same iconbase
if(material.icon_base == W.material.icon_base)
return 1
return 0
/turf/simulated/wall/proc/can_join_with_low_wall(var/obj/structure/low_wall/WF)
return FALSE