Files
CHOMPStation2/code/game/turfs/space/space.dm
2024-10-25 21:39:18 +02:00

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/turf/space
icon = 'icons/turf/space.dmi'
name = "\proper space"
icon_state = "default"
dynamic_lighting = 0
plane = SPACE_PLANE
flags = TURF_ACID_IMMUNE
temperature = T20C
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
can_build_into_floor = TRUE
var/keep_sprite = FALSE
var/edge = FALSE //If we're an edge
var/forced_dirs = 0 //Force this one to pretend it's an overedge turf
/turf/space/Initialize()
if(CONFIG_GET(flag/starlight))
update_starlight()
//Sprite stuff only beyond here
if(keep_sprite)
return ..()
//We might be an edge
if(y == world.maxy || forced_dirs & NORTH)
edge |= NORTH
else if(y == 1 || forced_dirs & SOUTH)
edge |= SOUTH
if(x == 1 || forced_dirs & WEST)
edge |= WEST
else if(x == world.maxx || forced_dirs & EAST)
edge |= EAST
if(edge) //Magic edges
appearance = SSskybox.mapedge_cache["[edge]"]
else //Dust
appearance = SSskybox.dust_cache["[((x + y) ^ ~(x * y) + z) % 25]"]
return ..()
/turf/space/proc/toggle_transit(var/direction)
if(edge) //Not a great way to do this yet. Maybe we'll come up with one. We could pre-make sprites... or tile the overlay over it?
return
if(!direction) //Stopping our transit
appearance = SSskybox.dust_cache["[((x + y) ^ ~(x * y) + z) % 25]"]
else if(direction & (NORTH|SOUTH)) //Starting transit vertically
var/x_shift = SSskybox.phase_shift_by_x[src.x % (SSskybox.phase_shift_by_x.len - 1) + 1]
var/transit_state = ((direction & SOUTH ? world.maxy - src.y : src.y) + x_shift)%15
appearance = SSskybox.speedspace_cache["NS_[transit_state]"]
else if(direction & (EAST|WEST)) //Starting transit horizontally
var/y_shift = SSskybox.phase_shift_by_y[src.y % (SSskybox.phase_shift_by_y.len - 1) + 1]
var/transit_state = ((direction & WEST ? world.maxx - src.x : src.x) + y_shift)%15
appearance = SSskybox.speedspace_cache["EW_[transit_state]"]
for(var/atom/movable/AM in src)
if (!AM.simulated)
continue
if(!AM.anchored)
AM.throw_at(get_step(src,reverse_direction(direction)), 5, 1)
else if (istype(AM, /obj/effect/decal))
qdel(AM) //No more space blood coming with the shuttle
/turf/space/is_space()
return 1
// override for space turfs, since they should never hide anything
/turf/space/levelupdate()
for(var/obj/O in src)
O.hide(0)
/turf/space/is_solid_structure()
return locate(/obj/structure/lattice, src) //counts as solid structure if it has a lattice
/turf/space/proc/update_starlight()
if(locate(/turf/simulated) in orange(src,1))
set_light(CONFIG_GET(flag/starlight))
else
set_light(0)
/turf/space/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)
L.upgrade(C, user)
return
var/obj/item/stack/rods/R = C
if (R.use(1))
to_chat(user, span_notice("Constructing support lattice ..."))
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
to_chat(user, span_warning("The plating is going to need some support."))
if(istype(C, /obj/item/stack/tile/roofing))
var/turf/T = GetAbove(src)
var/obj/item/stack/tile/roofing/R = C
// Patch holes in the ceiling
if(T)
if(istype(T, /turf/simulated/open) || istype(T, /turf/space))
// Must be build adjacent to an existing floor/wall, no floating floors
var/turf/simulated/A = locate(/turf/simulated/floor) in T.CardinalTurfs()
if(!A)
A = locate(/turf/simulated/wall) in T.CardinalTurfs()
if(!A)
to_chat(user, span_warning("There's nothing to attach the ceiling to!"))
return
if(R.use(1)) // Cost of roofing tiles is 1:1 with cost to place lattice and plating
T.ReplaceWithLattice()
T.ChangeTurf(/turf/simulated/floor)
playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
user.visible_message(span_notice("[user] expands the ceiling."), span_notice("You expand the ceiling."))
else
to_chat(user, span_warning("There aren't any holes in the ceiling to patch here."))
return
// Space shouldn't have weather of the sort planets with atmospheres do.
// If that's changed, then you'll want to swipe the rest of the roofing code from code/game/turfs/simulated/floor_attackby.dm
return
/turf/space/Entered(var/atom/movable/A)
. = ..()
if(edge && ticker?.mode && !density) // !density so 'fake' space turfs don't fling ghosts everywhere
if(isliving(A))
var/mob/living/L = A
if(L.pulling)
var/atom/movable/pulled = L.pulling
L.stop_pulling()
A?.touch_map_edge()
pulled.forceMove(L.loc)
L.continue_pulling(pulled)
else
A?.touch_map_edge()
else
A?.touch_map_edge()
/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
var/cur_x
var/cur_y
var/next_x
var/next_y
var/target_z
var/list/y_arr
if(src.x <= 1)
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (--cur_x||global_map.len)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
/*
//debug
to_world("Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]")
to_world("Target Z = [target_z]")
to_world("Next X = [next_x]")
//debug
*/
if(target_z)
A.z = target_z
A.x = world.maxx - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.x >= world.maxx)
if(istype(A, /obj/effect/meteor))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
next_x = (++cur_x > global_map.len ? 1 : cur_x)
y_arr = global_map[next_x]
target_z = y_arr[cur_y]
/*
//debug
to_world("Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]")
to_world("Target Z = [target_z]")
to_world("Next X = [next_x]")
//debug
*/
if(target_z)
A.z = target_z
A.x = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y <= 1)
if(istype(A, /obj/effect/meteor))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = global_map[cur_x]
next_y = (--cur_y||y_arr.len)
target_z = y_arr[next_y]
/*
//debug
to_world("Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]")
to_world("Next Y = [next_y]")
to_world("Target Z = [target_z]")
//debug
*/
if(target_z)
A.z = target_z
A.y = world.maxy - 2
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
else if (src.y >= world.maxy)
if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
qdel(A)
return
var/list/cur_pos = src.get_global_map_pos()
if(!cur_pos) return
cur_x = cur_pos["x"]
cur_y = cur_pos["y"]
y_arr = global_map[cur_x]
next_y = (++cur_y > y_arr.len ? 1 : cur_y)
target_z = y_arr[next_y]
/*
//debug
to_world("Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]")
to_world("Next Y = [next_y]")
to_world("Target Z = [target_z]")
//debug
*/
if(target_z)
A.z = target_z
A.y = 3
spawn (0)
if ((A && A.loc))
A.loc.Entered(A)
return
/turf/space/ChangeTurf(var/turf/N, var/tell_universe, var/force_lighting_update, var/preserve_outdoors)
return ..(N, tell_universe, 1, preserve_outdoors)