mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-19 02:54:41 +01:00
Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12
This commit is contained in:
@@ -130,207 +130,202 @@
|
||||
desc = "a mysterious and ancient piece of machinery"
|
||||
var/list/animal_spawners = list()
|
||||
|
||||
New()
|
||||
..()
|
||||
Initialise()
|
||||
|
||||
/obj/machinery/jungle_controller/proc/Initialise()
|
||||
set background = 1
|
||||
spawn(0)
|
||||
world << "\red \b Setting up jungle, this may take a moment..."
|
||||
/obj/machinery/jungle_controller/initialize()
|
||||
world << "\red \b Setting up jungle, this may take a bleeding eternity..."
|
||||
|
||||
//crash dat shuttle
|
||||
var/area/start_location = locate(/area/jungle/crash_ship_source)
|
||||
var/area/clean_location = locate(/area/jungle/crash_ship_clean)
|
||||
var/list/ship_locations = list(/area/jungle/crash_ship_one, /area/jungle/crash_ship_two, /area/jungle/crash_ship_three, /area/jungle/crash_ship_four)
|
||||
var/area/end_location = locate( pick(ship_locations) )
|
||||
ship_locations -= end_location.type
|
||||
//crash dat shuttle
|
||||
var/area/start_location = locate(/area/jungle/crash_ship_source)
|
||||
var/area/clean_location = locate(/area/jungle/crash_ship_clean)
|
||||
var/list/ship_locations = list(/area/jungle/crash_ship_one, /area/jungle/crash_ship_two, /area/jungle/crash_ship_three, /area/jungle/crash_ship_four)
|
||||
var/area/end_location = locate( pick(ship_locations) )
|
||||
ship_locations -= end_location.type
|
||||
|
||||
start_location.move_contents_to(end_location)
|
||||
for(var/area_type in ship_locations)
|
||||
var/area/cur_location = locate(area_type)
|
||||
clean_location.copy_turfs_to(cur_location)
|
||||
start_location.move_contents_to(end_location)
|
||||
for(var/area_type in ship_locations)
|
||||
var/area/cur_location = locate(area_type)
|
||||
clean_location.copy_turfs_to(cur_location)
|
||||
|
||||
//drop some random river nodes
|
||||
var/list/river_nodes = list()
|
||||
var/max = rand(1,3)
|
||||
var/num_spawned = 0
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!istype(J))
|
||||
continue
|
||||
if(!J.bushes_spawn)
|
||||
continue
|
||||
river_nodes.Add(new /obj/effect/landmark/river_waypoint(J))
|
||||
num_spawned++
|
||||
//drop some random river nodes
|
||||
var/list/river_nodes = list()
|
||||
var/max = rand(1,3)
|
||||
var/num_spawned = 0
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!istype(J))
|
||||
continue
|
||||
if(!J.bushes_spawn)
|
||||
continue
|
||||
river_nodes.Add(new /obj/effect/landmark/river_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//make some randomly pathing rivers
|
||||
for(var/obj/effect/landmark/river_waypoint/W in world)
|
||||
if (W.z != src.z || W.connected)
|
||||
continue
|
||||
//make some randomly pathing rivers
|
||||
for(var/obj/effect/landmark/river_waypoint/W in world)
|
||||
if (W.z != src.z || W.connected)
|
||||
continue
|
||||
|
||||
W.connected = 1
|
||||
var/turf/cur_turf = new /turf/unsimulated/jungle/water(get_turf(W))
|
||||
var/turf/target_turf = get_turf(pick(river_nodes))
|
||||
W.connected = 1
|
||||
var/turf/cur_turf = new /turf/unsimulated/jungle/water(get_turf(W))
|
||||
var/turf/target_turf = get_turf(pick(river_nodes))
|
||||
|
||||
var/detouring = 0
|
||||
var/cur_dir = get_dir(cur_turf, target_turf)
|
||||
//
|
||||
while(cur_turf != target_turf)
|
||||
//randomly snake around a bit
|
||||
if(detouring)
|
||||
if(prob(20))
|
||||
detouring = 0
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
else if(prob(20))
|
||||
detouring = 1
|
||||
if(prob(50))
|
||||
cur_dir = turn(cur_dir, 45)
|
||||
else
|
||||
cur_dir = turn(cur_dir, -45)
|
||||
else
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
|
||||
var/skip = 0
|
||||
if(!istype(cur_turf, /turf/unsimulated/jungle) || istype(cur_turf, /turf/unsimulated/jungle/rock))
|
||||
var/detouring = 0
|
||||
var/cur_dir = get_dir(cur_turf, target_turf)
|
||||
//
|
||||
while(cur_turf != target_turf)
|
||||
//randomly snake around a bit
|
||||
if(detouring)
|
||||
if(prob(20))
|
||||
detouring = 0
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
continue
|
||||
|
||||
if(!skip)
|
||||
var/turf/unsimulated/jungle/water/water_turf = new(cur_turf)
|
||||
water_turf.Spread(75, rand(65, 25))
|
||||
|
||||
var/list/path_nodes = list()
|
||||
|
||||
//place some ladders leading down to pre-generated temples
|
||||
max = rand(2,5)
|
||||
num_spawned = 0
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
new /obj/effect/landmark/temple(J)
|
||||
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//put a native tribe somewhere
|
||||
num_spawned = 0
|
||||
while(num_spawned < 1)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
new /obj/effect/jungle_tribe_spawn(J)
|
||||
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//place some random path waypoints to confuse players
|
||||
max = rand(1,3)
|
||||
num_spawned = 0
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//get any path nodes placed on the map
|
||||
for(var/obj/effect/landmark/path_waypoint/W in world)
|
||||
if (W.z == src.z)
|
||||
path_nodes.Add(W)
|
||||
|
||||
//make random, connecting paths
|
||||
for(var/obj/effect/landmark/path_waypoint/W in path_nodes)
|
||||
if (W.connected)
|
||||
continue
|
||||
|
||||
W.connected = 1
|
||||
var/turf/cur_turf = get_turf(W)
|
||||
path_nodes.Remove(W)
|
||||
var/turf/target_turf = get_turf(pick(path_nodes))
|
||||
path_nodes.Add(W)
|
||||
//
|
||||
cur_turf = new /turf/unsimulated/jungle/path(cur_turf)
|
||||
|
||||
var/detouring = 0
|
||||
var/cur_dir = get_dir(cur_turf, target_turf)
|
||||
//
|
||||
while(cur_turf != target_turf)
|
||||
//randomly snake around a bit
|
||||
if(detouring)
|
||||
if(prob(20) || get_dist(cur_turf, target_turf) < 5)
|
||||
detouring = 0
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
else if(prob(20) && get_dist(cur_turf, target_turf) > 5)
|
||||
detouring = 1
|
||||
if(prob(50))
|
||||
cur_dir = turn(cur_dir, 45)
|
||||
else
|
||||
cur_dir = turn(cur_dir, -45)
|
||||
else if(prob(20))
|
||||
detouring = 1
|
||||
if(prob(50))
|
||||
cur_dir = turn(cur_dir, 45)
|
||||
else
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_dir = turn(cur_dir, -45)
|
||||
else
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
|
||||
//move a step forward
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
|
||||
var/skip = 0
|
||||
if(!istype(cur_turf, /turf/unsimulated/jungle) || istype(cur_turf, /turf/unsimulated/jungle/rock))
|
||||
detouring = 0
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
continue
|
||||
|
||||
//if we're not a jungle turf, get back to what we were doing
|
||||
if(!istype(cur_turf, /turf/unsimulated/jungle/))
|
||||
if(!skip)
|
||||
var/turf/unsimulated/jungle/water/water_turf = new(cur_turf)
|
||||
water_turf.Spread(75, rand(65, 25))
|
||||
|
||||
var/list/path_nodes = list()
|
||||
|
||||
//place some ladders leading down to pre-generated temples
|
||||
max = rand(2,5)
|
||||
num_spawned = 0
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
new /obj/effect/landmark/temple(J)
|
||||
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//put a native tribe somewhere
|
||||
num_spawned = 0
|
||||
while(num_spawned < 1)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
new /obj/effect/jungle_tribe_spawn(J)
|
||||
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//place some random path waypoints to confuse players
|
||||
max = rand(1,3)
|
||||
num_spawned = 0
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
path_nodes.Add(new /obj/effect/landmark/path_waypoint(J))
|
||||
num_spawned++
|
||||
|
||||
//get any path nodes placed on the map
|
||||
for(var/obj/effect/landmark/path_waypoint/W in world)
|
||||
if (W.z == src.z)
|
||||
path_nodes.Add(W)
|
||||
|
||||
//make random, connecting paths
|
||||
for(var/obj/effect/landmark/path_waypoint/W in path_nodes)
|
||||
if (W.connected)
|
||||
continue
|
||||
|
||||
W.connected = 1
|
||||
var/turf/cur_turf = get_turf(W)
|
||||
path_nodes.Remove(W)
|
||||
var/turf/target_turf = get_turf(pick(path_nodes))
|
||||
path_nodes.Add(W)
|
||||
//
|
||||
cur_turf = new /turf/unsimulated/jungle/path(cur_turf)
|
||||
|
||||
var/detouring = 0
|
||||
var/cur_dir = get_dir(cur_turf, target_turf)
|
||||
//
|
||||
while(cur_turf != target_turf)
|
||||
//randomly snake around a bit
|
||||
if(detouring)
|
||||
if(prob(20) || get_dist(cur_turf, target_turf) < 5)
|
||||
detouring = 0
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
continue
|
||||
else if(prob(20) && get_dist(cur_turf, target_turf) > 5)
|
||||
detouring = 1
|
||||
if(prob(50))
|
||||
cur_dir = turn(cur_dir, 45)
|
||||
else
|
||||
cur_dir = turn(cur_dir, -45)
|
||||
else
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
|
||||
var/turf/unsimulated/jungle/J = cur_turf
|
||||
if(istype(J, /turf/unsimulated/jungle/impenetrable) || istype(J, /turf/unsimulated/jungle/water/deep))
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
continue
|
||||
//move a step forward
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
|
||||
if(!istype(J, /turf/unsimulated/jungle/water))
|
||||
J = new /turf/unsimulated/jungle/path(cur_turf)
|
||||
J.Spread(PATH_SPREAD_CHANCE_START, rand(PATH_SPREAD_CHANCE_LOSS_UPPER, PATH_SPREAD_CHANCE_LOSS_LOWER))
|
||||
|
||||
//create monkey spawners
|
||||
num_spawned = 0
|
||||
max = rand(3,6)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
//if we're not a jungle turf, get back to what we were doing
|
||||
if(!istype(cur_turf, /turf/unsimulated/jungle/))
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/monkey(J))
|
||||
num_spawned++
|
||||
|
||||
//create panther spawners
|
||||
num_spawned = 0
|
||||
max = rand(6,12)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !istype(J) || !J.bushes_spawn)
|
||||
var/turf/unsimulated/jungle/J = cur_turf
|
||||
if(istype(J, /turf/unsimulated/jungle/impenetrable) || istype(J, /turf/unsimulated/jungle/water/deep))
|
||||
cur_dir = get_dir(cur_turf, target_turf)
|
||||
cur_turf = get_step(cur_turf, cur_dir)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/panther(J))
|
||||
num_spawned++
|
||||
|
||||
//create snake spawners
|
||||
num_spawned = 0
|
||||
max = rand(6,12)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !istype(J) || !J.bushes_spawn)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/snake(J))
|
||||
num_spawned++
|
||||
if(!istype(J, /turf/unsimulated/jungle/water))
|
||||
J = new /turf/unsimulated/jungle/path(cur_turf)
|
||||
J.Spread(PATH_SPREAD_CHANCE_START, rand(PATH_SPREAD_CHANCE_LOSS_UPPER, PATH_SPREAD_CHANCE_LOSS_LOWER))
|
||||
|
||||
//create parrot spawners
|
||||
num_spawned = 0
|
||||
max = rand(3,6)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !istype(J) || !J.bushes_spawn)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/parrot(J))
|
||||
num_spawned++
|
||||
//create monkey spawners
|
||||
num_spawned = 0
|
||||
max = rand(3,6)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !J.bushes_spawn)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/monkey(J))
|
||||
num_spawned++
|
||||
|
||||
//create panther spawners
|
||||
num_spawned = 0
|
||||
max = rand(6,12)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !istype(J) || !J.bushes_spawn)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/panther(J))
|
||||
num_spawned++
|
||||
|
||||
//create snake spawners
|
||||
num_spawned = 0
|
||||
max = rand(6,12)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !istype(J) || !J.bushes_spawn)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/snake(J))
|
||||
num_spawned++
|
||||
|
||||
//create parrot spawners
|
||||
num_spawned = 0
|
||||
max = rand(3,6)
|
||||
while(num_spawned < max)
|
||||
var/turf/unsimulated/jungle/J = locate(rand(RANDOM_LOWER_X, RANDOM_UPPER_X), rand(RANDOM_LOWER_Y, RANDOM_UPPER_Y), src.z)
|
||||
if(!J || !istype(J) || !J.bushes_spawn)
|
||||
continue
|
||||
animal_spawners.Add(new /obj/effect/landmark/animal_spawner/parrot(J))
|
||||
num_spawned++
|
||||
|
||||
#undef PATH_SPREAD_CHANCE_START
|
||||
#undef PATH_SPREAD_CHANCE_LOSS_UPPER
|
||||
|
||||
+209
-419
@@ -21,6 +21,7 @@ connection
|
||||
last_updated //The tick at which this was last updated.
|
||||
no_zone_count = 0
|
||||
|
||||
|
||||
New(turf/T,turf/O)
|
||||
A = T
|
||||
B = O
|
||||
@@ -49,51 +50,23 @@ connection
|
||||
|
||||
if(A.CanPass(null, B, 0, 0))
|
||||
|
||||
if(!A.zone.connected_zones)
|
||||
A.zone.connected_zones = list()
|
||||
if(!B.zone.connected_zones)
|
||||
B.zone.connected_zones = list()
|
||||
|
||||
if(B.zone in A.zone.connected_zones)
|
||||
A.zone.connected_zones[B.zone]++
|
||||
else
|
||||
A.zone.connected_zones += B.zone
|
||||
A.zone.connected_zones[B.zone] = 1
|
||||
|
||||
if(A.zone in B.zone.connected_zones)
|
||||
B.zone.connected_zones[A.zone]++
|
||||
else
|
||||
B.zone.connected_zones += A.zone
|
||||
B.zone.connected_zones[A.zone] = 1
|
||||
ConnectZones(A.zone, B.zone, 1)
|
||||
|
||||
if(A.HasDoor(B) || B.HasDoor(A))
|
||||
indirect = CONNECTION_INDIRECT
|
||||
|
||||
else
|
||||
ConnectZones(A.zone, B.zone)
|
||||
indirect = CONNECTION_CLOSED
|
||||
|
||||
|
||||
if(!A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones = list()
|
||||
if(B.zone in A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones[B.zone]++
|
||||
else
|
||||
A.zone.closed_connection_zones += B.zone
|
||||
A.zone.closed_connection_zones[B.zone] = 1
|
||||
|
||||
if(!B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones = list()
|
||||
if(A.zone in B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones[A.zone]++
|
||||
else
|
||||
B.zone.closed_connection_zones += A.zone
|
||||
B.zone.closed_connection_zones[A.zone] = 1
|
||||
|
||||
else
|
||||
world.log << "Attempted to create connection object for non-zone tiles: [T] -> [O]"
|
||||
world.log << "Attempted to create connection object for non-zone tiles: [T] ([T.x],[T.y],[T.z]) -> [O] ([O.x],[O.y],[O.z])"
|
||||
del(src)
|
||||
|
||||
|
||||
Del()
|
||||
//remove connections from master lists.
|
||||
if(ref_B in air_master.turfs_with_connections)
|
||||
var/list/connections = air_master.turfs_with_connections[ref_B]
|
||||
connections.Remove(src)
|
||||
@@ -102,279 +75,203 @@ connection
|
||||
var/list/connections = air_master.turfs_with_connections[ref_A]
|
||||
connections.Remove(src)
|
||||
|
||||
//Ensure we delete the right values by sanity checkign right before deletion.
|
||||
Sanitize()
|
||||
|
||||
//Remove connection from current zones.
|
||||
if(A)
|
||||
if(A.zone && A.zone.connections)
|
||||
A.zone.connections.Remove(src)
|
||||
if(!A.zone.connections.len)
|
||||
del A.zone.connections
|
||||
A.zone.connections = null
|
||||
if(B)
|
||||
if(B.zone && B.zone.connections)
|
||||
B.zone.connections.Remove(src)
|
||||
if(!B.zone.connections.len)
|
||||
del B.zone.connections
|
||||
if(zone_A)
|
||||
if(zone_A && zone_A.connections)
|
||||
zone_A.connections.Remove(src)
|
||||
if(!zone_A.connections.len)
|
||||
del zone_A.connections
|
||||
if(zone_B)
|
||||
if(zone_B && zone_B.connections)
|
||||
zone_B.connections.Remove(src)
|
||||
if(!zone_B.connections.len)
|
||||
del zone_B.connections
|
||||
B.zone.connections = null
|
||||
|
||||
if(indirect != CONNECTION_CLOSED)
|
||||
if(A && A.zone)
|
||||
if(B && B.zone)
|
||||
if(B.zone in A.zone.connected_zones)
|
||||
if(A.zone.connected_zones[B.zone] > 1)
|
||||
A.zone.connected_zones[B.zone]--
|
||||
else
|
||||
A.zone.connected_zones -= B.zone
|
||||
if(A.zone.connected_zones && !A.zone.connected_zones.len)
|
||||
A.zone.connected_zones = null
|
||||
if( zone_B && (!B.zone || zone_B != B.zone) )
|
||||
if(zone_B in A.zone.connected_zones)
|
||||
if(A.zone.connected_zones[zone_B] > 1)
|
||||
A.zone.connected_zones[zone_B]--
|
||||
else
|
||||
A.zone.connected_zones -= zone_B
|
||||
if(A.zone.connected_zones && !A.zone.connected_zones.len)
|
||||
A.zone.connected_zones = null
|
||||
if(zone_A && (!A.zone || zone_A != A.zone))
|
||||
if(B && B.zone)
|
||||
if(B.zone in zone_A.connected_zones)
|
||||
if(zone_A.connected_zones[B.zone] > 1)
|
||||
zone_A.connected_zones[B.zone]--
|
||||
else
|
||||
zone_A.connected_zones -= B.zone
|
||||
if(zone_A.connected_zones && !zone_A.connected_zones.len)
|
||||
zone_A.connected_zones = null
|
||||
if( zone_B && (!B.zone || zone_B != B.zone) )
|
||||
if(zone_B in zone_A.connected_zones)
|
||||
if(zone_A.connected_zones[zone_B] > 1)
|
||||
zone_A.connected_zones[zone_B]--
|
||||
else
|
||||
zone_A.connected_zones -= zone_B
|
||||
if(zone_A.connected_zones && !zone_A.connected_zones.len)
|
||||
zone_A.connected_zones = null
|
||||
if(B && B.zone)
|
||||
if(A && A.zone)
|
||||
if(A.zone in B.zone.connected_zones)
|
||||
if(B.zone.connected_zones[A.zone] > 1)
|
||||
B.zone.connected_zones[A.zone]--
|
||||
else
|
||||
B.zone.connected_zones -= A.zone
|
||||
if(B.zone.connected_zones && !B.zone.connected_zones.len)
|
||||
B.zone.connected_zones = null
|
||||
if( zone_A && (!A.zone || zone_A != A.zone) )
|
||||
if(zone_A in B.zone.connected_zones)
|
||||
if(B.zone.connected_zones[zone_A] > 1)
|
||||
B.zone.connected_zones[zone_A]--
|
||||
else
|
||||
B.zone.connected_zones -= zone_A
|
||||
if(B.zone.connected_zones && !B.zone.connected_zones.len)
|
||||
B.zone.connected_zones = null
|
||||
if(zone_B && (!B.zone || zone_B != B.zone))
|
||||
if(A && A.zone)
|
||||
if(A.zone in zone_B.connected_zones)
|
||||
if(zone_B.connected_zones[A.zone] > 1)
|
||||
zone_B.connected_zones[A.zone]--
|
||||
else
|
||||
zone_B.connected_zones -= A.zone
|
||||
if(zone_B.connected_zones && !zone_B.connected_zones.len)
|
||||
zone_B.connected_zones = null
|
||||
if( zone_A && (!A.zone || zone_A != A.zone) )
|
||||
if(zone_A in zone_B.connected_zones)
|
||||
if(zone_B.connected_zones[zone_A] > 1)
|
||||
zone_B.connected_zones[zone_A]--
|
||||
else
|
||||
zone_B.connected_zones -= zone_A
|
||||
if(zone_B.connected_zones && !zone_B.connected_zones.len)
|
||||
zone_B.connected_zones = null
|
||||
else
|
||||
if(A && A.zone)
|
||||
if(B && B.zone)
|
||||
if(B.zone in A.zone.closed_connection_zones)
|
||||
if(A.zone.closed_connection_zones[B.zone] > 1)
|
||||
A.zone.closed_connection_zones[B.zone]--
|
||||
else
|
||||
A.zone.closed_connection_zones -= B.zone
|
||||
if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len)
|
||||
A.zone.closed_connection_zones = null
|
||||
if( zone_B && (!B.zone || zone_B != B.zone) )
|
||||
if(zone_B in A.zone.closed_connection_zones)
|
||||
if(A.zone.closed_connection_zones[zone_B] > 1)
|
||||
A.zone.closed_connection_zones[zone_B]--
|
||||
else
|
||||
A.zone.closed_connection_zones -= zone_B
|
||||
if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len)
|
||||
A.zone.closed_connection_zones = null
|
||||
if(zone_A && (!A.zone || zone_A != A.zone))
|
||||
if(B && B.zone)
|
||||
if(B.zone in zone_A.closed_connection_zones)
|
||||
if(zone_A.closed_connection_zones[B.zone] > 1)
|
||||
zone_A.closed_connection_zones[B.zone]--
|
||||
else
|
||||
zone_A.closed_connection_zones -= B.zone
|
||||
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
|
||||
zone_A.closed_connection_zones = null
|
||||
if( zone_B && (!B.zone || zone_B != B.zone) )
|
||||
if(zone_B in zone_A.closed_connection_zones)
|
||||
if(zone_A.closed_connection_zones[zone_B] > 1)
|
||||
zone_A.closed_connection_zones[zone_B]--
|
||||
else
|
||||
zone_A.closed_connection_zones -= zone_B
|
||||
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
|
||||
zone_A.closed_connection_zones = null
|
||||
if(B && B.zone)
|
||||
if(A && A.zone)
|
||||
if(A.zone in B.zone.closed_connection_zones)
|
||||
if(B.zone.closed_connection_zones[A.zone] > 1)
|
||||
B.zone.closed_connection_zones[A.zone]--
|
||||
else
|
||||
B.zone.closed_connection_zones -= A.zone
|
||||
if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len)
|
||||
B.zone.closed_connection_zones = null
|
||||
if( zone_A && (!A.zone || zone_A != A.zone) )
|
||||
if(zone_A in B.zone.closed_connection_zones)
|
||||
if(B.zone.closed_connection_zones[zone_A] > 1)
|
||||
B.zone.closed_connection_zones[zone_A]--
|
||||
else
|
||||
B.zone.closed_connection_zones -= zone_A
|
||||
if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len)
|
||||
B.zone.closed_connection_zones = null
|
||||
if(zone_B && (!B.zone || zone_B != B.zone))
|
||||
if(A && A.zone)
|
||||
if(A.zone in zone_B.closed_connection_zones)
|
||||
if(zone_B.closed_connection_zones[A.zone] > 1)
|
||||
zone_B.closed_connection_zones[A.zone]--
|
||||
else
|
||||
zone_B.closed_connection_zones -= A.zone
|
||||
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
|
||||
zone_B.closed_connection_zones = null
|
||||
if( zone_A && (!A.zone || zone_A != A.zone) )
|
||||
if(zone_A in zone_B.closed_connection_zones)
|
||||
if(zone_B.closed_connection_zones[zone_A] > 1)
|
||||
zone_B.closed_connection_zones[zone_A]--
|
||||
else
|
||||
zone_B.closed_connection_zones -= zone_A
|
||||
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
|
||||
zone_B.closed_connection_zones = null
|
||||
//Disconnect zones while handling unusual conditions.
|
||||
// e.g. loss of a zone on a turf
|
||||
if(A && A.zone && B && B.zone)
|
||||
DisconnectZones(A.zone, B.zone)
|
||||
|
||||
//Finally, preform actual deletion.
|
||||
. = ..()
|
||||
|
||||
|
||||
proc/ConnectZones(var/zone/zone_1, var/zone/zone_2, open = 0)
|
||||
|
||||
//Sanity checking
|
||||
if(!istype(zone_1) || !istype(zone_2))
|
||||
return
|
||||
|
||||
//Handle zones connecting indirectly/directly.
|
||||
if(open)
|
||||
|
||||
//Create the lists if necessary.
|
||||
if(!zone_1.connected_zones)
|
||||
zone_1.connected_zones = list()
|
||||
|
||||
if(!zone_2.connected_zones)
|
||||
zone_2.connected_zones = list()
|
||||
|
||||
//Increase the number of connections between zones.
|
||||
if(zone_2 in zone_1.connected_zones)
|
||||
zone_1.connected_zones[zone_2]++
|
||||
else
|
||||
zone_1.connected_zones += zone_2
|
||||
zone_1.connected_zones[zone_2] = 1
|
||||
|
||||
if(zone_1 in zone_2.connected_zones)
|
||||
zone_2.connected_zones[zone_1]++
|
||||
else
|
||||
zone_2.connected_zones += zone_1
|
||||
zone_2.connected_zones[zone_1] = 1
|
||||
|
||||
//Handle closed connections.
|
||||
else
|
||||
|
||||
//Create the lists
|
||||
if(!zone_1.closed_connection_zones)
|
||||
zone_1.closed_connection_zones = list()
|
||||
|
||||
if(!zone_2.closed_connection_zones)
|
||||
zone_2.closed_connection_zones = list()
|
||||
|
||||
//Increment the connections.
|
||||
if(zone_2 in zone_1.closed_connection_zones)
|
||||
zone_1.closed_connection_zones[zone_2]++
|
||||
else
|
||||
zone_1.closed_connection_zones += zone_2
|
||||
zone_1.closed_connection_zones[zone_2] = 1
|
||||
|
||||
if(zone_1 in zone_2.closed_connection_zones)
|
||||
zone_2.closed_connection_zones[zone_1]++
|
||||
else
|
||||
zone_2.closed_connection_zones += zone_1
|
||||
zone_2.closed_connection_zones[zone_1] = 1
|
||||
|
||||
|
||||
proc/DisconnectZones(var/zone/zone_1, var/zone/zone_2)
|
||||
|
||||
//Sanity checking
|
||||
if(!istype(zone_1) || !istype(zone_2))
|
||||
return
|
||||
|
||||
//Handle disconnection of indirectly or directly connected zones.
|
||||
if( (zone_1 in zone_2.connected_zones) || (zone_2 in zone_1.connected_zones) )
|
||||
|
||||
//If there are more than one connection, decrement the number of connections
|
||||
//Otherwise, remove all connections between the zones.
|
||||
if(zone_1.connected_zones[zone_2] > 1)
|
||||
zone_1.connected_zones[zone_2]--
|
||||
else
|
||||
zone_1.connected_zones -= zone_2
|
||||
//remove the list if it is empty
|
||||
if(!zone_1.connected_zones.len)
|
||||
zone_1.connected_zones = null
|
||||
|
||||
//Then do the same for the other zone.
|
||||
if(zone_2.connected_zones[zone_1] > 1)
|
||||
zone_2.connected_zones[zone_1]--
|
||||
else
|
||||
zone_2.connected_zones -= zone_1
|
||||
if(!zone_2.connected_zones.len)
|
||||
zone_2.connected_zones = null
|
||||
|
||||
//Handle disconnection of closed zones.
|
||||
if( (zone_1 in zone_2.closed_connection_zones) || (zone_2 in zone_1.closed_connection_zones) )
|
||||
|
||||
//If there are more than one connection, decrement the number of connections
|
||||
//Otherwise, remove all connections between the zones.
|
||||
if(zone_1.closed_connection_zones[zone_2] > 1)
|
||||
zone_1.closed_connection_zones[zone_2]--
|
||||
else
|
||||
zone_1.closed_connection_zones -= zone_2
|
||||
//remove the list if it is empty
|
||||
if(!zone_1.closed_connection_zones.len)
|
||||
zone_1.closed_connection_zones = null
|
||||
|
||||
//Then do the same for the other zone.
|
||||
if(zone_2.closed_connection_zones[zone_1] > 1)
|
||||
zone_2.closed_connection_zones[zone_1]--
|
||||
else
|
||||
zone_2.closed_connection_zones -= zone_1
|
||||
if(!zone_2.closed_connection_zones.len)
|
||||
zone_2.closed_connection_zones = null
|
||||
|
||||
|
||||
proc/Cleanup()
|
||||
|
||||
//Check sanity: existance of turfs
|
||||
if(!A || !B)
|
||||
//world.log << "Connection removed: [A] or [B] missing entirely."
|
||||
del src
|
||||
|
||||
//Check sanity: zones are different
|
||||
if(A.zone == B.zone)
|
||||
//world.log << "Connection removed: Zones now merged."
|
||||
del src
|
||||
|
||||
//Check sanity: same turfs as before.
|
||||
if(ref_A != "\ref[A]" || ref_B != "\ref[B]")
|
||||
del src
|
||||
|
||||
//Handle zones changing on a turf.
|
||||
if((A.zone && A.zone != zone_A) || (B.zone && B.zone != zone_B))
|
||||
Sanitize()
|
||||
|
||||
//Manage sudden loss of a turfs zone. (e.g. a wall being built)
|
||||
if(!A.zone || !B.zone)
|
||||
no_zone_count++
|
||||
if(no_zone_count >= 5)
|
||||
//world.log << "Connection removed: [A] or [B] missing a zone."
|
||||
del src
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
proc/CheckPassSanity()
|
||||
//Sanity check, first.
|
||||
Cleanup()
|
||||
|
||||
if(A.zone && B.zone)
|
||||
|
||||
//If no walls are blocking us...
|
||||
if(A.ZAirPass(B))
|
||||
//...we check to see if there is a door in the way...
|
||||
var/door_pass = A.CanPass(null,B,1.5,1)
|
||||
//...and if it is opened.
|
||||
if(door_pass || A.CanPass(null,B,0,0))
|
||||
|
||||
//Make and remove connections to let air pass.
|
||||
if(indirect == CONNECTION_CLOSED)
|
||||
//ADJUST FOR CAN CONNECT
|
||||
if(!A.zone.connected_zones)
|
||||
A.zone.connected_zones = list()
|
||||
if(B.zone in A.zone.connected_zones)
|
||||
A.zone.connected_zones[B.zone]++
|
||||
else
|
||||
A.zone.connected_zones += B.zone
|
||||
A.zone.connected_zones[B.zone] = 1
|
||||
|
||||
if(!B.zone.connected_zones)
|
||||
B.zone.connected_zones = list()
|
||||
if(A.zone in B.zone.connected_zones)
|
||||
B.zone.connected_zones[A.zone]++
|
||||
else
|
||||
B.zone.connected_zones += A.zone
|
||||
B.zone.connected_zones[A.zone] = 1
|
||||
|
||||
if(A.zone.closed_connection_zones)
|
||||
if(A.zone.closed_connection_zones[B.zone] > 1)
|
||||
A.zone.closed_connection_zones[B.zone]--
|
||||
else
|
||||
A.zone.closed_connection_zones.Remove(B.zone)
|
||||
if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len)
|
||||
A.zone.closed_connection_zones = null
|
||||
|
||||
if(B.zone.closed_connection_zones)
|
||||
if(B.zone.closed_connection_zones[A.zone] > 1)
|
||||
B.zone.closed_connection_zones[A.zone]--
|
||||
else
|
||||
B.zone.closed_connection_zones.Remove(A.zone)
|
||||
|
||||
if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len)
|
||||
B.zone.closed_connection_zones = null
|
||||
DisconnectZones(A.zone, B.zone)
|
||||
ConnectZones(A.zone, B.zone, 1)
|
||||
|
||||
if(door_pass)
|
||||
indirect = CONNECTION_DIRECT
|
||||
else if(!door_pass)
|
||||
indirect = CONNECTION_INDIRECT
|
||||
|
||||
//The door is instead closed.
|
||||
else if(indirect > CONNECTION_CLOSED)
|
||||
indirect = CONNECTION_CLOSED
|
||||
|
||||
//ADJUST FOR CANNOT CONNECT
|
||||
if(A.zone.connected_zones)
|
||||
if(A.zone.connected_zones[B.zone] > 1)
|
||||
A.zone.connected_zones[B.zone]--
|
||||
else
|
||||
A.zone.connected_zones.Remove(B.zone)
|
||||
if(A.zone.connected_zones && !A.zone.connected_zones.len)
|
||||
A.zone.connected_zones = null
|
||||
DisconnectZones(A.zone, B.zone)
|
||||
ConnectZones(A.zone, B.zone)
|
||||
|
||||
if(B.zone.connected_zones)
|
||||
if(B.zone.connected_zones[A.zone] > 1)
|
||||
B.zone.connected_zones[A.zone]--
|
||||
else
|
||||
B.zone.connected_zones.Remove(A.zone)
|
||||
|
||||
if(B.zone.connected_zones && !B.zone.connected_zones.len)
|
||||
B.zone.connected_zones = null
|
||||
|
||||
//Add to the closed connections list(s)
|
||||
if(!A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones = list()
|
||||
if(B.zone in A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones[B.zone]++
|
||||
else
|
||||
A.zone.closed_connection_zones += B.zone
|
||||
A.zone.closed_connection_zones[B.zone] = 1
|
||||
|
||||
if(!B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones = list()
|
||||
if(A.zone in B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones[A.zone]++
|
||||
else
|
||||
B.zone.closed_connection_zones += A.zone
|
||||
B.zone.closed_connection_zones[A.zone] = 1
|
||||
|
||||
else //If I can no longer pass air, better delete
|
||||
//If I can no longer pass air, better delete
|
||||
else
|
||||
del src
|
||||
|
||||
proc/Sanitize()
|
||||
//If the zones change on connected turfs, update it.
|
||||
if(A.zone && A.zone != zone_A && B.zone && B.zone != zone_B)
|
||||
if(!A.zone || !B.zone)
|
||||
del src
|
||||
|
||||
//Both zones changed (wat)
|
||||
if(A.zone && A.zone != zone_A && B.zone && B.zone != zone_B)
|
||||
|
||||
//If the zones have gotten swapped
|
||||
// (do not ask me how, I am just being anal retentive about sanity)
|
||||
if(A.zone == zone_B && B.zone == zone_A)
|
||||
var/turf/temp = B
|
||||
B = A
|
||||
@@ -386,208 +283,101 @@ connection
|
||||
ref_B = temp_ref
|
||||
return
|
||||
|
||||
if(zone_A)
|
||||
if(zone_A.connections)
|
||||
zone_A.connections.Remove(src)
|
||||
if(!zone_A.connections.len)
|
||||
del zone_A.connections
|
||||
//Handle removal of connections from archived zones.
|
||||
if(zone_A && zone_A.connections)
|
||||
zone_A.connections.Remove(src)
|
||||
if(!zone_A.connections.len)
|
||||
zone_A.connections = null
|
||||
|
||||
if(indirect != CONNECTION_CLOSED)
|
||||
if(zone_A.connected_zones)
|
||||
if(zone_A.connected_zones[zone_B] > 1)
|
||||
zone_A.connected_zones[zone_B]--
|
||||
else
|
||||
zone_A.connected_zones.Remove(zone_B)
|
||||
if(zone_A.connected_zones && !zone_A.connected_zones.len)
|
||||
zone_A.connected_zones = null
|
||||
if(zone_B && zone_B.connections)
|
||||
zone_B.connections.Remove(src)
|
||||
if(!zone_B.connections.len)
|
||||
zone_B.connections = null
|
||||
|
||||
else
|
||||
if(zone_A.closed_connection_zones)
|
||||
if(zone_A.closed_connection_zones[zone_B] > 1)
|
||||
zone_A.closed_connection_zones[zone_B]--
|
||||
else
|
||||
zone_A.closed_connection_zones.Remove(zone_B)
|
||||
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
|
||||
zone_A.closed_connection_zones = null
|
||||
|
||||
|
||||
if(zone_B)
|
||||
if(zone_B.connections)
|
||||
zone_B.connections.Remove(src)
|
||||
if(!zone_B.connections.len)
|
||||
del zone_B.connections
|
||||
|
||||
if(indirect != CONNECTION_CLOSED)
|
||||
if(zone_B.connected_zones)
|
||||
if(zone_B.connected_zones[zone_A] > 1)
|
||||
zone_B.connected_zones[zone_A]--
|
||||
else
|
||||
zone_B.connected_zones.Remove(zone_A)
|
||||
if(zone_B.connected_zones && !zone_B.connected_zones.len)
|
||||
zone_B.connected_zones = null
|
||||
|
||||
else
|
||||
if(zone_B.closed_connection_zones)
|
||||
if(zone_B.closed_connection_zones[zone_A] > 1)
|
||||
zone_B.closed_connection_zones[zone_A]--
|
||||
else
|
||||
zone_B.closed_connection_zones.Remove(zone_A)
|
||||
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
|
||||
zone_B.closed_connection_zones = null
|
||||
|
||||
if(indirect != CONNECTION_CLOSED)
|
||||
if(A.zone)
|
||||
if(!A.zone.connections)
|
||||
A.zone.connections = list()
|
||||
A.zone.connections |= src
|
||||
|
||||
if(B.zone)
|
||||
if(!B.zone.connections)
|
||||
B.zone.connections = list()
|
||||
B.zone.connections |= src
|
||||
|
||||
if(!A.zone.connected_zones)
|
||||
A.zone.connected_zones = list()
|
||||
if(B.zone in A.zone.connected_zones)
|
||||
A.zone.connected_zones[B.zone]++
|
||||
else
|
||||
A.zone.connected_zones += B.zone
|
||||
A.zone.connected_zones[B.zone] = 1
|
||||
//If either zone is null, we disconnect the archived ones after cleaning up the connections.
|
||||
if(!A.zone || !B.zone)
|
||||
if(zone_A && zone_B)
|
||||
DisconnectZones(zone_B, zone_A)
|
||||
|
||||
if(!B.zone.connected_zones)
|
||||
B.zone.connected_zones = list()
|
||||
if(A.zone in B.zone.connected_zones)
|
||||
B.zone.connected_zones[A.zone]++
|
||||
else
|
||||
B.zone.connected_zones += A.zone
|
||||
B.zone.connected_zones[A.zone] = 1
|
||||
if(!A.zone)
|
||||
zone_A = A.zone
|
||||
|
||||
else
|
||||
if(!B.zone)
|
||||
zone_B = B.zone
|
||||
return
|
||||
|
||||
if(!A.zone.connections)
|
||||
A.zone.connections = list()
|
||||
A.zone.connections |= src
|
||||
if(!B.zone.connections)
|
||||
B.zone.connections = list()
|
||||
B.zone.connections |= src
|
||||
|
||||
if(!A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones = list()
|
||||
if(B.zone in A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones[B.zone]++
|
||||
else
|
||||
A.zone.closed_connection_zones += B.zone
|
||||
A.zone.closed_connection_zones[B.zone] = 1
|
||||
|
||||
if(!B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones = list()
|
||||
if(A.zone in B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones[A.zone]++
|
||||
else
|
||||
B.zone.closed_connection_zones += A.zone
|
||||
B.zone.closed_connection_zones[A.zone] = 1
|
||||
//Handle diconnection and reconnection of zones.
|
||||
if(zone_A && zone_B)
|
||||
DisconnectZones(zone_A, zone_B)
|
||||
ConnectZones(A.zone, B.zone, indirect)
|
||||
|
||||
//resetting values of archived values.
|
||||
zone_B = B.zone
|
||||
|
||||
zone_A = A.zone
|
||||
|
||||
|
||||
//The "A" zone changed.
|
||||
else if(A.zone && A.zone != zone_A)
|
||||
if(zone_A)
|
||||
|
||||
//Handle connection cleanup
|
||||
if(zone_A)
|
||||
if(zone_A.connections)
|
||||
zone_A.connections.Remove(src)
|
||||
if(!zone_A.connections.len)
|
||||
del zone_A.connections
|
||||
zone_A.connections = null
|
||||
|
||||
if(A.zone)
|
||||
if(!A.zone.connections)
|
||||
A.zone.connections = list()
|
||||
A.zone.connections |= src
|
||||
|
||||
if(indirect != CONNECTION_CLOSED)
|
||||
if(zone_A.connected_zones)
|
||||
if(zone_A.connected_zones[zone_B] > 1)
|
||||
zone_A.connected_zones[zone_B]--
|
||||
else
|
||||
zone_A.connected_zones.Remove(zone_B)
|
||||
if(zone_A.connected_zones && !zone_A.connected_zones.len)
|
||||
zone_A.connected_zones = null
|
||||
|
||||
if(!A.zone.connected_zones)
|
||||
A.zone.connected_zones = list()
|
||||
if(!(zone_B in A.zone.connected_zones))
|
||||
A.zone.connected_zones += zone_B
|
||||
A.zone.connected_zones[zone_B] = 1
|
||||
else
|
||||
A.zone.connected_zones[zone_B]++
|
||||
|
||||
else
|
||||
if(zone_A.closed_connection_zones)
|
||||
if(zone_A.closed_connection_zones[zone_B] > 1)
|
||||
zone_A.closed_connection_zones[zone_B]--
|
||||
else
|
||||
zone_A.closed_connection_zones.Remove(zone_B)
|
||||
if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len)
|
||||
zone_A.closed_connection_zones = null
|
||||
|
||||
if(!A.zone.closed_connection_zones)
|
||||
A.zone.closed_connection_zones = list()
|
||||
if(!(zone_B in A.zone.closed_connection_zones))
|
||||
A.zone.closed_connection_zones += zone_B
|
||||
A.zone.closed_connection_zones[zone_B] = 1
|
||||
else
|
||||
A.zone.closed_connection_zones[zone_B]++
|
||||
|
||||
//If the "A" zone is null, we disconnect the archived ones after cleaning up the connections.
|
||||
if(!A.zone)
|
||||
if(zone_A && zone_B)
|
||||
DisconnectZones(zone_A, zone_B)
|
||||
zone_A = A.zone
|
||||
return
|
||||
|
||||
else
|
||||
del src
|
||||
//Handle diconnection and reconnection of zones.
|
||||
if(zone_A && zone_B)
|
||||
DisconnectZones(zone_A, zone_B)
|
||||
ConnectZones(A.zone, B.zone, indirect)
|
||||
|
||||
//The "B" zone changed.
|
||||
else if(B.zone && B.zone != zone_B)
|
||||
if(zone_B)
|
||||
|
||||
//Handle connection cleanup
|
||||
if(zone_B)
|
||||
if(zone_B.connections)
|
||||
zone_B.connections.Remove(src)
|
||||
if(!zone_B.connections.len)
|
||||
del zone_B.connections
|
||||
zone_B.connections = null
|
||||
|
||||
if(B.zone)
|
||||
if(!B.zone.connections)
|
||||
B.zone.connections = list()
|
||||
B.zone.connections |= src
|
||||
|
||||
if(indirect != CONNECTION_CLOSED)
|
||||
if(zone_B.connected_zones)
|
||||
if(zone_B.connected_zones[zone_A] > 1)
|
||||
zone_B.connected_zones[zone_A]--
|
||||
else
|
||||
zone_B.connected_zones.Remove(zone_A)
|
||||
if(zone_B.connected_zones && !zone_B.connected_zones.len)
|
||||
zone_B.connected_zones = null
|
||||
|
||||
if(!B.zone.connected_zones)
|
||||
B.zone.connected_zones = list()
|
||||
if(!(zone_A in B.zone.connected_zones))
|
||||
B.zone.connected_zones += zone_A
|
||||
B.zone.connected_zones[zone_A] = 1
|
||||
else
|
||||
B.zone.connected_zones[zone_A]++
|
||||
|
||||
else
|
||||
if(zone_B.closed_connection_zones)
|
||||
if(zone_B.closed_connection_zones[zone_A] > 1)
|
||||
zone_B.closed_connection_zones[zone_A]--
|
||||
else
|
||||
zone_B.closed_connection_zones.Remove(zone_A)
|
||||
if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len)
|
||||
zone_B.closed_connection_zones = null
|
||||
|
||||
if(!B.zone.closed_connection_zones)
|
||||
B.zone.closed_connection_zones = list()
|
||||
if(!(zone_A in B.zone.closed_connection_zones))
|
||||
B.zone.closed_connection_zones += zone_A
|
||||
B.zone.closed_connection_zones[zone_A] = 1
|
||||
else
|
||||
B.zone.closed_connection_zones[zone_A]++
|
||||
|
||||
//If the "B" zone is null, we disconnect the archived ones after cleaning up the connections.
|
||||
if(!B.zone)
|
||||
if(zone_A && zone_B)
|
||||
DisconnectZones(zone_A, zone_B)
|
||||
zone_B = B.zone
|
||||
return
|
||||
|
||||
else
|
||||
del src
|
||||
//Handle diconnection and reconnection of zones.
|
||||
if(zone_A && zone_B)
|
||||
DisconnectZones(zone_A, zone_B)
|
||||
ConnectZones(A.zone, B.zone, indirect)
|
||||
|
||||
|
||||
#undef CONNECTION_DIRECT
|
||||
|
||||
+2
-5
@@ -40,7 +40,7 @@ client/proc/Test_ZAS_Connection(var/turf/simulated/T as turf)
|
||||
if(!istype(other_turf))
|
||||
return
|
||||
|
||||
var/pass_directions = T.CanPass(null, other_turf, 0, 0) + 2*other_turf.CanPass(null, T, 0, 0)
|
||||
var/pass_directions = T.CanPass(null, other_turf, 0, 0) + 2 * other_turf.CanPass(null, T, 0, 0)
|
||||
|
||||
switch(pass_directions)
|
||||
if(0)
|
||||
@@ -80,12 +80,9 @@ zone/proc
|
||||
M << "<u>Connections: [length(connections)]</u>"
|
||||
|
||||
for(var/connection/C in connections)
|
||||
M << "[C.A] --> [C.B] [(C.indirect?"Indirect":"Direct")]"
|
||||
M << "[C.A] --> [C.B] [(C.indirect?"Open":"Closed")]"
|
||||
C.A.overlays += 'debug_connect.dmi'
|
||||
C.B.overlays += 'debug_connect.dmi'
|
||||
spawn(50)
|
||||
C.A.overlays -= 'debug_connect.dmi'
|
||||
C.B.overlays -= 'debug_connect.dmi'
|
||||
for(var/C in connections)
|
||||
if(!istype(C,/connection))
|
||||
M << "[C] (Not Connection!)"
|
||||
|
||||
+18
-178
@@ -101,12 +101,10 @@ datum
|
||||
//Geometry updates lists
|
||||
var/list/tiles_to_update = list()
|
||||
var/list/connections_to_check = list()
|
||||
var/list/rebuilds_to_consider = list()
|
||||
|
||||
var/current_cycle = 0
|
||||
var/update_delay = 5 //How long between check should it try to process atmos again.
|
||||
var/failed_ticks = 0 //How many ticks have runtimed?
|
||||
var/next_stat_check = 10
|
||||
|
||||
var/tick_progress = 0
|
||||
|
||||
@@ -137,7 +135,10 @@ datum
|
||||
|
||||
var/start_time = world.timeofday
|
||||
|
||||
var/simulated_turf_count = 0
|
||||
|
||||
for(var/turf/simulated/S in world)
|
||||
simulated_turf_count++
|
||||
if(!S.zone && !S.blocks_air)
|
||||
if(S.CanPass(null, S, 0, 0))
|
||||
new/zone(S)
|
||||
@@ -145,8 +146,12 @@ datum
|
||||
for(var/turf/simulated/S in world)
|
||||
S.update_air_properties()
|
||||
|
||||
world << "\red \b Geometry processed in [time2text(world.timeofday-start_time, "mm:ss")] minutes!"
|
||||
// spawn start()
|
||||
world << {"<font color='red'><b>Geometry initialized in [round(0.1*(world.timeofday-start_time),0.1)] seconds.</b>
|
||||
Total Simulated Turfs: [simulated_turf_count]
|
||||
Total Zones: [zones.len]
|
||||
Total Unsimulated Turfs: [world.maxx*world.maxy*world.maxz - simulated_turf_count]</font>"}
|
||||
/*
|
||||
spawn start()
|
||||
|
||||
proc/start()
|
||||
//Purpose: This is kicked off by the master controller, and controls the processing of all atmosphere.
|
||||
@@ -154,7 +159,7 @@ datum
|
||||
//Inputs: None.
|
||||
//Outputs: None.
|
||||
|
||||
/*
|
||||
|
||||
set background = 1
|
||||
|
||||
while(1)
|
||||
@@ -172,55 +177,30 @@ datum
|
||||
proc/tick()
|
||||
. = 1 //Set the default return value, for runtime detection.
|
||||
|
||||
tick_progress = "next_stat_check (atmos statistics)"
|
||||
if(current_cycle >= next_stat_check)
|
||||
var/zone/z = pick(zones)
|
||||
var/log_file = file("[time2text(world.timeofday, "statistics/DD-MM-YYYY-air.txt")]")
|
||||
log_file << "\"\The [get_area(pick(z.contents))]\",[z.air.oxygen],[z.air.nitrogen],[z.air.carbon_dioxide],[z.air.toxins],[z.air.temperature],[z.air.group_multiplier * z.air.volume]"
|
||||
next_stat_check = current_cycle + (rand(5,7)*60)
|
||||
|
||||
tick_progress = "update_air_properties"
|
||||
if(tiles_to_update.len) //If there are tiles to update, do so.
|
||||
for(var/turf/simulated/T in tiles_to_update)
|
||||
var/output = T.update_air_properties()
|
||||
if(. && T && !output)
|
||||
if(. && T && !T.update_air_properties())
|
||||
. = 0 //If a runtime occured, make sure we can sense it.
|
||||
//message_admins("ZASALERT: Unable run turf/simualted/update_air_properties()")
|
||||
tiles_to_update = list()
|
||||
|
||||
tick_progress = "reconsider_zones"
|
||||
if(rebuilds_to_consider.len)
|
||||
for(var/turf/T in rebuilds_to_consider)
|
||||
if(istype(T, /turf/simulated) && T.zone && !T.zone.rebuild)
|
||||
var/turf/simulated/other_turf = rebuilds_to_consider[T]
|
||||
if(istype(other_turf))
|
||||
ConsiderRebuild(T,other_turf)
|
||||
else if(istype(other_turf, /list))
|
||||
var/list/temp_turfs = other_turf
|
||||
for(var/turf/NT in temp_turfs)
|
||||
ConsiderRebuild(T,NT)
|
||||
else if (istype(T))
|
||||
var/turf/simulated/other_turf = rebuilds_to_consider[T]
|
||||
if(istype(other_turf))
|
||||
ConsiderRebuild(other_turf,T)
|
||||
else if(istype(other_turf, /list))
|
||||
var/list/temp_turfs = other_turf
|
||||
for(var/turf/simulated/NT in temp_turfs)
|
||||
ConsiderRebuild(NT,T)
|
||||
rebuilds_to_consider = list()
|
||||
|
||||
//Check sanity on connection objects.
|
||||
tick_progress = "connections_to_check"
|
||||
if(connections_to_check.len)
|
||||
for(var/connection/C in connections_to_check)
|
||||
C.CheckPassSanity()
|
||||
connections_to_check = list()
|
||||
|
||||
//Ensure tiles still have zones.
|
||||
tick_progress = "tiles_to_reconsider_zones"
|
||||
if(tiles_to_reconsider_zones.len)
|
||||
for(var/turf/simulated/T in tiles_to_reconsider_zones)
|
||||
if(!T.zone)
|
||||
new /zone(T)
|
||||
tiles_to_reconsider_zones = list()
|
||||
|
||||
//Process zones.
|
||||
tick_progress = "zone/process()"
|
||||
for(var/zone/Z in zones)
|
||||
if(Z.last_update < current_cycle)
|
||||
@@ -229,150 +209,10 @@ datum
|
||||
Z.last_update = current_cycle
|
||||
if(. && Z && !output)
|
||||
. = 0
|
||||
log_admin("ZASALERT: unable run zone/process(), [Z.progress]")
|
||||
message_admins("ZASALERT. ZASALERT: unable run zone/proc/process(), [Z.progress], tell someone about this!")
|
||||
|
||||
//Process fires.
|
||||
tick_progress = "active_hotspots (fire)"
|
||||
for(var/obj/fire/F in active_hotspots)
|
||||
var/output = F.process()
|
||||
if(. && F && !output)
|
||||
if(. && F && !F.process())
|
||||
. = 0
|
||||
//message_admins("ZASALERT: Unable run obj/fire/process()")
|
||||
|
||||
tick_progress = "success"
|
||||
|
||||
proc/AddToConsiderRebuild(var/turf/simulated/T, var/turf/NT)
|
||||
var/turf/existing_test = rebuilds_to_consider[T]
|
||||
var/turf/existing_test_alternate = rebuilds_to_consider[NT]
|
||||
|
||||
if(existing_test)
|
||||
if(NT == existing_test)
|
||||
return
|
||||
else if(islist(existing_test) && existing_test[NT])
|
||||
return
|
||||
|
||||
else if(existing_test_alternate)
|
||||
if(T == existing_test_alternate)
|
||||
return
|
||||
else if(islist(existing_test_alternate) && existing_test_alternate[T])
|
||||
return
|
||||
|
||||
if(istype(T))
|
||||
if(istype(existing_test))
|
||||
var/list/temp_list = list(NT = 1, existing_test = 1)
|
||||
rebuilds_to_consider[T] = temp_list
|
||||
else if(istype(existing_test, /list))
|
||||
existing_test[NT] = 1
|
||||
else
|
||||
rebuilds_to_consider[T] = NT
|
||||
|
||||
else if(istype(NT, /turf/simulated))
|
||||
if(istype(existing_test_alternate))
|
||||
var/list/temp_list = list(T = 1, existing_test_alternate = 1)
|
||||
rebuilds_to_consider[NT] = temp_list
|
||||
else if(istype(existing_test_alternate, /list))
|
||||
existing_test_alternate[T] = 1
|
||||
else
|
||||
rebuilds_to_consider[NT] = T
|
||||
|
||||
proc/ConsiderRebuild(var/turf/simulated/T, var/turf/NT)
|
||||
|
||||
if(!istype(T)) return
|
||||
//zones should naturally spread to these tiles eventually
|
||||
if(!T.zone || !NT.zone)
|
||||
return
|
||||
|
||||
if(istype(NT, /turf/simulated) && NT.zone != T.zone)
|
||||
T.zone.RemoveTurf(NT)
|
||||
if(NT.zone)
|
||||
NT.zone.RemoveTurf(T)
|
||||
return
|
||||
if(T.zone.rebuild)
|
||||
return
|
||||
|
||||
var/zone/zone = T.zone
|
||||
|
||||
var/target_dir = get_dir(T, NT)
|
||||
if(target_dir in list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST))
|
||||
T.zone.rebuild = 1
|
||||
return
|
||||
var/test_dir = turn(target_dir, 90)
|
||||
|
||||
var/turf/simulated/current = T
|
||||
var/turf/simulated/next
|
||||
var/stepped_back = 0
|
||||
|
||||
if( !(T.air_check_directions&test_dir || T.air_check_directions&turn(target_dir, 270)) )
|
||||
//Step back, then try to connect.
|
||||
if(!(T.air_check_directions&get_dir(NT, T)))
|
||||
zone.rebuild = 1
|
||||
return
|
||||
current = get_step(T, get_dir(NT, T))
|
||||
if(!istype(current) || !(current.air_check_directions&test_dir || current.air_check_directions&turn(target_dir, 270)) )
|
||||
zone.rebuild = 1
|
||||
return
|
||||
stepped_back = 1
|
||||
|
||||
if ( !(current.air_check_directions&test_dir) && current.air_check_directions&turn(target_dir, 270) )
|
||||
//Try to connect to the right hand side.
|
||||
var/flipped = 0
|
||||
test_dir = turn(target_dir, 270)
|
||||
|
||||
for(var/i = 1, i <= 10, i++)
|
||||
if(get_dir(current, NT) in cardinal)
|
||||
target_dir = get_dir(current, NT)
|
||||
|
||||
if(!istype(current) || !(current.air_check_directions&target_dir || current.air_check_directions&test_dir))
|
||||
if(flipped)
|
||||
zone.rebuild = 1
|
||||
return
|
||||
current = T
|
||||
test_dir = turn(target_dir, 180)
|
||||
i = 0
|
||||
target_dir = get_dir(current, NT)
|
||||
flipped = 1
|
||||
continue
|
||||
|
||||
if(current.air_check_directions&target_dir && !stepped_back)
|
||||
next = get_step(current, target_dir)
|
||||
if(!next.HasDoor())
|
||||
current = next
|
||||
|
||||
if(current.air_check_directions&test_dir && current != next)
|
||||
next = get_step(current, test_dir)
|
||||
if(!next.HasDoor())
|
||||
current = next
|
||||
|
||||
if(current == NT)
|
||||
return //We made it, yaaay~
|
||||
stepped_back = 0
|
||||
zone.rebuild = 1
|
||||
|
||||
else if ( current.air_check_directions&test_dir )
|
||||
//Try to connect to the left hand side.
|
||||
for(var/i = 1, i <= 10, i++)
|
||||
if(get_dir(current, NT) in cardinal)
|
||||
target_dir = get_dir(current, NT)
|
||||
|
||||
if(!istype(current) || !(current.air_check_directions&target_dir || current.air_check_directions&test_dir))
|
||||
zone.rebuild = 1
|
||||
return
|
||||
|
||||
if(current.air_check_directions&target_dir && !stepped_back)
|
||||
next = get_step(current, target_dir)
|
||||
if(!next.HasDoor())
|
||||
current = next
|
||||
|
||||
if(current.air_check_directions&test_dir && current != next)
|
||||
next = get_step(current, test_dir)
|
||||
if(!next.HasDoor())
|
||||
current = next
|
||||
|
||||
if(current == NT)
|
||||
return //We made it, yaaay~
|
||||
stepped_back = 0
|
||||
zone.rebuild = 1
|
||||
|
||||
else
|
||||
//FUCK IT
|
||||
zone.rebuild = 1
|
||||
tick_progress = "success"
|
||||
+38
-108
@@ -1,35 +1,44 @@
|
||||
//Global Functions
|
||||
//Contents: FloodFill, ZMerge, ZConnect
|
||||
|
||||
//Floods outward from an initial turf to fill everywhere it's zone would reach.
|
||||
proc/FloodFill(turf/simulated/start)
|
||||
|
||||
if(!istype(start))
|
||||
return list()
|
||||
var
|
||||
list
|
||||
open = list(start)
|
||||
closed = list()
|
||||
|
||||
//The list of tiles waiting to be evaulated.
|
||||
var/list/open = list(start)
|
||||
//The list of tiles which have been evaulated.
|
||||
var/list/closed = list()
|
||||
|
||||
//Loop through the turfs in the open list in order to find which adjacent turfs should be added to the zone.
|
||||
while(open.len)
|
||||
var/turf/simulated/T = pick(open)
|
||||
|
||||
//sanity!
|
||||
if(!istype(T))
|
||||
open -= T
|
||||
continue
|
||||
|
||||
//Check all cardinal directions
|
||||
for(var/d in cardinal)
|
||||
var/turf/simulated/O = get_step(T,d)
|
||||
|
||||
//Ensure the turf is of proper type, that it is not in either list, and that air can reach it.
|
||||
if(istype(O) && !(O in open) && !(O in closed) && O.ZCanPass(T))
|
||||
|
||||
//Handle connections from a tile with a door.
|
||||
if(T.HasDoor())
|
||||
//If they both have doors, then they are nto able to connect period.
|
||||
//If they both have doors, then they are not able to connect period.
|
||||
if(O.HasDoor())
|
||||
continue
|
||||
|
||||
//connect first to north and west
|
||||
//Connect first to north and west
|
||||
if(d == NORTH || d == WEST)
|
||||
open += O
|
||||
|
||||
//If that fails, and north/west cannot be connected to, see if west or south can be connected instead.
|
||||
else
|
||||
var/turf/simulated/W = get_step(O, WEST)
|
||||
var/turf/simulated/N = get_step(O, NORTH)
|
||||
@@ -38,9 +47,11 @@ proc/FloodFill(turf/simulated/start)
|
||||
//If it cannot connect either to the north or west, connect it!
|
||||
open += O
|
||||
|
||||
//If no doors are involved, add it immediately.
|
||||
else if(!O.HasDoor())
|
||||
open += O
|
||||
|
||||
//Handle connecting to a tile with a door.
|
||||
else
|
||||
if(d == SOUTH || d == EAST)
|
||||
//doors prefer connecting to zones to the north or west
|
||||
@@ -56,23 +67,25 @@ proc/FloodFill(turf/simulated/start)
|
||||
//If it cannot connect either to the north or west, connect it!
|
||||
closed += O
|
||||
|
||||
//This tile is now evaluated, and can be moved to the list of evaluated tiles.
|
||||
open -= T
|
||||
closed += T
|
||||
|
||||
return closed
|
||||
|
||||
|
||||
//Procedure to merge two zones together.
|
||||
proc/ZMerge(zone/A,zone/B)
|
||||
|
||||
//Sanity~
|
||||
if(!istype(A) || !istype(B))
|
||||
return
|
||||
|
||||
//Merges two zones so that they are one.
|
||||
var
|
||||
a_size = A.air.group_multiplier
|
||||
b_size = B.air.group_multiplier
|
||||
c_size = a_size + b_size
|
||||
new_contents = A.contents + B.contents
|
||||
var/a_size = A.air.group_multiplier
|
||||
var/b_size = B.air.group_multiplier
|
||||
var/c_size = a_size + b_size
|
||||
var/new_contents = A.contents + B.contents
|
||||
|
||||
//Set air multipliers to one so air represents gas per tile.
|
||||
A.air.group_multiplier = 1
|
||||
@@ -86,33 +99,28 @@ proc/ZMerge(zone/A,zone/B)
|
||||
A.air.merge(B.air)
|
||||
A.air.group_multiplier = c_size
|
||||
|
||||
//Check for connections to merge into the new zone.
|
||||
for(var/connection/C in B.connections)
|
||||
if((C.A in new_contents) && (C.B in new_contents))
|
||||
del C
|
||||
continue
|
||||
if(!A.connections) A.connections = list()
|
||||
A.connections += C
|
||||
|
||||
//Add space tiles.
|
||||
A.unsimulated_tiles += B.unsimulated_tiles
|
||||
|
||||
//Add contents.
|
||||
A.contents = new_contents
|
||||
|
||||
//Set all the zone vars.
|
||||
for(var/turf/simulated/T in B.contents)
|
||||
T.zone = A
|
||||
|
||||
for(var/connection/C in A.connections)
|
||||
//Check for connections to merge into the new zone.
|
||||
for(var/connection/C in B.connections)
|
||||
//The Cleanup proc will delete the connection if the zones are the same.
|
||||
// It will also set the zone variables correctly.
|
||||
C.Cleanup()
|
||||
|
||||
//Add space tiles.
|
||||
A.unsimulated_tiles |= B.unsimulated_tiles
|
||||
|
||||
//Add contents.
|
||||
A.contents = new_contents
|
||||
|
||||
//Remove the "B" zone, finally.
|
||||
B.SoftDelete()
|
||||
|
||||
|
||||
//Connects two zones by forming a connection object representing turfs A and B.
|
||||
proc/ZConnect(turf/simulated/A,turf/simulated/B)
|
||||
//Connects two zones by forming a connection object representing turfs A and B.
|
||||
|
||||
|
||||
//Make sure that if it's space, it gets added to unsimulated_tiles instead.
|
||||
if(!istype(B))
|
||||
@@ -141,83 +149,5 @@ proc/ZConnect(turf/simulated/A,turf/simulated/B)
|
||||
if(C && (C.B == B || C.A == B))
|
||||
return
|
||||
|
||||
new /connection(A,B)
|
||||
|
||||
/*
|
||||
proc/ZDisconnect(turf/A,turf/B)
|
||||
//Removes a zone connection. Can split zones in the case of a permanent barrier.
|
||||
|
||||
//If one of them doesn't have a zone, it might be space, so check for that.
|
||||
if(A.zone && B.zone)
|
||||
//If the two zones are different, just remove a connection.
|
||||
if(A.zone != B.zone)
|
||||
for(var/connection/C in A.zone.connections)
|
||||
if((C.A == A && C.B == B) || (C.A == B && C.B == A))
|
||||
del C
|
||||
if(C)
|
||||
C.Cleanup()
|
||||
//If they're the same, split the zone at this line.
|
||||
else
|
||||
//Preliminary checks to prevent stupidity.
|
||||
if(A == B) return
|
||||
if(A.CanPass(0,B,0,0)) return
|
||||
if(A.HasDoor(B) || B.HasDoor(A)) return
|
||||
|
||||
//Do a test fill. If turf B is still in the floodfill, then the zone isn't really split.
|
||||
var/zone/oldzone = A.zone
|
||||
var/list/test = FloodFill(A)
|
||||
if(B in test) return
|
||||
|
||||
else
|
||||
var/zone/Z = new(test,oldzone.air) //Create a new zone based on the old air and the test fill.
|
||||
|
||||
//Add connections from the old zone.
|
||||
for(var/connection/C in oldzone.connections)
|
||||
if((C.A in Z.contents) || (C.B in Z.contents))
|
||||
if(!Z.connections) Z.connections = list()
|
||||
Z.connections += C
|
||||
C.Cleanup()
|
||||
|
||||
//Check for space.
|
||||
for(var/turf/T in test)
|
||||
T.check_for_space()
|
||||
|
||||
//Make a new, identical air mixture for the other zone.
|
||||
var/datum/gas_mixture/Y_Air = new
|
||||
Y_Air.copy_from(oldzone.air)
|
||||
|
||||
var/zone/Y = new(B,Y_Air) //Make a new zone starting at B and using Y_Air.
|
||||
|
||||
//Add relevant connections from old zone.
|
||||
for(var/connection/C in oldzone.connections)
|
||||
if((C.A in Y.contents) || (C.B in Y.contents))
|
||||
if(!Y.connections) Y.connections = list()
|
||||
Y.connections += C
|
||||
C.Cleanup()
|
||||
|
||||
//Add the remaining space tiles to this zone.
|
||||
for(var/turf/space/T in oldzone.unsimulated_tiles)
|
||||
if(!(T in Z.unsimulated_tiles))
|
||||
Y.AddSpace(T)
|
||||
|
||||
oldzone.air = null
|
||||
del oldzone
|
||||
else
|
||||
if(B.zone)
|
||||
if(istype(A,/turf/space))
|
||||
B.zone.RemoveSpace(A)
|
||||
else
|
||||
for(var/connection/C in B.zone.connections)
|
||||
if((C.A == A && C.B == B) || (C.A == B && C.B == A))
|
||||
del C
|
||||
if(C)
|
||||
C.Cleanup()
|
||||
if(A.zone)
|
||||
if(istype(B,/turf/space))
|
||||
A.zone.RemoveSpace(B)
|
||||
else
|
||||
for(var/connection/C in A.zone.connections)
|
||||
if((C.A == A && C.B == B) || (C.A == B && C.B == A))
|
||||
del C
|
||||
if(C)
|
||||
C.Cleanup()*/
|
||||
//Make the connection.
|
||||
new /connection(A,B)
|
||||
+3
-2
@@ -68,8 +68,9 @@ obj/item/proc
|
||||
if(!pl_head_protected())
|
||||
if(prob(1)) suit_contamination() //Plasma can sometimes get through such an open suit.
|
||||
|
||||
if(istype(back,/obj/item/weapon/storage/backpack))
|
||||
back.contaminate()
|
||||
//Cannot wash backpacks currently.
|
||||
// if(istype(back,/obj/item/weapon/storage/backpack))
|
||||
// back.contaminate()
|
||||
|
||||
/mob/proc/pl_effects()
|
||||
|
||||
|
||||
+59
-29
@@ -165,27 +165,32 @@ turf
|
||||
if(!zone) //Still no zone, the floodfill determined it is not part of a larger zone. Force a zone on it.
|
||||
new/zone(list(src))
|
||||
|
||||
if("\ref[src]" in air_master.turfs_with_connections) //Check pass sanity of the connections.
|
||||
//Check pass sanity of the connections.
|
||||
if("\ref[src]" in air_master.turfs_with_connections)
|
||||
for(var/connection/C in air_master.turfs_with_connections["\ref[src]"])
|
||||
if(!(C in air_master.connections_to_check))
|
||||
air_master.connections_to_check += C
|
||||
air_master.connections_to_check |= C
|
||||
|
||||
if(zone && !zone.rebuild)
|
||||
for(var/direction in cardinal)
|
||||
if(zone.rebuild)
|
||||
break
|
||||
|
||||
var/turf/T = get_step(src,direction)
|
||||
if(!istype(T))
|
||||
continue
|
||||
// var/list/zone/adjacent_zones = list()
|
||||
|
||||
if(air_check_directions&direction) //I can connect air in this direction
|
||||
if(!CanPass(null, T, 0, 0)) //If either block air, we must look to see if the adjacent turfs need rebuilt.
|
||||
if(!T.CanPass(null, T, 0, 0)) //Target blocks air
|
||||
//I can connect to air in this direction
|
||||
if(air_check_directions&direction)
|
||||
|
||||
//If either block air, we must look to see if the adjacent turfs need rebuilt.
|
||||
if(!CanPass(null, T, 0, 0))
|
||||
|
||||
//Target blocks air
|
||||
if(!T.CanPass(null, T, 0, 0))
|
||||
var/turf/NT = get_step(T, direction)
|
||||
|
||||
//If that turf is in my zone still, rebuild.
|
||||
if(istype(NT,/turf/simulated) && NT in zone.contents)
|
||||
air_master.AddToConsiderRebuild(src,NT)
|
||||
zone.rebuild = 1
|
||||
|
||||
//If that is an unsimulated tile in my zone, see if we need to rebuild or just remove.
|
||||
else if(istype(NT) && NT in zone.unsimulated_tiles)
|
||||
var/consider_rebuild = 0
|
||||
for(var/d in cardinal)
|
||||
@@ -194,17 +199,22 @@ turf
|
||||
consider_rebuild = 1
|
||||
break
|
||||
if(consider_rebuild)
|
||||
air_master.AddToConsiderRebuild(src,NT) //Gotta check if we need to rebuild, dammit
|
||||
zone.rebuild = 1 //Gotta check if we need to rebuild, dammit
|
||||
else
|
||||
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
|
||||
|
||||
//To make a closed connection through closed door.
|
||||
ZConnect(T, src)
|
||||
|
||||
if(T.zone && !T.zone.rebuild) //I block air.
|
||||
//If I block air.
|
||||
else if(T.zone && !T.zone.rebuild)
|
||||
var/turf/NT = get_step(src, reverse_direction(direction))
|
||||
|
||||
//If I am splitting a zone, rebuild.
|
||||
if(istype(NT,/turf/simulated) && (NT in T.zone.contents || (NT.zone && T in NT.zone.contents)))
|
||||
air_master.AddToConsiderRebuild(T,NT)
|
||||
T.zone.rebuild = 1
|
||||
|
||||
//If NT is unsimulated, parse if I should remove it or rebuild.
|
||||
else if(istype(NT) && NT in T.zone.unsimulated_tiles)
|
||||
var/consider_rebuild = 0
|
||||
for(var/d in cardinal)
|
||||
@@ -212,30 +222,48 @@ turf
|
||||
if(istype(UT, /turf/simulated) && UT.zone == T.zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
|
||||
consider_rebuild = 1
|
||||
break
|
||||
|
||||
//Needs rebuilt.
|
||||
if(consider_rebuild)
|
||||
air_master.AddToConsiderRebuild(T,NT) //Gotta check if we need to rebuild, dammit
|
||||
T.zone.rebuild = 1
|
||||
|
||||
//Not adjacent to anything, and unsimulated. Goodbye~
|
||||
else
|
||||
T.zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
|
||||
T.zone.RemoveTurf(NT)
|
||||
|
||||
else
|
||||
//Produce connection through open door.
|
||||
ZConnect(src,T)
|
||||
|
||||
else if(air_directions_archived&direction) //Something like a wall was built, changing the geometry.
|
||||
//Something like a wall was built, changing the geometry.
|
||||
else if(air_directions_archived&direction)
|
||||
var/turf/NT = get_step(T, direction)
|
||||
if(istype(NT,/turf/simulated) && NT in zone.contents)
|
||||
air_master.AddToConsiderRebuild(src,NT)
|
||||
|
||||
else if(istype(NT) && NT in zone.unsimulated_tiles) //Parse if we need to remove the tile, or rebuild the zone.
|
||||
//If the tile is in our own zone, and we cannot connect to it, better rebuild.
|
||||
if(istype(NT,/turf/simulated) && NT in zone.contents)
|
||||
zone.rebuild = 1
|
||||
|
||||
//Parse if we need to remove the tile, or rebuild the zone.
|
||||
else if(istype(NT) && NT in zone.unsimulated_tiles)
|
||||
var/consider_rebuild = 0
|
||||
|
||||
//Loop through all neighboring turfs to see if we should remove the turf or just rebuild.
|
||||
for(var/d in cardinal)
|
||||
var/turf/UT = get_step(NT,d)
|
||||
if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0)) //If we find a neighboring tile that is in the same zone, check if we need to rebuild
|
||||
|
||||
//If we find a neighboring tile that is in the same zone, rebuild
|
||||
if(istype(UT, /turf/simulated) && UT.zone == zone && UT.CanPass(null, NT, 0, 0))
|
||||
consider_rebuild = 1
|
||||
break
|
||||
|
||||
//The unsimulated turf is adjacent to another one of our zone's turfs,
|
||||
// better rebuild to be sure we didn't get cut in twain
|
||||
if(consider_rebuild)
|
||||
air_master.AddToConsiderRebuild(src,NT) //Gotta check if we need to rebuild, dammit
|
||||
NT.zone.rebuild = 1
|
||||
|
||||
//Not adjacent to anything, and unsimulated. Goodbye~
|
||||
else
|
||||
zone.RemoveTurf(NT) //Not adjacent to anything, and unsimulated. Goodbye~
|
||||
zone.RemoveTurf(NT)
|
||||
|
||||
if(air_check_directions)
|
||||
processing = 1
|
||||
@@ -254,8 +282,10 @@ turf
|
||||
if(isnum(O) && O)
|
||||
if(!D.density) continue
|
||||
if(istype(D,/obj/machinery/door/window))
|
||||
if(!O) continue
|
||||
if(D.dir == get_dir(D,O)) return 1
|
||||
if(!istype(O))
|
||||
continue
|
||||
if(D.dir == get_dir(D,O))
|
||||
return 1
|
||||
else
|
||||
return 1
|
||||
|
||||
@@ -271,13 +301,13 @@ turf/proc/ZCanPass(turf/simulated/T, var/include_space = 0)
|
||||
return 0
|
||||
|
||||
for(var/obj/obstacle in src)
|
||||
if(istype(obstacle,/obj/machinery/door) && !istype(obstacle,/obj/machinery/door/window))
|
||||
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
|
||||
continue
|
||||
if(!obstacle.CanPass(null, T, 1.5, 1))
|
||||
return 0
|
||||
|
||||
for(var/obj/obstacle in T)
|
||||
if(istype(obstacle,/obj/machinery/door) && !istype(obstacle,/obj/machinery/door/window))
|
||||
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
|
||||
continue
|
||||
if(!obstacle.CanPass(null, src, 1.5, 1))
|
||||
return 0
|
||||
@@ -293,13 +323,13 @@ turf/proc/ZAirPass(turf/T)
|
||||
return 0
|
||||
|
||||
for(var/obj/obstacle in src)
|
||||
if(istype(obstacle,/obj/machinery/door) && !istype(obstacle,/obj/machinery/door/window))
|
||||
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
|
||||
continue
|
||||
if(!obstacle.CanPass(null, T, 0, 0))
|
||||
return 0
|
||||
|
||||
for(var/obj/obstacle in T)
|
||||
if(istype(obstacle,/obj/machinery/door) && !istype(obstacle,/obj/machinery/door/window))
|
||||
if(istype(obstacle, /obj/machinery/door) && !obstacle:air_properties_vary_with_direction)
|
||||
continue
|
||||
if(!obstacle.CanPass(null, src, 0, 0))
|
||||
return 0
|
||||
|
||||
+15
-5
@@ -20,6 +20,7 @@ zone
|
||||
// To make sure you're not spammed to death by airflow sound effects
|
||||
tmp/playsound_cooldown = 0
|
||||
|
||||
|
||||
//CREATION AND DELETION
|
||||
New(turf/start)
|
||||
. = ..()
|
||||
@@ -53,6 +54,7 @@ zone
|
||||
//Add this zone to the global list.
|
||||
zones.Add(src)
|
||||
|
||||
|
||||
//LEGACY, DO NOT USE. Use the SoftDelete proc.
|
||||
Del()
|
||||
//Ensuring the zone list doesn't get clogged with null values.
|
||||
@@ -68,25 +70,27 @@ zone
|
||||
air = null
|
||||
. = ..()
|
||||
|
||||
|
||||
//Handles deletion via garbage collection.
|
||||
proc/SoftDelete()
|
||||
zones.Remove(src)
|
||||
air = null
|
||||
|
||||
//Ensuring the zone list doesn't get clogged with null values.
|
||||
for(var/turf/simulated/T in contents)
|
||||
RemoveTurf(T)
|
||||
air_master.tiles_to_reconsider_zones += T
|
||||
|
||||
//Removing zone connections and scheduling connection cleanup
|
||||
for(var/zone/Z in connected_zones)
|
||||
if(src in Z.connected_zones)
|
||||
Z.connected_zones.Remove(src)
|
||||
for(var/connection/C in connections)
|
||||
if(C.zone_A == src)
|
||||
C.zone_A = null
|
||||
if(C.zone_B == src)
|
||||
C.zone_B = null
|
||||
air_master.connections_to_check += C
|
||||
|
||||
return 1
|
||||
|
||||
|
||||
//ZONE MANAGEMENT FUNCTIONS
|
||||
proc/AddTurf(turf/T)
|
||||
//Adds the turf to contents, increases the size of the zone, and sets the zone var.
|
||||
@@ -270,7 +274,13 @@ zone/proc/process()
|
||||
if(moles_delta > 0.1 || abs(air.temperature - Z.air.temperature) > 0.1)
|
||||
if(abs(Z.air.return_pressure() - air.return_pressure()) > vsc.airflow_lightest_pressure)
|
||||
Airflow(src,Z)
|
||||
ShareRatio( air , Z.air , connected_zones[Z] )
|
||||
var/unsimulated_boost = 0
|
||||
if(unsimulated_tiles)
|
||||
unsimulated_boost += unsimulated_tiles.len
|
||||
if(Z.unsimulated_tiles)
|
||||
unsimulated_boost += Z.unsimulated_tiles.len
|
||||
unsimulated_boost = min(3, unsimulated_boost)
|
||||
ShareRatio( air , Z.air , connected_zones[Z] + unsimulated_boost)
|
||||
|
||||
for(var/zone/Z in closed_connection_zones)
|
||||
if(air && Z.air)
|
||||
|
||||
@@ -1329,6 +1329,7 @@ proc/is_hot(obj/item/W as obj)
|
||||
/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
||||
if(W.sharp) return 1
|
||||
return ( \
|
||||
W.sharp || \
|
||||
istype(W, /obj/item/weapon/screwdriver) || \
|
||||
istype(W, /obj/item/weapon/pen) || \
|
||||
istype(W, /obj/item/weapon/weldingtool) || \
|
||||
|
||||
@@ -133,11 +133,12 @@ datum/controller/game_controller/proc/process()
|
||||
air_master.current_cycle++
|
||||
var/success = air_master.tick() //Changed so that a runtime does not crash the ticker.
|
||||
if(!success) //Runtimed.
|
||||
log_adminwarn("ZASALERT: air_system/tick() failed: [air_master.tick_progress]")
|
||||
air_master.failed_ticks++
|
||||
if(air_master.failed_ticks > 5)
|
||||
world << "<font color='red'><b>RUNTIMES IN ATMOS TICKER. Killing air simulation!</font></b>"
|
||||
kill_air = 1
|
||||
message_admins("ZASALERT: unable run [air_master.tick_progress], tell someone about this!")
|
||||
log_admin("ZASALERT: unable run zone/process() -- [air_master.tick_progress]")
|
||||
air_processing_killed = 1
|
||||
air_master.failed_ticks = 0
|
||||
air_cost = (world.timeofday - timer) / 10
|
||||
|
||||
|
||||
+5
-1
@@ -696,7 +696,11 @@ var/using_new_click_proc = 0 //TODO ERRORAGE (This is temporary, while the DblCl
|
||||
if (in_range)
|
||||
if (!( human.restrained() || human.lying ))
|
||||
if (W)
|
||||
attackby(W,human)
|
||||
var/was_used = 0
|
||||
if(W)
|
||||
was_used = W.is_used_on(src, human)
|
||||
if(!was_used)
|
||||
attackby(W,human)
|
||||
if (W)
|
||||
W.afterattack(src, human)
|
||||
else
|
||||
|
||||
@@ -217,13 +217,24 @@ Implants;
|
||||
man.client.prefs.nanotrasen_relation == "Skeptical" && prob(20))
|
||||
suspects += man
|
||||
// Antags
|
||||
else if(special_role == "traitor" && prob(20) || \
|
||||
special_role == "Changeling" && prob(40) || \
|
||||
special_role == "Cultist" && prob(10) || \
|
||||
special_role == "Head Revolutionary" && prob(10))
|
||||
else if(special_role == "traitor" && prob(40) || \
|
||||
special_role == "Changeling" && prob(50) || \
|
||||
special_role == "Cultist" && prob(30) || \
|
||||
special_role == "Head Revolutionary" && prob(30))
|
||||
suspects += man
|
||||
|
||||
// If they're a traitor or likewise, give them extra TC in exchange.
|
||||
var/obj/item/device/uplink/hidden/suplink = man.mind.find_syndicate_uplink()
|
||||
if(suplink)
|
||||
var/extra = 4
|
||||
suplink.uses += extra
|
||||
man << "\red We have received notice that enemy intelligence suspects you to be linked with us. We have thus invested significant resources to increase your uplink's capacity."
|
||||
else
|
||||
// Give them a warning!
|
||||
man << "\red They are on to you!"
|
||||
|
||||
// Some poor people who were just in the wrong place at the wrong time..
|
||||
else if(prob(5))
|
||||
else if(prob(10))
|
||||
suspects += man
|
||||
for(var/mob/M in suspects)
|
||||
switch(rand(1, 100))
|
||||
|
||||
@@ -8,6 +8,9 @@
|
||||
required_enemies = 3
|
||||
recommended_enemies = 3
|
||||
|
||||
uplink_welcome = "Revolutionary Uplink Console:"
|
||||
uplink_uses = 5
|
||||
|
||||
newscaster_announcements = /datum/news_announcement/revolution_inciting_event
|
||||
|
||||
var/last_command_report = 0
|
||||
@@ -68,6 +71,8 @@
|
||||
for(var/datum/mind/rev_mind in head_revolutionaries)
|
||||
greet_revolutionary(rev_mind)
|
||||
rev_mind.current.verbs += /mob/living/carbon/human/proc/RevConvert
|
||||
equip_traitor(rev_mind.current, 1) //changing how revs get assigned their uplink so they can get PDA uplinks. --NEO
|
||||
|
||||
modePlayer += head_revolutionaries
|
||||
spawn (rand(waittime_l, waittime_h))
|
||||
send_intercept()
|
||||
@@ -212,18 +217,28 @@
|
||||
message_admins("Unable to add new heads of revolution.")
|
||||
tried_to_add_revheads = world.time + 6000 // wait 10 minutes
|
||||
|
||||
if(last_command_report == 0 && world.time >= 60 * 10)
|
||||
command_alert("We are regrettably announcing that your performance has been disappointing, and we are thus forced to cut down on financial support to your station. To achieve this, the pay of all personnal, except the Heads of Staff, has been halved.")
|
||||
if(last_command_report == 0 && world.time >= 10 * 60 * 10)
|
||||
src.command_report("We are regrettably announcing that your performance has been disappointing, and we are thus forced to cut down on financial support to your station. To achieve this, the pay of all personnal, except the Heads of Staff, has been halved.")
|
||||
last_command_report = 1
|
||||
else if(last_command_report == 1 && world.time >= 60 * 30)
|
||||
command_alert("Statistics hint that a high amount of leisure time, and associated activities, are responsible for the poor performance of many of our stations. You are to bolt and close down any leisure facilities, such as the holodeck, the theatre and the bar. Food can be distributed through vendors and the kitchen.")
|
||||
else if(last_command_report == 1 && world.time >= 10 * 60 * 30)
|
||||
src.command_report("Statistics hint that a high amount of leisure time, and associated activities, are responsible for the poor performance of many of our stations. You are to bolt and close down any leisure facilities, such as the holodeck, the theatre and the bar. Food can be distributed through vendors and the kitchen.")
|
||||
last_command_report = 2
|
||||
else if(last_command_report == 2 && world.time >= 60 * 60)
|
||||
command_alert("It is reported that merely closing down leisure facilities has not been successful. You and your Heads of Staff are to ensure that all crew are working hard, and not wasting time or energy. Any crew caught off duty without leave from their Head of Staff are to be warned, and on repeated offence, to be brigged until the next transfer shuttle arrives, which will take them to facilities where they can be of more use.")
|
||||
else if(last_command_report == 2 && world.time >= 10 * 60 * 60)
|
||||
src.command_report("It is reported that merely closing down leisure facilities has not been successful. You and your Heads of Staff are to ensure that all crew are working hard, and not wasting time or energy. Any crew caught off duty without leave from their Head of Staff are to be warned, and on repeated offence, to be brigged until the next transfer shuttle arrives, which will take them to facilities where they can be of more use.")
|
||||
last_command_report = 3
|
||||
|
||||
return ..()
|
||||
|
||||
/datum/game_mode/revolution/rp_revolution/proc/command_report(message)
|
||||
for (var/obj/machinery/computer/communications/comm in world)
|
||||
if (!(comm.stat & (BROKEN | NOPOWER)) && comm.prints_intercept)
|
||||
var/obj/item/weapon/paper/intercept = new /obj/item/weapon/paper( comm.loc )
|
||||
intercept.name = "paper- 'Cent. Com. Announcement'"
|
||||
intercept.info = message
|
||||
|
||||
comm.messagetitle.Add("Cent. Com. Announcement")
|
||||
comm.messagetext.Add(message)
|
||||
world << sound('commandreport.ogg')
|
||||
|
||||
/datum/game_mode/revolution/rp_revolution/latespawn(mob/M)
|
||||
if(M.mind.assigned_role in command_positions)
|
||||
@@ -234,6 +249,6 @@
|
||||
var/datum/objective/mutiny/rp/rev_obj = new
|
||||
rev_obj.owner = rev_mind
|
||||
rev_obj.target = M.mind
|
||||
rev_obj.explanation_text = "Assassinate, convert or capture [M.name], the [M.mind.assigned_role]."
|
||||
rev_obj.explanation_text = "Assassinate, convert or capture [M.real_name], the [M.mind.assigned_role]."
|
||||
rev_mind.objectives += rev_obj
|
||||
rev_mind.current << "\red A new Head of Staff, [M.name], the [M.mind.assigned_role] has appeared. Your objectives have been updated."
|
||||
rev_mind.current << "\red A new Head of Staff, [M.real_name], the [M.mind.assigned_role] has appeared. Your objectives have been updated."
|
||||
@@ -115,7 +115,7 @@
|
||||
steal_objective.find_target()
|
||||
traitor.objectives += steal_objective
|
||||
switch(rand(1,100))
|
||||
if(1 to 90)
|
||||
if(1 to 100)
|
||||
if (!(locate(/datum/objective/escape) in traitor.objectives))
|
||||
var/datum/objective/escape/escape_objective = new
|
||||
escape_objective.owner = traitor
|
||||
|
||||
@@ -87,7 +87,7 @@
|
||||
escape_objective.owner = wizard
|
||||
wizard.objectives += escape_objective
|
||||
|
||||
if(61 to 85)
|
||||
if(61 to 100)
|
||||
var/datum/objective/assassinate/kill_objective = new
|
||||
kill_objective.owner = wizard
|
||||
kill_objective.find_target()
|
||||
|
||||
@@ -62,7 +62,7 @@
|
||||
switch(H.mind.role_alt_title)
|
||||
if("Emergency Physician")
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/suit/fr_jacket(H), slot_wear_suit)
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/fr_jacket(H), slot_wear_suit)
|
||||
if("Surgeon")
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/blue(H), slot_w_uniform)
|
||||
H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
|
||||
@@ -215,4 +215,4 @@
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H), slot_r_hand)
|
||||
else
|
||||
H.equip_to_slot_or_del(new /obj/item/weapon/storage/box/survival(H.back), slot_in_backpack)
|
||||
return 1
|
||||
return 1
|
||||
|
||||
@@ -67,7 +67,7 @@
|
||||
idle_power_usage = 4
|
||||
active_power_usage = 8
|
||||
power_channel = ENVIRON
|
||||
req_access = list(access_atmospherics, access_engine_equip)
|
||||
req_one_access = list(access_atmospherics, access_engine_equip)
|
||||
var/frequency = 1439
|
||||
//var/skipprocess = 0 //Experimenting
|
||||
var/alarm_frequency = 1437
|
||||
|
||||
@@ -18,6 +18,14 @@
|
||||
use_power = 0
|
||||
var/release_log = ""
|
||||
|
||||
/obj/machinery/portable_atmospherics/initialize()
|
||||
. = ..()
|
||||
spawn()
|
||||
var/obj/machinery/atmospherics/portables_connector/connector = locate() in loc
|
||||
if(connector)
|
||||
connected_port = connector
|
||||
update_icon()
|
||||
|
||||
/obj/machinery/portable_atmospherics/canister/sleeping_agent
|
||||
name = "Canister: \[N2O\]"
|
||||
icon_state = "redws"
|
||||
|
||||
@@ -1169,7 +1169,7 @@ About the new airlock wires panel:
|
||||
return
|
||||
|
||||
src.add_fingerprint(user)
|
||||
if((istype(C, /obj/item/weapon/weldingtool) && !( src.operating ) && src.density))
|
||||
if((istype(C, /obj/item/weapon/weldingtool) && !( src.operating > 0 ) && src.density))
|
||||
var/obj/item/weapon/weldingtool/W = C
|
||||
if(W.remove_fuel(0,user))
|
||||
if(!src.welded)
|
||||
@@ -1198,7 +1198,7 @@ About the new airlock wires panel:
|
||||
beingcrowbarred = 1 //derp, Agouri
|
||||
else
|
||||
beingcrowbarred = 0
|
||||
if( beingcrowbarred && (density && welded && !operating && src.p_open && (!src.arePowerSystemsOn() || stat & NOPOWER) && !src.locked) )
|
||||
if( beingcrowbarred && (operating == -1 || density && welded && operating != 1 && src.p_open && (!src.arePowerSystemsOn() || stat & NOPOWER) && !src.locked) )
|
||||
playsound(src.loc, 'sound/items/Crowbar.ogg', 100, 1)
|
||||
user.visible_message("[user] removes the electronics from the airlock assembly.", "You start to remove electronics from the airlock assembly.")
|
||||
if(do_after(user,40))
|
||||
@@ -1243,6 +1243,9 @@ About the new airlock wires panel:
|
||||
ae = electronics
|
||||
electronics = null
|
||||
ae.loc = src.loc
|
||||
if(operating == -1)
|
||||
ae.icon_state = "door_electronics_smoked"
|
||||
operating = 0
|
||||
|
||||
del(src)
|
||||
return
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
var/glass = 0
|
||||
var/normalspeed = 1
|
||||
var/heat_proof = 0 // For glass airlocks/opacity firedoors
|
||||
var/air_properties_vary_with_direction = 0
|
||||
|
||||
/obj/machinery/door/New()
|
||||
..()
|
||||
@@ -218,7 +219,7 @@
|
||||
|
||||
/obj/machinery/door/proc/close()
|
||||
if(density) return 1
|
||||
if(operating) return
|
||||
if(operating > 0) return
|
||||
operating = 1
|
||||
|
||||
animate("closing")
|
||||
|
||||
@@ -234,6 +234,7 @@
|
||||
glass = 1 //There is a glass window so you can see through the door
|
||||
//This is needed due to BYOND limitations in controlling visibility
|
||||
heat_proof = 1
|
||||
air_properties_vary_with_direction = 1
|
||||
|
||||
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if(istype(mover) && mover.checkpass(PASSGLASS))
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
opacity = 0
|
||||
var/obj/item/weapon/airlock_electronics/electronics = null
|
||||
explosion_resistance = 5
|
||||
air_properties_vary_with_direction = 1
|
||||
|
||||
|
||||
/obj/machinery/door/window/update_nearby_tiles(need_rebuild)
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* Multitool -- A multitool is used for hacking electronic devices.
|
||||
* TO-DO -- Using it as a power measurement tool for cables etc. Nannek.
|
||||
*
|
||||
*/
|
||||
|
||||
/obj/item/device/debugger
|
||||
icon = 'icons/obj/hacktool.dmi'
|
||||
name = "debugger"
|
||||
desc = "Used to debug electronic equipment."
|
||||
icon_state = "hacktool-g"
|
||||
flags = FPRINT | TABLEPASS| CONDUCT
|
||||
force = 5.0
|
||||
w_class = 2.0
|
||||
throwforce = 5.0
|
||||
throw_range = 15
|
||||
throw_speed = 3
|
||||
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
|
||||
m_amt = 50
|
||||
g_amt = 20
|
||||
origin_tech = "magnets=1;engineering=1"
|
||||
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
|
||||
|
||||
/obj/item/device/debugger/is_used_on(obj/O, mob/user)
|
||||
if(istype(O, /obj/machinery/power/apc))
|
||||
var/obj/machinery/power/apc/A = O
|
||||
if(A.emagged || A.malfhack)
|
||||
user << "\red There is a software error with the device."
|
||||
else
|
||||
user << "\blue The device's software appears to be fine."
|
||||
return 1
|
||||
if(istype(O, /obj/machinery/door))
|
||||
var/obj/machinery/door/D = O
|
||||
if(D.operating == -1)
|
||||
user << "\red There is a software error with the device."
|
||||
else
|
||||
user << "\blue The device's software appears to be fine."
|
||||
return 1
|
||||
else if(istype(O, /obj/machinery))
|
||||
var/obj/machinery/A = O
|
||||
if(A.emagged)
|
||||
user << "\red There is a software error with the device."
|
||||
else
|
||||
user << "\blue The device's software appears to be fine."
|
||||
return 1
|
||||
@@ -76,9 +76,9 @@
|
||||
|
||||
M.updatehealth()
|
||||
/obj/item/stack/medical/bruise_pack
|
||||
name = "bruise pack"
|
||||
singular_name = "bruise pack"
|
||||
desc = "A pack designed to treat blunt-force trauma."
|
||||
name = "roll of gauze"
|
||||
singular_name = "gauze length"
|
||||
desc = "Some sterile gauze to wrap around bloody stumps."
|
||||
icon_state = "brutepack"
|
||||
heal_brute = 60
|
||||
origin_tech = "biotech=1"
|
||||
|
||||
@@ -16,6 +16,8 @@
|
||||
var/damtype = "brute"
|
||||
var/force = 0
|
||||
|
||||
/obj/item/proc/is_used_on(obj/O, mob/user)
|
||||
|
||||
/obj/proc/process()
|
||||
processing_objects.Remove(src)
|
||||
return 0
|
||||
|
||||
@@ -94,7 +94,7 @@
|
||||
new /obj/item/clothing/under/rank/nurse(src)
|
||||
new /obj/item/clothing/under/rank/orderly(src)
|
||||
new /obj/item/clothing/suit/storage/labcoat(src)
|
||||
new /obj/item/clothing/suit/fr_jacket(src)
|
||||
new /obj/item/clothing/suit/storage/fr_jacket(src)
|
||||
new /obj/item/clothing/shoes/white(src)
|
||||
// new /obj/item/weapon/cartridge/medical(src)
|
||||
new /obj/item/device/radio/headset/headset_med(src)
|
||||
|
||||
@@ -349,7 +349,7 @@ obj/structure/door_assembly
|
||||
src.state = 0
|
||||
src.name = "Secured Airlock Assembly"
|
||||
|
||||
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 )
|
||||
else if(istype(W, /obj/item/weapon/airlock_electronics) && state == 1 && W:icon_state != "door_electronics_smoked")
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 100, 1)
|
||||
user.visible_message("[user] installs the electronics into the airlock assembly.", "You start to install electronics into the airlock assembly.")
|
||||
user.drop_item()
|
||||
|
||||
@@ -2,7 +2,7 @@ datum/event/organ_failure
|
||||
var/severity = 1
|
||||
|
||||
datum/event/organ_failure/setup()
|
||||
announceWhen = rand(0, 3000)
|
||||
announceWhen = rand(0, 300)
|
||||
endWhen = announceWhen + 1
|
||||
severity = rand(1, 3)
|
||||
|
||||
@@ -13,7 +13,7 @@ datum/event/organ_failure/announce()
|
||||
datum/event/organ_failure/start()
|
||||
var/list/candidates = list() //list of candidate keys
|
||||
for(var/mob/living/carbon/human/G in player_list)
|
||||
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD && G.health > 70))
|
||||
if(G.mind && G.mind.current && G.mind.current.stat != DEAD && G.health > 70)
|
||||
candidates += G
|
||||
if(!candidates.len) return
|
||||
candidates = shuffle(candidates)//Incorporating Donkie's list shuffle
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
|
||||
sleep(200)
|
||||
|
||||
command_alert("The station has entered the radiation belt. Please report to medbay if you experience any unusual symptoms.", "Anomaly Alert")
|
||||
command_alert("The station has entered the radiation belt. Please remain in a sheltered area until we have passed the radiation belt.", "Anomaly Alert")
|
||||
for(var/i = 0, i < 10, i++)
|
||||
for(var/mob/living/carbon/human/H in living_mob_list)
|
||||
var/turf/T = get_turf(H)
|
||||
@@ -42,4 +42,4 @@
|
||||
sleep(50)
|
||||
|
||||
|
||||
command_alert("The station has passed the radiation belt", "Anomaly Alert")
|
||||
command_alert("The station has passed the radiation belt. Please report to medbay if you experience any unusual symptoms.", "Anomaly Alert")
|
||||
@@ -5,7 +5,7 @@ datum/event/wallrot
|
||||
var/severity = 1
|
||||
|
||||
datum/event/wallrot/setup()
|
||||
announceWhen = rand(0, 3000)
|
||||
announceWhen = rand(0, 300)
|
||||
endWhen = announceWhen + 1
|
||||
severity = rand(5, 10)
|
||||
|
||||
|
||||
@@ -6,7 +6,8 @@ mob/living/carbon/proc/dream()
|
||||
"light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun",
|
||||
"a hat","the Luna","a ruined station","a planet","plasma","air","the medical bay","the bridge","blinking lights",
|
||||
"a blue light","an abandoned laboratory","Nanotrasen","The Syndicate","blood","healing","power","respect",
|
||||
"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying","the eggs"
|
||||
"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying","the eggs","money",
|
||||
"a beach","the holodeck","a smokey room","a voice","the cold","a mouse","an operating table","the bar","the rain"
|
||||
)
|
||||
spawn(0)
|
||||
for(var/i = rand(1,4),i > 0, i--)
|
||||
|
||||
@@ -138,7 +138,7 @@ emp_act
|
||||
if(armor >= 2) return 0
|
||||
if(!I.force) return 0
|
||||
|
||||
apply_damage(I.force, I.damtype, affecting, armor , I.sharp, I.name)
|
||||
apply_damage(I.force, I.damtype, affecting, armor , is_sharp(I), I.name)
|
||||
|
||||
var/bloody = 0
|
||||
if(((I.damtype == BRUTE) || (I.damtype == HALLOSS)) && prob(25 + (I.force * 2)))
|
||||
|
||||
@@ -187,10 +187,7 @@
|
||||
else
|
||||
icon_state = basestate
|
||||
else if (opened == 2)
|
||||
if ((stat & BROKEN) || malfhack )
|
||||
icon_state = "[basestate]-b-nocover"
|
||||
else /* if (emagged)*/
|
||||
icon_state = "[basestate]-nocover"
|
||||
icon_state = "[basestate]-nocover"
|
||||
else if (stat & BROKEN)
|
||||
icon_state = "apc-b"
|
||||
else if(emagged || malfai)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
#define XENOARCH_MAX_ENERGY_TRANSFER 4000
|
||||
|
||||
//How many joules of electrical energy produce how many joules of heat energy?
|
||||
#define XENOARCH_HEAT_COEFFICIENT 10
|
||||
#define XENOARCH_HEAT_COEFFICIENT 3
|
||||
|
||||
|
||||
/obj/machinery/anomaly
|
||||
@@ -29,6 +29,7 @@
|
||||
var/temperature = 273 //measured in kelvin, if this exceeds 1200, the machine is damaged and requires repairs
|
||||
//if this exceeds 600 and safety is enabled it will shutdown
|
||||
//temp greater than 600 also requires a safety prompt to initiate scanning
|
||||
var/max_temp = 450
|
||||
|
||||
/obj/machinery/anomaly/New()
|
||||
..()
|
||||
@@ -66,35 +67,37 @@
|
||||
|
||||
auto_use_power()
|
||||
|
||||
//Add 200 joules when idle, or 3000 when active. This is about 0.6 degrees per tick.
|
||||
//Add 3000 joules when active. This is about 0.6 degrees per tick.
|
||||
//May need adjustment
|
||||
var/heat_added = ( use_power == 1 ? active_power_usage : idle_power_usage )*XENOARCH_HEAT_COEFFICIENT
|
||||
if(use_power == 1)
|
||||
var/heat_added = active_power_usage *XENOARCH_HEAT_COEFFICIENT
|
||||
|
||||
temperature += heat_added/XENOARCH_HEAT_CAPACITY
|
||||
if(temperature < max_temp)
|
||||
temperature += heat_added/XENOARCH_HEAT_CAPACITY
|
||||
|
||||
var/temperature_difference = abs(environmental_temp-temperature)
|
||||
var/datum/gas_mixture/removed = loc.remove_air(env.total_moles*0.25)
|
||||
var/heat_capacity = removed.heat_capacity()
|
||||
var/temperature_difference = abs(environmental_temp-temperature)
|
||||
var/datum/gas_mixture/removed = loc.remove_air(env.total_moles*0.25)
|
||||
var/heat_capacity = removed.heat_capacity()
|
||||
|
||||
heat_added = max(temperature_difference*heat_capacity, XENOARCH_MAX_ENERGY_TRANSFER)
|
||||
heat_added = max(temperature_difference*heat_capacity, XENOARCH_MAX_ENERGY_TRANSFER)
|
||||
|
||||
if(temperature > environmental_temp)
|
||||
//cool down to match the air
|
||||
temperature = max(TCMB, temperature - heat_added/XENOARCH_HEAT_CAPACITY)
|
||||
removed.temperature = max(TCMB, removed.temperature + heat_added/heat_capacity)
|
||||
if(temperature > environmental_temp)
|
||||
//cool down to match the air
|
||||
temperature = max(TCMB, temperature - heat_added/XENOARCH_HEAT_CAPACITY)
|
||||
removed.temperature = max(TCMB, removed.temperature + heat_added/heat_capacity)
|
||||
|
||||
if(temperature_difference > 10 && prob(5))
|
||||
src.visible_message("\blue \icon[src] hisses softly.", 2)
|
||||
if(temperature_difference > 10 && prob(5))
|
||||
src.visible_message("\blue \icon[src] hisses softly.", 2)
|
||||
|
||||
else
|
||||
//heat up to match the air
|
||||
temperature = max(TCMB, temperature + heat_added/XENOARCH_HEAT_CAPACITY)
|
||||
removed.temperature = max(TCMB, removed.temperature - heat_added/heat_capacity)
|
||||
else
|
||||
//heat up to match the air
|
||||
temperature = max(TCMB, temperature + heat_added/XENOARCH_HEAT_CAPACITY)
|
||||
removed.temperature = max(TCMB, removed.temperature - heat_added/heat_capacity)
|
||||
|
||||
if(temperature_difference > 10 && prob(5))
|
||||
src.visible_message("\blue \icon[src] plinks quietly.", 2)
|
||||
if(temperature_difference > 10 && prob(5))
|
||||
src.visible_message("\blue \icon[src] plinks quietly.", 2)
|
||||
|
||||
env.merge(removed)
|
||||
env.merge(removed)
|
||||
|
||||
|
||||
//this proc should be overriden by each individual machine
|
||||
|
||||
@@ -22,4 +22,6 @@
|
||||
"/obj/item/weapon/folder",
|
||||
"/obj/item/weapon/clipboard",
|
||||
"/obj/item/weapon/anodevice",
|
||||
"/obj/item/clothing/glasses",
|
||||
"/obj/item/weapon/wrench",
|
||||
"/obj/item/weapon/anobattery")
|
||||
|
||||
Reference in New Issue
Block a user