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https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #1106 from tigercat2000/tram2
Modular Train/Tram System: Take 2, let's not break the working tree
This commit is contained in:
@@ -0,0 +1,236 @@
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/obj/tram/ex_act(severity)
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switch(severity)
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if(1.0)
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qdel(src)
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return
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if(2.0)
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if(prob(50))
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qdel(src)
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return
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if(3.0)
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if(prob(25))
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qdel(src)
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return
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/obj/tram/blob_act()
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if(prob(50))
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qdel(src)
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/obj/tram/meteorhit()
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qdel(src)
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/obj/tram/attack_animal(var/mob/living/simple_animal/M as mob)
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if(M.melee_damage_upper == 0) return
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if(prob(M.melee_damage_upper))
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qdel(src)
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src.visible_message("\red <B>[M] has [M.attacktext] [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
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/obj/tram/bullet_act(var/obj/item/projectile/proj)
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if(prob(proj.damage))
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qdel(src)
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..()
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/obj/tram/tram_controller
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name = ""
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desc = "tram controller"
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anchored = 1
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var/list/tram_floors = list()
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var/list/tram_walls = list()
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var/list/controllers = list()
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var/list/tram = list()
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var/list/collide_list = list()
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var/list/stored_anchor = list()
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var/last_played_rail
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var/automode = 0
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var/list/blacklist = list(/obj/tram/rail,/atom/movable/lighting_overlay)
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/obj/tram/tram_controller/New()
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spawn(1)
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init_floors() //Search and link floors
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init_walls() //Search and link walls
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spawn(1)
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init_tram() //Combine walls and floors and anything inside the tram
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init_controllers() //Find control pads
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gen_collision() //Generate collision system
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processing_objects.Add(src) //Add to processing objects manually
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/obj/tram/tram_controller/Destroy()
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for(var/obj/tram/floor/F in tram_floors)
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remove_floor(F)
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for(var/obj/tram/wall/TW in tram_walls)
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remove_wall(TW)
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for(var/obj/tram/controlpad/CP in controllers)
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remove_controller(CP)
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..()
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/obj/tram/tram_controller/emp_act(severity)
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if(automode) automode = 0
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..()
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/obj/tram/tram_controller/process()
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update_tram() //Update combine to account for new mobs and/or objects
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if(automode)
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tram_rail_follow()
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/obj/tram/tram_controller/proc/update_tram()
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tram.Cut()
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init_tram()
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/obj/tram/tram_controller/proc/tram_rail_follow()
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var/stored_rail = null
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for(var/obj/tram/rail/RT in get_turf(src))
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if(RT.godir)
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handle_move(RT.godir)
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last_played_rail = RT
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return
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stored_rail = RT
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for(var/cdir in cardinal)
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for(var/obj/tram/rail/R in get_step(src,cdir))
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if(!istype(R)) continue
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if(R != last_played_rail)
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handle_move(get_dir(src,R))
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last_played_rail = stored_rail
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//INITIALIZATION PROCS
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/obj/tram/tram_controller/proc/init_floors()
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var/turf/T = get_turf(src)
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if(!T) return
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var/obj/tram/floor/TTF = locate(/obj/tram/floor) in T
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if(istype(TTF)) add_floor(TTF) //Find and link floor on controller turf
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for(var/cdir in cardinal)
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var/turf/T2 = get_step(T,cdir)
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var/obj/tram/floor/TF = locate(/obj/tram/floor) in T2
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if(istype(TF))
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if(TF in tram_floors) continue
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add_floor(TF) //Find and link all cardinally surrounding floors
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spawn(1)
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TF.spread_floors() //Do the same thing over again from the floor itself
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/obj/tram/tram_controller/proc/init_walls()
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var/turf/T = get_turf(src)
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if(!T) return
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if(!tram_floors.len) return
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var/obj/tram/floor/TTW = locate(/obj/tram/wall) in T //Find and link wall on controller turf
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if(istype(TTW)) add_wall(TTW)
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for(var/obj/tram/floor/TF in tram_floors)
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for(var/cdir in cardinal)
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var/obj/tram/wall/TW = locate(/obj/tram/wall) in get_step(TF,cdir)
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if(istype(TW))
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if(TW in tram_walls) continue
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add_wall(TW) //Find and link all cardinally surrounding walls
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spawn(1)
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TW.spread_walls() //Do the same thing over again from the wall itself
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/obj/tram/tram_controller/proc/init_tram()
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tram = tram_floors + tram_walls //Tram is everything that makes up the tram
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for(var/obj/tram/OT in tram)
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var/turf/T = get_turf(OT)
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for(var/atom/movable/AM in T) //Including anything inside of it
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if(AM in tram) continue
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if(!check_validity(AM)) continue
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tram += AM
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if(!(src in tram))
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tram += src
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/obj/tram/tram_controller/proc/check_validity(var/atom/movable/AM)
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if(!AM) return 0
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if(is_type_in_list(AM, blacklist)) return 0
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if(!AM.simulated) return 0
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if(AM.anchored)
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if(istype(AM,/obj/tram) || istype(AM,/obj/vehicle))
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return 1
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return 0
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return 1
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/obj/tram/tram_controller/proc/init_controllers()
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for(var/obj/tram/controlpad/CCP in tram)
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add_controller(CCP) //Control pad not necessary until now, easiest to search through tram
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//SYNC PROCS
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//These procs are used for un/linking floors, walls, and control pads to the central tram controller
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/obj/tram/tram_controller/proc/add_floor(var/obj/tram/floor/TF)
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if(!istype(TF)) return
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if(TF in tram_floors) return
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tram_floors += TF
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TF.controller = src
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/obj/tram/tram_controller/proc/remove_floor(var/obj/tram/floor/TF)
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if(!istype(TF)) return
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if(TF in tram_floors)
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tram_floors -= TF
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TF.controller = null
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/obj/tram/tram_controller/proc/add_wall(var/obj/tram/wall/TW)
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if(!istype(TW)) return
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if(TW in tram_walls) return
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tram_walls += TW
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TW.controller = src
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/obj/tram/tram_controller/proc/remove_wall(var/obj/tram/wall/TW)
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if(!istype(TW)) return
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if(TW in tram_walls)
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tram_walls -= TW
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TW.controller = null
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/obj/tram/tram_controller/proc/add_controller(var/obj/tram/controlpad/CCT)
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if(!istype(CCT)) return
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if(CCT in controllers) return
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controllers += CCT
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CCT.tram_linked = src
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/obj/tram/tram_controller/proc/remove_controller(var/obj/tram/controlpad/CCT)
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if(!istype(CCT)) return
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if(CCT in controllers)
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controllers -= CCT
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CCT.tram_linked = null
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//COLLISION & MOVEMENT
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//Collision detection system to prevent going through walls
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//Tram does not use built-in byond Move(), it uses it's own logic and then forceMove()s itself.
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/obj/tram/tram_controller/proc/gen_collision()
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collide_list.Cut()
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var/list/collisions = list()
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for(var/obj/tram/wall/W in tram_walls)
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for(var/cdir in cardinal)
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var/turf/T = get_step(W, cdir)
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if(istype(T))
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if(T.density)
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collisions += cdir
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if(!T.density)
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for(var/atom/movable/A in T)
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if(A.density)
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if(tram.Find(A)) continue
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collisions += cdir
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for(var/obj/tram/floor/F in tram_floors)
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for(var/cdir in cardinal)
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var/turf/T = get_step(F, cdir)
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if(istype(T))
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if(T.density)
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collisions += cdir
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if(!T.density)
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for(var/atom/movable/A in T)
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if(A.density)
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if(tram.Find(A)) continue
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collisions += cdir
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collide_list = collisions
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/obj/tram/tram_controller/proc/handle_move(var/dir)
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gen_collision() //Look for collisions
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if(dir in collide_list) //Prevent moving if there are collisions in that direction
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return 0
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for(var/atom/movable/A in tram)
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var/turf/T = get_step(A,dir)
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A.forceMove(T) //Move everything inside the tram and the tram itself manually
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if(A.light_range)
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A.set_light()
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gen_collision() //Generate collision again
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return 1
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@@ -0,0 +1,31 @@
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/obj/tram/controlpad
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name = "tram controller interface"
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desc = "Controls a tram."
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icon = 'icons/obj/airlock_machines.dmi'
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icon_state = "airlock_control_standby"
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var/obj/tram/tram_controller/tram_linked
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var/list/cdir2readable = list("North","South",null,"East",null,null,null,"West")
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/obj/tram/controlpad/attack_hand(var/mob/user)
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usr.set_machine(src)
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if(!tram_linked) return
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var/dat = "Tram Controller"
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dat += "<br>Tram engine: <a href=?src=\ref[src];engine_toggle=1>[tram_linked.automode ? "<font color='green'>On</font>" : "<font color='red'>Off</font>"]</a>"
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dat += "<br><A href='?src=\ref[src];close=1'>Close console</A>"
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user << browse(dat, "window=trampad")
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onclose(user,"trampad")
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/obj/tram/controlpad/Topic(href, href_list)
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if(..())
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usr << browse(null, "window=publiclibrary")
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onclose(usr, "publiclibrary")
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return
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if(href_list["engine_toggle"])
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tram_linked.automode = !tram_linked.automode
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else if(href_list["close"])
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usr.unset_machine()
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usr << browse(null, "window=trampad")
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src.add_fingerprint(usr)
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src.updateUsrDialog()
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@@ -0,0 +1,20 @@
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/obj/tram/floor
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name = "tram platform"
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desc = "A holding space for a tram system."
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icon = 'icons/turf/floors.dmi'
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icon_state = "floor"
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var/obj/tram/tram_controller/controller
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anchored = 1
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layer = TURF_LAYER + 0.2
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/obj/tram/floor/proc/spread_floors()
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var/turf/T = get_turf(src)
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if(!T) return
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if(!controller) return
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for(var/cdir in cardinal)
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var/turf/T2 = get_step(T,cdir)
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var/obj/tram/floor/TF = locate(/obj/tram/floor) in T2
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if(istype(TF))
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if(TF in controller.tram_floors) continue
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controller.add_floor(TF)
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TF.spread_floors()
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@@ -0,0 +1,7 @@
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/obj/tram/rail
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name = "tram rail"
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desc = "A guiding rail for trams"
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icon = 'icons/obj/tram/tram_rail.dmi'
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icon_state = "rail"
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var/godir = null
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layer = TURF_LAYER + 0.1
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@@ -0,0 +1,21 @@
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/obj/tram/wall
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name = "reinforced tram wall"
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desc = "A huge chunk of reinforced metal used to shield a tram system."
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icon = 'icons/turf/walls.dmi'
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icon_state = "r_wall"
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var/obj/tram/tram_controller/controller
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anchored = 1
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density = 1
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opacity = 1
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/obj/tram/wall/proc/spread_walls()
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var/turf/T = get_turf(src)
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if(!T) return
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if(!controller) return
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for(var/cdir in cardinal)
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var/turf/T2 = get_step(T,cdir)
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var/obj/tram/wall/TW = locate(/obj/tram/wall) in T2
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if(istype(TW))
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if(TW in controller.tram_walls) continue
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controller.add_wall(TW)
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TW.spread_walls()
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