Update from early tubes with bugs, to tubes with less bugs and more features based on feedback.

This commit is contained in:
Uristqwerty
2013-03-20 18:49:14 -04:00
parent 025d5b8e12
commit 6a66f542d9
7 changed files with 622 additions and 407 deletions
+1 -2
View File
@@ -14,7 +14,6 @@
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter"
#define FILE_DIR "code/WorkInProgress/Susan"
#define FILE_DIR "code/WorkInProgress/Uristqwerty"
#define FILE_DIR "html"
#define FILE_DIR "icons"
#define FILE_DIR "icons/48x48"
@@ -606,6 +605,7 @@
#include "code\game\objects\structures\tables_racks.dm"
#include "code\game\objects\structures\tank_dispenser.dm"
#include "code\game\objects\structures\target_stake.dm"
#include "code\game\objects\structures\transit_tubes.dm"
#include "code\game\objects\structures\watercloset.dm"
#include "code\game\objects\structures\windoor_assembly.dm"
#include "code\game\objects\structures\window.dm"
@@ -1291,7 +1291,6 @@
#include "code\WorkInProgress\Ported\policetape.dm"
#include "code\WorkInProgress\SkyMarshal\Ultralight_procs.dm"
#include "code\WorkInProgress\Susan\susan_desert_turfs.dm"
#include "code\WorkInProgress\Uristqwerty\transit_tubes.dm"
#include "code\WorkInProgress\virus2\analyser.dm"
#include "code\WorkInProgress\virus2\antibodies.dm"
#include "code\WorkInProgress\virus2\base.dm"
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@@ -1,405 +0,0 @@
// Basic transit tubes. Straight pieces, curved sections,
// and basic splits/joins (no routing logic).
// Mappers: you can use "Generate Instances from Icon-states"
// to get the different pieces.
/obj/structure/transit_tube
icon = 'transit_tube.dmi'
icon_state = "E-W"
density = 1
layer = 3.1
anchored = 1.0
var/list/tube_dirs = null
var/exit_delay = 2
var/enter_delay = 1
// A place where tube pods stop, and people can get in or out.
// Mappers: use "Generate Instances from Directions" for this
// one.
/obj/structure/transit_tube/station
icon = 'transit_tube_station.dmi'
icon_state = "closed"
exit_delay = 2
enter_delay = 3
var/pod_moving = 0
var/automatic_launch_time = 100
var/const/OPEN_DURATION = 6
var/const/CLOSE_DURATION = 6
/obj/structure/transit_tube_pod
icon = 'transit_tube_pod.dmi'
icon_state = "pod"
animate_movement = FORWARD_STEPS
var/moving = 0
var/datum/gas_mixture/air_contents
/obj/structure/transit_tube/station/New(loc)
..(loc)
spawn(automatic_launch_time)
launch_pod()
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
AM.loc = pod
return
/obj/structure/transit_tube/station/attack_hand(mob/user as mob)
if(!pod_moving)
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
if(icon_state == "closed")
open_animation()
else if(icon_state == "open")
close_animation()
/obj/structure/transit_tube/station/proc/open_animation()
if(icon_state == "closed")
icon_state = "opening"
spawn(OPEN_DURATION)
if(icon_state == "opening")
icon_state = "open"
/obj/structure/transit_tube/station/proc/close_animation()
if(icon_state == "open")
icon_state = "closing"
spawn(CLOSE_DURATION)
if(icon_state == "closing")
icon_state = "closed"
/obj/structure/transit_tube/station/proc/launch_pod()
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
spawn(5)
pod_moving = 1
close_animation()
sleep(CLOSE_DURATION + 2)
if(icon_state == "closed" && pod)
pod.follow_tube()
pod_moving = 0
return
/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
return 0
/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
return 1
/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
return 0
/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
pod_moving = 1
spawn(5)
open_animation()
sleep(OPEN_DURATION + 2)
pod_moving = 0
pod.mix_air()
if(automatic_launch_time)
var/const/wait_step = 5
var/i = 0
while(i < automatic_launch_time)
sleep(wait_step)
i += wait_step
if(pod_moving || icon_state != "open")
return
launch_pod()
// Returns a /list of directions this tube section can
// connect to.
/obj/structure/transit_tube/proc/directions()
return tube_dirs
/obj/structure/transit_tube/proc/has_entrance(from_dir)
from_dir = turn(from_dir, 180)
for(var/direction in directions())
if(direction == from_dir)
return 1
return 0
/obj/structure/transit_tube/proc/has_exit(in_dir)
for(var/direction in directions())
if(direction == in_dir)
return 1
return 0
// Searches for an exit direction within 45 degrees of the
// specified dir. Returns that direction, or 0 if none match.
/obj/structure/transit_tube/proc/get_exit(in_dir)
var/near_dir = 0
var/in_dir_cw = turn(in_dir, -45)
var/in_dir_ccw = turn(in_dir, 45)
for(var/direction in directions())
if(direction == in_dir)
return direction
else if(direction == in_dir_cw)
near_dir = direction
else if(direction == in_dir_ccw)
near_dir = direction
return near_dir
/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
return exit_delay
/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
return enter_delay
/obj/structure/transit_tube_pod/proc/follow_tube()
if(moving)
return
moving = 1
spawn()
var/obj/structure/transit_tube/current_tube = null
var/next_dir
var/next_loc
for(var/obj/structure/transit_tube/tube in loc)
if(tube.has_exit(dir))
current_tube = tube
break
while(current_tube)
next_dir = current_tube.get_exit(dir)
if(!next_dir)
break
sleep(current_tube.exit_delay(src, dir))
next_loc = get_step(loc, next_dir)
current_tube = null
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(next_dir))
current_tube = tube
break
if(current_tube == null)
dir = next_dir
step(src, dir)
break
sleep(current_tube.enter_delay(src, next_dir))
dir = next_dir
loc = next_loc
if(current_tube && current_tube.should_stop_pod(src, next_dir))
current_tube.pod_stopped(src, dir)
break
moving = 0
// HUGE HACK: Because the pod isn't a mecha, travelling through tubes over space
// won't protect people from space.
// This avoids editing an additional file, so that adding
// tubes to a SS13 codebase is a simple as dropping this code file and the
// required icon files somewhere where BYOND can find them.
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
if(!istype(loc, /obj/structure/transit_tube_pod))
return ..(environment)
/obj/structure/transit_tube_pod/return_air()
var/datum/gas_mixture/GM = new()
GM.oxygen = MOLES_O2STANDARD * 2
GM.nitrogen = MOLES_N2STANDARD
GM.temperature = T20C
return GM
// For now, copying what I found in an unused FEA file (and almost identical in a
// used ZAS file). Means that assume_air and remove_air don't actually alter the
// air contents.
/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
return 0
/obj/structure/transit_tube_pod/remove_air(amount)
var/oxygen = MOLES_O2STANDARD
var/carbon_dioxide = 0
var/nitrogen = MOLES_N2STANDARD
var/toxins = 0
var/datum/gas_mixture/GM = new()
var/sum = oxygen + carbon_dioxide + nitrogen + toxins
if(sum>0)
GM.oxygen = (oxygen/sum)*amount
GM.carbon_dioxide = (carbon_dioxide/sum)*amount
GM.nitrogen = (nitrogen/sum)*amount
GM.toxins = (toxins/sum)*amount
GM.temperature = T20C
GM.update_values() //Needed in ZAS to prevent suffocation. Not present in FEA. Comment/uncomment as nessecary.
return GM
// Called when a pod arrives at, and before a pod departs from a station,
// giving it a chance to mix its internal air supply with the turf it is
// currently on.
/obj/structure/transit_tube_pod/proc/mix_air()
//Needs to be implemented at some point
// When the player moves, check if the pos is currently stopped at a station.
// if it is, check the direction. If the direction matches the direction of
// the station, try to exit. If the direction matches one of the station's
// tube directions, launch the pod in that direction.
/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
if(!moving && istype(mob, /mob) && mob.client)
for(var/obj/structure/transit_tube/station/station in loc)
if(!station.pod_moving && (dir in station.directions()))
if(direction == station.dir)
if(station.icon_state == "open")
mob.loc = loc
mob.client.Move(get_step(loc, direction), direction)
else
station.open_animation()
else if(direction in station.directions())
dir = direction
station.launch_pod()
/obj/structure/transit_tube/New(loc)
..(loc)
if(tube_dirs == null)
init_dirs()
// Parse the icon_state into a list of directions.
// This means that mappers can use Dream Maker's built in
// "Generate Instances from Icon-states" option to get all
// variations. Additionally, as a separate proc, sub-types
// can handle it more intelligently.
/obj/structure/transit_tube/proc/init_dirs()
tube_dirs = parse_dirs(icon_state)
if(copytext(icon_state, 1, 3) == "D-")
density = 0
// Tube station directions are simply 90 to either side of
// the exit.
/obj/structure/transit_tube/station/init_dirs()
tube_dirs = list(turn(dir, 90), turn(dir, -90))
// Uses a list() to cache return values. Since they should
// never be edited directly, all tubes with a certain
// icon_state can just reference the same list. In theory,
// reduces memory usage, and improves CPU cache usage.
// In reality, I don't know if that is quite how BYOND works,
// but it is probably safer to assume the existence of, and
// rely on, a sufficiently smart compiler/optimizer.
/obj/structure/transit_tube/proc/parse_dirs(text)
var/global/list/direction_table = list()
if(text in direction_table)
return direction_table[text]
var/list/split_text = stringsplit(text, "-")
// If the first token is D, the icon_state represents
// a purely decorative tube, and doesn't actually
// connect to anything.
if(split_text[1] == "D")
direction_table[text] = list()
return null
var/list/directions = list()
for(var/text_part in split_text)
var/direction = text2dir_extended(text_part)
if(direction > 0)
directions += direction
direction_table[text] = directions
return directions
// A copy of text2dir, extended to accept one and two letter
// directions, and to clearly return 0 otherwise.
/obj/structure/transit_tube/proc/text2dir_extended(direction)
switch(uppertext(direction))
if("NORTH", "N")
return 1
if("SOUTH", "S")
return 2
if("EAST", "E")
return 4
if("WEST", "W")
return 8
if("NORTHEAST", "NE")
return 5
if("NORTHWEST", "NW")
return 9
if("SOUTHEAST", "SE")
return 6
if("SOUTHWEST", "SW")
return 10
else
return 0
@@ -0,0 +1,621 @@
// Basic transit tubes. Straight pieces, curved sections,
// and basic splits/joins (no routing logic).
// Mappers: you can use "Generate Instances from Icon-states"
// to get the different pieces.
/obj/structure/transit_tube
icon = 'icons/obj/pipes/transit_tube.dmi'
icon_state = "E-W"
density = 1
layer = 3.1
anchored = 1.0
var/list/tube_dirs = null
var/exit_delay = 2
var/enter_delay = 1
// alldirs in global.dm is the same list of directions, but since
// the specific order matters to get a usable icon_state, it is
// copied here so that, in the unlikely case that alldirs is changed,
// this continues to work.
var/global/list/tube_dir_list = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
// A place where tube pods stop, and people can get in or out.
// Mappers: use "Generate Instances from Directions" for this
// one.
/obj/structure/transit_tube/station
icon = 'icons/obj/pipes/transit_tube_station.dmi'
icon_state = "closed"
exit_delay = 2
enter_delay = 3
var/pod_moving = 0
var/automatic_launch_time = 100
var/const/OPEN_DURATION = 6
var/const/CLOSE_DURATION = 6
/obj/structure/transit_tube_pod
icon = 'icons/obj/pipes/transit_tube_pod.dmi'
icon_state = "pod"
animate_movement = FORWARD_STEPS
anchored = 1.0
density = 1
var/moving = 0
var/datum/gas_mixture/air_contents = new()
/obj/structure/transit_tube_pod/Del()
for(var/atom/movable/AM in contents)
AM.loc = loc
..()
// When destroyed by explosions, properly handle contents.
obj/structure/ex_act(severity)
switch(severity)
if(1.0)
for(var/atom/movable/AM in contents)
AM.loc = loc
AM.ex_act(severity++)
del(src)
return
if(2.0)
if(prob(50))
for(var/atom/movable/AM in contents)
AM.loc = loc
AM.ex_act(severity++)
del(src)
return
if(3.0)
return
/obj/structure/transit_tube_pod/New(loc)
..(loc)
air_contents.oxygen = MOLES_O2STANDARD * 2
air_contents.nitrogen = MOLES_N2STANDARD
air_contents.temperature = T20C
// Give auto tubes time to align before trying to start moving
spawn(5)
follow_tube()
/obj/structure/transit_tube/New(loc)
..(loc)
if(tube_dirs == null)
init_dirs()
/obj/structure/transit_tube/station/New(loc)
..(loc)
/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
if(!pod_moving && icon_state == "open" && istype(AM, /mob))
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
AM.loc = pod
return
/obj/structure/transit_tube/station/attack_hand(mob/user as mob)
if(!pod_moving)
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
if(icon_state == "closed")
open_animation()
else if(icon_state == "open")
close_animation()
/obj/structure/transit_tube/station/proc/open_animation()
if(icon_state == "closed")
icon_state = "opening"
spawn(OPEN_DURATION)
if(icon_state == "opening")
icon_state = "open"
/obj/structure/transit_tube/station/proc/close_animation()
if(icon_state == "open")
icon_state = "closing"
spawn(CLOSE_DURATION)
if(icon_state == "closing")
icon_state = "closed"
/obj/structure/transit_tube/station/proc/launch_pod()
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving && pod.dir in directions())
spawn(5)
pod_moving = 1
close_animation()
sleep(CLOSE_DURATION + 2)
if(icon_state == "closed" && pod)
pod.follow_tube()
pod_moving = 0
return
// Called to check if a pod should stop upon entering this tube.
/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
return 0
/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
return 1
// Called when a pod stops in this tube section.
/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
return
/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
pod_moving = 1
spawn(5)
open_animation()
sleep(OPEN_DURATION + 2)
pod_moving = 0
pod.mix_air()
if(automatic_launch_time)
var/const/wait_step = 5
var/i = 0
while(i < automatic_launch_time)
sleep(wait_step)
i += wait_step
if(pod_moving || icon_state != "open")
return
launch_pod()
// Returns a /list of directions this tube section can connect to.
// Tubes that have some sort of logic or changing direction might
// override it with additional logic.
/obj/structure/transit_tube/proc/directions()
return tube_dirs
/obj/structure/transit_tube/proc/has_entrance(from_dir)
from_dir = turn(from_dir, 180)
for(var/direction in directions())
if(direction == from_dir)
return 1
return 0
/obj/structure/transit_tube/proc/has_exit(in_dir)
for(var/direction in directions())
if(direction == in_dir)
return 1
return 0
// Searches for an exit direction within 45 degrees of the
// specified dir. Returns that direction, or 0 if none match.
/obj/structure/transit_tube/proc/get_exit(in_dir)
var/near_dir = 0
var/in_dir_cw = turn(in_dir, -45)
var/in_dir_ccw = turn(in_dir, 45)
for(var/direction in directions())
if(direction == in_dir)
return direction
else if(direction == in_dir_cw)
near_dir = direction
else if(direction == in_dir_ccw)
near_dir = direction
return near_dir
// Return how many BYOND ticks to wait before entering/exiting
// the tube section. Default action is to return the value of
// a var, which wouldn't need a proc, but it makes it possible
// for later tube types to interact in more interesting ways
// such as being very fast in one direction, but slow in others
/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
return exit_delay
/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
return enter_delay
/obj/structure/transit_tube_pod/proc/follow_tube()
if(moving)
return
moving = 1
spawn()
var/obj/structure/transit_tube/current_tube = null
var/next_dir
var/next_loc
var/last_delay = 0
var/exit_delay
for(var/obj/structure/transit_tube/tube in loc)
if(tube.has_exit(dir))
current_tube = tube
break
while(current_tube)
next_dir = current_tube.get_exit(dir)
if(!next_dir)
break
exit_delay = current_tube.exit_delay(src, dir)
last_delay += exit_delay
sleep(exit_delay)
next_loc = get_step(loc, next_dir)
current_tube = null
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(next_dir))
current_tube = tube
break
if(current_tube == null)
dir = next_dir
Move(get_step(loc, dir)) // Allow collisions when leaving the tubes.
break
last_delay = current_tube.enter_delay(src, next_dir)
sleep(last_delay)
dir = next_dir
loc = next_loc // When moving from one tube to another, skip collision and such.
density = current_tube.density
if(current_tube && current_tube.should_stop_pod(src, next_dir))
current_tube.pod_stopped(src, dir)
break
density = 1
// If the pod is no longer in a tube, move in a line until stopped or slowed to a halt.
// /turf/inertial_drift appears to only work on mobs, and re-implementing some of the
// logic allows a gradual slowdown and eventual stop when passing over non-space turfs.
if(!current_tube && last_delay <= 10)
do
sleep(last_delay)
if(!istype(loc, /turf/space))
last_delay++
if(last_delay > 10)
break
while(isturf(loc) && Move(get_step(loc, dir)))
moving = 0
// Should I return a copy here? If the caller edits or del()s the returned
// datum, there might be problems if I don't...
/obj/structure/transit_tube_pod/return_air()
var/datum/gas_mixture/GM = new()
GM.oxygen = air_contents.oxygen
GM.carbon_dioxide = air_contents.carbon_dioxide
GM.nitrogen = air_contents.nitrogen
GM.toxins = air_contents.toxins
GM.temperature = air_contents.temperature
return GM
// For now, copying what I found in an unused FEA file (and almost identical in a
// used ZAS file). Means that assume_air and remove_air don't actually alter the
// air contents.
/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
return air_contents.merge(giver)
/obj/structure/transit_tube_pod/remove_air(amount)
return air_contents.remove(amount)
// Called when a pod arrives at, and before a pod departs from a station,
// giving it a chance to mix its internal air supply with the turf it is
// currently on.
/obj/structure/transit_tube_pod/proc/mix_air()
var/datum/gas_mixture/environment = loc.return_air()
var/env_pressure = environment.return_pressure()
var/int_pressure = air_contents.return_pressure()
var/total_pressure = env_pressure + int_pressure
if(total_pressure == 0)
return
// Math here: Completely made up, not based on realistic equasions.
// Goal is to balance towards equal pressure, but ensure some gas
// transfer in both directions regardless.
// Feel free to rip this out and replace it with something better,
// I don't really know muhch about how gas transfer rates work in
// SS13.
var/transfer_in = max(0.1, 0.5 * (env_pressure - int_pressure) / total_pressure)
var/transfer_out = max(0.1, 0.3 * (int_pressure - env_pressure) / total_pressure)
var/datum/gas_mixture/from_env = loc.remove_air(environment.total_moles() * transfer_in)
var/datum/gas_mixture/from_int = air_contents.remove(air_contents.total_moles() * transfer_out)
loc.assume_air(from_int)
air_contents.merge(from_env)
// When the player moves, check if the pos is currently stopped at a station.
// if it is, check the direction. If the direction matches the direction of
// the station, try to exit. If the direction matches one of the station's
// tube directions, launch the pod in that direction.
/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
if(istype(mob, /mob) && mob.client)
// If the pod is not in a tube at all, you can get out at any time.
if(!(locate(/obj/structure/transit_tube) in loc))
mob.loc = loc
mob.client.Move(get_step(loc, direction), direction)
//if(moving && istype(loc, /turf/space))
// Todo: If you get out of a moving pod in space, you should move as well.
// Same direction as pod? Direcion you moved? Halfway between?
if(!moving)
for(var/obj/structure/transit_tube/station/station in loc)
if(dir in station.directions())
if(!station.pod_moving)
if(direction == station.dir)
if(station.icon_state == "open")
mob.loc = loc
mob.client.Move(get_step(loc, direction), direction)
else
station.open_animation()
else if(direction in station.directions())
dir = direction
station.launch_pod()
return
for(var/obj/structure/transit_tube/tube in loc)
if(dir in tube.directions())
if(tube.has_exit(direction))
dir = direction
return
// Parse the icon_state into a list of directions.
// This means that mappers can use Dream Maker's built in
// "Generate Instances from Icon-states" option to get all
// variations. Additionally, as a separate proc, sub-types
// can handle it more intelligently.
/obj/structure/transit_tube/proc/init_dirs()
if(icon_state == "auto")
// Additional delay, for map loading.
spawn(1)
init_dirs_automatic()
else
tube_dirs = parse_dirs(icon_state)
if(copytext(icon_state, 1, 3) == "D-" || findtextEx(icon_state, "Pass"))
density = 0
// Tube station directions are simply 90 to either side of
// the exit.
/obj/structure/transit_tube/station/init_dirs()
tube_dirs = list(turn(dir, 90), turn(dir, -90))
// Initialize dirs by searching for tubes that do/might connect
// on nearby turfs. Create corner pieces if nessecary.
// Pick two directions, preferring tubes that already connect
// to loc, or other auto tubes if there aren't enough connections.
/obj/structure/transit_tube/proc/init_dirs_automatic()
var/list/connected = list()
var/list/connected_auto = list()
for(var/direction in tube_dir_list)
var/location = get_step(loc, direction)
for(var/obj/structure/transit_tube/tube in location)
if(tube.directions() == null && tube.icon_state == "auto")
connected_auto += direction
break
else if(turn(direction, 180) in tube.directions())
connected += direction
break
connected += connected_auto
tube_dirs = select_automatic_dirs(connected)
if(length(tube_dirs) == 2 && tube_dir_list.Find(tube_dirs[1]) > tube_dir_list.Find(tube_dirs[2]))
tube_dirs.Swap(1, 2)
generate_automatic_corners(tube_dirs)
select_automatic_icon_state(tube_dirs)
// Given a list of directions, look a pair that forms a 180 or
// 135 degree angle, and return a list containing the pair.
// If none exist, return list(connected[1], turn(connected[1], 180)
/obj/structure/transit_tube/proc/select_automatic_dirs(connected)
if(length(connected) < 1)
return list()
for(var/i = 1, i <= length(connected), i++)
for(var/j = i + 1, j <= length(connected), j++)
var/d1 = connected[i]
var/d2 = connected[j]
if(d1 == turn(d2, 135) || d1 == turn(d2, 180) || d1 == turn(d2, 225))
return list(d1, d2)
return list(connected[1], turn(connected[1], 180))
/obj/structure/transit_tube/proc/select_automatic_icon_state(directions)
if(length(directions) == 2)
icon_state = "[dir2text_short(directions[1])]-[dir2text_short(directions[2])]"
// Look for diagonal directions, generate the decorative corners in each.
/obj/structure/transit_tube/proc/generate_automatic_corners(directions)
for(var/direction in directions)
if(direction == 5 || direction == 6 || direction == 9 || direction == 10)
if(direction & NORTH)
create_automatic_decorative_corner(get_step(loc, NORTH), direction ^ 3)
else
create_automatic_decorative_corner(get_step(loc, SOUTH), direction ^ 3)
if(direction & EAST)
create_automatic_decorative_corner(get_step(loc, EAST), direction ^ 12)
else
create_automatic_decorative_corner(get_step(loc, WEST), direction ^ 12)
// Generate a corner, if one doesn't exist for the direction on the turf.
/obj/structure/transit_tube/proc/create_automatic_decorative_corner(location, direction)
var/state = "D-[dir2text_short(direction)]"
for(var/obj/structure/transit_tube/tube in location)
if(tube.icon_state == state)
return
var/obj/structure/transit_tube/tube = new(location)
tube.icon_state = state
tube.init_dirs()
// Uses a list() to cache return values. Since they should
// never be edited directly, all tubes with a certain
// icon_state can just reference the same list. In theory,
// reduces memory usage, and improves CPU cache usage.
// In reality, I don't know if that is quite how BYOND works,
// but it is probably safer to assume the existence of, and
// rely on, a sufficiently smart compiler/optimizer.
/obj/structure/transit_tube/proc/parse_dirs(text)
var/global/list/direction_table = list()
if(text in direction_table)
return direction_table[text]
var/list/split_text = stringsplit(text, "-")
// If the first token is D, the icon_state represents
// a purely decorative tube, and doesn't actually
// connect to anything.
if(split_text[1] == "D")
direction_table[text] = list()
return null
var/list/directions = list()
for(var/text_part in split_text)
var/direction = text2dir_extended(text_part)
if(direction > 0)
directions += direction
direction_table[text] = directions
return directions
// A copy of text2dir, extended to accept one and two letter
// directions, and to clearly return 0 otherwise.
/obj/structure/transit_tube/proc/text2dir_extended(direction)
switch(uppertext(direction))
if("NORTH", "N")
return 1
if("SOUTH", "S")
return 2
if("EAST", "E")
return 4
if("WEST", "W")
return 8
if("NORTHEAST", "NE")
return 5
if("NORTHWEST", "NW")
return 9
if("SOUTHEAST", "SE")
return 6
if("SOUTHWEST", "SW")
return 10
else
return 0
// A copy of dir2text, which returns the short one or two letter
// directions used in tube icon states.
/obj/structure/transit_tube/proc/dir2text_short(direction)
switch(direction)
if(1)
return "N"
if(2)
return "S"
if(4)
return "E"
if(8)
return "W"
if(5)
return "NE"
if(6)
return "SE"
if(9)
return "NW"
if(10)
return "SW"
else
return
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