Merge remote-tracking branch 'upstream/master' into pAI-Drone-Port

This commit is contained in:
DZD
2015-01-09 17:47:05 -05:00
90 changed files with 7808 additions and 41390 deletions
+92 -32
View File
@@ -492,27 +492,6 @@ var/list/ghostteleportlocs = list()
name = "\improper Asteroid - Artifact"
icon_state = "cave"
/area/planet/clown
name = "\improper Clown Planet"
icon_state = "honk"
luminosity = 1
lighting_use_dynamic = 0
requires_power = 0
/area/tdome
name = "\improper Thunderdome"
icon_state = "thunder"
@@ -2310,23 +2289,104 @@ area/security/podbay
H << S
spawn(60) .()
////////////////////////AWAY AREAS///////////////////////////////////
/area/awaycontent
name = "space"
////////////////////////CLOWN PLANET///////////////////////////////////
/area/awaycontent/a1
icon_state = "awaycontent1"
/area/awaycontent/a2
icon_state = "awaycontent2"
/area/awaymission/clownplanet/miningtown
name = "\improper Clown Planet - Bananium-o-Rama"
icon_state = "away1"
luminosity = 1
requires_power = 0
/area/awaycontent/a3
icon_state = "awaycontent3"
/area/awaymission/clownplanet/mine
name = "\improper Clown Planet - Bananium-o-Rama Mines"
icon_state = "away2"
luminosity = 1
requires_power = 0
/area/awaycontent/a4
icon_state = "awaycontent4"
/area/awaycontent/a5
icon_state = "awaycontent5"
/area/awaycontent/a6
icon_state = "awaycontent6"
/area/awaycontent/a7
icon_state = "awaycontent7"
/area/awaycontent/a8
icon_state = "awaycontent8"
/area/awaycontent/a9
icon_state = "awaycontent9"
/area/awaycontent/a10
icon_state = "awaycontent10"
/area/awaycontent/a11
icon_state = "awaycontent11"
/area/awaycontent/a11
icon_state = "awaycontent12"
/area/awaycontent/a12
icon_state = "awaycontent13"
/area/awaycontent/a13
icon_state = "awaycontent14"
/area/awaycontent/a14
icon_state = "awaycontent14"
/area/awaycontent/a15
icon_state = "awaycontent15"
/area/awaycontent/a16
icon_state = "awaycontent16"
/area/awaycontent/a17
icon_state = "awaycontent17"
/area/awaycontent/a18
icon_state = "awaycontent18"
/area/awaycontent/a19
icon_state = "awaycontent19"
/area/awaycontent/a20
icon_state = "awaycontent20"
/area/awaycontent/a21
icon_state = "awaycontent21"
/area/awaycontent/a22
icon_state = "awaycontent22"
/area/awaycontent/a23
icon_state = "awaycontent23"
/area/awaycontent/a24
icon_state = "awaycontent24"
/area/awaycontent/a25
icon_state = "awaycontent25"
/area/awaycontent/a26
icon_state = "awaycontent26"
/area/awaycontent/a27
icon_state = "awaycontent27"
/area/awaycontent/a28
icon_state = "awaycontent28"
/area/awaycontent/a29
icon_state = "awaycontent29"
/area/awaycontent/a30
icon_state = "awaycontent30"
/////////////////////////////////////////////////////////////////////
/*
+1
View File
@@ -105,6 +105,7 @@
//The Syndicate
/var/const/access_syndicate = 150//General Syndicate Access
/var/const/access_syndicate_leader = 151//Nuke Op Leader Access
/var/const/access_vox = 152//Vox Access
//MONEY
/var/const/access_crate_cash = 200
+1 -8
View File
@@ -22,20 +22,13 @@
H.equip_or_collect(new /obj/item/clothing/suit/armor/vest(H), slot_wear_suit)
H.equip_or_collect(new /obj/item/clothing/under/rank/bartender(H), slot_w_uniform)
H.equip_or_collect(new /obj/item/device/pda/bar(H), slot_wear_pda)
H.equip_or_collect(new /obj/item/weapon/storage/belt/bandolier/full(H), slot_belt)
if(H.backbag == 1)
var/obj/item/weapon/storage/box/survival/Barpack = new /obj/item/weapon/storage/box/survival(H)
H.equip_or_collect(Barpack, slot_r_hand)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
new /obj/item/ammo_casing/shotgun/beanbag(Barpack)
else
H.equip_or_collect(new /obj/item/weapon/storage/box/survival(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.equip_or_collect(new /obj/item/ammo_casing/shotgun/beanbag(H), slot_in_backpack)
H.dna.SetSEState(SOBERBLOCK,1)
H.mutations += M_SOBER
-2
View File
@@ -208,8 +208,6 @@ move an amendment</a> to the drawing.</p>
return BORDER_2NDTILE
if (locate(/obj/structure/falsewall) in T2)
return BORDER_2NDTILE
if (locate(/obj/structure/falserwall) in T2)
return BORDER_2NDTILE
return BORDER_NONE
@@ -177,4 +177,23 @@
"/obj/item/weapon/reagent_containers/spray",
"/obj/item/weapon/soap",
"/obj/item/weapon/holosign_creator"
)
)
/obj/item/weapon/storage/belt/bandolier
name = "bandolier"
desc = "A bandolier for holding shotgun ammunition."
icon_state = "bandolier"
item_state = "bandolier"
storage_slots = 6
can_hold = list(
"/obj/item/ammo_casing/shotgun"
)
/obj/item/weapon/storage/belt/bandolier/full/New()
..()
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
new /obj/item/ammo_casing/shotgun/beanbag(src)
@@ -102,10 +102,11 @@
new /obj/item/weapon/storage/backpack/satchel_sec(src)
new /obj/item/weapon/cartridge/hos(src)
new /obj/item/device/radio/headset/heads/hos(src)
new /obj/item/clothing/under/rank/head_of_security/jensen(src)
new /obj/item/clothing/under/rank/head_of_security/corp(src)
new /obj/item/clothing/under/rank/head_of_security(src)
new /obj/item/clothing/under/rank/head_of_security/formal(src)
new /obj/item/clothing/suit/armor/hos(src)
new /obj/item/clothing/head/HoS(src)
new /obj/item/clothing/head/HoS/beret(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/weapon/storage/lockbox/loyalty(src)
new /obj/item/weapon/storage/box/flashbangs(src)
@@ -141,8 +142,10 @@
new /obj/item/device/radio/headset/headset_sec(src)
new /obj/item/clothing/suit/armor/vest/warden(src)
new /obj/item/clothing/head/warden(src)
new /obj/item/clothing/suit/armor/vest/warden/alt(src)
new /obj/item/clothing/head/beret/sec/warden(src)
new /obj/item/clothing/under/rank/warden(src)
new /obj/item/clothing/under/rank/warden/corp(src)
new /obj/item/clothing/under/rank/warden/formal(src)
new /obj/item/clothing/glasses/sunglasses/sechud(src)
new /obj/item/clothing/mask/gas/sechailer/warden(src)
new /obj/item/taperoll/police(src)
@@ -23,21 +23,18 @@
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security(src)
new /obj/item/clothing/under/rank/security2(src)
new /obj/item/clothing/under/rank/security2(src)
new /obj/item/clothing/under/rank/security2(src)
new /obj/item/clothing/under/rank/security/corp(src)
new /obj/item/clothing/under/rank/security/corp(src)
new /obj/item/clothing/under/rank/security/corp(src)
new /obj/item/clothing/under/rank/security/formal(src)
new /obj/item/clothing/under/rank/security/formal(src)
new /obj/item/clothing/under/rank/security/formal(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots(src)
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
new /obj/item/clothing/shoes/jackboots/jacksandals(src)
new /obj/item/clothing/head/soft/sec(src)
new /obj/item/clothing/head/soft/sec(src)
new /obj/item/clothing/head/soft/sec(src)
new /obj/item/clothing/head/soft/sec/corp(src)
new /obj/item/clothing/head/soft/sec/corp(src)
new /obj/item/clothing/head/soft/sec/corp(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec(src)
new /obj/item/clothing/head/beret/sec(src)
+31
View File
@@ -0,0 +1,31 @@
/obj/structure/dresser
name = "dresser"
desc = "A nicely-crafted wooden dresser. It's filled with lots of undies."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "dresser"
density = 1
anchored = 1
/obj/structure/dresser/attack_hand(mob/user as mob)
if(!Adjacent(user))//no tele-grooming
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/choice = input(user, "Underwear, Undershirt, or Socks?", "Changing") as null|anything in list("Underwear","Undershirt","Socks")
if(!Adjacent(user))
return
switch(choice)
if("Underwear")
var/new_undies = input(user, "Select your underwear", "Changing") as null|anything in underwear_list
if(new_undies)
H.underwear = new_undies
if("Undershirt")
var/new_undershirt = input(user, "Select your undershirt", "Changing") as null|anything in undershirt_list
if(new_undershirt)
H.undershirt = new_undershirt
add_fingerprint(H)
H.update_body()
+125 -181
View File
@@ -74,248 +74,185 @@
anchored = 1
icon = 'icons/turf/walls.dmi'
var/mineral = "metal"
var/walltype = "metal"
var/opening = 0
canSmoothWith = list(
/turf/simulated/wall,
/obj/structure/falsewall,
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
)
density = 1
opacity = 1
/obj/structure/falsewall/New()
..()
relativewall()
relativewall_neighbours()
..()
/obj/structure/falsewall/Destroy()
var/temploc = src.loc
var/temploc = loc
loc = null
spawn(10)
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/turf/simulated/wall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falserwall/W in range(temploc,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(temploc,1))
W.relativewall()
..()
/obj/structure/falsewall/relativewall()
if(!density)
icon_state = "[mineral]fwall_open"
icon_state = "[walltype]fwall_open"
return
var/junction=findSmoothingNeighbors()
icon_state = "[mineral][junction]"
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(walltype == W.walltype)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(walltype == W.walltype)
junction |= get_dir(src,W)
icon_state = "[walltype][junction]"
return
/obj/structure/falsewall/attack_hand(mob/user as mob)
/obj/structure/falsewall/attack_hand(mob/user)
if(opening)
return
opening = 1
if(density)
opening = 1
icon_state = "[mineral]fwall_open"
flick("[mineral]fwall_opening", src)
sleep(15)
src.density = 0
do_the_flick()
sleep(4)
density = 0
SetOpacity(0)
opening = 0
update_icon(0)
else
opening = 1
flick("[mineral]fwall_closing", src)
icon_state = "[mineral]0"
var/srcturf = get_turf(src)
for(var/mob/living/obstacle in srcturf) //Stop people from using this as a shield
opening = 0
return
do_the_flick()
density = 1
sleep(15)
sleep(4)
SetOpacity(1)
src.relativewall()
opening = 0
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
update_icon()
opening = 0
/obj/structure/falsewall/proc/do_the_flick()
if(density)
icon_state = "[mineral]0"
src.relativewall()
flick("[walltype]fwall_opening", src)
else
icon_state = "[mineral]fwall_open"
flick("[walltype]fwall_closing", src)
/obj/structure/falsewall/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/structure/falsewall/update_icon(relativewall = 1)//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
if(density)
icon_state = "[walltype]0"
if(relativewall)
relativewall()
else
icon_state = "[walltype]fwall_open"
/obj/structure/falsewall/proc/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
if(!walltype || walltype == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[walltype]"))
if(delete)
qdel(src)
return T
/obj/structure/falsewall/attackby(obj/item/weapon/W, mob/user)
if(opening)
user << "\red You must wait until the door has stopped moving."
user << "<span class='warning'>You must wait until the door has stopped moving.</span>"
return
if(density)
var/turf/T = get_turf(src)
if(T.density)
user << "\red The wall is blocked!"
user << "<span class='warning'>[src] is blocked!</span>"
return
if(istype(W, /obj/item/weapon/screwdriver))
user.visible_message("[user] tightens some bolts on the wall.", "You tighten the bolts on the wall.")
if(!mineral || mineral == "metal")
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
if (!istype(T, /turf/simulated/floor))
user << "<span class='warning'>[src] bolts must be tightened on the floor!</span>"
return
user.visible_message("<span class='notice'>[user] tightens some bolts on the wall.</span>", "<span class='warning'>You tighten the bolts on the wall.</span>")
ChangeToWall()
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if( WT:welding )
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "plasma")//Stupid shit keeps me from pushing the attackby() to plasma walls -Sieve
T = get_turf(src)
T.attackby(W,user)
del(src)
if(WT.remove_fuel(0,user))
dismantle(user)
else
user << "\blue You can't reach, close it first!"
user << "<span class='warning'>You can't reach, close it first!</span>"
if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
if(istype(W, /obj/item/weapon/pickaxe/plasmacutter) || istype(W, /obj/item/weapon/pickaxe/diamonddrill) || istype(W, /obj/item/weapon/melee/energy/blade))
dismantle(user)
/obj/structure/falsewall/proc/dismantle(mob/user)
user.visible_message("<span class='notice'>[user] dismantles the false wall.</span>", "<span class='warning'>You dismantle the false wall.</span>")
new /obj/structure/girder/displaced(loc)
if(mineral == "metal")
if(istype(src, /obj/structure/falsewall/reinforced))
new /obj/item/stack/sheet/plasteel(loc)
new /obj/item/stack/sheet/plasteel(loc)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "plasma")
T = get_turf(src)
T.attackby(W,user)
del(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
if(!mineral)
T.ChangeTurf(/turf/simulated/wall)
else
T.ChangeTurf(text2path("/turf/simulated/wall/mineral/[mineral]"))
if(mineral != "plasma")
T = get_turf(src)
T.attackby(W,user)
del(src)
/obj/structure/falsewall/update_icon()//Calling icon_update will refresh the smoothwalls if it's closed, otherwise it will make sure the icon is correct if it's open
..()
if(density)
icon_state = "[mineral]0"
src.relativewall()
new /obj/item/stack/sheet/metal(loc)
new /obj/item/stack/sheet/metal(loc)
else
icon_state = "[mineral]fwall_open"
var/P = text2path("/obj/item/stack/sheet/mineral/[mineral]")
new P(loc)
new P(loc)
playsound(src, 'sound/items/Welder.ogg', 100, 1)
qdel(src)
/*
* False R-Walls
*/
/obj/structure/falserwall
/obj/structure/falsewall/reinforced
name = "reinforced wall"
desc = "A huge chunk of reinforced metal used to seperate rooms."
icon = 'icons/turf/walls.dmi'
icon_state = "r_wall"
density = 1
opacity = 1
anchored = 1
var/mineral = "metal"
var/opening = 0
canSmoothWith = list(
/turf/simulated/wall,
/obj/structure/falsewall,
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
)
/obj/structure/falserwall/New()
relativewall_neighbours()
..()
/obj/structure/falserwall/attack_hand(mob/user as mob)
if(opening)
return
/obj/structure/falsewall/reinforced/ChangeToWall(delete = 1)
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall/r_wall)
if(delete)
qdel(src)
return T
/obj/structure/falsewall/reinforced/do_the_flick()
if(density)
opening = 1
// Open wall
icon_state = "frwall_open"
flick("frwall_opening", src)
sleep(15)
density = 0
SetOpacity(0)
opening = 0
else
opening = 1
icon_state = "r_wall"
flick("frwall_closing", src)
density = 1
sleep(15)
SetOpacity(1)
relativewall()
opening = 0
/obj/structure/falserwall/relativewall()
/obj/structure/falsewall/reinforced/update_icon(relativewall = 1)
if(density)
icon_state = "rwall0"
src.relativewall()
else
icon_state = "frwall_open"
/obj/structure/falsewall/reinforced/relativewall()
if(!density)
icon_state = "frwall_open"
return
var/junction=findSmoothingNeighbors()
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.walltype == W.walltype)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.walltype == W.walltype)
junction |= get_dir(src,W)
icon_state = "rwall[junction]"
/obj/structure/falserwall/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(opening)
user << "\red You must wait until the door has stopped moving."
return
if(istype(W, /obj/item/weapon/screwdriver))
var/turf/T = get_turf(src)
user.visible_message("[user] tightens some bolts on the r wall.", "You tighten the bolts on the wall.")
T.ChangeTurf(/turf/simulated/wall/r_wall) //Why not make rwall?
del(src)
if( istype(W, /obj/item/weapon/weldingtool) )
var/obj/item/weapon/weldingtool/WT = W
if( WT.remove_fuel(0,user) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/pickaxe/plasmacutter) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
//DRILLING
else if (istype(W, /obj/item/weapon/pickaxe/diamonddrill))
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
else if( istype(W, /obj/item/weapon/melee/energy/blade) )
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/simulated/wall)
T = get_turf(src)
T.attackby(W,user)
del(src)
return
/*
* Uranium Falsewalls
*/
@@ -325,6 +262,7 @@
desc = "A wall with uranium plating. This is probably a bad idea."
icon_state = ""
mineral = "uranium"
walltype = "uranium"
var/active = null
var/last_event = 0
@@ -357,24 +295,28 @@
desc = "A wall with gold plating. Swag!"
icon_state = ""
mineral = "gold"
walltype = "gold"
/obj/structure/falsewall/silver
name = "silver wall"
desc = "A wall with silver plating. Shiny."
icon_state = ""
mineral = "silver"
walltype = "silver"
/obj/structure/falsewall/diamond
name = "diamond wall"
desc = "A wall with diamond plating. You monster."
icon_state = ""
mineral = "diamond"
walltype = "diamond"
/obj/structure/falsewall/plasma
name = "plasma wall"
desc = "A wall with plasma plating. This is definately a bad idea."
icon_state = ""
mineral = "plasma"
walltype = "plasma"
//-----------wtf?-----------start
/obj/structure/falsewall/clown
@@ -382,10 +324,12 @@
desc = "A wall with bananium plating. Honk!"
icon_state = ""
mineral = "clown"
walltype = "clown"
/obj/structure/falsewall/sandstone
name = "sandstone wall"
desc = "A wall with sandstone plating."
icon_state = ""
mineral = "sandstone"
walltype = "sandstone"
//------------wtf?------------end
+1 -1
View File
@@ -102,7 +102,7 @@
if(!pdiff)
S.use(2)
user << "\blue You create a false wall! Push on it to open or close the passage."
new /obj/structure/falserwall (src.loc)
new /obj/structure/falsewall/reinforced (src.loc)
del(src)
else
user << "\red There is too much air moving through the gap! The door wouldn't stay closed if you built it."
+110 -74
View File
@@ -1,88 +1,112 @@
// OKAY I DON'T KNOW WHO THE FUCK ORIGINALLY CODED THIS BUT THEY ARE OFFICIALLY FIRED FOR BEING DRUNK AND STUPID
// FUCK YOU MYSTERY CODERS
// FOR THIS SHIT I'M GOING TO MAKE ALL MY COMMENTS IN CAPS
//Separate dm because it relates to two types of atoms + ease of removal in case it's needed.
//Also assemblies.dm for falsewall checking for this when used.
//I should really make the shuttle wall check run every time it's moved, but centcom uses unsimulated floors so !effort
/atom
var/list/canSmoothWith=list() // TYPE PATHS I CAN SMOOTH WITH~~~~~
/atom/proc/relativewall() //atom because it should be useable both for walls and false walls
if(istype(src,/turf/simulated/floor/vault)||istype(src,/turf/simulated/wall/vault)) //HACK!!!
return
// MOVED INTO UTILITY FUNCTION FOR LESS DUPLICATED CODE.
/atom/proc/findSmoothingNeighbors()
// THIS IS A BITMAP BECAUSE NORTH/SOUTH/ETC ARE ALL BITFLAGS BECAUSE BYOND IS DUMB AND
// DOESN'T FUCKING MAKE SENSE, BUT IT WORKS TO OUR ADVANTAGE
var/junction = 0
for(var/cdir in cardinal)
var/turf/T = get_step(src,cdir)
if(isSmoothableNeighbor(T))
junction |= cdir
continue // NO NEED FOR FURTHER SEARCHING IN THIS TILE
for(var/atom/A in T)
if(isSmoothableNeighbor(A))
junction |= cdir
break // NO NEED FOR FURTHER SEARCHING IN THIS TILE
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
return junction
if(!istype(src,/turf/simulated/shuttle/wall)) //or else we'd have wacky shuttle merging with walls action
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
/atom/proc/isSmoothableNeighbor(var/atom/A)
return is_type_in_list(A,canSmoothWith)
/* Commenting this out for now until we figure out what to do with shuttle smooth walls, if anything.
As they are now, they sort of work screwy and may need further coding. Or just be scrapped.*/
/*else
for(var/turf/simulated/shuttle/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
junction |= get_dir(src,W)
for(var/obj/machinery/shuttle/W in orange(src,1)) //stuff like engine and propulsion should merge with walls
if(abs(src.x-W.x)-abs(src.y-W.y))
junction |= get_dir(src,W)
for(var/obj/machinery/door/W in orange(src,1)) //doors should not result in diagonal walls, it just looks ugly. checking if area is shuttle so it won't merge with the station
if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply)))
junction |= get_dir(src,W)
for(var/obj/structure/grille/W in orange(src,1)) //same for grilles. checking if area is shuttle so it won't merge with the station
if((abs(src.x-W.x)-abs(src.y-W.y)) && (istype(W.loc.loc,/area/shuttle) || istype(W.loc.loc,/area/supply)))
junction |= get_dir(src,W)*/
/turf/simulated/wall/isSmoothableNeighbor(var/atom/A)
if(is_type_in_list(A,canSmoothWith))
// COLON OPERATORS ARE TERRIBLE BUT I HAVE NO CHOICE
if(src.mineral == A:mineral)
return 1
return 0
if(istype(src,/turf/simulated/wall))
var/turf/simulated/wall/wall = src
wall.icon_state = "[wall.walltype][junction]"
else if (istype(src,/obj/structure/falsewall))
if(istype(src,/obj/structure/falsewall/reinforced))
icon_state = "rwall[junction]"
else
var/obj/structure/falsewall/fwall = src
fwall.icon_state = "[fwall.mineral][junction]"
/* else if(istype(src,/turf/simulated/shuttle/wall))
var/newicon = icon;
var/newiconstate = icon_state;
if(junction!=5 && junction!=6 && junction!=9 && junction!=10) //if it's not diagonal, all is well, no additional calculations needed
src.icon_state = "swall[junction]"
else //if it's diagonal, we need to figure out if we're using the floor diagonal or the space diagonal sprite
var/is_floor = 0
for(var/turf/unsimulated/floor/F in orange(src,1))
if(abs(src.x-F.x)-abs(src.y-F.y))
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
is_floor = 1
newicon = F.icon
newiconstate = F.icon_state //we'll save these for later
for(var/turf/simulated/floor/F in orange(src,1))
if(abs(src.x-F.x)-abs(src.y-F.y))
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
is_floor = 1
newicon = F.icon
newiconstate = F.icon_state //we'll save these for later
for(var/turf/simulated/shuttle/floor/F in orange(src,1))
if(abs(src.x-F.x)-abs(src.y-F.y))
if((15-junction) & get_dir(src,F)) //if there's a floor in at least one of the empty space directions, return 1
is_floor = 1
newicon = F.icon
newiconstate = F.icon_state //we'll save these for later
if(is_floor) //if is_floor = 1, we use the floor diagonal sprite
src.icon = newicon; //we'll set the floor's icon to the floor next to it and overlay the wall segment. shuttle floor sprites have priority
src.icon_state = newiconstate; //
src.overlays += icon('icons/turf/shuttle.dmi',"swall_f[junction]")
else //otherwise, the space one
src.icon_state = "swall_s[junction]"*/
/**
* WALL SMOOTHING SHIT
*
* IN /ATOM BECAUSE /TURFS ARE /ATOMS AND SO ARE /OBJ/STRUCTURE/FALSEWALLS
* THIS IS STUPID BUT IS FAIRLY ELEGANT FOR BYOND
*
* HOWEVER, INSTEAD OF MAKING ONE BIG GODDAMN MONOLITHIC PROC LIKE A FUCKING
* SHITTY FUNCTIONAL PROGRAMMER, WE WILL BE COOL AND MODERN AND USE INHERITANCE.
*/
/atom/proc/relativewall()
return // DOES JACK SHIT BY DEFAULT. OLD BEHAVIOR WAS TO SPAM LOOPS ANYWAY.
return
/*
* SEE? NOW WE ONLY HAVE TO PROGRAM THIS SHIT INTO WHAT WE WANT TO SMOOTH
* INSTEAD OF BEING DUMB AND HAVING A BIG FUCKING IFTREE WITH TYPECHECKS
* MY GOD, WE COULD EVEN MOVE THE CODE TO BE WITH THE REST OF THE WALL'S CODE!
* HOW FUCKING INNOVATIVE. ISN'T INHERITANCE NICE?
*
* WE COULD STANDARDIZE THIS BUT EVERYONE'S A FUCKING SNOWFLAKE
*/
/turf/simulated/wall/relativewall()
var/junction=findSmoothingNeighbors()
icon_state = "[walltype][junction]" // WHY ISN'T THIS IN UPDATE_ICON OR SIMILAR
// AND NOW WE HAVE TO YELL AT THE NEIGHBORS FOR BEING LOUD AND NOT PAINTING WITH HOA-APPROVED COLORS
/atom/proc/relativewall_neighbours(var/at=null)
if(!at)
at = get_turf(src)
// OPTIMIZE BY NOT CHECKING FOR NEIGHBORS IF WE DON'T FUCKING SMOOTH
if(canSmoothWith.len>0)
for(var/cdir in cardinal)
var/turf/T = get_step(src,cdir)
if(isSmoothableNeighbor(T))
T.relativewall()
for(var/atom/A in T)
if(isSmoothableNeighbor(A))
A.relativewall()
/atom/proc/relativewall_neighbours()
for(var/turf/simulated/wall/W in range(src,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(src,1))
W.relativewall()
W.update_icon()//Refreshes the wall to make sure the icons don't desync
for(var/obj/structure/alien/resin/W in range(src,1))
W.relativewall()
W.update_icon()
return
/turf/simulated/wall/New()
relativewall_neighbours()
..()
/turf/simulated/wall/Destroy()
/*/turf/simulated/shuttle/wall/New()
var/temploc = src.loc
spawn(20) //testing if this will make /obj/machinery/shuttle and /door count - It does, it stays.
if(src.icon_state in list("wall1", "wall", "diagonalWall", "wall_floor", "wall_space")) //so wizard den, syndie shuttle etc will remain black
for(var/turf/simulated/shuttle/wall/W in range(src,1))
W.relativewall()
if(!del_suppress_resmoothing)
spawn(10)
relativewall_neighbours(at=temploc)
..()*/
/turf/simulated/wall/Del()
spawn(10)
for(var/turf/simulated/wall/W in range(src,1))
W.relativewall()
for(var/obj/structure/falsewall/W in range(src,1))
W.relativewall()
// JESUS WHY
for(var/direction in cardinal)
for(var/obj/effect/glowshroom/shroom in get_step(src,direction))
if(!shroom.floor) //shrooms drop to the floor
@@ -90,15 +114,27 @@
shroom.icon_state = "glowshroomf"
shroom.pixel_x = 0
shroom.pixel_y = 0
..()
// DE-HACK
/turf/simulated/wall/vault/relativewall()
/turf/simulated/wall/relativewall()
if(istype(src,/turf/simulated/wall/vault)) //HACK!!!
return
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
for(var/turf/simulated/wall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)//Only 'like' walls connect -Sieve
junction |= get_dir(src,W)
for(var/obj/structure/falsewall/W in orange(src,1))
if(abs(src.x-W.x)-abs(src.y-W.y)) //doesn't count diagonal walls
if(src.mineral == W.mineral)
junction |= get_dir(src,W)
var/turf/simulated/wall/wall = src
wall.icon_state = "[wall.walltype][junction]"
return
//Xeno wall smoothing
/obj/structure/alien/resin/relativewall()
var/junction = 0 //will be used to determine from which side the wall is connected to other walls
-5
View File
@@ -24,11 +24,6 @@
var/hardness = 40 //lower numbers are harder. Used to determine the probability of a hulk smashing through.
var/engraving, engraving_quality //engraving on the wall
var/del_suppress_resmoothing = 0 // Do not resmooth neighbors on Destroy. (smoothwall.dm)
canSmoothWith = list(
/turf/simulated/wall,
/obj/structure/falsewall,
/obj/structure/falserwall // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
)
/turf/simulated/wall/Del()
for(var/obj/effect/E in src) if(E.name == "Wallrot") del E