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* Make hotspots go out easier. * Build Rust library --------- Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com>
173 lines
5.2 KiB
Plaintext
173 lines
5.2 KiB
Plaintext
/// Knockdown time for slipping on water
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#define WATER_WEAKEN_TIME 4 SECONDS
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/turf/simulated
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name = "station"
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/// Used to check if the turf is wet. Really should just be an object on the turf
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var/wet = 0
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/// Used to store the wet turf overlay. Really should just be an object on the turf
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var/image/wet_overlay = null
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/*
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Atmos Vars
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*/
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oxygen = MOLES_O2STANDARD
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nitrogen = MOLES_N2STANDARD
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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/// The excited group we're linked to. Used for zone atmos calculations
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var/datum/excited_group/excited_group
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/// Is this turf active?
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var/excited = 0
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/// Was this turf recently activated? Probably not needed anymore
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var/recently_active = 0
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var/archived_cycle = 0
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var/current_cycle = 0
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/// The active hotspot on this turf. The fact this is done through a literal object is painful
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var/obj/effect/hotspot/active_hotspot
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/// The temp we were when we got archived
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var/temperature_archived
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/// Current gas overlay. Can be set to plasma or sleeping_gas
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var/atmos_overlay_type = null
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/// If a fire is ongoing, how much fuel did we burn last tick?
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/// Value is not updated while below PLASMA_MINIMUM_BURN_TEMPERATURE.
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var/fuel_burnt = 0
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/// When do we last remember having wind?
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var/wind_tick = null
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/// Wind's X component
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var/wind_x = null
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/// Wind's Y component
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var/wind_y = null
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/// Wind effect
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var/obj/effect/wind/wind_effect = null
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/turf/simulated/proc/break_tile()
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return
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/turf/simulated/proc/burn_tile()
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return
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/turf/simulated/cleaning_act(mob/user, atom/cleaner, cleanspeed = 50, text_verb = "clean", text_description = " with [cleaner].", text_targetname = name, skip_do_after = FALSE)
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if(!..())
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return
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if(!cleaner.can_clean())
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return
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clean_blood()
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for(var/obj/effect/O in src)
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if(O.is_cleanable())
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qdel(O)
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/turf/simulated/water_act(volume, temperature, source)
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. = ..()
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if(volume >= 3)
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MakeSlippery()
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quench(1000, 2)
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/// Quenches any fire on the turf, and if it does, cools down the turf's air by the given parameters.
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/turf/simulated/proc/quench(delta, divisor)
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var/found = FALSE
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for(var/obj/effect/hotspot/hotspot in src)
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qdel(hotspot)
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found = TRUE
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if(!found)
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return
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var/datum/milla_safe/quench/milla = new()
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milla.invoke_async(src, delta, divisor)
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/datum/milla_safe/quench
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/datum/milla_safe/quench/on_run(turf/T, delta, divisor)
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var/datum/gas_mixture/air = get_turf_air(T)
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air.set_temperature(max(min(air.temperature()-delta * divisor,air.temperature() / divisor), TCMB))
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air.react()
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extinguish_hotspot(T)
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/*
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* Makes a turf slippery using the given parameters
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* @param wet_setting The type of slipperyness used
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* @param time Time the turf is slippery. If null it will pick a random time between 790 and 820 ticks. If INFINITY then it won't dry up ever
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*/
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/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER, time = null) // 1 = Water, 2 = Lube, 3 = Ice, 4 = Permafrost
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if(wet >= wet_setting)
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return
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wet = wet_setting
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if(wet_setting != TURF_DRY)
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if(wet_overlay)
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overlays -= wet_overlay
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wet_overlay = null
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var/turf/simulated/floor/F = src
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if(istype(F))
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if(wet_setting >= TURF_WET_ICE)
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wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
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else
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wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
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else
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if(wet_setting >= TURF_WET_ICE)
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wet_overlay = image('icons/effects/water.dmi', src, "ice_floor")
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else
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wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
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wet_overlay.plane = FLOOR_OVERLAY_PLANE
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wet_overlay.appearance_flags = RESET_TRANSFORM
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overlays += wet_overlay
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if(time == INFINITY)
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return
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if(!time)
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time = rand(790, 820)
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addtimer(CALLBACK(src, PROC_REF(MakeDry), wet_setting), time)
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/turf/simulated/MakeDry(wet_setting = TURF_WET_WATER)
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if(wet > wet_setting)
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return
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wet = TURF_DRY
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if(wet_overlay)
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overlays -= wet_overlay
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/turf/simulated/Entered(atom/A, atom/OL, ignoreRest = 0)
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..()
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if(!ignoreRest)
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if(ishuman(A))
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var/mob/living/carbon/human/M = A
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if(IS_HORIZONTAL(M))
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return 1
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if(HAS_TRAIT(M, TRAIT_FLYING))
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return ..()
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switch(src.wet)
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if(TURF_WET_WATER)
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if(!(M.slip("the wet floor", WATER_WEAKEN_TIME, tilesSlipped = 0, walkSafely = 1)))
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return
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if(TURF_WET_LUBE) //lube
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M.slip("the floor", 10 SECONDS, tilesSlipped = 3, walkSafely = 0, slipAny = 1)
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if(TURF_WET_ICE) // Ice
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if(M.slip("the icy floor", 8 SECONDS, tilesSlipped = 0, walkSafely = 0))
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if(prob(5))
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var/obj/item/organ/external/affected = M.get_organ("head")
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if(affected)
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M.apply_damage(5, BRUTE, "head")
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M.visible_message("<span class='warning'><b>[M]</b> hits their head on the ice!</span>")
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playsound(src, 'sound/weapons/genhit1.ogg', 50, 1)
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if(TURF_WET_PERMAFROST) // Permafrost
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M.slip("the frosted floor", 10 SECONDS, tilesSlipped = 1, walkSafely = 0, slipAny = 1)
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/turf/simulated/BeforeChange()
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QDEL_NULL(wind_effect)
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return ..()
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/turf/simulated/ChangeTurf(path, defer_change = FALSE, keep_icon = TRUE, ignore_air = FALSE, copy_existing_baseturf = TRUE)
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. = ..()
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QUEUE_SMOOTH_NEIGHBORS(src)
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/turf/simulated/proc/is_shielded()
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return
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#undef WATER_WEAKEN_TIME
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