Files
Paradise/code/game/turfs/simulated.dm
Tigercat2000 71e5344a98 Mass replace
2016-07-07 19:34:02 -07:00

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/turf/simulated
name = "station"
var/wet = 0
var/image/wet_overlay = null
var/thermite = 0
oxygen = MOLES_O2STANDARD
nitrogen = MOLES_N2STANDARD
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/dirt = 0
var/dirtoverlay = null
/turf/simulated/New()
..()
levelupdate()
visibilityChanged()
/turf/simulated/proc/burn_tile()
/turf/simulated/proc/MakeSlippery(wet_setting = TURF_WET_WATER) // 1 = Water, 2 = Lube, 3 = Ice
if(wet >= wet_setting)
return
wet = wet_setting
if(wet_setting != TURF_DRY)
if(wet_overlay)
overlays -= wet_overlay
wet_overlay = null
var/turf/simulated/floor/F = src
if(istype(F))
wet_overlay = image('icons/effects/water.dmi', src, "wet_floor_static")
else
wet_overlay = image('icons/effects/water.dmi', src, "wet_static")
overlays += wet_overlay
spawn(rand(790, 820)) // Purely so for visual effect
if(!istype(src, /turf/simulated)) //Because turfs don't get deleted, they change, adapt, transform, evolve and deform. they are one and they are all.
return
MakeDry(wet_setting)
/turf/simulated/proc/MakeDry(wet_setting = TURF_WET_WATER)
if(wet > wet_setting)
return
wet = TURF_DRY
if(wet_overlay)
overlays -= wet_overlay
/turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808")
var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src
if(!tracks)
tracks = new typepath(src)
tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor)
/turf/simulated/Entered(atom/A, atom/OL, ignoreRest = 0)
..()
if(!ignoreRest)
if(ismob(A)) //only mobs make dirt
if(prob(80))
dirt++
var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt) in src
if(dirt >= 100)
if(!dirtoverlay)
dirtoverlay = new/obj/effect/decal/cleanable/dirt(src)
dirtoverlay.alpha = 10
else if(dirt > 100)
dirtoverlay.alpha = min(dirtoverlay.alpha + 10, 200)
if(ishuman(A))
var/mob/living/carbon/human/M = A
if(M.lying)
return 1
if(M.flying)
return ..()
// Tracking blood
var/list/bloodDNA = null
var/bloodcolor = ""
if(M.shoes)
var/obj/item/clothing/shoes/S = M.shoes
if(S.track_blood && S.blood_DNA)
bloodDNA = S.blood_DNA
bloodcolor = S.blood_color
S.track_blood--
else
if(M.track_blood && M.feet_blood_DNA)
bloodDNA = M.feet_blood_DNA
bloodcolor = M.feet_blood_color
M.track_blood--
if(bloodDNA)
src.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,M.dir,0,bloodcolor) // Coming
var/turf/simulated/from = get_step(M,reverse_direction(M.dir))
if(istype(from) && from)
from.AddTracks(/obj/effect/decal/cleanable/blood/tracks/footprints,bloodDNA,0,M.dir,bloodcolor) // Going
bloodDNA = null
switch(src.wet)
if(TURF_WET_WATER)
if(!(M.slip("wet floor", 4, 2, 0, 1)))
M.inertia_dir = 0
return
if(TURF_WET_LUBE) //lube
M.slip("floor", 0, 5, 3, 0, 1)
if(TURF_WET_ICE) // Ice
if(!(prob(30) && M.slip("icy floor", 4, 2, 1, 1)))
M.inertia_dir = 0
//returns 1 if made bloody, returns 0 otherwise
/turf/simulated/add_blood(mob/living/carbon/human/M)
if(!..())
return 0
var/obj/effect/decal/cleanable/blood/B = locate() in contents //check for existing blood splatter
if(!B)
blood_splatter(src,M.get_blood(M.vessel),1)
B = locate(/obj/effect/decal/cleanable/blood) in contents
B.add_blood_list(M)
return 1 //we bloodied the floor
// Only adds blood on the floor -- Skie
/turf/simulated/add_blood_floor(mob/living/carbon/M as mob)
if(ishuman(M))
blood_splatter(src,M,1)
if( istype(M, /mob/living/carbon/alien ))
var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src)
this.blood_DNA["UNKNOWN BLOOD"] = "X*"
else if( istype(M, /mob/living/silicon/robot ))
new /obj/effect/decal/cleanable/blood/oil(src)
/turf/simulated/ChangeTurf(var/path)
. = ..()
smooth_icon_neighbors(src)
/turf/simulated/proc/is_shielded()