Files
Paradise/code/game/turfs/turf.dm
2016-07-08 00:16:28 -07:00

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/turf
icon = 'icons/turf/floors.dmi'
level = 1
luminosity = 1
var/intact = 1
var/slowdown = 0 //negative for faster, positive for slower
//Properties for open tiles (/floor)
var/oxygen = 0
var/carbon_dioxide = 0
var/nitrogen = 0
var/toxins = 0
//Properties for airtight tiles (/wall)
var/thermal_conductivity = 0.05
var/heat_capacity = 1
//Properties for both
var/temperature = T20C
var/blocks_air = 0
var/PathNode/PNode = null //associated PathNode in the A* algorithm
var/dynamic_lighting = 1
flags = 0
var/image/obscured //camerachunks
var/list/blueprint_data //for the station blueprints, images of objects eg: pipes
var/list/footstep_sounds = list()
var/shoe_running_volume = 50
var/shoe_walking_volume = 20
/turf/New()
..()
for(var/atom/movable/AM in src)
Entered(AM)
if(smooth && ticker && ticker.current_state == GAME_STATE_PLAYING)
smooth_icon(src)
/hook/startup/proc/smooth_world()
var/watch = start_watch()
log_startup_progress("Smoothing atoms...")
for(var/turf/T in world)
if(T.smooth)
smooth_icon(T)
for(var/A in T)
var/atom/AA = A
if(AA.smooth)
smooth_icon(AA)
log_startup_progress(" Smoothed atoms in [stop_watch(watch)]s.")
return 1
/turf/Destroy()
// Adds the adjacent turfs to the current atmos processing
if(air_master)
for(var/direction in cardinal)
if(atmos_adjacent_turfs & direction)
var/turf/simulated/T = get_step(src, direction)
if(istype(T))
air_master.add_to_active(T)
..()
return QDEL_HINT_HARDDEL_NOW
/turf/attack_hand(mob/user as mob)
user.Move_Pulled(src)
/turf/ex_act(severity)
return 0
/turf/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam/pulse))
src.ex_act(2)
..()
return 0
/turf/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/bullet/gyro))
explosion(src, -1, 0, 2)
..()
return 0
/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
if(!mover)
return 1
// First, make sure it can leave its square
if(isturf(mover.loc))
// Nothing but border objects stop you from leaving a tile, only one loop is needed
for(var/obj/obstacle in mover.loc)
if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
mover.Bump(obstacle, 1)
return 0
var/list/large_dense = list()
//Next, check objects to block entry that are on the border
for(var/atom/movable/border_obstacle in src)
if(border_obstacle.flags&ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
return 0
else
large_dense += border_obstacle
//Then, check the turf itself
if(!src.CanPass(mover, src))
mover.Bump(src, 1)
return 0
//Finally, check objects/mobs to block entry that are not on the border
for(var/atom/movable/obstacle in large_dense)
if(!obstacle.CanPass(mover, mover.loc, 1, 0) && (forget != obstacle))
mover.Bump(obstacle, 1)
return 0
return 1 //Nothing found to block so return success!
/turf/Entered(atom/movable/M, atom/OL, ignoreRest = 0)
if(ismob(M))
var/mob/O = M
if(!O.lastarea)
O.lastarea = get_area(O.loc)
// O.update_gravity(O.mob_has_gravity(src))
var/loopsanity = 100
for(var/atom/A in range(1))
if(loopsanity == 0)
break
loopsanity--
A.HasProximity(M, 1)
/turf/proc/adjacent_fire_act(turf/simulated/floor/source, temperature, volume)
return
/turf/proc/levelupdate()
for(var/obj/O in src)
if(O.level == 1)
O.hide(src.intact)
// override for space turfs, since they should never hide anything
/turf/space/levelupdate()
for(var/obj/O in src)
if(O.level == 1)
O.hide(0)
// Removes all signs of lattice on the pos of the turf -Donkieyo
/turf/proc/RemoveLattice()
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
qdel(L)
//Creates a new turf
/turf/proc/ChangeTurf(path, defer_change = FALSE, keep_icon = TRUE)
if(!path)
return
if(!use_preloader && path == type) // Don't no-op if the map loader requires it to be reconstructed
return src
var/old_opacity = opacity
var/old_dynamic_lighting = dynamic_lighting
var/list/old_affecting_lights = affecting_lights
var/old_lighting_overlay = lighting_overlay
var/old_blueprint_data = blueprint_data
if(air_master)
air_master.remove_from_active(src)
var/turf/W = new path(src)
if(!defer_change)
W.AfterChange()
W.blueprint_data = old_blueprint_data
for(var/turf/space/S in range(W,1))
S.update_starlight()
lighting_overlay = old_lighting_overlay
affecting_lights = old_affecting_lights
if((old_opacity != opacity) || (dynamic_lighting != old_dynamic_lighting))
reconsider_lights()
if(dynamic_lighting != old_dynamic_lighting)
if(dynamic_lighting)
lighting_build_overlays()
else
lighting_clear_overlays()
return W
// I'm including `ignore_air` because BYOND lacks positional-only arguments
/turf/proc/AfterChange(ignore_air, keep_cabling = FALSE) //called after a turf has been replaced in ChangeTurf()
levelupdate()
CalculateAdjacentTurfs()
if(!keep_cabling && !can_have_cabling())
for(var/obj/structure/cable/C in contents)
qdel(C)
/turf/simulated/AfterChange(ignore_air, keep_cabling = FALSE)
..()
RemoveLattice()
if(!ignore_air)
Assimilate_Air()
//////Assimilate Air//////
/turf/simulated/proc/Assimilate_Air()
if(air)
var/aoxy = 0//Holders to assimilate air from nearby turfs
var/anitro = 0
var/aco = 0
var/atox = 0
var/atemp = 0
var/turf_count = 0
for(var/direction in cardinal)//Only use cardinals to cut down on lag
var/turf/T = get_step(src,direction)
if(istype(T,/turf/space))//Counted as no air
turf_count++//Considered a valid turf for air calcs
continue
else if(istype(T,/turf/simulated/floor))
var/turf/simulated/S = T
if(S.air)//Add the air's contents to the holders
aoxy += S.air.oxygen
anitro += S.air.nitrogen
aco += S.air.carbon_dioxide
atox += S.air.toxins
atemp += S.air.temperature
turf_count++
air.oxygen = (aoxy/max(turf_count,1))//Averages contents of the turfs, ignoring walls and the like
air.nitrogen = (anitro/max(turf_count,1))
air.carbon_dioxide = (aco/max(turf_count,1))
air.toxins = (atox/max(turf_count,1))
air.temperature = (atemp/max(turf_count,1))//Trace gases can get bant
if(air_master)
air_master.add_to_active(src)
/turf/proc/ReplaceWithLattice()
src.ChangeTurf(/turf/space)
new /obj/structure/lattice( locate(src.x, src.y, src.z) )
/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N
//Useful to batch-add creatures to the list.
for(var/mob/living/M in src)
if(M==U) continue//Will not harm U. Since null != M, can be excluded to kill everyone.
spawn(0)
M.gib()
for(var/obj/mecha/M in src)//Mecha are not gibbed but are damaged.
spawn(0)
M.take_damage(100, "brute")
/turf/proc/Bless()
flags |= NOJAUNT
/////////////////////////////////////////////////////////////////////////
// Navigation procs
// Used for A-star pathfinding
////////////////////////////////////////////////////////////////////////
///////////////////////////
//Cardinal only movements
///////////////////////////
// Returns the surrounding cardinal turfs with open links
// Including through doors openable with the ID
/turf/proc/CardinalTurfsWithAccess(var/obj/item/weapon/card/id/ID)
var/list/L = new()
var/turf/simulated/T
for(var/dir in cardinal)
T = get_step(src, dir)
if(istype(T) && !T.density)
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
// Returns the surrounding cardinal turfs with open links
// Don't check for ID, doors passable only if open
/turf/proc/CardinalTurfs()
var/list/L = new()
var/turf/simulated/T
for(var/dir in cardinal)
T = get_step(src, dir)
if(istype(T) && !T.density)
if(!CanAtmosPass(T))
L.Add(T)
return L
///////////////////////////
//All directions movements
///////////////////////////
// Returns the surrounding simulated turfs with open links
// Including through doors openable with the ID
/turf/proc/AdjacentTurfsWithAccess(var/obj/item/weapon/card/id/ID = null,var/list/closed)//check access if one is passed
var/list/L = new()
var/turf/simulated/T
for(var/dir in list(NORTHWEST,NORTHEAST,SOUTHEAST,SOUTHWEST,NORTH,EAST,SOUTH,WEST)) //arbitrarily ordered list to favor non-diagonal moves in case of ties
T = get_step(src,dir)
if(T in closed) //turf already proceeded in A*
continue
if(istype(T) && !T.density)
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
//Idem, but don't check for ID and goes through open doors
/turf/proc/AdjacentTurfs(var/list/closed)
var/list/L = new()
var/turf/simulated/T
for(var/dir in list(NORTHWEST,NORTHEAST,SOUTHEAST,SOUTHWEST,NORTH,EAST,SOUTH,WEST)) //arbitrarily ordered list to favor non-diagonal moves in case of ties
T = get_step(src,dir)
if(T in closed) //turf already proceeded by A*
continue
if(istype(T) && !T.density)
if(!CanAtmosPass(T))
L.Add(T)
return L
// check for all turfs, including unsimulated ones
/turf/proc/AdjacentTurfsSpace(var/obj/item/weapon/card/id/ID = null, var/list/closed)//check access if one is passed
var/list/L = new()
var/turf/T
for(var/dir in list(NORTHWEST,NORTHEAST,SOUTHEAST,SOUTHWEST,NORTH,EAST,SOUTH,WEST)) //arbitrarily ordered list to favor non-diagonal moves in case of ties
T = get_step(src,dir)
if(T in closed) //turf already proceeded by A*
continue
if(istype(T) && !T.density)
if(!ID)
if(!CanAtmosPass(T))
L.Add(T)
else
if(!LinkBlockedWithAccess(src, T, ID))
L.Add(T)
return L
//////////////////////////////
//Distance procs
//////////////////////////////
//Distance associates with all directions movement
/turf/proc/Distance(var/turf/T)
return get_dist(src,T)
// This Distance proc assumes that only cardinal movement is
// possible. It results in more efficient (CPU-wise) pathing
// for bots and anything else that only moves in cardinal dirs.
/turf/proc/Distance_cardinal(turf/T)
if(!src || !T) return 0
return abs(src.x - T.x) + abs(src.y - T.y)
////////////////////////////////////////////////////
/turf/handle_fall(mob/faller, forced)
faller.lying = pick(90, 270)
if(!forced)
return
if(has_gravity(src))
playsound(src, "bodyfall", 50, 1)
/turf/singularity_act()
if(intact)
for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
if(O.level != 1)
continue
if(O.invisibility == 101)
O.singularity_act()
ChangeTurf(/turf/space)
return(2)
/turf/proc/visibilityChanged()
if(ticker)
cameranet.updateVisibility(src)
/turf/proc/get_lumcount() //Gets the lighting level of a given turf.
if(lighting_overlay)
return lighting_overlay.get_clamped_lum()
return 1
/turf/attackby(obj/item/C, mob/user, params)
if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = C
for(var/obj/structure/cable/LC in src)
if((LC.d1==0)||(LC.d2==0))
LC.attackby(C,user)
return
coil.place_turf(src, user)
return 1
return 0
/turf/proc/can_have_cabling()
return 1
/turf/proc/can_lay_cable()
return can_have_cabling() & !intact
/turf/proc/add_blueprints(atom/movable/AM)
var/image/I = new
I.appearance = AM.appearance
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
I.loc = src
I.dir = AM.dir
I.alpha = 128
if(!blueprint_data)
blueprint_data = list()
blueprint_data += I
/turf/proc/add_blueprints_preround(atom/movable/AM)
if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
add_blueprints(AM)