Files
Paradise/code/modules/tram/tram.dm
2015-06-24 18:05:36 -07:00

263 lines
7.1 KiB
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/obj/tram/tram_controller
name = ""
desc = "tram controller"
anchored = 1
var/list/tram_floors = list()
var/list/tram_walls = list()
var/list/controllers = list()
var/list/tram = list()
var/list/collide_list = list()
var/list/stored_anchor = list()
var/last_played_rail
var/automode = 0
var/fast_mode = 0
var/activated = 0
var/looptick = 0
var/delay_timer = null
var/list/blacklist = list(/obj/tram/rail,/atom/movable/lighting_overlay)
var/list/ancwhitelist = list(/obj/tram, /obj/vehicle, /obj/structure/stool/bed/chair, /obj/structure/grille, /obj/structure/window)
/obj/tram/tram_controller/New()
spawn(1)
init_floors() //Search and link floors
init_walls() //Search and link walls
spawn(1)
init_tram() //Combine walls and floors and anything inside the tram
init_controllers() //Find control pads
gen_collision() //Generate collision system
/obj/tram/tram_controller/Destroy()
for(var/obj/tram/floor/F in tram_floors)
remove_floor(F)
for(var/obj/tram/wall/TW in tram_walls)
remove_wall(TW)
for(var/obj/tram/controlpad/CP in controllers)
remove_controller(CP)
killLoop()
return ..()
/obj/tram/tram_controller/emp_act(severity)
if(automode) automode = 0
..()
/obj/tram/tram_controller/proc/startLoop()
if(activated) return
activated = 1
spawn(0)
while(activated)
process()
looptick++
sleep(1)
/obj/tram/tram_controller/proc/killLoop()
activated = 0
looptick = 0
/obj/tram/tram_controller/process()
update_tram() //Update combine to account for new mobs and/or objects
if(automode)
tram_rail_follow()
if(fast_mode)
tram_rail_follow()
/obj/tram/tram_controller/proc/update_tram()
tram.Cut()
init_tram()
/obj/tram/tram_controller/proc/tram_rail_follow()
var/stored_rail = null
if(delay_timer >= world.time) return
for(var/obj/tram/rail/RT in get_turf(src))
if(RT.stop_duration && !delay_timer)
delay_timer = world.time + RT.stop_duration
return
if(RT.godir)
handle_move(RT.godir)
last_played_rail = RT
return
stored_rail = RT
for(var/cdir in cardinal)
for(var/obj/tram/rail/R in get_step(src,cdir))
if(!istype(R)) continue
if(R != last_played_rail)
handle_move(get_dir(src,R))
last_played_rail = stored_rail
return
//INITIALIZATION PROCS
/obj/tram/tram_controller/proc/init_floors()
var/turf/T = get_turf(src)
if(!T) return
var/obj/tram/floor/TTF = locate(/obj/tram/floor) in T
if(istype(TTF)) add_floor(TTF) //Find and link floor on controller turf
for(var/cdir in cardinal)
var/turf/T2 = get_step(T,cdir)
var/obj/tram/floor/TF = locate(/obj/tram/floor) in T2
if(istype(TF))
if(TF in tram_floors) continue
add_floor(TF) //Find and link all cardinally surrounding floors
spawn(1)
TF.spread_floors() //Do the same thing over again from the floor itself
/obj/tram/tram_controller/proc/init_walls()
var/turf/T = get_turf(src)
if(!T) return
if(!tram_floors.len) return
var/obj/tram/floor/TTW = locate(/obj/tram/wall) in T //Find and link wall on controller turf
if(istype(TTW)) add_wall(TTW)
for(var/obj/tram/floor/TF in tram_floors)
for(var/cdir in cardinal)
var/obj/tram/wall/TW = locate(/obj/tram/wall) in get_step(TF,cdir)
if(istype(TW))
if(TW in tram_walls) continue
add_wall(TW) //Find and link all cardinally surrounding walls
spawn(1)
TW.spread_walls() //Do the same thing over again from the wall itself
/obj/tram/tram_controller/proc/init_tram()
tram = tram_floors + tram_walls //Tram is everything that makes up the tram
for(var/obj/tram/OT in tram)
var/turf/T = get_turf(OT)
for(var/atom/movable/AM in T) //Including anything inside of it
if(AM in tram) continue
if(!check_validity(AM)) continue
tram += AM
if(!(src in tram))
tram += src
/obj/tram/tram_controller/proc/check_validity(var/atom/movable/AM)
if(!AM) return 0
if(is_type_in_list(AM, blacklist)) return 0
if(!AM.simulated) return 0
if(AM.anchored)
if(is_type_in_list(AM, ancwhitelist))
return 1
return 0
return 1
/obj/tram/tram_controller/proc/init_controllers()
for(var/obj/tram/controlpad/CCP in tram)
add_controller(CCP) //Control pad not necessary until now, easiest to search through tram
//SYNC PROCS
//These procs are used for un/linking floors, walls, and control pads to the central tram controller
/obj/tram/tram_controller/proc/add_floor(var/obj/tram/floor/TF)
if(!istype(TF)) return
if(TF in tram_floors) return
tram_floors += TF
TF.controller = src
/obj/tram/tram_controller/proc/remove_floor(var/obj/tram/floor/TF)
if(!istype(TF)) return
if(TF in tram_floors)
tram_floors -= TF
TF.controller = null
/obj/tram/tram_controller/proc/add_wall(var/obj/tram/wall/TW)
if(!istype(TW)) return
if(TW in tram_walls) return
tram_walls += TW
TW.controller = src
/obj/tram/tram_controller/proc/remove_wall(var/obj/tram/wall/TW)
if(!istype(TW)) return
if(TW in tram_walls)
tram_walls -= TW
TW.controller = null
/obj/tram/tram_controller/proc/add_controller(var/obj/tram/controlpad/CCT)
if(!istype(CCT)) return
if(CCT in controllers) return
controllers += CCT
CCT.tram_linked = src
/obj/tram/tram_controller/proc/remove_controller(var/obj/tram/controlpad/CCT)
if(!istype(CCT)) return
if(CCT in controllers)
controllers -= CCT
CCT.tram_linked = null
//COLLISION & MOVEMENT
//Collision detection system to prevent going through walls
//Tram does not use built-in byond Move(), it uses it's own logic and then forceMove()s itself.
/obj/tram/tram_controller/proc/gen_collision()
collide_list.Cut()
var/list/collisions = list()
for(var/obj/tram/wall/W in tram_walls)
for(var/cdir in cardinal)
var/turf/T = get_step(W, cdir)
if(istype(T))
if(T.density)
collisions += cdir
if(!T.density)
for(var/atom/movable/A in T)
if(A.density)
if(tram.Find(A)) continue
collisions += cdir
for(var/obj/tram/floor/F in tram_floors)
for(var/cdir in cardinal)
var/turf/T = get_step(F, cdir)
if(istype(T))
if(T.density)
collisions += cdir
if(!T.density)
for(var/atom/movable/A in T)
if(A.density)
if(tram.Find(A)) continue
collisions += cdir
collide_list = collisions
/obj/tram/tram_controller/proc/handle_move(var/dir)
delay_timer = null //reset delay
gen_collision() //Look for collisions
if(dir in collide_list) //Prevent moving if there are collisions in that direction
return 0
for(var/atom/movable/A in tram)
var/turf/T = get_step(A,dir)
A.forceMove(T) //Move everything inside the tram and the tram itself manually
if(A.light_range)
A.set_light()
gen_collision() //Generate collision again
return 1
//////////////////////DAMAGE PROCS
/obj/tram/ex_act(severity)
switch(severity)
if(1.0)
qdel(src)
return
if(2.0)
if(prob(50))
qdel(src)
return
if(3.0)
if(prob(25))
qdel(src)
return
/obj/tram/blob_act()
if(prob(50))
qdel(src)
/obj/tram/attack_animal(var/mob/living/simple_animal/M as mob)
if(M.melee_damage_upper == 0) return
if(prob(M.melee_damage_upper))
qdel(src)
src.visible_message("\red <B>[M] has [M.attacktext] [src]!</B>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>attacked [src.name]</font>")
/obj/tram/bullet_act(var/obj/item/projectile/proj)
if(prob(proj.damage))
qdel(src)
..()