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Segmented the transit tube code into its own folder and code files, for each part of the tube. Conflicts: baystation12.dme code/game/objects/structures/transit_tubes.dm
311 lines
8.1 KiB
Plaintext
311 lines
8.1 KiB
Plaintext
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// Basic transit tubes. Straight pieces, curved sections,
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// and basic splits/joins (no routing logic).
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// Mappers: you can use "Generate Instances from Icon-states"
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// to get the different pieces.
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/obj/structure/transit_tube
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icon = 'icons/obj/pipes/transit_tube.dmi'
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icon_state = "E-W"
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density = 1
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layer = 3.1
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anchored = 1.0
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var/list/tube_dirs = null
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var/exit_delay = 2
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var/enter_delay = 1
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// alldirs in global.dm is the same list of directions, but since
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// the specific order matters to get a usable icon_state, it is
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// copied here so that, in the unlikely case that alldirs is changed,
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// this continues to work.
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var/global/list/tube_dir_list = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
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// When destroyed by explosions, properly handle contents.
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obj/structure/transit_tube/ex_act(severity)
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switch(severity)
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if(1.0)
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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AM.ex_act(severity++)
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qdel(src)
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return
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if(2.0)
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if(prob(50))
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for(var/atom/movable/AM in contents)
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AM.loc = loc
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AM.ex_act(severity++)
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qdel(src)
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return
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if(3.0)
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return
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/obj/structure/transit_tube/New(loc)
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..(loc)
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if(tube_dirs == null)
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init_dirs()
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// Called to check if a pod should stop upon entering this tube.
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/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
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return 0
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// Called when a pod stops in this tube section.
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/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
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return
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// Returns a /list of directions this tube section can connect to.
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// Tubes that have some sort of logic or changing direction might
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// override it with additional logic.
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/obj/structure/transit_tube/proc/directions()
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return tube_dirs
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/obj/structure/transit_tube/proc/has_entrance(from_dir)
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from_dir = turn(from_dir, 180)
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for(var/direction in directions())
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if(direction == from_dir)
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return 1
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return 0
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/obj/structure/transit_tube/proc/has_exit(in_dir)
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for(var/direction in directions())
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if(direction == in_dir)
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return 1
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return 0
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// Searches for an exit direction within 45 degrees of the
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// specified dir. Returns that direction, or 0 if none match.
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/obj/structure/transit_tube/proc/get_exit(in_dir)
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var/near_dir = 0
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var/in_dir_cw = turn(in_dir, -45)
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var/in_dir_ccw = turn(in_dir, 45)
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for(var/direction in directions())
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if(direction == in_dir)
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return direction
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else if(direction == in_dir_cw)
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near_dir = direction
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else if(direction == in_dir_ccw)
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near_dir = direction
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return near_dir
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// Return how many BYOND ticks to wait before entering/exiting
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// the tube section. Default action is to return the value of
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// a var, which wouldn't need a proc, but it makes it possible
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// for later tube types to interact in more interesting ways
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// such as being very fast in one direction, but slow in others
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/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
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return exit_delay
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/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
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return enter_delay
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// Parse the icon_state into a list of directions.
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// This means that mappers can use Dream Maker's built in
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// "Generate Instances from Icon-states" option to get all
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// variations. Additionally, as a separate proc, sub-types
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// can handle it more intelligently.
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/obj/structure/transit_tube/proc/init_dirs()
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if(icon_state == "auto")
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// Additional delay, for map loading.
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spawn(1)
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init_dirs_automatic()
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else
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tube_dirs = parse_dirs(icon_state)
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if(copytext(icon_state, 1, 3) == "D-" || findtextEx(icon_state, "Pass"))
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density = 0
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// Initialize dirs by searching for tubes that do/might connect
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// on nearby turfs. Create corner pieces if nessecary.
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// Pick two directions, preferring tubes that already connect
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// to loc, or other auto tubes if there aren't enough connections.
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/obj/structure/transit_tube/proc/init_dirs_automatic()
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var/list/connected = list()
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var/list/connected_auto = list()
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for(var/direction in tube_dir_list)
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var/location = get_step(loc, direction)
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for(var/obj/structure/transit_tube/tube in location)
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if(tube.directions() == null && tube.icon_state == "auto")
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connected_auto += direction
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break
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else if(turn(direction, 180) in tube.directions())
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connected += direction
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break
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connected += connected_auto
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tube_dirs = select_automatic_dirs(connected)
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if(length(tube_dirs) == 2 && tube_dir_list.Find(tube_dirs[1]) > tube_dir_list.Find(tube_dirs[2]))
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tube_dirs.Swap(1, 2)
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generate_automatic_corners(tube_dirs)
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select_automatic_icon_state(tube_dirs)
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// Given a list of directions, look a pair that forms a 180 or
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// 135 degree angle, and return a list containing the pair.
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// If none exist, return list(connected[1], turn(connected[1], 180)
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/obj/structure/transit_tube/proc/select_automatic_dirs(connected)
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if(length(connected) < 1)
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return list()
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for(var/i = 1, i <= length(connected), i++)
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for(var/j = i + 1, j <= length(connected), j++)
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var/d1 = connected[i]
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var/d2 = connected[j]
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if(d1 == turn(d2, 135) || d1 == turn(d2, 180) || d1 == turn(d2, 225))
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return list(d1, d2)
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return list(connected[1], turn(connected[1], 180))
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/obj/structure/transit_tube/proc/select_automatic_icon_state(directions)
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if(length(directions) == 2)
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icon_state = "[dir2text_short(directions[1])]-[dir2text_short(directions[2])]"
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// Look for diagonal directions, generate the decorative corners in each.
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/obj/structure/transit_tube/proc/generate_automatic_corners(directions)
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for(var/direction in directions)
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if(direction == 5 || direction == 6 || direction == 9 || direction == 10)
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if(direction & NORTH)
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create_automatic_decorative_corner(get_step(loc, NORTH), direction ^ 3)
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else
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create_automatic_decorative_corner(get_step(loc, SOUTH), direction ^ 3)
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if(direction & EAST)
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create_automatic_decorative_corner(get_step(loc, EAST), direction ^ 12)
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else
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create_automatic_decorative_corner(get_step(loc, WEST), direction ^ 12)
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// Generate a corner, if one doesn't exist for the direction on the turf.
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/obj/structure/transit_tube/proc/create_automatic_decorative_corner(location, direction)
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var/state = "D-[dir2text_short(direction)]"
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for(var/obj/structure/transit_tube/tube in location)
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if(tube.icon_state == state)
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return
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var/obj/structure/transit_tube/tube = new(location)
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tube.icon_state = state
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tube.init_dirs()
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// Uses a list() to cache return values. Since they should
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// never be edited directly, all tubes with a certain
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// icon_state can just reference the same list. In theory,
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// reduces memory usage, and improves CPU cache usage.
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// In reality, I don't know if that is quite how BYOND works,
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// but it is probably safer to assume the existence of, and
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// rely on, a sufficiently smart compiler/optimizer.
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/obj/structure/transit_tube/proc/parse_dirs(text)
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var/global/list/direction_table = list()
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if(text in direction_table)
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return direction_table[text]
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var/list/split_text = text2list(text, "-")
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// If the first token is D, the icon_state represents
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// a purely decorative tube, and doesn't actually
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// connect to anything.
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if(split_text[1] == "D")
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direction_table[text] = list()
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return null
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var/list/directions = list()
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for(var/text_part in split_text)
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var/direction = text2dir_extended(text_part)
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if(direction > 0)
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directions += direction
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direction_table[text] = directions
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return directions
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// A copy of text2dir, extended to accept one and two letter
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// directions, and to clearly return 0 otherwise.
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/obj/structure/transit_tube/proc/text2dir_extended(direction)
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switch(uppertext(direction))
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if("NORTH", "N")
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return 1
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if("SOUTH", "S")
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return 2
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if("EAST", "E")
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return 4
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if("WEST", "W")
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return 8
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if("NORTHEAST", "NE")
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return 5
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if("NORTHWEST", "NW")
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return 9
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if("SOUTHEAST", "SE")
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return 6
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if("SOUTHWEST", "SW")
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return 10
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else
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return 0
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// A copy of dir2text, which returns the short one or two letter
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// directions used in tube icon states.
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/obj/structure/transit_tube/proc/dir2text_short(direction)
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switch(direction)
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if(1)
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return "N"
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if(2)
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return "S"
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if(4)
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return "E"
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if(8)
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return "W"
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if(5)
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return "NE"
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if(6)
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return "SE"
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if(9)
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return "NW"
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if(10)
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return "SW"
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else
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return
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