mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
352 lines
10 KiB
Plaintext
352 lines
10 KiB
Plaintext
/turf/space
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icon = 'icons/turf/space.dmi'
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name = "\proper space"
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icon_state = "0"
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dynamic_lighting = 0
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luminosity = 1
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temperature = TCMB
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thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
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heat_capacity = 700000
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var/transition //These is used in transistions as a way to tell where on the "cube" of space you're transitioning from/to
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var/destination_x
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var/destination_y
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/turf/space/New()
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. = ..()
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if(!istype(src, /turf/space/transit))
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icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
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if(config)
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update_starlight() //MC will initialize all the space turfs that get created before config
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/turf/space/Destroy()
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return QDEL_HINT_LETMELIVE
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/turf/space/proc/update_starlight()
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if(!config) return
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if(!config.starlight)
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return
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if(locate(/turf/simulated) in orange(src,1))
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set_light(config.starlight)
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else
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set_light(0)
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/turf/space/attack_hand(mob/user as mob)
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if ((user.restrained() || !( user.pulling )))
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return
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if (user.pulling.anchored || !isturf(user.pulling.loc))
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return
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if ((user.pulling.loc != user.loc && get_dist(user, user.pulling) > 1))
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return
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if (ismob(user.pulling))
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var/mob/M = user.pulling
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var/atom/movable/t = M.pulling
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M.stop_pulling()
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step(user.pulling, get_dir(user.pulling.loc, src))
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M.start_pulling(t)
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else
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step(user.pulling, get_dir(user.pulling.loc, src))
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return
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/turf/space/attackby(obj/item/C as obj, mob/user as mob, params)
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if (istype(C, /obj/item/stack/rods))
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var/obj/item/stack/rods/R = C
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L)
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if(R.amount < 2)
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user << "\red You don't have enough rods to do that."
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return
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user << "\blue You begin to build a catwalk."
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if(do_after(user,30))
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playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
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user << "\blue You build a catwalk!"
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R.use(2)
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ChangeTurf(/turf/simulated/floor/plating/airless/catwalk)
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qdel(L)
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return
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user << "\blue Constructing support lattice ..."
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playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
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ReplaceWithLattice()
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R.use(1)
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return
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if (istype(C, /obj/item/stack/tile/plasteel))
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L)
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var/obj/item/stack/tile/plasteel/S = C
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qdel(L)
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playsound(src, 'sound/weapons/Genhit.ogg', 50, 1)
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S.build(src)
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S.use(1)
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return
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else
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user << "\red The plating is going to need some support."
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return
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// Ported from unstable r355
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/turf/space/Entered(atom/movable/A as mob|obj)
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..()
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if ((!(A) || src != A.loc)) return
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inertial_drift(A)
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if(transition)
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if(A.z > MAX_Z) return //for away missions
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if(destination_x)
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A.x = destination_x
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if(destination_y)
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A.y = destination_y
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var/mob/living/MM = null
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var/fukkendisk = A.GetTypeInAllContents(/obj/item/weapon/disk/nuclear)
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var/obj/item/flag/nation/fukkenflag = A.GetTypeInAllContents(/obj/item/flag/nation)
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if(fukkenflag)
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fukkenflag.loc = fukkenflag.startloc
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if(isliving(A))
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A << "<span class='warning'>The flag you were carrying was just returned to it's base. Nice try.</span>"
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if(fukkendisk)
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if(isliving(A))
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MM = A
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if(MM.client && !MM.stat)
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MM << "<span class='warning'>Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is.</span>"
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if(MM.x <= TRANSITIONEDGE)
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MM.inertia_dir = 4
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else if(MM.x >= world.maxx -TRANSITIONEDGE)
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MM.inertia_dir = 8
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else if(MM.y <= TRANSITIONEDGE)
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MM.inertia_dir = 1
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else if(MM.y >= world.maxy -TRANSITIONEDGE)
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MM.inertia_dir = 2
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else
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qdel(fukkendisk)//Make the disk respawn if it is on a clientless mob or corpse
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else
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qdel(fukkendisk)//Make the disk respawn if it is floating on its own
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return
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A.z = text2num(transition)
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if(isliving(A))
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var/mob/living/L = A
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if(L.pulling)
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var/turf/T = get_step(L.loc,turn(A.dir, 180))
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L.pulling.loc = T
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//now we're on the new z_level, proceed the space drifting
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if ((A && A.loc))
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A.loc.Entered(A)
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/turf/space/proc/Sandbox_Spacemove(atom/movable/A as mob|obj)
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var/cur_x
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var/cur_y
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var/next_x
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var/next_y
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var/target_z
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var/list/y_arr
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if(src.x <= 1)
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if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
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qdel(A)
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return
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var/list/cur_pos = src.get_global_map_pos()
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if(!cur_pos) return
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cur_x = cur_pos["x"]
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cur_y = cur_pos["y"]
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next_x = (--cur_x||global_map.len)
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y_arr = global_map[next_x]
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target_z = y_arr[cur_y]
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/*
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//debug
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world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
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world << "Target Z = [target_z]"
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world << "Next X = [next_x]"
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//debug
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*/
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if(target_z)
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A.z = target_z
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A.x = world.maxx - 2
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spawn (0)
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if ((A && A.loc))
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A.loc.Entered(A)
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else if (src.x >= world.maxx)
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if(istype(A, /obj/effect/meteor))
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qdel(A)
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return
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var/list/cur_pos = src.get_global_map_pos()
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if(!cur_pos) return
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cur_x = cur_pos["x"]
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cur_y = cur_pos["y"]
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next_x = (++cur_x > global_map.len ? 1 : cur_x)
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y_arr = global_map[next_x]
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target_z = y_arr[cur_y]
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/*
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//debug
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world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
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world << "Target Z = [target_z]"
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world << "Next X = [next_x]"
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//debug
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*/
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if(target_z)
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A.z = target_z
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A.x = 3
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spawn (0)
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if ((A && A.loc))
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A.loc.Entered(A)
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else if (src.y <= 1)
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if(istype(A, /obj/effect/meteor))
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qdel(A)
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return
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var/list/cur_pos = src.get_global_map_pos()
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if(!cur_pos) return
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cur_x = cur_pos["x"]
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cur_y = cur_pos["y"]
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y_arr = global_map[cur_x]
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next_y = (--cur_y||y_arr.len)
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target_z = y_arr[next_y]
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/*
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//debug
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world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
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world << "Next Y = [next_y]"
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world << "Target Z = [target_z]"
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//debug
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*/
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if(target_z)
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A.z = target_z
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A.y = world.maxy - 2
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spawn (0)
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if ((A && A.loc))
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A.loc.Entered(A)
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else if (src.y >= world.maxy)
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if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
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qdel(A)
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return
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var/list/cur_pos = src.get_global_map_pos()
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if(!cur_pos) return
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cur_x = cur_pos["x"]
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cur_y = cur_pos["y"]
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y_arr = global_map[cur_x]
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next_y = (++cur_y > y_arr.len ? 1 : cur_y)
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target_z = y_arr[next_y]
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/*
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//debug
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world << "Src.z = [src.z] in global map X = [cur_x], Y = [cur_y]"
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world << "Next Y = [next_y]"
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world << "Target Z = [target_z]"
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//debug
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*/
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if(target_z)
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A.z = target_z
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A.y = 3
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spawn (0)
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if ((A && A.loc))
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A.loc.Entered(A)
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return
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/turf/space/proc/Assign_Destination()
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if(transition)
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if(x <= TRANSITIONEDGE) //west
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destination_x = world.maxx - TRANSITIONEDGE - 2
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else if (x >= (world.maxx - TRANSITIONEDGE - 1)) //east
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destination_x = TRANSITIONEDGE + 1
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else if (y <= TRANSITIONEDGE) //south
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destination_y = world.maxy - TRANSITIONEDGE - 2
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else if (y >= (world.maxy - TRANSITIONEDGE - 1)) //north
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destination_y = TRANSITIONEDGE + 1
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/*
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Set the space turf transitions for the "space cube"
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Connections:
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___ ___
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/_A_/| /_F_/|
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| |C| | |E|
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|_B_|/ |_D_|/
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Note that all maps except F are oriented with north towards A. A and F are oriented with north towards D.
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The characters on the second cube should be upside down in this illustration, but aren't because of a lack of unicode support.
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*/
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proc/setup_map_transitions() //listamania
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var/list/unplaced_z_levels = accessable_z_levels
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var/list/free_zones = list("A", "B", "C", "D", "E", "F")
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var/list/zone_connections = list("D ","C ","B ","E ","A ","C ","F ","E ","A ","D ","F ","B ","A ","E ","F ","C ","A ","B ","F ","D ","D ","C ","B ","E") //This describes the borders of a cube based on free zones, really!
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var/text_zone_connections = list2text(zone_connections)
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var/list/final_zone_connections = list()
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var/list/turfs_needing_transition = list()
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var/list/turfs_needing_destinations = list()
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var/list/z_level_order = list()
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var/z_level
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var/placement
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var/total_processed = 0
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for(var/turf/space/S in world) //Define the transistions of the z levels
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total_processed++
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if (S.x == TRANSITIONEDGE || S.x == (world.maxx - TRANSITIONEDGE - 1) || S.y == TRANSITIONEDGE || S.y == (world.maxy - TRANSITIONEDGE - 1))
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turfs_needing_transition += S
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//if we've processed lots of turfs, switch to background processing to prevent being mistaken for an infinite loop
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if(total_processed > 450000)
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set background = 1
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while(free_zones.len != 0) //Assign the sides of the cube
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if(!unplaced_z_levels || !unplaced_z_levels.len) //if we're somehow unable to fill the cube, pad with deep space
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z_level = 6
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else
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z_level = pick(unplaced_z_levels)
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if(z_level > world.maxz) //A safety if one of the unplaced_z_levels doesn't actually exist
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z_level = 6
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placement = pick(free_zones)
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text_zone_connections = replacetext(text_zone_connections, placement, "[z_level]")
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for(var/turf/space/S in turfs_needing_transition) //pass the identity zone to the relevent turfs
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if(S.transition && prob(50)) //In z = 6 (deep space) it's a bit of a crapshoot in terms of navigation
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continue
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if(S.z == z_level)
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S.transition = num2text(z_level)
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if(!(S in turfs_needing_destinations))
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turfs_needing_destinations += S
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if(S.z != 6) //deep space turfs need to hang around in case they get reassigned a zone
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turfs_needing_transition -= S
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z_level_order += num2text(z_level)
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unplaced_z_levels -= z_level
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free_zones -= placement
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zone_connections = text2list(replacetext(text_zone_connections, " ", "\n")) //Convert the string back into a list
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final_zone_connections.len = z_level_order.len
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var/list/temp = list()
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for(var/j=1, j<= 24, j++)
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temp += zone_connections[j]
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if(temp.len == 4) //Chunks of cardinal directions
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final_zone_connections[z_level_order[j/4]] += temp
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temp = list()
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for(var/turf/space/S in turfs_needing_destinations) //replace the identity zone with the destination z-level
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var/list/directions = final_zone_connections[S.transition]
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if(S.x <= TRANSITIONEDGE)
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S.transition = directions[Z_WEST]
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else if(S.x >= (world.maxx - TRANSITIONEDGE - 1))
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S.transition = directions[Z_EAST]
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else if(S.y <= TRANSITIONEDGE)
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S.transition = directions[Z_SOUTH]
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else
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S.transition = directions[Z_NORTH]
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S.Assign_Destination()
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/turf/space/singularity_act()
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return |