mirror of
https://github.com/ParadiseSS13/Paradise.git
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* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440) * tgui4.0 * bugfix for un-interaction * fix for input not resetting on close * NTOS restore * fix all interfaces having scrollbars, fix colours * bundle update * dep bumps * bumps the deps as much as possible * button regression fix * TGUI test map rev 1 * fix theme and some component regression * fix login screen regression * fixes regression with uplink cart * bundle * fix regressions * fix the input issue, again * regression fixes, stylesheet edition, hash restore * fixes GPS BSOD * draggable control regression * dev server dep regression * byondUI regression fix * section regression fix * fix secure storage weirdness * Fixed mining vendor scrolling * Arthri review pass 1 * mining vendor double-scroll * fix for RPD, AirAlarm, and Radio * arthri review pass 2 * arthri review pass 3 * sanitize var setting, fix colours, delete unused file * adds CI to branch * god damn AI making random changes * I should remember to compile when changes are made * fixes scrollbar issues * fix camera console, fix flexGrow for sections * CI fix * nanomap fix * Update code/modules/atmospherics/machinery/airalarm.dm * restore margin * style semicolon * TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524) * Initial commit * Transferring the remaining windows to JS * Resizing part 1 * Resizing part 2 * Some reverts and polish * Forgot that * undeployed nuke window size --------- Co-authored-by: Aylong <alexanderkitsa@gmail.com> * TGUIv4: Remove force_open (#23537) * First state fixes * Removes "force_open" * TGUIv4 - TGUI Version 4.1 (#23547) * Reduced Logging Changes * setSharedState early return for non-interactive UI * TGUI version bump to 4.1 * Fix sending updates for non-interactive UIs * Scalablue UI Stylesheet Changes * CSS Tgui Bundle * JavaScript TGUI Style Changes * Update tgui/packages/tgui/styles/base.scss Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com> * Additional changes to Input and Button scalability * TGUI logging proc update * Indentation fix for logging proc * Update code/__HELPERS/_logging.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * Additional log_tgui changes --------- Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * dev server hotfix (#23584) * ui_interact object constructor argument check (#23594) * feat: add smart asset cache, add CDN support for assets, properly group assets (#23585) * feat: add smart asset cache, add CDN support for assets, properly group assets * fix: make tgui actually work * fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning * fix: make `fontawesome` assets finally work * fix: make proper identation for `if` * fix: add `resolveAsset` to `NanoMap.js` * refactor: update `claw_game` and `chess` to new asset framework * refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID` * refactor: remove redundant debug logs * refactor: remove space betwee `if` and `(` * refactor: remove one more redundant log, properly reload UI resources * rafactor: change names of asset files * fix: adjust existing UIs to properly use assets * fix: properly pass args to to `onclose` proc * Update code/modules/asset_cache/transports/asset_transport.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * Update code/modules/asset_cache/transports/asset_transport.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643) * tgchat * Little cleanup * Refactor Asset Delivery (Part 2) * Little tweaks * fix code styling issues * fix file name duplications * Browser window options fix @gaxeer * transfer valve fixes * yarn berry initial * vsc tasks * yarn berry working * node 20 * fix dev server (lol wrong yarn) * bloody regressions * fixes that damn scrolltracking bug * Some tweaks and flexGrow deletions It still doesn't work as it should, which makes me nervous * remove unneeded deps * 514 regression fix * change stuff to not conflict with other servers * name it as requested --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * revert test_TGUI map addition * TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677) * Stack & UI's Refactor Almost final, polish required Stack & UI's Refactor (Part 1) Stack & UI's Refactor (Part 2) Stack & UI's Refactor (Part 3) * Prettier Maybe bad * ClearChat & some tweaks * Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479 * Fix chat BSOD https://github.com/tgstation/tgstation/pull/79821 * WebPack 5 (Didn't work) I hate this shit * Yarn 3.6.4 * make it all work * revert snowflake fix * Stories * adds TS support * re-enable test and prettier * update yarn sdk's * Fix some box regression * ping/reply * Fixes regressions and some things * Zebra and Fix chat button transfer +rebuild * make VSC use the proper local typescript lib * Popper Tooltips https://github.com/tgstation/tgstation/pull/58980 * Popper Tooltips performancy fixes * Dropdown v2 https://github.com/tgstation/tgstation/pull/75164 Without Icon.tsx * BB test map * run build --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * we moved these * change test values * ignore scss files * change hash function * TGUIv4: TGchat fix traitor codeword highlighting (#23720) * Codeword highlighting for TGUIv4 * null safeties * Apply suggestions from code review Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> --------- Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * TGUIv4 - updates standalone build tooling (#23721) * swap `xxhash64` for `md4` * remove hash function * remove old file * TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722) * TGUI 4.3 fixes Newscaster fix + inline-blocks * Be gone Box * Mod Chat -> Mentor Chat * Some warning filters * Rebuild * Delete tgui-common.bundle.js * please work * try it like this * 4.3.1 * 4.3.2 * fix * i forgot to build * 4.4.0 * give me more diff details please so I can fix you * its not binary pls git * test without svgs * removes an un-needed SVG file * inlined SVGs test * fix code styling * comment these --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * TGUIv4 - Removes resizable and improves drag code (#23719) * Initial commit * bundle rebuild * Fixes Radio Sizing * Updates Radio sizing to fix wrapping issues * fix dev server --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * fix hotkeys not being passed to BYOND * Apply suggestions from code review * bump deps * forgot these deps * ci fix * ChemDispenser fixes and HoloControl cooldown * Station Traits TGUI +Rebuild * CI * fix CI for real this time * I have no idea * fix station trait panel * Update code/controllers/subsystem/SSping.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/controllers/subsystem/SSticker.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/controllers/subsystem/SSping.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * deterministic module IDs * TGUI fixes. Again... (#23762) * TGUI Fixes: Part 1 ORM icon for reinforced glass now showing correctly Mining vendor moved to Stack Exofab UI buttons descended from the heavens to the earth * TGUI Fixes: Part 2 DestTagger now works, forgot import LabeledList PowerMonitor graph displays correct Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out * TGUI Fixes: Part 2 Fixed `onEnter` input Fixed Cloning Console storage (Im dumbass) Some windows resizing Fixed bad picture in security and medical records console Fixed scrollable dropdown Added translucent color for buttons * Fucking uplink DONE, and Button.Input fix * NT Recruiter and Uplink polish * Del LabeledList from dest. tagger * ChemMaster and OreRedemption log deletion * Update test_tiny.dmm * Translucent button story * Filter for SQL error * del: `log_debug` in `hear_say.dm` * Some little fixes and SpecMenu Stack * Panel.js: mx -> mr * fix ghost spawners * null check --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * fix material name in protolathe * fix various UI interacts * card machine runtime fix * remove legacy folders * TGUIv4 - TGchat Theme Adjustments (#23772) * Initial commit * Changes rule grouping * Robot class style changes and webpack config * Reverts webpack/font changes and subs robot font * revert a state changed in error * fix uninteractable UIs due to chunky fingers * TGUIv4: More fixes, tweaks and fixes for tweaks (#23781) * I fuckin hate PDA * Vending * Add `|` to highlight splitters and some light mode tweaks * Teleporter rewrite * APC and AiAirlock (God forgive me) * clarify highlight syntax --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * TGUIv4 - Abductor Experiment Machine TGUI (#23776) * Experiment Console TGUI * Update for TGUIv4 * UI Size adjustment * ui state and ghost attack update * remove this --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * fix * TGUIv4 - Adjustments, Fixes, and Tweaks (#23785) * Photocopier layout adjustments * Autolathe Text and Button spacing adjustment * Hotkey fix for moving bug * Removes rule sets for visited links * Fixes ordering multiples on cargo console * fix possible wonky json payloads * fix admin log input list stuff * TGUIv4: Reconnect fix and some other fixes + tweaks (#23790) * Fix reconnecting and transfer it to TSX * RPD polish * RCD, AccessList, GuestPass * Focus reset fix when camera switched. God forgive me again... * Purple box and identation fixes For votes and health scanner * ChemMaster and ChemDispenser ChemMaster - translucent pills buttons and no grow produce section ChemDuspenser - dynamic height * ShuttleManipulator Tabs * RCD buttons * make input bar mode more prominent * fix chem master icons * tab fix * Properly sanitizes loaded messages in tgui chat * TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795) * Fixes icon spacing for nanobank tabs * Tweaks Dropdown styling * Fixes sending stuff to old chat * OpenDream TGUI fix * Resizes Station Traits window * Adjusts health analyzer messages for chat tabs * Revert "Properly sanitizes loaded messages in tgui chat" This reverts commit4c32a7094a. * Revert "Revert "Properly sanitizes loaded messages in tgui chat"" This reverts commit24afa55922. * Changes how tgui handles static data * Reenable no-undef rule. Enable Format On Save for VSCode (#23803) * Enable Format On Save for VSCode * Re-enable and fix no-undef --------- Co-authored-by: Arthri <41360489+a@users.noreply.github.com> * pda scanner message improvements * fix mentor/admin PMs being sent to the "unsorted" category * fix garbled custom vote messages * moves cyborg analyser to use chatboxes * fixes regression * Prevent F5 reload * TGUIv4: Themes polish and some new ones + misc fixes (#23814) * Little themes tweaks * NTOS chat theme * Update tgui-panel.bundle.js * Capitalize themes * Paradise theme v1.0 * Little StationTraitsPanel cleanup * Update member_content.dmi * NoCapitalize * Rebuild * Delete Paradise.scss * Create paradise.scss * Forgot * Rewritten Security Records Console For Jesus fucking christ... * Vending and Wires sizes tweaks * ThermoMachine * Syndicate Theme * Little darker * Rewritten Medical Records Console * PDA Nanobank fix * Syndicate Theme Darker * Rebuild TGUI * Wires section grow fix * fixes the enshittified paradise icon * Sirryan+Warrior reviews * bloody define comments * comment correction * unprivate these * errant . begone (how did this not cause a compiler error) * TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807) * Fixes ERT Manager silenced message function * Adjusts progress bar on ExosuitFabricator * Sets Dropdown selected to align left * Removes the use of self_state select interfaces * Exosuit Fabricator style adjustments * fix sextractor UI * remove empty tochat string * fix human air alarm interactions * fix modals * add F12/IEChooser --------- Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Aylong <alexanderkitsa@gmail.com> Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com> Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com> Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
1008 lines
28 KiB
Plaintext
1008 lines
28 KiB
Plaintext
//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
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// also uncomment the #undef at the bottom of the file
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//#define DOCKING_PORT_HIGHLIGHT
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//NORTH default dir
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/obj/docking_port
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invisibility = 101
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icon = 'icons/obj/device.dmi'
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//icon = 'icons/dirsquare.dmi'
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icon_state = "pinonfar"
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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anchored = TRUE
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var/id
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dir = NORTH //this should point -away- from the dockingport door, ie towards the ship
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var/width = 0 //size of covered area, perpendicular to dir
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var/height = 0 //size of covered area, paralell to dir
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var/dwidth = 0 //position relative to covered area, perpendicular to dir
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var/dheight = 0 //position relative to covered area, parallel to dir
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// A timid shuttle will not register itself with the shuttle subsystem
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// All shuttle templates are timid
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var/timid = FALSE
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var/list/ripples = list()
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var/hidden = FALSE //are we invisible to shuttle navigation computers?
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//these objects are indestructable
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/obj/docking_port/Destroy(force)
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if(force)
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..()
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. = QDEL_HINT_HARDDEL_NOW
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else
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return QDEL_HINT_LETMELIVE
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/obj/docking_port/take_damage()
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return
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/obj/docking_port/singularity_pull()
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return
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/obj/docking_port/singularity_act()
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return 0
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/obj/docking_port/shuttleRotate()
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return //we don't rotate with shuttles via this code.
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//returns a list(x0,y0, x1,y1) where points 0 and 1 are bounding corners of the projected rectangle
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/obj/docking_port/proc/return_coords(_x, _y, _dir)
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if(!_dir)
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_dir = dir
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if(!_x)
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_x = x
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if(!_y)
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_y = y
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//byond's sin and cos functions are inaccurate. This is faster and perfectly accurate
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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return list(
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_x + (-dwidth*cos) - (-dheight*sin),
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_y + (-dwidth*sin) + (-dheight*cos),
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_x + (-dwidth+width-1)*cos - (-dheight+height-1)*sin,
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_y + (-dwidth+width-1)*sin + (-dheight+height-1)*cos
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)
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//returns turfs within our projected rectangle in no particular order
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/obj/docking_port/proc/return_turfs()
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var/list/L = return_coords()
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var/turf/T0 = locate(L[1], L[2], z)
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var/turf/T1 = locate(L[3], L[4], z)
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return block(T0, T1)
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//returns turfs within our projected rectangle in a specific order.
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//this ensures that turfs are copied over in the same order, regardless of any rotation
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/obj/docking_port/proc/return_ordered_turfs(_x, _y, _z, _dir, area/A)
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if(!_dir)
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_dir = dir
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if(!_x)
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_x = x
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if(!_y)
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_y = y
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if(!_z)
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_z = z
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var/cos = 1
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var/sin = 0
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switch(_dir)
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if(WEST)
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cos = 0
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sin = 1
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if(SOUTH)
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cos = -1
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sin = 0
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if(EAST)
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cos = 0
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sin = -1
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. = list()
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var/xi
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var/yi
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for(var/dx=0, dx<width, ++dx)
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for(var/dy=0, dy<height, ++dy)
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xi = _x + (dx-dwidth)*cos - (dy-dheight)*sin
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yi = _y + (dy-dheight)*cos + (dx-dwidth)*sin
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var/turf/T = locate(xi, yi, _z)
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if(A)
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if(get_area(T) == A)
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. += T
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else
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. += null
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else
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. += T
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#ifdef DOCKING_PORT_HIGHLIGHT
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//Debug proc used to highlight bounding area
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/obj/docking_port/proc/highlight(_color)
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var/list/L = return_coords()
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var/turf/T0 = locate(L[1],L[2],z)
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var/turf/T1 = locate(L[3],L[4],z)
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for(var/turf/T in block(T0,T1))
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T.color = _color
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T.maptext = null
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if(_color)
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var/turf/T = locate(L[1], L[2], z)
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T.color = "#0f0"
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T = locate(L[3], L[4], z)
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T.color = "#00f"
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#endif
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//return first-found touching dockingport
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/obj/docking_port/proc/get_docked()
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return locate(/obj/docking_port/stationary) in loc
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/obj/docking_port/proc/getDockedId()
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var/obj/docking_port/P = get_docked()
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if(P) return P.id
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/obj/docking_port/proc/register()
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return 0
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/obj/docking_port/stationary
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name = "dock"
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var/turf_type = /turf/space
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var/area_type = /area/space
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var/lock_shuttle_doors = 0
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// Preset for adding whiteship docks to ruins. Has widths preset which will auto-assign the shuttle
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/obj/docking_port/stationary/whiteship
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dwidth = 10
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height = 35
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width = 21
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/obj/docking_port/stationary/register()
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if(!SSshuttle)
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stack_trace("Docking port [src] could not initialize. SSshuttle doesnt exist!")
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return FALSE
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SSshuttle.stationary += src
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if(!id)
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id = "[SSshuttle.stationary.len]"
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if(name == "dock")
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name = "dock[SSshuttle.stationary.len]"
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#f00")
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#endif
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return 1
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//returns first-found touching shuttleport
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/obj/docking_port/stationary/get_docked()
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return locate(/obj/docking_port/mobile) in loc
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/*
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for(var/turf/T in return_ordered_turfs())
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. = locate(/obj/docking_port/mobile) in loc
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if(.)
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return .
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*/
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/obj/docking_port/stationary/transit
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name = "In transit"
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turf_type = /turf/space/transit
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lock_shuttle_doors = TRUE
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/obj/docking_port/stationary/transit/register()
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if(!..())
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return 0
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name = "In transit" //This looks weird, but- it means that the on-map instances can be named something actually usable to search for, but still appear correctly in terminals.
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SSshuttle.transit += src
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return 1
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/obj/docking_port/mobile
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icon_state = "mobile"
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name = "shuttle"
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icon_state = "pinonclose"
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var/area/shuttle/areaInstance
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var/list/shuttle_areas
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var/timer //used as a timer (if you want time left to complete move, use timeLeft proc)
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var/last_timer_length
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var/mode = SHUTTLE_IDLE //current shuttle mode (see global defines)
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var/callTime = 50 //time spent in transit (deciseconds)
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var/ignitionTime = 30 // time spent "starting the engines". Also rate limits how often we try to reserve transit space if its ever full of transiting shuttles.
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var/roundstart_move //id of port to send shuttle to at roundstart
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var/travelDir = 0 //direction the shuttle would travel in
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var/rebuildable = 0 //can build new shuttle consoles for this one
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var/mob/last_caller // Who called the shuttle the last time
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var/obj/docking_port/stationary/destination
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var/obj/docking_port/stationary/previous
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/// Does this shuttle use the lockdown system?
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var/uses_lockdown = FALSE
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/// If this variable is true, shuttle is on lockdown, and other requests can not be processed
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var/lockeddown = FALSE
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/obj/docking_port/mobile/Initialize(mapload)
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. = ..()
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var/area/A = get_area(src)
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if(istype(A, /area/shuttle))
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areaInstance = A
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if(!areaInstance)
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areaInstance = new()
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areaInstance.name = name
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areaInstance.contents += return_ordered_turfs()
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#ifdef DOCKING_PORT_HIGHLIGHT
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highlight("#0f0")
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#endif
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if(!timid)
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register()
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shuttle_areas = list()
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var/list/all_turfs = return_ordered_turfs(x, y, z, dir)
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for(var/i in 1 to all_turfs.len)
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var/turf/curT = all_turfs[i]
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var/area/cur_area = curT.loc
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if(istype(cur_area, areaInstance))
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shuttle_areas[cur_area] = TRUE
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/obj/docking_port/mobile/register()
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if(!SSshuttle)
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CRASH("Docking port [src] could not initialize. SSshuttle doesnt exist!")
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SSshuttle.mobile += src
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if(!id)
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id = "[SSshuttle.mobile.len]"
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if(name == "shuttle")
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name = "shuttle[SSshuttle.mobile.len]"
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return 1
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/obj/docking_port/mobile/Destroy(force)
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if(force)
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SSshuttle.mobile -= src
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areaInstance = null
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destination = null
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previous = null
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shuttle_areas = null
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return ..()
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//this is a hook for custom behaviour. Maybe at some point we could add checks to see if engines are intact
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/obj/docking_port/mobile/proc/canMove()
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return 0 //0 means we can move
|
|
|
|
//this is to check if this shuttle can physically dock at dock S
|
|
/obj/docking_port/mobile/proc/canDock(obj/docking_port/stationary/S)
|
|
if(!istype(S))
|
|
return SHUTTLE_NOT_A_DOCKING_PORT
|
|
if(istype(S, /obj/docking_port/stationary/transit))
|
|
return SHUTTLE_CAN_DOCK
|
|
//check dock is big enough to contain us
|
|
if(dwidth > S.dwidth)
|
|
return SHUTTLE_DWIDTH_TOO_LARGE
|
|
if(width-dwidth > S.width-S.dwidth)
|
|
return SHUTTLE_WIDTH_TOO_LARGE
|
|
if(dheight > S.dheight)
|
|
return SHUTTLE_DHEIGHT_TOO_LARGE
|
|
if(height-dheight > S.height-S.dheight)
|
|
return SHUTTLE_HEIGHT_TOO_LARGE
|
|
//check the dock isn't occupied
|
|
var/currently_docked = S.get_docked()
|
|
if(currently_docked)
|
|
// by someone other than us
|
|
if(currently_docked != src)
|
|
return SHUTTLE_SOMEONE_ELSE_DOCKED
|
|
else
|
|
// This isn't an error, per se, but we can't let the shuttle code
|
|
// attempt to move us where we currently are, it will get weird.
|
|
return SHUTTLE_ALREADY_DOCKED
|
|
return SHUTTLE_CAN_DOCK
|
|
|
|
/obj/docking_port/mobile/proc/check_dock(obj/docking_port/stationary/S)
|
|
var/status = canDock(S)
|
|
if(status == SHUTTLE_CAN_DOCK)
|
|
return TRUE
|
|
else if(status == SHUTTLE_ALREADY_DOCKED)
|
|
// We're already docked there, don't need to do anything.
|
|
// Triggering shuttle movement code in place is weird
|
|
return FALSE
|
|
else
|
|
var/msg = "check_dock(): shuttle [src] cannot dock at [S], error: [status]"
|
|
message_admins(msg)
|
|
stack_trace(msg)
|
|
return FALSE
|
|
|
|
|
|
//call the shuttle to destination S
|
|
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
|
|
|
|
if(!check_dock(S))
|
|
return
|
|
|
|
switch(mode)
|
|
if(SHUTTLE_CALL)
|
|
if(S == destination)
|
|
if(timeLeft(1) < callTime)
|
|
setTimer(callTime)
|
|
else
|
|
destination = S
|
|
setTimer(callTime)
|
|
if(SHUTTLE_RECALL)
|
|
if(S == destination)
|
|
setTimer(callTime - timeLeft(1))
|
|
else
|
|
destination = S
|
|
setTimer(callTime)
|
|
mode = SHUTTLE_CALL
|
|
if(SHUTTLE_IDLE, SHUTTLE_IGNITING)
|
|
destination = S
|
|
mode = SHUTTLE_IGNITING
|
|
setTimer(ignitionTime)
|
|
|
|
//recall the shuttle to where it was previously
|
|
/obj/docking_port/mobile/proc/cancel()
|
|
if(mode != SHUTTLE_CALL)
|
|
return
|
|
|
|
timer = world.time - timeLeft(1)
|
|
mode = SHUTTLE_RECALL
|
|
|
|
/obj/docking_port/mobile/proc/enterTransit()
|
|
previous = null
|
|
// if(!destination)
|
|
// return
|
|
var/obj/docking_port/stationary/S0 = get_docked()
|
|
var/obj/docking_port/stationary/S1 = findTransitDock()
|
|
if(S1)
|
|
if(dock(S1, , TRUE))
|
|
WARNING("shuttle \"[id]\" could not enter transit space. Docked at [S0 ? S0.id : "null"]. Transit dock [S1 ? S1.id : "null"].")
|
|
else
|
|
previous = S0
|
|
else
|
|
WARNING("shuttle \"[id]\" could not enter transit space. S0=[S0 ? S0.id : "null"] S1=[S1 ? S1.id : "null"]")
|
|
|
|
|
|
|
|
/obj/docking_port/mobile/proc/jumpToNullSpace()
|
|
// Destroys the docking port and the shuttle contents.
|
|
// Not in a fancy way, it just ceases.
|
|
var/obj/docking_port/stationary/S0 = get_docked()
|
|
var/turf_type = /turf/space
|
|
var/area_type = /area/space
|
|
if(S0)
|
|
if(S0.turf_type)
|
|
turf_type = S0.turf_type
|
|
if(S0.area_type)
|
|
area_type = S0.area_type
|
|
|
|
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
|
|
|
|
//remove area surrounding docking port
|
|
if(areaInstance.contents.len)
|
|
var/area/A0 = locate("[area_type]")
|
|
if(!A0)
|
|
A0 = new area_type(null)
|
|
for(var/turf/T0 in L0)
|
|
A0.contents += T0
|
|
|
|
for(var/i in L0)
|
|
var/turf/T0 = i
|
|
if(!T0)
|
|
continue
|
|
T0.empty(turf_type)
|
|
|
|
qdel(src, force=TRUE)
|
|
|
|
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
|
|
var/list/turfs = ripple_area(S1)
|
|
for(var/i in turfs)
|
|
ripples += new /obj/effect/temp_visual/ripple(i)
|
|
|
|
/obj/docking_port/mobile/proc/remove_ripples()
|
|
if(ripples.len)
|
|
for(var/i in ripples)
|
|
qdel(i)
|
|
ripples.Cut()
|
|
|
|
|
|
/obj/docking_port/mobile/proc/ripple_area(obj/docking_port/stationary/S1)
|
|
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
|
|
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
|
|
|
|
var/list/ripple_turfs = list()
|
|
|
|
for(var/i in 1 to L0.len)
|
|
var/turf/T0 = L0[i]
|
|
if(!T0)
|
|
continue
|
|
var/turf/T1 = L1[i]
|
|
if(!T1)
|
|
continue
|
|
if(T0.type != T0.baseturf)
|
|
ripple_turfs += T1
|
|
|
|
return ripple_turfs
|
|
|
|
//this is the main proc. It instantly moves our mobile port to stationary port S1
|
|
//it handles all the generic behaviour, such as sanity checks, closing doors on the shuttle, stunning mobs, etc
|
|
/obj/docking_port/mobile/proc/dock(obj/docking_port/stationary/S1, force=FALSE, transit=FALSE)
|
|
// Crashing this ship with NO SURVIVORS
|
|
if(S1.get_docked() == src)
|
|
remove_ripples()
|
|
return
|
|
|
|
if(!force)
|
|
if(!check_dock(S1))
|
|
return -1
|
|
|
|
if(canMove())
|
|
return -1
|
|
|
|
var/obj/docking_port/stationary/S0 = get_docked()
|
|
var/turf_type = /turf/space
|
|
var/area_type = /area/space
|
|
if(S0)
|
|
if(S0.turf_type)
|
|
turf_type = S0.turf_type
|
|
if(S0.area_type)
|
|
area_type = S0.area_type
|
|
|
|
//close and lock the dock's airlocks
|
|
closePortDoors(S0)
|
|
|
|
var/list/L0 = return_ordered_turfs(x, y, z, dir, areaInstance)
|
|
var/list/L1 = return_ordered_turfs(S1.x, S1.y, S1.z, S1.dir)
|
|
|
|
var/rotation = dir2angle(S1.dir)-dir2angle(dir)
|
|
if((rotation % 90) != 0)
|
|
rotation += (rotation % 90) //diagonal rotations not allowed, round up
|
|
rotation = SIMPLIFY_DEGREES(rotation)
|
|
|
|
//remove area surrounding docking port
|
|
if(areaInstance.contents.len)
|
|
var/area/A0 = locate("[area_type]")
|
|
if(!A0)
|
|
A0 = new area_type(null)
|
|
for(var/turf/T0 in L0)
|
|
A0.contents += T0
|
|
|
|
// Removes ripples
|
|
remove_ripples()
|
|
|
|
//move or squish anything in the way ship at destination
|
|
roadkill(L0, L1, S1.dir)
|
|
|
|
for(var/i in 1 to L0.len)
|
|
var/turf/T0 = L0[i]
|
|
if(!T0)
|
|
continue
|
|
var/turf/T1 = L1[i]
|
|
if(!T1)
|
|
continue
|
|
|
|
areaInstance.contents += T1
|
|
|
|
var/should_transit = !is_turf_blacklisted_for_transit(T0)
|
|
if(should_transit) // Only move over stuff if the transfer actually happened
|
|
T0.copyTurf(T1)
|
|
|
|
//copy over air
|
|
if(issimulatedturf(T1))
|
|
var/turf/simulated/Ts1 = T1
|
|
Ts1.copy_air_with_tile(T0)
|
|
|
|
//move mobile to new location
|
|
for(var/atom/movable/AM in T0)
|
|
AM.onShuttleMove(T0, T1, rotation, last_caller)
|
|
|
|
if(rotation)
|
|
T1.shuttleRotate(rotation)
|
|
|
|
// Always do this stuff as it ensures that the destination turfs still behave properly with the rest of the shuttle transit
|
|
//atmos and lighting stuff
|
|
SSair.remove_from_active(T1)
|
|
T1.CalculateAdjacentTurfs()
|
|
SSair.add_to_active(T1,1)
|
|
|
|
T1.lighting_build_overlay()
|
|
|
|
if(!should_transit)
|
|
continue // Don't want to actually change the skipped turf
|
|
T0.ChangeTurf(turf_type, keep_icon = FALSE)
|
|
|
|
SSair.remove_from_active(T0)
|
|
T0.CalculateAdjacentTurfs()
|
|
SSair.add_to_active(T0,1)
|
|
|
|
areaInstance.moving = transit
|
|
for(var/A1 in L1)
|
|
var/turf/T1 = A1
|
|
T1.postDock(S1)
|
|
for(var/atom/movable/M in T1)
|
|
M.postDock(S1)
|
|
|
|
loc = S1.loc
|
|
dir = S1.dir
|
|
|
|
//update mining and labor shuttle ash storm audio
|
|
if(id in list("mining", "laborcamp"))
|
|
var/mining_zlevel = level_name_to_num(MINING)
|
|
var/datum/weather/ash_storm/W = SSweather.get_weather(mining_zlevel, /area/lavaland/surface/outdoors)
|
|
if(W)
|
|
W.update_eligible_areas()
|
|
W.update_audio()
|
|
|
|
unlockPortDoors(S1)
|
|
|
|
/obj/docking_port/mobile/proc/is_turf_blacklisted_for_transit(turf/T)
|
|
var/static/list/blacklisted_turf_types = typecacheof(list(/turf/space, /turf/simulated/floor/chasm, /turf/simulated/floor/lava, /turf/simulated/floor/plating/asteroid))
|
|
return is_type_in_typecache(T, blacklisted_turf_types)
|
|
|
|
|
|
/obj/docking_port/mobile/proc/findTransitDock()
|
|
var/obj/docking_port/stationary/transit/T = SSshuttle.getDock("[id]_transit")
|
|
if(T && check_dock(T))
|
|
return T
|
|
|
|
|
|
/obj/docking_port/mobile/proc/findRoundstartDock()
|
|
var/obj/docking_port/stationary/D
|
|
D = SSshuttle.getDock(roundstart_move)
|
|
|
|
if(D)
|
|
return D
|
|
|
|
/obj/docking_port/mobile/proc/dockRoundstart()
|
|
// Instead of spending a lot of time trying to work out where to place
|
|
// our shuttle, just create it somewhere empty and send it to where
|
|
// it should go
|
|
. = dock_id(roundstart_move)
|
|
|
|
/obj/docking_port/mobile/proc/dock_id(id)
|
|
var/port = SSshuttle.getDock(id)
|
|
if(port)
|
|
. = dock(port)
|
|
else
|
|
. = null
|
|
|
|
/obj/effect/landmark/shuttle_import
|
|
name = "Shuttle Import"
|
|
|
|
|
|
|
|
//shuttle-door closing is handled in the dock() proc whilst looping through turfs
|
|
//this one closes the door where we are docked at, if there is one there.
|
|
/obj/docking_port/mobile/proc/closePortDoors(obj/docking_port/stationary/S0)
|
|
if(!istype(S0))
|
|
return 1
|
|
|
|
for(var/obj/machinery/door/airlock/A in GLOB.airlocks)
|
|
if(A.id_tag == S0.id)
|
|
spawn(-1)
|
|
A.close()
|
|
A.lock()
|
|
|
|
/obj/docking_port/mobile/proc/unlockPortDoors(obj/docking_port/stationary/S1)
|
|
if(!istype(S1))
|
|
return 0
|
|
|
|
for(var/obj/machinery/door/airlock/A in GLOB.airlocks)
|
|
if(A.id_tag == S1.id)
|
|
spawn(-1)
|
|
if(A.locked)
|
|
A.unlock()
|
|
|
|
/obj/docking_port/mobile/proc/roadkill(list/L0, list/L1, dir)
|
|
for(var/i in 1 to L0.len)
|
|
var/turf/T0 = L0[i]
|
|
var/turf/T1 = L1[i]
|
|
if(!T0 || !T1)
|
|
continue
|
|
|
|
for(var/atom/movable/AM in T1)
|
|
if(AM.pulledby)
|
|
AM.pulledby.stop_pulling()
|
|
if(AM.flags_2 & IMMUNE_TO_SHUTTLECRUSH_2)
|
|
continue
|
|
if(ismob(AM))
|
|
var/mob/M = AM
|
|
if(M.buckled)
|
|
M.buckled.unbuckle_mob(M, force = TRUE)
|
|
if(isliving(AM))
|
|
var/mob/living/L = AM
|
|
L.stop_pulling()
|
|
L.visible_message("<span class='warning'>[L] is hit by \
|
|
a hyperspace ripple!</span>",
|
|
"<span class='userdanger'>You feel an immense \
|
|
crushing pressure as the space around you ripples.</span>")
|
|
L.gib()
|
|
|
|
// Move unanchored atoms
|
|
if(!AM.anchored && !ismob(AM))
|
|
step(AM, dir)
|
|
else
|
|
if(AM.simulated) // Don't qdel lighting overlays, they are static
|
|
qdel(AM)
|
|
|
|
//used by shuttle subsystem to check timers
|
|
/obj/docking_port/mobile/proc/check()
|
|
check_effects()
|
|
|
|
var/timeLeft = timeLeft(1)
|
|
|
|
if(timeLeft <= 0)
|
|
switch(mode)
|
|
if(SHUTTLE_CALL)
|
|
if(dock(destination))
|
|
setTimer(20) //can't dock for some reason, try again in 2 seconds
|
|
return
|
|
if(SHUTTLE_RECALL)
|
|
if(dock(previous))
|
|
setTimer(20) //can't dock for some reason, try again in 2 seconds
|
|
return
|
|
if(SHUTTLE_IGNITING)
|
|
mode = SHUTTLE_CALL
|
|
setTimer(callTime)
|
|
enterTransit()
|
|
return
|
|
mode = SHUTTLE_IDLE
|
|
timer = 0
|
|
destination = null
|
|
|
|
/obj/docking_port/mobile/proc/check_effects()
|
|
if(!ripples.len)
|
|
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
|
|
var/tl = timeLeft(1)
|
|
if(tl <= SHUTTLE_RIPPLE_TIME)
|
|
create_ripples(destination)
|
|
|
|
/obj/docking_port/mobile/proc/setTimer(wait)
|
|
if(timer <= 0)
|
|
timer = world.time
|
|
timer += wait - timeLeft(1)
|
|
|
|
/obj/docking_port/mobile/proc/modTimer(multiple)
|
|
var/time_remaining = timer - world.time
|
|
if(time_remaining < 0 || !last_timer_length)
|
|
return
|
|
time_remaining *= multiple
|
|
last_timer_length *= multiple
|
|
setTimer(time_remaining)
|
|
|
|
/obj/docking_port/mobile/proc/invertTimer()
|
|
if(!last_timer_length)
|
|
return
|
|
var/time_remaining = timer - world.time
|
|
if(time_remaining > 0)
|
|
var/time_passed = last_timer_length - time_remaining
|
|
setTimer(time_passed)
|
|
|
|
//returns timeLeft
|
|
/obj/docking_port/mobile/proc/timeLeft(divisor)
|
|
if(divisor <= 0)
|
|
divisor = 10
|
|
if(!timer)
|
|
return round(callTime/divisor, 1)
|
|
return max( round((timer+callTime-world.time)/divisor,1), 0 )
|
|
|
|
// returns 3-letter mode string, used by status screens and mob status panel
|
|
/obj/docking_port/mobile/proc/getModeStr()
|
|
switch(mode)
|
|
if(SHUTTLE_RECALL)
|
|
return "RCL"
|
|
if(SHUTTLE_CALL)
|
|
return "ETA"
|
|
if(SHUTTLE_DOCKED)
|
|
return "ETD"
|
|
if(SHUTTLE_ESCAPE)
|
|
return "ESC"
|
|
if(SHUTTLE_STRANDED)
|
|
return "ERR"
|
|
return ""
|
|
|
|
// returns 5-letter timer string, used by status screens and mob status panel
|
|
/obj/docking_port/mobile/proc/getTimerStr()
|
|
if(mode == SHUTTLE_STRANDED)
|
|
return "--:--"
|
|
|
|
var/timeleft = timeLeft()
|
|
if(timeleft > 0)
|
|
return "[add_zero(num2text((timeleft / 60) % 60),2)]:[add_zero(num2text(timeleft % 60), 2)]"
|
|
else
|
|
return "00:00"
|
|
|
|
/obj/docking_port/mobile/proc/getStatusText()
|
|
var/obj/docking_port/stationary/dockedAt = get_docked()
|
|
. = (dockedAt && dockedAt.name) ? dockedAt.name : "unknown"
|
|
if(istype(dockedAt, /obj/docking_port/stationary/transit))
|
|
var/obj/docking_port/stationary/dst
|
|
if(mode == SHUTTLE_RECALL)
|
|
dst = previous
|
|
else
|
|
dst = destination
|
|
. += " towards [dst ? dst.name : "unknown location"] ([timeLeft(600)]mins)"
|
|
|
|
/obj/docking_port/mobile/labour
|
|
dir = 8
|
|
dwidth = 2
|
|
height = 5
|
|
id = "laborcamp"
|
|
name = "labor camp shuttle"
|
|
rebuildable = TRUE
|
|
width = 9
|
|
uses_lockdown = TRUE
|
|
|
|
/obj/docking_port/mobile/mining
|
|
dir = 8
|
|
dwidth = 3
|
|
height = 5
|
|
id = "mining"
|
|
name = "mining shuttle"
|
|
rebuildable = TRUE
|
|
width = 7
|
|
uses_lockdown = TRUE
|
|
|
|
/obj/machinery/computer/shuttle
|
|
name = "Shuttle Console"
|
|
icon_screen = "shuttle"
|
|
icon_keyboard = "tech_key"
|
|
req_access = list()
|
|
circuit = /obj/item/circuitboard/shuttle
|
|
var/shuttleId
|
|
var/possible_destinations = ""
|
|
var/admin_controlled
|
|
var/max_connect_range = 7
|
|
var/moved = FALSE //workaround for nukie shuttle, hope I find a better way to do this...
|
|
|
|
/obj/machinery/computer/shuttle/New(location, obj/item/circuitboard/shuttle/C)
|
|
..()
|
|
if(istype(C))
|
|
possible_destinations = C.possible_destinations
|
|
shuttleId = C.shuttleId
|
|
|
|
/obj/machinery/computer/shuttle/Initialize(mapload)
|
|
. = ..()
|
|
connect()
|
|
|
|
/obj/machinery/computer/shuttle/proc/connect()
|
|
var/obj/docking_port/mobile/M
|
|
if(!shuttleId)
|
|
// find close shuttle that is ok to mess with
|
|
if(!SSshuttle) //intentionally mapping shuttle consoles without actual shuttles IS POSSIBLE OH MY GOD WHO KNEW *glare*
|
|
return
|
|
for(var/obj/docking_port/mobile/D in SSshuttle.mobile)
|
|
if(get_dist(src, D) <= max_connect_range && D.rebuildable)
|
|
M = D
|
|
shuttleId = M.id
|
|
break
|
|
else if(!possible_destinations && SSshuttle) //possible destinations should **not** always exist; so, if it's specifically set to null, don't make it exist
|
|
M = SSshuttle.getShuttle(shuttleId)
|
|
|
|
if(M && !possible_destinations)
|
|
// find perfect fits
|
|
possible_destinations = ""
|
|
for(var/obj/docking_port/stationary/S in SSshuttle.stationary)
|
|
if(!istype(S, /obj/docking_port/stationary/transit) && S.width == M.width && S.height == M.height && S.dwidth == M.dwidth && S.dheight == M.dheight && findtext(S.id, M.id))
|
|
possible_destinations += "[possible_destinations ? ";" : ""][S.id]"
|
|
|
|
/obj/machinery/computer/shuttle/attack_hand(mob/user)
|
|
if(..(user))
|
|
return
|
|
if(!shuttleId)
|
|
return
|
|
connect()
|
|
add_fingerprint(user)
|
|
ui_interact(user)
|
|
|
|
/obj/machinery/computer/shuttle/ui_state(mob/user)
|
|
return GLOB.default_state
|
|
|
|
/obj/machinery/computer/shuttle/ui_interact(mob/user, datum/tgui/ui = null)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "ShuttleConsole", name)
|
|
ui.open()
|
|
|
|
/obj/machinery/computer/shuttle/ui_data(mob/user)
|
|
var/list/data = list()
|
|
var/obj/docking_port/mobile/M = SSshuttle.getShuttle(shuttleId)
|
|
data["status"] = M ? M.getStatusText() : null
|
|
if(M)
|
|
data["shuttle"] = TRUE //this should just be boolean, right?
|
|
var/list/docking_ports = list()
|
|
data["docking_ports"] = docking_ports
|
|
var/list/options = params2list(possible_destinations)
|
|
for(var/obj/docking_port/stationary/S in SSshuttle.stationary)
|
|
if(!options.Find(S.id))
|
|
continue
|
|
if(!M.check_dock(S))
|
|
continue
|
|
docking_ports[++docking_ports.len] = list("name" = S.name, "id" = S.id)
|
|
data["docking_ports_len"] = docking_ports.len
|
|
data["admin_controlled"] = admin_controlled
|
|
return data
|
|
|
|
/obj/machinery/computer/shuttle/ui_act(action, params)
|
|
if(..()) //we can't actually interact, so no action
|
|
return TRUE
|
|
if(!allowed(usr))
|
|
to_chat(usr, "<span class='danger'>Access denied.</span>")
|
|
return TRUE
|
|
if(!can_call_shuttle(usr, action))
|
|
return TRUE
|
|
var/list/options = params2list(possible_destinations)
|
|
if(action == "move")
|
|
var/destination = params["move"]
|
|
if(!options.Find(destination))//figure out if this translation works
|
|
message_admins("<span class='boldannounce'>EXPLOIT:</span> [ADMIN_LOOKUPFLW(usr)] attempted to move [src] to an invalid location! [ADMIN_COORDJMP(src)]")
|
|
return
|
|
switch(SSshuttle.moveShuttle(shuttleId, destination, TRUE, usr))
|
|
if(0)
|
|
atom_say("Shuttle departing! Please stand away from the doors.")
|
|
usr.create_log(MISC_LOG, "used [src] to call the [shuttleId] shuttle")
|
|
if(!moved)
|
|
moved = TRUE
|
|
add_fingerprint(usr)
|
|
return TRUE
|
|
if(1)
|
|
to_chat(usr, "<span class='warning'>Invalid shuttle requested.</span>")
|
|
if(2)
|
|
to_chat(usr, "<span class='notice'>Unable to comply.</span>")
|
|
if(3)
|
|
atom_say("Shuttle has already received a pending movement request. Please wait until the movement request is processed.")
|
|
|
|
|
|
/obj/machinery/computer/shuttle/emag_act(mob/user)
|
|
if(!emagged)
|
|
src.req_access = list()
|
|
emagged = TRUE
|
|
to_chat(user, "<span class='notice'>You fried the consoles ID checking system.</span>")
|
|
|
|
//for restricting when the computer can be used, needed for some console subtypes.
|
|
/obj/machinery/computer/shuttle/proc/can_call_shuttle(mob/user, action)
|
|
return TRUE
|
|
|
|
/obj/machinery/computer/shuttle/ferry
|
|
name = "transport ferry console"
|
|
circuit = /obj/item/circuitboard/ferry
|
|
shuttleId = "ferry"
|
|
possible_destinations = "ferry_home;ferry_away"
|
|
|
|
|
|
/obj/machinery/computer/shuttle/ferry/request
|
|
name = "ferry console"
|
|
circuit = /obj/item/circuitboard/ferry/request
|
|
var/next_request //to prevent spamming admins
|
|
possible_destinations = "ferry_home"
|
|
admin_controlled = TRUE
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
|
|
|
/obj/machinery/computer/shuttle/ferry/request/ui_act(action, params)
|
|
if(..()) // Note that the parent handels normal shuttle movement on top of security checks
|
|
return
|
|
if(action == "request")
|
|
if(world.time < next_request)
|
|
return
|
|
next_request = world.time + 60 SECONDS //1 minute cooldown
|
|
to_chat(usr, "<span class='notice'>Your request has been received by Centcom.</span>")
|
|
log_admin("[key_name(usr)] requested to move the transport ferry to Centcom.")
|
|
message_admins("<b>FERRY: <font color='#EB4E00'>[key_name_admin(usr)] (<A HREF='?_src_=holder;secretsfun=moveferry'>Move Ferry</a>)</b> is requesting to move the transport ferry to Centcom.</font>")
|
|
return TRUE
|
|
|
|
|
|
/obj/machinery/computer/shuttle/white_ship
|
|
name = "White Ship Console"
|
|
desc = "Used to control the White Ship."
|
|
circuit = /obj/item/circuitboard/white_ship
|
|
shuttleId = "whiteship"
|
|
possible_destinations = null // Set at runtime
|
|
|
|
/obj/machinery/computer/shuttle/white_ship/Initialize(mapload)
|
|
if(mapload)
|
|
return INITIALIZE_HINT_LATELOAD
|
|
return ..()
|
|
|
|
// Yes. This is disgusting, but the console needs to be loaded AFTER the docking ports load.
|
|
/obj/machinery/computer/shuttle/white_ship/LateInitialize()
|
|
Initialize()
|
|
|
|
/obj/machinery/computer/shuttle/engineering
|
|
name = "Engineering Shuttle Console"
|
|
desc = "Used to call and send the engineering shuttle."
|
|
shuttleId = "engineering"
|
|
possible_destinations = "engineering_home;engineering_away"
|
|
|
|
/obj/machinery/computer/shuttle/science
|
|
name = "Science Shuttle Console"
|
|
desc = "Used to call and send the science shuttle."
|
|
shuttleId = "science"
|
|
possible_destinations = "science_home;science_away"
|
|
|
|
/obj/machinery/computer/shuttle/admin
|
|
name = "admin shuttle console"
|
|
req_access = list(ACCESS_CENT_GENERAL)
|
|
shuttleId = "admin"
|
|
possible_destinations = "admin_home;admin_away;admin_custom"
|
|
resistance_flags = INDESTRUCTIBLE
|
|
|
|
/obj/machinery/computer/camera_advanced/shuttle_docker/admin
|
|
name = "Admin shuttle navigation computer"
|
|
desc = "Used to designate a precise transit location for the admin shuttle."
|
|
icon_screen = "navigation"
|
|
icon_keyboard = "med_key"
|
|
shuttleId = "admin"
|
|
shuttlePortId = "admin_custom"
|
|
view_range = 14
|
|
x_offset = 0
|
|
y_offset = 0
|
|
resistance_flags = INDESTRUCTIBLE
|
|
access_mining = TRUE
|
|
|
|
/obj/machinery/computer/shuttle/trade
|
|
name = "Freighter Console"
|
|
resistance_flags = INDESTRUCTIBLE
|
|
|
|
/obj/machinery/computer/shuttle/trade/sol
|
|
req_access = list(ACCESS_TRADE_SOL)
|
|
possible_destinations = "trade_sol_base;trade_dock"
|
|
shuttleId = "trade_sol"
|
|
|
|
/obj/machinery/computer/shuttle/golem_ship
|
|
name = "Golem Ship Console"
|
|
desc = "Used to control the Golem Ship."
|
|
circuit = /obj/item/circuitboard/shuttle/golem_ship
|
|
shuttleId = "freegolem"
|
|
possible_destinations = "freegolem_lavaland;freegolem_space;freegolem_ussp"
|
|
|
|
/obj/machinery/computer/shuttle/golem_ship/attack_hand(mob/user)
|
|
if(!isgolem(user) && !isobserver(user))
|
|
to_chat(user, "<span class='notice'>The console is unresponsive. Seems only golems can use it.</span>")
|
|
return
|
|
..()
|
|
|
|
/obj/machinery/computer/shuttle/golem_ship/recall
|
|
name = "golem ship recall terminal"
|
|
desc = "Used to recall the Golem Ship."
|
|
possible_destinations = "freegolem_lavaland"
|
|
resistance_flags = INDESTRUCTIBLE
|
|
|
|
//#undef DOCKING_PORT_HIGHLIGHT
|
|
|
|
/turf/proc/copyTurf(turf/T)
|
|
if(T.type != type)
|
|
var/obj/O
|
|
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
|
|
O = new()
|
|
O.underlays.Add(T)
|
|
T.ChangeTurf(type, keep_icon = FALSE)
|
|
if(underlays.len)
|
|
T.underlays = O.underlays
|
|
if(T.icon_state != icon_state)
|
|
T.icon_state = icon_state
|
|
if(T.icon != icon)
|
|
T.icon = icon
|
|
if(color)
|
|
if(length(atom_colours))
|
|
T.atom_colours = atom_colours.Copy()
|
|
T.update_atom_colour()
|
|
else
|
|
T.color = color // If you don't have atom_colours then you're working off an absolute color
|
|
if(light)
|
|
T.set_light(light_range, light_power, light_color)
|
|
if(T.dir != dir)
|
|
T.setDir(dir)
|
|
TransferComponents(T)
|
|
return T
|