mirror of
https://github.com/ParadiseSS13/Paradise.git
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* initial checkin * Add everything but maps * update paths * Patches some minor bugs across twohanded things * remove a stowaway * Update code/__DEFINES/dcs/signals.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Contra review * Fix kc * hopefully fix file perms * Fix file perms * revert line-endings * uh? * Trying once again to fix file formats * henri review 1 * henri review 2 * update from master * Removes override that breaks modsuits * re-add reference --------- Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
579 lines
17 KiB
Plaintext
579 lines
17 KiB
Plaintext
/turf
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icon = 'icons/turf/floors.dmi'
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level = 1
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luminosity = 1
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var/intact = TRUE
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var/turf/baseturf = /turf/space
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var/slowdown = 0 //negative for faster, positive for slower
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/// used to check if pipes should be visible under the turf or not
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var/transparent_floor = FALSE
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/// Set if the turf should appear on a different layer while in-game and map editing, otherwise use normal layer.
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var/real_layer = TURF_LAYER
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layer = MAP_EDITOR_TURF_LAYER
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///Icon-smoothing variable to map a diagonal wall corner with a fixed underlay.
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var/list/fixed_underlay = null
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///Properties for open tiles (/floor)
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/// All the gas vars, on the turf, are meant to be utilized for initializing a gas datum and setting its first gas values; the turf vars are never further modified at runtime; it is never directly used for calculations by the atmospherics system.
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var/oxygen = 0
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var/carbon_dioxide = 0
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var/nitrogen = 0
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var/toxins = 0
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var/sleeping_agent = 0
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var/agent_b = 0
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//Properties for airtight tiles (/wall)
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var/thermal_conductivity = 0.05
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var/heat_capacity = 1
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//Properties for both
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var/temperature = T20C
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var/blocks_air = FALSE
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flags = 0
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var/image/obscured //camerachunks
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var/changing_turf = FALSE
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var/list/blueprint_data //for the station blueprints, images of objects eg: pipes
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/// How pathing algorithm will check if this turf is passable by itself (not including content checks). By default it's just density check.
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/// WARNING: Currently to use a density shortcircuiting this does not support dense turfs with special allow through function
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var/pathing_pass_method = TURF_PATHING_PASS_DENSITY
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/turf/Initialize(mapload)
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SHOULD_CALL_PARENT(FALSE)
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if(initialized)
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stack_trace("Warning: [src]([type]) initialized multiple times!")
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initialized = TRUE
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if(layer == MAP_EDITOR_TURF_LAYER)
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layer = real_layer
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// by default, vis_contents is inherited from the turf that was here before
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vis_contents.Cut()
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levelupdate()
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if(length(smoothing_groups))
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sortTim(smoothing_groups) //In case it's not properly ordered, let's avoid duplicate entries with the same values.
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SET_BITFLAG_LIST(smoothing_groups)
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if(length(canSmoothWith))
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sortTim(canSmoothWith)
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if(canSmoothWith[length(canSmoothWith)] > MAX_S_TURF) //If the last element is higher than the maximum turf-only value, then it must scan turf contents for smoothing targets.
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smoothing_flags |= SMOOTH_OBJ
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SET_BITFLAG_LIST(canSmoothWith)
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH(src)
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visibilityChanged()
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for(var/atom/movable/AM in src)
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Entered(AM)
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var/area/A = loc
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if(!IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A))
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add_overlay(/obj/effect/fullbright)
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if(light_power && light_range)
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update_light()
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if(opacity)
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has_opaque_atom = TRUE
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return INITIALIZE_HINT_NORMAL
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/turf/Destroy(force)
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. = QDEL_HINT_IWILLGC
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if(!changing_turf)
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stack_trace("Incorrect turf deletion")
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changing_turf = FALSE
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if(force)
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..()
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//this will completely wipe turf state
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var/turf/B = new world.turf(src)
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for(var/A in B.contents)
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qdel(A)
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return
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REMOVE_FROM_SMOOTH_QUEUE(src)
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// Adds the adjacent turfs to the current atmos processing
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for(var/turf/simulated/T in atmos_adjacent_turfs)
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SSair.add_to_active(T)
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SSair.remove_from_active(src)
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visibilityChanged()
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QDEL_LIST_CONTENTS(blueprint_data)
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initialized = FALSE
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..()
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/turf/attack_hand(mob/user as mob)
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user.Move_Pulled(src)
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/turf/ex_act(severity)
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return FALSE
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/turf/rpd_act(mob/user, obj/item/rpd/our_rpd) //This is the default turf behaviour for the RPD; override it as required
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if(our_rpd.mode == RPD_ATMOS_MODE)
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our_rpd.create_atmos_pipe(user, src)
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else if(our_rpd.mode == RPD_DISPOSALS_MODE)
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for(var/obj/machinery/door/airlock/A in src)
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if(A.density)
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to_chat(user, "<span class='warning'>That type of pipe won't fit under [A]!</span>")
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return
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our_rpd.create_disposals_pipe(user, src)
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else if(our_rpd.mode == RPD_ROTATE_MODE)
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our_rpd.rotate_all_pipes(user, src)
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else if(our_rpd.mode == RPD_FLIP_MODE)
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our_rpd.flip_all_pipes(user, src)
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else if(our_rpd.mode == RPD_DELETE_MODE)
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our_rpd.delete_all_pipes(user, src)
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/turf/bullet_act(obj/item/projectile/Proj)
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if(istype(Proj, /obj/item/projectile/bullet/gyro))
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explosion(src, -1, 0, 2)
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..()
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return FALSE
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/turf/Enter(atom/movable/mover as mob|obj, atom/forget)
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if(!mover)
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return TRUE
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// First, make sure it can leave its square
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if(isturf(mover.loc))
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// Nothing but border objects stop you from leaving a tile, only one loop is needed
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for(var/obj/obstacle in mover.loc)
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if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
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mover.Bump(obstacle, TRUE)
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return FALSE
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var/list/large_dense = list()
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//Next, check objects to block entry that are on the border
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for(var/atom/movable/border_obstacle in src)
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if(border_obstacle.flags & ON_BORDER)
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if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
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mover.Bump(border_obstacle, TRUE)
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return FALSE
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else
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large_dense += border_obstacle
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//Then, check the turf itself
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if(!src.CanPass(mover, src))
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mover.Bump(src, TRUE)
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return FALSE
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//Finally, check objects/mobs to block entry that are not on the border
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var/atom/movable/tompost_bump
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var/top_layer = FALSE
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for(var/atom/movable/obstacle in large_dense)
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if(!obstacle.CanPass(mover, mover.loc, 1) && (forget != obstacle))
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if(obstacle.layer > top_layer)
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tompost_bump = obstacle
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top_layer = obstacle.layer
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if(tompost_bump)
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mover.Bump(tompost_bump, TRUE)
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return FALSE
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return TRUE //Nothing found to block so return success!
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/turf/Entered(atom/movable/M, atom/OL, ignoreRest = FALSE)
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..()
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if(ismob(M))
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var/mob/O = M
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if(!O.lastarea)
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O.lastarea = get_area(O.loc)
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// If an opaque movable atom moves around we need to potentially update visibility.
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if(M.opacity)
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has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
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reconsider_lights()
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/turf/proc/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1 && O.initialized) // Only do this if the object has initialized
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O.hide(src.intact)
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// override for space turfs, since they should never hide anything
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/turf/space/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1 && O.initialized) // Only do this if the object has initialized
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O.hide(FALSE)
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// Removes all signs of lattice on the pos of the turf -Donkieyo
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/turf/proc/RemoveLattice()
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L && !(L.resistance_flags & INDESTRUCTIBLE))
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qdel(L)
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/turf/proc/dismantle_wall(devastated = FALSE, explode = FALSE)
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return
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/turf/proc/TerraformTurf(path, defer_change = FALSE, keep_icon = TRUE, ignore_air = FALSE)
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return ChangeTurf(path, defer_change, keep_icon, ignore_air)
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//Creates a new turf
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/turf/proc/ChangeTurf(path, defer_change = FALSE, keep_icon = TRUE, ignore_air = FALSE, copy_existing_baseturf = TRUE)
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if(!path)
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return
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if(!GLOB.use_preloader && path == type) // Don't no-op if the map loader requires it to be reconstructed
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return src
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set_light(0)
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var/old_opacity = opacity
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var/old_dynamic_lighting = dynamic_lighting
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var/old_affecting_lights = affecting_lights
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var/old_lighting_object = lighting_object
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var/old_blueprint_data = blueprint_data
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var/old_obscured = obscured
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var/old_corners = corners
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BeforeChange()
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var/old_baseturf = baseturf
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changing_turf = TRUE
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qdel(src) //Just get the side effects and call Destroy
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var/turf/W = new path(src)
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if(copy_existing_baseturf)
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W.baseturf = old_baseturf
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if(!defer_change)
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W.AfterChange(ignore_air)
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W.blueprint_data = old_blueprint_data
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recalc_atom_opacity()
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if(SSlighting.initialized)
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recalc_atom_opacity()
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lighting_object = old_lighting_object
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affecting_lights = old_affecting_lights
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corners = old_corners
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if(old_opacity != opacity || dynamic_lighting != old_dynamic_lighting)
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reconsider_lights()
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if(dynamic_lighting != old_dynamic_lighting)
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if(IS_DYNAMIC_LIGHTING(src))
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lighting_build_overlay()
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else
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lighting_clear_overlay()
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for(var/turf/space/S in RANGE_TURFS(1, src)) //RANGE_TURFS is in code\__HELPERS\game.dm
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S.update_starlight()
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obscured = old_obscured
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return W
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/turf/proc/BeforeChange()
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return
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/turf/proc/is_safe()
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return FALSE
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// I'm including `ignore_air` because BYOND lacks positional-only arguments
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/turf/proc/AfterChange(ignore_air = FALSE, keep_cabling = FALSE) //called after a turf has been replaced in ChangeTurf()
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levelupdate()
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CalculateAdjacentTurfs()
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if(!ignore_air)
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SSair.add_to_active(src)
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//update firedoor adjacency
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var/list/turfs_to_check = get_adjacent_open_turfs(src) | src
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for(var/turf/T in turfs_to_check)
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for(var/obj/machinery/door/firedoor/FD in T)
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FD.CalculateAffectingAreas()
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// Check for weeds and either update, create or delete wall weeds
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turfs_to_check = AdjacentTurfs(open_only = TRUE, cardinal_only = FALSE)
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for(var/turf/T in turfs_to_check)
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for(var/obj/structure/alien/weeds/W in T)
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W.check_surroundings()
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if(!keep_cabling && !can_have_cabling())
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for(var/obj/structure/cable/C in contents)
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qdel(C)
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/turf/simulated/AfterChange(ignore_air = FALSE, keep_cabling = FALSE)
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..()
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RemoveLattice()
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if(!ignore_air)
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Assimilate_Air()
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//////Assimilate Air//////
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/turf/simulated/proc/Assimilate_Air()
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if(air)
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var/aoxy = 0 //Holders to assimilate air from nearby turfs
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var/anitro = 0
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var/aco = 0
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var/atox = 0
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var/asleep = 0
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var/ab = 0
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var/atemp = 0
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var/turf_count = 0
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for(var/turf/T in atmos_adjacent_turfs)
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if(isspaceturf(T))//Counted as no air
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turf_count++//Considered a valid turf for air calcs
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continue
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else if(isfloorturf(T))
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var/turf/simulated/S = T
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if(S.air)//Add the air's contents to the holders
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aoxy += S.air.oxygen
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anitro += S.air.nitrogen
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aco += S.air.carbon_dioxide
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atox += S.air.toxins
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asleep += S.air.sleeping_agent
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ab += S.air.agent_b
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atemp += S.air.temperature
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turf_count++
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air.oxygen = (aoxy / max(turf_count, 1)) //Averages contents of the turfs, ignoring walls and the like
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air.nitrogen = (anitro / max(turf_count, 1))
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air.carbon_dioxide = (aco / max(turf_count, 1))
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air.toxins = (atox / max(turf_count, 1))
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air.sleeping_agent = (asleep / max(turf_count, 1))
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air.agent_b = (ab / max(turf_count, 1))
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air.temperature = (atemp / max(turf_count, 1))
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if(SSair)
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SSair.add_to_active(src)
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/turf/proc/ReplaceWithLattice()
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ChangeTurf(baseturf)
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new /obj/structure/lattice(locate(x, y, z))
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/turf/proc/remove_plating(mob/user)
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return
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/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N
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//Useful to batch-add creatures to the list.
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for(var/mob/living/M in src)
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if(M == U)
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continue//Will not harm U. Since null != M, can be excluded to kill everyone.
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INVOKE_ASYNC(M, TYPE_PROC_REF(/mob, gib))
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for(var/obj/mecha/M in src)//Mecha are not gibbed but are damaged.
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INVOKE_ASYNC(M, TYPE_PROC_REF(/obj/mecha, take_damage), 100, "brute")
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/turf/proc/Bless()
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flags |= NOJAUNT
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/turf/proc/clean(floor_only)
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for(var/obj/effect/decal/cleanable/C in src)
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var/obj/effect/decal/cleanable/blood/B = C
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if(istype(B) && B.off_floor)
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floor_only = FALSE
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else
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qdel(C)
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color = initial(color)
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if(floor_only)
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clean_blood()
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for(var/mob/living/simple_animal/slime/M in src)
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M.adjustToxLoss(rand(5, 10))
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// Defined here to avoid runtimes
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/turf/proc/MakeDry(wet_setting = TURF_WET_WATER)
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return
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/turf/proc/burn_down()
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return
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/// Returns the adjacent turfs. Can check for density or cardinal directions only instead of all 8, or just dense turfs entirely. dense_only takes precedence over open_only.
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/turf/proc/AdjacentTurfs(open_only = FALSE, cardinal_only = FALSE, dense_only = FALSE)
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var/list/L = new()
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var/turf/T
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var/list/directions = cardinal_only ? GLOB.cardinal : GLOB.alldirs
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for(var/dir in directions)
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T = get_step(src, dir)
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if(!istype(T))
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continue
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if(dense_only && !T.density)
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continue
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if((open_only && T.density) && !dense_only)
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continue
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L.Add(T)
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return L
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/turf/proc/Distance(turf/T)
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return get_dist(src, T)
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/turf/acid_act(acidpwr, acid_volume)
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. = TRUE
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var/acid_type = /obj/effect/acid
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if(acidpwr >= 200) //alien acid power
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acid_type = /obj/effect/acid/alien
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var/has_acid_effect = FALSE
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for(var/obj/O in src)
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if(intact && O.level == 1) //hidden under the floor
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continue
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if(istype(O, acid_type))
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var/obj/effect/acid/A = O
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A.acid_level = min(A.level + acid_volume * acidpwr, 12000)//capping acid level to limit power of the acid
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has_acid_effect = 1
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continue
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O.acid_act(acidpwr, acid_volume)
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if(!has_acid_effect)
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new acid_type(src, acidpwr, acid_volume)
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/turf/proc/acid_melt()
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return
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/turf/handle_fall()
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if(has_gravity(src))
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playsound(src, "bodyfall", 50, TRUE)
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/turf/singularity_act()
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if(intact)
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for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
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if(O.level != 1)
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continue
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if(O.invisibility == INVISIBILITY_MAXIMUM)
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O.singularity_act()
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ChangeTurf(baseturf)
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return 2
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/turf/proc/visibilityChanged()
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if(SSticker)
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GLOB.cameranet.updateVisibility(src)
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/turf/attackby(obj/item/I, mob/user, params)
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if(can_lay_cable())
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if(istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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for(var/obj/structure/cable/LC in src)
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if(LC.d1 == 0 || LC.d2 == 0)
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LC.attackby(C, user)
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return
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C.place_turf(src, user)
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return TRUE
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else if(istype(I, /obj/item/rcl))
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var/obj/item/rcl/R = I
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if(R.loaded)
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for(var/obj/structure/cable/LC in src)
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if(LC.d1 == 0 || LC.d2 == 0)
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LC.attackby(R, user)
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return
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R.loaded.place_turf(src, user)
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R.is_empty(user)
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return FALSE
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/turf/proc/can_have_cabling()
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|
return TRUE
|
|
|
|
/turf/proc/can_lay_cable()
|
|
return can_have_cabling() && !intact
|
|
|
|
/*
|
|
* # power_list()
|
|
* returns a list power machinery on the turf and cables on the turf that have a direction equal to the one supplied in params and are currently connected to a powernet
|
|
*
|
|
* Arguments:
|
|
* source - the atom that is calling this proc
|
|
* direction - the direction that a cable must have in order to be returned in this proc i.e. d1 or d2 must equal direction
|
|
* cable_only - if TRUE, power_list will only return cables, if FALSE it will also return power machinery
|
|
*/
|
|
/turf/proc/power_list(atom/source, direction, cable_only = FALSE)
|
|
. = list()
|
|
for(var/obj/AM in src)
|
|
if(AM == source)
|
|
continue //we don't want to return source
|
|
if(istype(AM, /obj/structure/cable))
|
|
|
|
var/obj/structure/cable/C = AM
|
|
if(C.d1 == direction || C.d2 == direction)
|
|
. += C // one of the cables ends matches the supplied direction, add it to connnections
|
|
if(cable_only || direction)
|
|
continue
|
|
if(istype(AM, /obj/machinery/power) && !istype(AM, /obj/machinery/power/apc))
|
|
. += AM
|
|
|
|
/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
|
|
underlay_appearance.icon = icon
|
|
underlay_appearance.icon_state = icon_state
|
|
underlay_appearance.dir = adjacency_dir
|
|
return TRUE
|
|
|
|
/turf/proc/add_blueprints(atom/movable/AM)
|
|
var/image/I = new
|
|
I.plane = GAME_PLANE
|
|
I.layer = OBJ_LAYER
|
|
I.appearance = AM.appearance
|
|
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
|
|
I.loc = src
|
|
I.dir = AM.dir
|
|
I.alpha = 128
|
|
LAZYADD(blueprint_data, I)
|
|
|
|
/turf/proc/add_blueprints_preround(atom/movable/AM)
|
|
if(!SSticker || SSticker.current_state != GAME_STATE_PLAYING)
|
|
add_blueprints(AM)
|
|
|
|
/turf/proc/empty(turf_type = /turf/space)
|
|
// Remove all atoms except observers, landmarks, docking ports, and (un)`simulated` atoms (lighting overlays)
|
|
var/turf/T0 = src
|
|
for(var/X in T0.GetAllContents())
|
|
var/atom/A = X
|
|
if(!A.simulated)
|
|
continue
|
|
if(istype(A, /mob/dead))
|
|
continue
|
|
if(istype(A, /obj/effect/landmark))
|
|
continue
|
|
if(istype(A, /obj/docking_port))
|
|
continue
|
|
qdel(A, force = TRUE)
|
|
|
|
T0.ChangeTurf(turf_type)
|
|
|
|
SSair.remove_from_active(T0)
|
|
T0.CalculateAdjacentTurfs()
|
|
SSair.add_to_active(T0, TRUE)
|
|
|
|
/turf/AllowDrop()
|
|
return TRUE
|
|
|
|
/**
|
|
* Returns adjacent turfs to this turf that are reachable, in all cardinal directions
|
|
*
|
|
* Arguments:
|
|
* * caller: The movable, if one exists, being used for mobility checks to see what tiles it can reach
|
|
* * ID: An ID card that decides if we can gain access to doors that would otherwise block a turf
|
|
* * simulated_only: Do we only worry about turfs with simulated atmos, most notably things that aren't space?
|
|
* * no_id: When true, doors with public access will count as impassible
|
|
*/
|
|
/turf/proc/reachableAdjacentTurfs(caller, ID, simulated_only, no_id = FALSE)
|
|
var/static/space_type_cache = typecacheof(/turf/space)
|
|
. = list()
|
|
|
|
for(var/iter_dir in GLOB.cardinal)
|
|
var/turf/turf_to_check = get_step(src, iter_dir)
|
|
if(!turf_to_check || (simulated_only && space_type_cache[turf_to_check.type]))
|
|
continue
|
|
if(turf_to_check.density || LinkBlockedWithAccess(turf_to_check, caller, ID, no_id = no_id))
|
|
continue
|
|
. += turf_to_check
|
|
|
|
// Makes an image of up to 20 things on a turf + the turf
|
|
/turf/proc/photograph(limit = 20)
|
|
var/image/I = new()
|
|
I.add_overlay(src)
|
|
for(var/V in contents)
|
|
var/atom/A = V
|
|
if(A.invisibility)
|
|
continue
|
|
I.add_overlay(A)
|
|
if(limit)
|
|
limit--
|
|
else
|
|
return I
|
|
return I
|
|
|
|
|
|
/turf/hit_by_thrown_carbon(mob/living/carbon/human/C, datum/thrownthing/throwingdatum, damage, mob_hurt, self_hurt)
|
|
if(mob_hurt || !density)
|
|
return
|
|
playsound(src, 'sound/weapons/punch1.ogg', 35, 1)
|
|
C.visible_message("<span class='danger'>[C] slams into [src]!</span>", "<span class='userdanger'>You slam into [src]!</span>")
|
|
C.take_organ_damage(damage)
|
|
C.KnockDown(3 SECONDS)
|