Files
Paradise/code/modules/awaymissions/zvis.dm
tigercat2000 7d8c9a731a SS Conversion: Atoms, Machines, n' Mobs
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
2018-04-28 17:55:15 -07:00

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/area/awaymission/upperlevel
name = "Open Space"
color = "#888"
dynamic_lighting = 0
requires_power = 0
// Used by /turf/unsimulated/floor/upperlevel as a reference for where the other floor is
/obj/effect/levelref
name = "level reference"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
invisibility = 101
var/id = null
var/obj/effect/levelref/other = null
var/offset_x
var/offset_y
var/offset_z
var/global/list/levels[0]
/obj/effect/levelref/New()
..()
levels += src
/obj/effect/levelref/Initialize()
..()
for(var/obj/effect/levelref/O in levels)
if(id == O.id && O != src)
other = O
update_offset()
O.other = src
O.update_offset()
for(var/turf/unsimulated/floor/upperlevel/U in get_area(loc))
U.init(src)
return
/obj/effect/levelref/Destroy()
levels -= src
return ..()
/obj/effect/levelref/proc/update_offset()
offset_x = other.x - x
offset_y = other.y - y
offset_z = other.z - z
// Used by /turf/unsimulated/floor/upperlevel and /obj/effect/view_portal/visual
// to know if the world changed on the remote side
/obj/effect/portal_sensor
invisibility = 101
var/light_hash = -1
var/triggered_this_tick = 0
var/datum/owner // owner that receive signals
var/list/params[0] // what to send to the main object to indicate which sensor
var/trigger_limit = 5 // number of time we're allowed to trigger per ptick
/obj/effect/portal_sensor/New(loc, o, ...)
..()
owner = o
if(args.len >= 3)
params = args.Copy(3)
processing_objects += src
trigger()
/obj/effect/portal_sensor/Destroy()
processing_objects -= src
return ..()
/obj/effect/portal_sensor/Crossed(A)
trigger()
/obj/effect/portal_sensor/Uncrossed(A)
trigger()
/obj/effect/portal_sensor/process()
check_light()
if(triggered_this_tick >= trigger_limit)
call(owner, "trigger")(arglist(params))
triggered_this_tick = 0
/obj/effect/portal_sensor/proc/trigger()
triggered_this_tick++
if(triggered_this_tick < trigger_limit)
call(owner, "trigger")(arglist(params))
/obj/effect/portal_sensor/proc/check_light()
var/turf/T = loc
if(istype(T) && T.lighting_overlay && !T.lighting_overlay.needs_update)
var/atom/movable/lighting_overlay/O = T.lighting_overlay
var/hash = O.lum_r + O.lum_g + O.lum_b
if(hash != light_hash)
light_hash = hash
trigger()
else
if(light_hash != -1)
light_hash = -1
trigger()
// for second floor showing floor below
/turf/unsimulated/floor/upperlevel
icon = 'icons/turf/areas.dmi'
icon_state = "dark128"
layer = AREA_LAYER + 0.5
appearance_flags = TILE_BOUND | KEEP_TOGETHER
var/turf/lower_turf
var/obj/effect/portal_sensor/sensor
/turf/unsimulated/floor/upperlevel/New()
..()
var/obj/effect/levelref/R = locate() in get_area(src)
if(R && R.other)
init(R)
/turf/unsimulated/floor/upperlevel/Destroy()
QDEL_NULL(sensor)
return ..()
/turf/unsimulated/floor/upperlevel/proc/init(var/obj/effect/levelref/R)
lower_turf = locate(x + R.offset_x, y + R.offset_y, z + R.offset_z)
if(lower_turf)
sensor = new(lower_turf, src)
/turf/unsimulated/floor/upperlevel/Entered(atom/movable/AM, atom/OL, ignoreRest = 0)
if(isliving(AM) || istype(AM, /obj))
if(isliving(AM))
var/mob/living/M = AM
M.emote("scream")
M.SpinAnimation(5, 1)
AM.forceMove(lower_turf)
/turf/unsimulated/floor/upperlevel/attack_ghost(mob/user)
user.forceMove(lower_turf)
/turf/unsimulated/floor/upperlevel/proc/trigger()
name = lower_turf.name
desc = lower_turf.desc
// render each atom
underlays.Cut()
for(var/X in list(lower_turf) + lower_turf.contents)
var/atom/A = X
if(A && A.invisibility <= SEE_INVISIBLE_LIVING)
var/image/I = image(A, layer = AREA_LAYER + A.layer * 0.01, dir = A.dir)
I.pixel_x = A.pixel_x
I.pixel_y = A.pixel_y
underlays += I
// remote end of narnia portal
/obj/effect/view_portal
name = "portal target"
icon = 'icons/mob/screen_gen.dmi'
icon_state = "x2"
invisibility = 101
anchored = 1
var/id = null // id of other portal turf we connect to
var/obj/effect/view_portal/other = null
var/global/list/portals[0]
/obj/effect/view_portal/New()
..()
portals += src
/obj/effect/view_portal/Initialize()
..()
if(id)
for(var/obj/effect/view_portal/O in portals)
if(id == O.id && O != src && can_link(O))
other = O
O.other = src
linkup()
O.linkup()
if(other)
return
/obj/effect/view_portal/Destroy()
portals -= src
return ..()
/obj/effect/view_portal/proc/can_link(obj/effect/view_portal/P)
return P.type == /obj/effect/view_portal/visual && !P.other
/obj/effect/view_portal/proc/linkup()
// allow it to link to multiple visual nodes
other = null
// near end of nania portal
/obj/effect/view_portal/visual
name = "???"
desc = "You'll have to get closer to clearly see what this is."
icon = 'icons/turf/floors.dmi'
icon_state = "loadingarea"
opacity = 1
density = 1
invisibility = 0
appearance_flags = TILE_BOUND | KEEP_TOGETHER
var/dist = 6 // dist that we render out
var/radius = 3 // dist we render on other axis, in each direction
var/frustrum = 0 // if 1, get wider and wider at each step outward
var/teleport = 1 // should teleport?
var/list/render_block
var/list/sensors[0]
var/list/tiles[0]
var/list/near_render_block
var/turf/near_viewpoint
/obj/effect/view_portal/visual/Destroy()
for(var/T in sensors)
qdel(sensors[T])
sensors.Cut()
sensors = null
for(var/T in tiles)
qdel(tiles[T])
tiles.Cut()
tiles = null
render_block = null
near_render_block = null
near_viewpoint = null
return ..()
/obj/effect/view_portal/visual/can_link(obj/effect/view_portal/P)
return P.type == /obj/effect/view_portal
/obj/effect/view_portal/visual/linkup()
icon = null
icon_state = null
var/turf/Tloc = get_turf(loc)
if(Tloc)
Tloc.icon = null
Tloc.icon_state = null
Tloc.dynamic_lighting = 0
layer = AREA_LAYER + 0.5
// setup references
var/crossdir = angle2dir((dir2angle(dir) + 90) % 360)
near_viewpoint = get_step(get_turf(src), GetOppositeDir(dir))
// setup far turfs
var/turf/T1 = get_turf(other)
var/turf/T2 = T1
for(var/i in 1 to radius)
T1 = get_step(T1, crossdir)
T2 = get_step(T2, GetOppositeDir(crossdir))
if(frustrum)
// make a trapazoid, with length dist, short end radius*2 long,
// and 45 degree angles
render_block = block(T1, T2)
for(var/i in 1 to dist)
T1 = get_step(get_step(T1, dir), crossdir)
T2 = get_step(get_step(T2, dir), GetOppositeDir(crossdir))
render_block += block(T1, T2)
else
// else make a box dist x radius*2
for(var/i in 1 to dist)
T2 = get_step(T2, dir)
render_block = block(T1, T2)
for(var/turf/T in render_block)
sensors[T] = new /obj/effect/portal_sensor(T, src, 0, T)
// setup turfs on this side of the portal to cover the map streaming
// has to be done later for view() to be correct (so it happens when the walls exist)
/obj/effect/view_portal/visual/proc/setup_near()
var/nvs = dir & (EAST|WEST) ? near_viewpoint.x - x : near_viewpoint.y - y
if(nvs)
nvs = SIGN(nvs)
// need a mob for view() to work correctly
var/mob/M = new(near_viewpoint)
M.see_invisible = SEE_INVISIBLE_LIVING
near_render_block = view(M, world.view)
qdel(M)
for(var/A in near_render_block)
var/turf/T = A
if(istype(T))
var/ts = dir & (EAST|WEST) ? T.x - x : T.y - y
if(ts)
ts = SIGN(ts)
if(nvs == ts)
sensors[T] = new /obj/effect/portal_sensor(T, src, 1, T)
else
near_render_block -= T
else
near_render_block -= T
/obj/effect/view_portal/visual/Bumped(atom/movable/thing)
if((istype(thing, /obj) || isliving(thing)) && other && teleport)
if(!near_render_block)
setup_near()
var/mob/living/M = thing
// make the person glide onto the dest, giving a smooth transition
var/ox = thing.x - x
var/oy = thing.y - y
if(istype(M) && M.client)
M.notransform = 1
// cover up client-side map loading
M.screen_loc = "CENTER"
M.client.screen += M
for(var/T in tiles)
M.client.screen += tiles[T]
// wait a tick for the screen to replicate across network
// or this whole exercise of covering the transition is pointless
spawn(1)
thing.forceMove(locate(other.x + ox, other.y + oy, other.z))
sleep(1)
if(istype(M) && M.client)
for(var/T in tiles)
M.client.screen -= tiles[T]
M.client.screen -= M
M.screen_loc = initial(M.screen_loc)
thing.forceMove(get_turf(other.loc))
if(istype(M) && M.client)
M.notransform = 0
/obj/effect/view_portal/visual/attack_ghost(mob/user)
user.forceMove(get_turf(other.loc))
/obj/effect/view_portal/visual/proc/trigger(near, turf/T)
var/obj/effect/view_portal_dummy/D = tiles[T]
if(D)
D.overlays.Cut()
else
D = new(src, near, T)
tiles[T] = D
// render atoms to overlays of a dummy object
if(D.name != T.name)
D.name = T.name
D.desc = T.desc
for(var/AX in list(T) + T.contents)
var/atom/A = AX
if(A && A.invisibility <= SEE_INVISIBLE_LIVING)
var/image/I = image(A, layer = D.layer + A.layer * 0.01, dir = A.dir)
I.pixel_x = A.pixel_x
I.pixel_y = A.pixel_y
D.overlays += I
// tile of rendered other side for narnia portal
/obj/effect/view_portal_dummy
var/obj/effect/view_portal/visual/owner
/obj/effect/view_portal_dummy/New(obj/effect/view_portal/visual/V, near, turf/T)
..()
if(!near)
loc = V.loc
owner = V
var/ox
var/oy
if(near)
ox = (T.x - V.near_viewpoint.x)
oy = (T.y - V.near_viewpoint.y)
layer = AREA_LAYER + 0.4
else
ox = T.x - V.other.x + V.x - V.near_viewpoint.x
oy = T.y - V.other.y + V.y - V.near_viewpoint.y
pixel_x = 32 * (T.x - V.other.x)
pixel_y = 32 * (T.y - V.other.y)
layer = AREA_LAYER + 0.5
if(abs(ox) <= world.view && abs(oy) <= world.view)
screen_loc = "CENTER[ox >= 0 ? "+" : ""][ox],CENTER[oy >= 0 ? "+" : ""][oy]"
/obj/effect/view_portal_dummy/attack_ghost(mob/user)
owner.attack_ghost(user)