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Merge pull request #2469 from Uristqwerty/Tubes
Added: Code and icons for tube-based transportation.
This commit is contained in:
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code/WorkInProgress/Uristqwerty/transit_tube.dmi
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code/WorkInProgress/Uristqwerty/transit_tube.dmi
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code/WorkInProgress/Uristqwerty/transit_tube_pod.dmi
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code/WorkInProgress/Uristqwerty/transit_tube_pod.dmi
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code/WorkInProgress/Uristqwerty/transit_tube_station.dmi
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code/WorkInProgress/Uristqwerty/transit_tube_station.dmi
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code/WorkInProgress/Uristqwerty/transit_tubes.dm
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code/WorkInProgress/Uristqwerty/transit_tubes.dm
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// Basic transit tubes. Straight pieces, curved sections,
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// and basic splits/joins (no routing logic).
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// Mappers: you can use "Generate Instances from Icon-states"
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// to get the different pieces.
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/obj/structure/transit_tube
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icon = 'transit_tube.dmi'
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icon_state = "E-W"
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density = 1
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layer = 3.1
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anchored = 1.0
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var/list/tube_dirs = null
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var/exit_delay = 2
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var/enter_delay = 1
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// A place where tube pods stop, and people can get in or out.
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// Mappers: use "Generate Instances from Directions" for this
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// one.
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/obj/structure/transit_tube/station
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icon = 'transit_tube_station.dmi'
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icon_state = "closed"
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exit_delay = 2
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enter_delay = 3
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var/pod_moving = 0
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var/automatic_launch_time = 100
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var/const/OPEN_DURATION = 6
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var/const/CLOSE_DURATION = 6
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/obj/structure/transit_tube_pod
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icon = 'transit_tube_pod.dmi'
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icon_state = "pod"
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animate_movement = FORWARD_STEPS
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var/moving = 0
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var/datum/gas_mixture/air_contents
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/obj/structure/transit_tube/station/New(loc)
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..(loc)
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spawn(automatic_launch_time)
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launch_pod()
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/obj/structure/transit_tube/station/Bumped(mob/AM as mob|obj)
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if(!pod_moving && icon_state == "open" && istype(AM, /mob))
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for(var/obj/structure/transit_tube_pod/pod in loc)
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if(!pod.moving && pod.dir in directions())
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AM.loc = pod
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return
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/obj/structure/transit_tube/station/attack_hand(mob/user as mob)
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if(!pod_moving)
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for(var/obj/structure/transit_tube_pod/pod in loc)
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if(!pod.moving && pod.dir in directions())
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if(icon_state == "closed")
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open_animation()
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else if(icon_state == "open")
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close_animation()
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/obj/structure/transit_tube/station/proc/open_animation()
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if(icon_state == "closed")
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icon_state = "opening"
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spawn(OPEN_DURATION)
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if(icon_state == "opening")
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icon_state = "open"
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/obj/structure/transit_tube/station/proc/close_animation()
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if(icon_state == "open")
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icon_state = "closing"
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spawn(CLOSE_DURATION)
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if(icon_state == "closing")
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icon_state = "closed"
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/obj/structure/transit_tube/station/proc/launch_pod()
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for(var/obj/structure/transit_tube_pod/pod in loc)
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if(!pod.moving && pod.dir in directions())
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spawn(5)
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pod_moving = 1
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close_animation()
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sleep(CLOSE_DURATION + 2)
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if(icon_state == "closed" && pod)
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pod.follow_tube()
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pod_moving = 0
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return
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/obj/structure/transit_tube/proc/should_stop_pod(pod, from_dir)
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return 0
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/obj/structure/transit_tube/station/should_stop_pod(pod, from_dir)
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return 1
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/obj/structure/transit_tube/proc/pod_stopped(pod, from_dir)
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return 0
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/obj/structure/transit_tube/station/pod_stopped(obj/structure/transit_tube_pod/pod, from_dir)
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pod_moving = 1
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spawn(5)
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open_animation()
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sleep(OPEN_DURATION + 2)
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pod_moving = 0
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pod.mix_air()
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if(automatic_launch_time)
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var/const/wait_step = 5
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var/i = 0
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while(i < automatic_launch_time)
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sleep(wait_step)
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i += wait_step
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if(pod_moving || icon_state != "open")
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return
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launch_pod()
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// Returns a /list of directions this tube section can
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// connect to.
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/obj/structure/transit_tube/proc/directions()
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return tube_dirs
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/obj/structure/transit_tube/proc/has_entrance(from_dir)
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from_dir = turn(from_dir, 180)
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for(var/direction in directions())
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if(direction == from_dir)
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return 1
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return 0
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/obj/structure/transit_tube/proc/has_exit(in_dir)
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for(var/direction in directions())
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if(direction == in_dir)
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return 1
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return 0
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// Searches for an exit direction within 45 degrees of the
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// specified dir. Returns that direction, or 0 if none match.
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/obj/structure/transit_tube/proc/get_exit(in_dir)
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var/near_dir = 0
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var/in_dir_cw = turn(in_dir, -45)
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var/in_dir_ccw = turn(in_dir, 45)
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for(var/direction in directions())
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if(direction == in_dir)
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return direction
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else if(direction == in_dir_cw)
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near_dir = direction
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else if(direction == in_dir_ccw)
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near_dir = direction
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return near_dir
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/obj/structure/transit_tube/proc/exit_delay(pod, to_dir)
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return exit_delay
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/obj/structure/transit_tube/proc/enter_delay(pod, to_dir)
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return enter_delay
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/obj/structure/transit_tube_pod/proc/follow_tube()
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if(moving)
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return
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moving = 1
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spawn()
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var/obj/structure/transit_tube/current_tube = null
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var/next_dir
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var/next_loc
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for(var/obj/structure/transit_tube/tube in loc)
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if(tube.has_exit(dir))
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current_tube = tube
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break
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while(current_tube)
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next_dir = current_tube.get_exit(dir)
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if(!next_dir)
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break
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sleep(current_tube.exit_delay(src, dir))
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next_loc = get_step(loc, next_dir)
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current_tube = null
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for(var/obj/structure/transit_tube/tube in next_loc)
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if(tube.has_entrance(next_dir))
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current_tube = tube
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break
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if(current_tube == null)
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dir = next_dir
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step(src, dir)
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break
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sleep(current_tube.enter_delay(src, next_dir))
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dir = next_dir
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loc = next_loc
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if(current_tube && current_tube.should_stop_pod(src, next_dir))
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current_tube.pod_stopped(src, dir)
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break
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moving = 0
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// HUGE HACK: Because the pod isn't a mecha, travelling through tubes over space
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// won't protect people from space.
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// This avoids editing an additional file, so that adding
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// tubes to a SS13 codebase is a simple as dropping this code file and the
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// required icon files somewhere where BYOND can find them.
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/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
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if(!istype(loc, /obj/structure/transit_tube_pod))
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return ..(environment)
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/obj/structure/transit_tube_pod/return_air()
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var/datum/gas_mixture/GM = new()
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GM.oxygen = MOLES_O2STANDARD * 2
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GM.nitrogen = MOLES_N2STANDARD
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GM.temperature = T20C
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return GM
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// For now, copying what I found in an unused FEA file (and almost identical in a
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// used ZAS file). Means that assume_air and remove_air don't actually alter the
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// air contents.
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/obj/structure/transit_tube_pod/assume_air(datum/gas_mixture/giver)
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return 0
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/obj/structure/transit_tube_pod/remove_air(amount)
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var/oxygen = MOLES_O2STANDARD
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var/carbon_dioxide = 0
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var/nitrogen = MOLES_N2STANDARD
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var/toxins = 0
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var/datum/gas_mixture/GM = new()
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var/sum = oxygen + carbon_dioxide + nitrogen + toxins
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if(sum>0)
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GM.oxygen = (oxygen/sum)*amount
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GM.carbon_dioxide = (carbon_dioxide/sum)*amount
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GM.nitrogen = (nitrogen/sum)*amount
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GM.toxins = (toxins/sum)*amount
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GM.temperature = T20C
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GM.update_values() //Needed in ZAS to prevent suffocation. Not present in FEA. Comment/uncomment as nessecary.
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return GM
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// Called when a pod arrives at, and before a pod departs from a station,
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// giving it a chance to mix its internal air supply with the turf it is
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// currently on.
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/obj/structure/transit_tube_pod/proc/mix_air()
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//Needs to be implemented at some point
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// When the player moves, check if the pos is currently stopped at a station.
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// if it is, check the direction. If the direction matches the direction of
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// the station, try to exit. If the direction matches one of the station's
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// tube directions, launch the pod in that direction.
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/obj/structure/transit_tube_pod/relaymove(mob/mob, direction)
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if(!moving && istype(mob, /mob) && mob.client)
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for(var/obj/structure/transit_tube/station/station in loc)
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if(!station.pod_moving && (dir in station.directions()))
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if(direction == station.dir)
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if(station.icon_state == "open")
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mob.loc = loc
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mob.client.Move(get_step(loc, direction), direction)
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else
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station.open_animation()
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else if(direction in station.directions())
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dir = direction
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station.launch_pod()
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/obj/structure/transit_tube/New(loc)
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..(loc)
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if(tube_dirs == null)
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init_dirs()
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// Parse the icon_state into a list of directions.
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// This means that mappers can use Dream Maker's built in
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// "Generate Instances from Icon-states" option to get all
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// variations. Additionally, as a separate proc, sub-types
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// can handle it more intelligently.
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/obj/structure/transit_tube/proc/init_dirs()
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tube_dirs = parse_dirs(icon_state)
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if(copytext(icon_state, 1, 3) == "D-")
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density = 0
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// Tube station directions are simply 90 to either side of
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// the exit.
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/obj/structure/transit_tube/station/init_dirs()
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tube_dirs = list(turn(dir, 90), turn(dir, -90))
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// Uses a list() to cache return values. Since they should
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// never be edited directly, all tubes with a certain
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// icon_state can just reference the same list. In theory,
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// reduces memory usage, and improves CPU cache usage.
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// In reality, I don't know if that is quite how BYOND works,
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// but it is probably safer to assume the existence of, and
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// rely on, a sufficiently smart compiler/optimizer.
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/obj/structure/transit_tube/proc/parse_dirs(text)
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var/global/list/direction_table = list()
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if(text in direction_table)
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return direction_table[text]
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var/list/split_text = stringsplit(text, "-")
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// If the first token is D, the icon_state represents
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// a purely decorative tube, and doesn't actually
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// connect to anything.
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if(split_text[1] == "D")
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direction_table[text] = list()
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return null
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var/list/directions = list()
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for(var/text_part in split_text)
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var/direction = text2dir_extended(text_part)
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if(direction > 0)
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directions += direction
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direction_table[text] = directions
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return directions
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// A copy of text2dir, extended to accept one and two letter
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// directions, and to clearly return 0 otherwise.
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/obj/structure/transit_tube/proc/text2dir_extended(direction)
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switch(uppertext(direction))
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if("NORTH", "N")
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return 1
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if("SOUTH", "S")
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return 2
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if("EAST", "E")
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return 4
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if("WEST", "W")
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return 8
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if("NORTHEAST", "NE")
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return 5
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if("NORTHWEST", "NW")
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return 9
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if("SOUTHEAST", "SE")
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return 6
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if("SOUTHWEST", "SW")
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return 10
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else
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return 0
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