Finishes seperating ZAS logic from CanPass().

This commit is contained in:
Neerti
2019-02-10 01:46:38 -05:00
parent d880379bbf
commit 76b077af4a
47 changed files with 153 additions and 260 deletions

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@@ -3,64 +3,33 @@
/atom/var/pressure_resistance = ONE_ATMOSPHERE
/atom/var/can_atmos_pass = ATMOS_PASS_YES
// Used to determine if airflow/zones can pass this atom.
// Purpose: Determines if the object can pass this atom.
// Called by: Movement.
// Inputs: The moving atom, target turf.
// Outputs: Boolean if can pass.
// Airflow and ZAS zones now uses CanZASPass() instead of this proc.
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
// Purpose: Determines if airflow is allowed between T and loc.
// Called by: Airflow.
// Inputs: The turf the airflow is from, which may not be the same as loc. is_zone is for conditionally disallowing merging.
// Outputs: Boolean if airflow can pass.
/atom/proc/CanZASPass(turf/T, is_zone)
switch(can_atmos_pass)
if(ATMOS_PASS_PROC)
return ATMOS_PASS_YES
if(ATMOS_PASS_DENSITY)
return !density
else
return can_atmos_pass
// return (!density || is_zone)
/*
/atom/proc/CanAtmosPass(turf/T)
switch (CanAtmosPass)
if (ATMOS_PASS_PROC)
return ATMOS_PASS_YES
if (ATMOS_PASS_DENSITY)
return !density
else
return CanAtmosPass
/atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
return (!density || !height || air_group)
*/
// Used to see if objects can freely move past this atom.
// Airflow and ZAS zones now uses CanZASPass() instead.
/atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
return !density
/turf/can_atmos_pass = ATMOS_PASS_NO
/turf/CanPass(atom/movable/mover, turf/target, height=1.5,air_group=0)
/turf/CanPass(atom/movable/mover, turf/target)
if(!target) return FALSE
if(istype(mover)) // turf/Enter(...) will perform more advanced checks
return !density
/*
else // Now, doing more detailed checks for air movement and air group formation
if(target.blocks_air||blocks_air)
return 0
for(var/obj/obstacle in src)
if(!obstacle.CanPass(mover, target, height, air_group))
return 0
if(target != src)
for(var/obj/obstacle in target)
if(!obstacle.CanPass(mover, src, height, air_group))
return 0
return 1
*/
/turf/CanZASPass(turf/T, is_zone)
if(T.blocks_air || src.blocks_air)
return FALSE
@@ -89,13 +58,6 @@
// AIR_BLOCKED - Blocked
// ZONE_BLOCKED - Not blocked, but zone boundaries will not cross.
// BLOCKED - Blocked, zone boundaries will not cross even if opened.
/*
atom/proc/c_airblock(turf/other)
#ifdef ZASDBG
ASSERT(isturf(other))
#endif
return (AIR_BLOCKED*!CanPass(null, other, 0, 0))|(ZONE_BLOCKED*!CanPass(null, other, 1.5, 1))
*/
atom/proc/c_airblock(turf/other)
#ifdef ZASDBG
ASSERT(isturf(other))

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@@ -95,8 +95,7 @@
#define ATMOSTANK_NITROUSOXIDE 10000 // N2O doesn't have a real useful use, i guess it's on station just to allow refilling of sec's riot control canisters?
// Used for quickly making certain things allow airflow or not.
// More complicated, conditional abilities for airflow should use ATMOS_PASS_PROC and override CanZASPass().
// More complicated, conditional airflow should override CanZASPass().
#define ATMOS_PASS_YES 1
#define ATMOS_PASS_NO 0
#define ATMOS_PASS_PROC -1 // Asks CanZASPass()
#define ATMOS_PASS_DENSITY -2 // Just checks density.
#define ATMOS_PASS_DENSITY -1 // Just checks density.

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@@ -147,7 +147,7 @@
else
die(0)
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/effect/meteor/CanPass(atom/movable/mover, turf/target)
return istype(mover, /obj/effect/meteor) ? 1 : ..()
/obj/effect/meteor/proc/ram_turf(var/turf/T)

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@@ -128,13 +128,10 @@ for reference:
dismantle()
return
/obj/structure/barricade/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
if(air_group || (height==0))
return 1
/obj/structure/barricade/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
return TRUE
return FALSE
//Actual Deployable machinery stuff
/obj/machinery/deployable
@@ -223,13 +220,10 @@ for reference:
anchored = !anchored
icon_state = "barrier[locked]"
/obj/machinery/deployable/barrier/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)//So bullets will fly over and stuff.
if(air_group || (height==0))
return 1
/obj/machinery/deployable/barrier/CanPass(atom/movable/mover, turf/target)//So bullets will fly over and stuff.
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
return TRUE
return FALSE
/obj/machinery/deployable/barrier/proc/explode()

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@@ -264,7 +264,7 @@
// If for some reason this is actually needed for something important, uncomment this.
/obj/machinery/door/blast/CanZASPass(turf/T, is_zone)
if(is_zone)
return TRUE
return ATMOS_PASS_YES
return ..()
*/

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@@ -140,12 +140,12 @@
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density
/*
/obj/machinery/door/CanZASPass(turf/T, is_zone)
if(is_zone)
return !block_air_zones
return block_air_zones ? ATMOS_PASS_NO : ATMOS_PASS_YES
return ..()
*/
/obj/machinery/door/proc/bumpopen(mob/user as mob)
if(operating) return
if(user.last_airflow > world.time - vsc.airflow_delay) //Fakkit

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@@ -471,11 +471,10 @@
heat_proof = 1
air_properties_vary_with_direction = 1
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
if(air_group) return 0
return !density
else
return 1

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@@ -84,14 +84,19 @@
open()
addtimer(CALLBACK(src, .proc/close), check_access(null)? 50 : 20)
/obj/machinery/door/window/CanPass(atom/movable/mover, turf/target, height, air_group)
/obj/machinery/door/window/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
return TRUE
if(get_dir(mover, loc) == turn(dir, 180)) //Make sure looking at appropriate border
if(air_group) return 0
return !density
else
return 1
return TRUE
/obj/machinery/door/window/CanZASPass(turf/T, is_zone)
if(get_dir(T, loc) == turn(dir, 180))
if(is_zone) // No merging allowed.
return ATMOS_PASS_NO
return ..() // Air can flow if open (density == FALSE).
return ATMOS_PASS_YES // Windoors don't block if not facing the right way.
/obj/machinery/door/window/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
if(istype(mover) && mover.checkpass(PASSGLASS))

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@@ -180,7 +180,7 @@
to_chat(user, "<span class='notice'>[attached ? attached : "No one"] is attached.</span>")
/obj/machinery/iv_drip/CanPass(atom/movable/mover, turf/target, height = 0, air_group = 0)
if(height && istype(mover) && mover.checkpass(PASSTABLE)) //allow bullets, beams, thrown objects, mice, drones, and the like through.
return 1
/obj/machinery/iv_drip/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE)) //allow bullets, beams, thrown objects, mice, drones, and the like through.
return TRUE
return ..()

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@@ -15,14 +15,14 @@
var/frequency = 1379
var/datum/radio_frequency/radio_connection
/obj/machinery/mech_sensor/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!src.enabled()) return 1
if(air_group || (height==0)) return 1
/obj/machinery/mech_sensor/CanPass(atom/movable/mover, turf/target)
if(!enabled())
return TRUE
if ((get_dir(loc, target) & dir) && src.is_blocked(mover))
if((get_dir(loc, target) & dir) && src.is_blocked(mover))
src.give_feedback(mover)
return 0
return 1
return FALSE
return TRUE
/obj/machinery/mech_sensor/proc/is_blocked(O as obj)
if(istype(O, /obj/mecha/medical/odysseus))

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@@ -26,6 +26,7 @@
density = 1
opacity = 1
anchored = 1
can_atmos_pass = ATMOS_PASS_NO
var/health = 200
//var/mob/living/affecting = null
@@ -128,8 +129,7 @@
..()
return
/obj/effect/alien/resin/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
/obj/effect/alien/resin/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity
return !density

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@@ -130,6 +130,7 @@
anchored = 1
name = "foamed metal"
desc = "A lightweight foamed metal wall."
can_atmos_pass = ATMOS_PASS_NO
var/metal = 1 // 1 = aluminum, 2 = iron
/obj/structure/foamedmetal/New()
@@ -178,8 +179,3 @@
qdel(src)
else
user << "<span class='notice'>You hit the metal foam to no effect.</span>"
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(air_group)
return 0
return !density

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@@ -62,17 +62,16 @@
icon_state = "stickyweb2"
return ..()
/obj/effect/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
/obj/effect/spider/stickyweb/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_mob/animal/giant_spider))
return 1
return TRUE
else if(istype(mover, /mob/living))
if(prob(50))
mover << "<span class='warning'>You get stuck in \the [src] for a moment.</span>"
return 0
to_chat(mover, span("warning", "You get stuck in \the [src] for a moment."))
return FALSE
else if(istype(mover, /obj/item/projectile))
return prob(30)
return 1
return TRUE
/obj/effect/spider/eggcluster
name = "egg cluster"

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@@ -8,13 +8,12 @@
density = 0
opacity = 0
/obj/effect/zone_divider/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/effect/zone_divider/CanZASPass(turf/T, is_zone)
// Special case to prevent us from being part of a zone during the first air master tick.
// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
// startup, but it can't really be helped you know?
if(air_master && air_master.current_cycle == 0)
spawn(1)
air_master.mark_for_update(get_turf(src))
return 0
return !air_group // Anything except zones can pass
return ATMOS_PASS_NO
return is_zone ? ATMOS_PASS_NO : ATMOS_PASS_YES // Anything except zones can pass

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@@ -286,16 +286,16 @@ var/list/tape_roll_applications = list()
update_icon()
name = "crumpled [name]"
/obj/item/tape/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/item/tape/CanPass(atom/movable/mover, turf/target)
if(!lifted && ismob(mover))
var/mob/M = mover
add_fingerprint(M)
if (!allowed(M)) //only select few learn art of not crumpling the tape
M << "<span class='warning'>You are not supposed to go past [src]...</span>"
if(!allowed(M)) //only select few learn art of not crumpling the tape
to_chat(M, span("warning", "You are not supposed to go past \the [src]..."))
if(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_mob)))
return 0
return FALSE
crumple()
return ..(mover)
return ..()
/obj/item/tape/attackby(obj/item/weapon/W as obj, mob/user as mob)
breaktape(user)

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@@ -132,11 +132,8 @@ two tiles on initialization, and which way a cliff is facing may change during m
// Movement-related code.
/obj/structure/cliff/CanPass(atom/movable/mover, turf/target, height = 0, air_group = 0)
if(air_group || height == 0)
return TRUE // Airflow can always pass.
else if(isliving(mover))
/obj/structure/cliff/CanPass(atom/movable/mover, turf/target)
if(isliving(mover))
var/mob/living/L = mover
if(L.hovering) // Flying mobs can always pass.
return TRUE

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@@ -27,7 +27,7 @@
user << "<span class='notice'>You cannot hang [W] on [src]</span>"
return ..()
/obj/structure/coatrack/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/structure/coatrack/CanPass(atom/movable/mover, turf/target)
var/can_hang = 0
for (var/T in allowed)
if(istype(mover,T))

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@@ -68,7 +68,7 @@
else
to_chat(user, "It is full.")
/obj/structure/closet/CanPass(atom/movable/mover, turf/target, height, air_group)
/obj/structure/closet/CanPass(atom/movable/mover, turf/target)
if(wall_mounted)
return TRUE
return ..()

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@@ -39,7 +39,7 @@
"<span class='notice'>You stop climbing into \the [src.name].</span>")
return
/obj/structure/closet/grave/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/structure/closet/grave/CanPass(atom/movable/mover, turf/target)
if(opened && ismob(mover))
var/mob/M = mover
add_fingerprint(M)

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@@ -63,7 +63,7 @@
hole_size = LARGE_HOLE
// Projectiles can pass through fences.
/obj/structure/fence/CanPass(atom/movable/mover, turf/target, height = 0, air_group = 0)
/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile))
return TRUE
return ..()

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@@ -38,15 +38,12 @@
if(epitaph)
to_chat(user, epitaph)
/obj/structure/gravemarker/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!mover)
return 1
/obj/structure/gravemarker/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
return TRUE
if(get_dir(loc, target) & dir)
return !density
else
return 1
return TRUE
/obj/structure/gravemarker/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSTABLE))

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@@ -49,14 +49,11 @@
attack_generic(user,damage_dealt,attack_message)
/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
/obj/structure/grille/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGRILLE))
return 1
else
return TRUE
if(istype(mover, /obj/item/projectile))
return prob(30)
else
return !density
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
@@ -235,14 +232,10 @@
/obj/structure/grille/cult
name = "cult grille"
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it"
desc = "A matrice built out of an unknown material, with some sort of force field blocking air around it."
icon_state = "grillecult"
health = 40 //Make it strong enough to avoid people breaking in too easily
/obj/structure/grille/cult/CanPass(atom/movable/mover, turf/target, height = 1.5, air_group = 0)
if(air_group)
return 0 //Make sure air doesn't drain
..()
health = 40 // Make it strong enough to avoid people breaking in too easily.
can_atmos_pass = ATMOS_PASS_NO // Make sure air doesn't drain.
/obj/structure/grille/broken/cult
icon_state = "grillecult-b"

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@@ -64,15 +64,4 @@
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
/obj/structure/plasticflaps/mining/New() //set the turf below the flaps to block air
var/turf/T = get_turf(loc)
if(T)
T.blocks_air = 1
..()
/obj/structure/plasticflaps/mining/Destroy() //lazy hack to set the turf to allow air to pass if it's a simulated floor
var/turf/T = get_turf(loc)
if(T && istype(T, /turf/simulated/floor))
T.blocks_air = 0
..()
can_atmos_pass = ATMOS_PASS_NO

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@@ -34,15 +34,12 @@
for(var/obj/structure/railing/R in orange(location, 1))
R.update_icon()
/obj/structure/railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!mover)
return 1
/obj/structure/railing/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
if(get_dir(loc, target) == dir)
return TRUE
if(get_dir(mover, target) == turn(dir, 180))
return !density
else
return 1
return TRUE
/obj/structure/railing/examine(mob/user)
. = ..()

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@@ -2,6 +2,7 @@
name = "door"
density = 1
anchored = 1
can_atmos_pass = ATMOS_PASS_DENSITY
icon = 'icons/obj/doors/material_doors.dmi'
icon_state = "metal"
@@ -63,8 +64,7 @@
/obj/structure/simple_door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
/obj/structure/simple_door/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density

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@@ -68,10 +68,9 @@
name = "[material.display_name] [initial(name)]"
desc += " It's made of [material.use_name]."
/obj/structure/bed/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/structure/bed/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return TRUE
return ..()
/obj/structure/bed/ex_act(severity)

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@@ -54,14 +54,12 @@ obj/structure/windoor_assembly/Destroy()
/obj/structure/windoor_assembly/update_icon()
icon_state = "[facing]_[secure]windoor_assembly[state]"
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/structure/windoor_assembly/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
return TRUE
if(get_dir(loc, target) == dir) //Make sure looking at appropriate border
if(air_group) return 0
return !density
else
return 1
return TRUE
/obj/structure/windoor_assembly/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
if(istype(mover) && mover.checkpass(PASSGLASS))

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@@ -3,6 +3,7 @@
desc = "A window."
icon = 'icons/obj/structures.dmi'
density = 1
can_atmos_pass = ATMOS_PASS_DENSITY
w_class = ITEMSIZE_NORMAL
layer = WINDOW_LAYER
@@ -129,7 +130,7 @@
/obj/structure/window/blob_act()
take_damage(50)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/structure/window/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return TRUE
if(is_fulltile())
@@ -139,6 +140,11 @@
else
return TRUE
/obj/structure/window/CanZASPass(turf/T, is_zone)
if(is_fulltile() || get_dir(T, loc) == turn(dir, 180)) // Make sure we're handling the border correctly.
return anchored ? ATMOS_PASS_NO : ATMOS_PASS_YES // If it's anchored, it'll block air.
return ATMOS_PASS_YES // Don't stop airflow from the other sides.
/obj/structure/window/CheckExit(atom/movable/O as mob|obj, target as turf)
if(istype(O) && O.checkpass(PASSGLASS))
return 1

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@@ -10,6 +10,7 @@
density = 1
anchored = 1.0
pressure_resistance = 4*ONE_ATMOSPHERE
can_atmos_pass = ATMOS_PASS_NO
var/win_path = /obj/structure/window/basic
var/activated
@@ -22,7 +23,7 @@
/obj/effect/wingrille_spawn/attack_generic()
activate()
/obj/effect/wingrille_spawn/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
/obj/effect/wingrille_spawn/CanPass(atom/movable/mover, turf/target)
return FALSE
/obj/effect/wingrille_spawn/Initialize()

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@@ -9,13 +9,15 @@
density = 1
opacity = 0
anchored = 1
can_atmos_pass = ATMOS_PASS_NO
var/window_flags = 0 // Bitflags to indicate connected windows
var/wall_flags = 0 // Bitflags to indicate connected walls
/obj/structure/shuttle/window/CanPass(atom/movable/mover, turf/target, height, air_group)
if(!height || air_group) return 0
else return ..()
/obj/structure/shuttle/window/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return TRUE
return ..()
/obj/structure/shuttle/window/Initialize()
. = ..()

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@@ -22,10 +22,8 @@
update_icon()
return ..(loc)
/obj/effect/blob/CanPass(var/atom/movable/mover, vra/turf/target, var/height = 0, var/air_group = 0)
if(air_group || height == 0)
return 1
return 0
/obj/effect/blob/CanPass(var/atom/movable/mover, vra/turf/target)
return FALSE
/obj/effect/blob/ex_act(var/severity)
switch(severity)
@@ -207,5 +205,5 @@
else
icon_state = "blob_damaged"
/obj/effect/blob/shield/CanPass(var/atom/movable/mover, var/turf/target, var/height = 0, var/air_group = 0)
/obj/effect/blob/shield/CanPass(var/atom/movable/mover, var/turf/target)
return !density

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@@ -46,30 +46,19 @@ var/list/blobs = list()
color = null
set_light(0)
/obj/structure/blob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
world << "/obj/structure/blob/CanPass(mover=[mover], target=[target], height=[height], air_group=[air_group]) called on [src]."
if(air_group || (height==0))
world << "Returned true due to being air group or having height=0"
return TRUE
// Blob tiles are not actually dense so we need Special Code(tm).
/obj/structure/blob/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSBLOB))
world << "Returned true due to having PASSBLOB."
return TRUE
else if(istype(mover, /mob/living))
var/mob/living/L = mover
if(L.faction == "blob")
world << "Returned true due to being in blob faction."
return TRUE
else if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(P.firer && P.firer.faction == "blob")
world << "Returned true due to being a projectile fired by someone in blob faction."
if(istype(P.firer) && P.firer.faction == "blob")
return TRUE
world << "Returned false due to being a projectile, with firer not in faction."
return FALSE
else
world << "Returned false."
return FALSE
// return ..()
/obj/structure/blob/examine(mob/user)
..()
@@ -264,7 +253,7 @@ var/list/blobs = list()
if(!P)
return
if(P.firer && P.firer.faction == "blob")
if(istype(P.firer) && P.firer.faction == "blob")
return
var/damage = P.get_structure_damage() // So tasers don't hurt the blob.

View File

@@ -6,6 +6,7 @@
desc = "A solid wall of slightly twitching tendrils."
max_integrity = 100
point_return = 4
can_atmos_pass = ATMOS_PASS_NO
/obj/structure/blob/shield/core
point_return = 0

View File

@@ -320,19 +320,18 @@
visible_message("<span class='notice'>[user] dunks [W] into the [src]!</span>", 3)
return
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/structure/holohoop/CanPass(atom/movable/mover, turf/target)
if (istype(mover,/obj/item) && mover.throwing)
var/obj/item/I = mover
if(istype(I, /obj/item/projectile))
return
return TRUE
if(prob(50))
I.loc = src.loc
visible_message("<span class='notice'>Swish! \the [I] lands in \the [src].</span>", 3)
I.forceMove(loc)
visible_message(span("notice", "Swish! \the [I] lands in \the [src]."), 3)
else
visible_message("<span class='warning'>\The [I] bounces off of \the [src]'s rim!</span>", 3)
return 0
else
return ..(mover, target, height, air_group)
visible_message(span("warning", "\The [I] bounces off of \the [src]'s rim!"), 3)
return FALSE
return ..()
/obj/machinery/readybutton

View File

@@ -217,13 +217,10 @@
..()
/obj/machinery/portable_atmospherics/hydroponics/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
/obj/machinery/portable_atmospherics/hydroponics/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
return TRUE
return FALSE
/obj/machinery/portable_atmospherics/hydroponics/proc/check_health()
if(seed && !dead && health <= 0)

View File

@@ -143,8 +143,8 @@
var/mob/observer/dead/M = src
M.manifest(user)
/mob/observer/dead/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 1
/mob/observer/dead/CanPass(atom/movable/mover, turf/target)
return TRUE
/*
Transfer_mind is there to check if mob is being deleted/not going to have a body.
Works together with spawning an observer, noted above.

View File

@@ -1,4 +1,4 @@
/mob/CanPass(atom/movable/mover, turf/target, height, air_group)
/mob/CanPass(atom/movable/mover, turf/target)
if(ismob(mover))
var/mob/moving_mob = mover
if ((other_mobs && moving_mob.other_mobs))
@@ -9,4 +9,4 @@
return (!mover.density || !density || lying)
/mob/CanZASPass(turf/T, is_zone)
return TRUE
return ATMOS_PASS_YES

View File

@@ -74,9 +74,8 @@ proc/cardinalrange(var/center)
return
/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
return 0
/obj/machinery/am_shielding/CanPass(atom/movable/mover, turf/target)
return FALSE
/obj/machinery/am_shielding/process()

View File

@@ -37,7 +37,7 @@
update_icon()
return 0
/obj/effect/fusion_particle_catcher/CanPass(var/atom/movable/mover, var/turf/target, var/height=0, var/air_group=0)
/obj/effect/fusion_particle_catcher/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/effect/accelerated_particle) || istype(mover, /obj/item/projectile/beam))
return !density
return 1
return TRUE

View File

@@ -95,10 +95,8 @@
stat |= BROKEN
// When anchored, don't let air past us.
/obj/machinery/compressor/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(!height || air_group)
return !anchored
return !density
/obj/machinery/compressor/CanZASPass(turf/T, is_zone)
return anchored ? ATMOS_PASS_NO : ATMOS_PASS_YES
/obj/machinery/compressor/proc/locate_machinery()
if(turbine)

View File

@@ -467,7 +467,7 @@
H.vent_gas(loc)
qdel(H)
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target, height, air_group)
/obj/machinery/disposal/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile))
return 1
if (istype(mover,/obj/item) && mover.throwing)
@@ -483,7 +483,7 @@
M.show_message("\The [I] bounces off of \the [src]'s rim!", 3)
return 0
else
return ..(mover, target, height, air_group)
return ..(mover, target)
// virtual disposal object
// travels through pipes in lieu of actual items

View File

@@ -53,10 +53,8 @@
projector = null
return ..()
/obj/effect/directional_shield/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0))
return TRUE
else if(istype(mover, /obj/item/projectile))
/obj/effect/directional_shield/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(istype(P, /obj/item/projectile/test)) // Turrets need to try to kill the shield and so their test bullet needs to penetrate.
return TRUE
@@ -64,8 +62,6 @@
var/bad_arc = reverse_direction(dir) // Arc of directions from which we cannot block.
if(check_shield_arc(src, bad_arc, P)) // This is actually for mobs but it will work for our purposes as well.
return FALSE
else
return TRUE
return TRUE
/obj/effect/directional_shield/bullet_act(var/obj/item/projectile/P)

View File

@@ -7,6 +7,7 @@
opacity = 0
anchored = 1
unacidable = 1
can_atmos_pass = ATMOS_PASS_NO
var/const/max_health = 200
var/health = max_health //The shield can only take so much beating (prevents perma-prisons)
var/shield_generate_power = 7500 //how much power we use when regenerating
@@ -38,10 +39,6 @@
update_nearby_tiles()
..()
/obj/machinery/shield/CanPass(atom/movable/mover, turf/target, height, air_group)
if(!height || air_group) return 0
else return ..()
/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(!istype(W)) return

View File

@@ -18,6 +18,7 @@
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
density = 0
can_atmos_pass = ATMOS_PASS_DENSITY
var/obj/machinery/shield_gen/my_gen = null
var/strength = 0 // in Renwicks
var/ticks_recovering = 10
@@ -103,15 +104,6 @@
update_icon()
update_nearby_tiles()
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
//Purpose: Determines if the object (or airflow) can pass this atom.
//Called by: Movement, airflow.
//Inputs: The moving atom (optional), target turf, "height" and air group
//Outputs: Boolean if can pass.
//return (!density || !height || air_group)
return !density
/obj/effect/energy_field/update_icon(var/update_neightbors = 0)
overlays.Cut()
var/list/adjacent_shields_dir = list()

View File

@@ -317,13 +317,9 @@
return
/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
/obj/machinery/shieldwall/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return prob(20)
else
if (istype(mover, /obj/item/projectile))
if(istype(mover, /obj/item/projectile))
return prob(10)
else
return !src.density
return !density

View File

@@ -1,21 +1,20 @@
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height, air_group)
if(air_group || (height==0)) return 1
/obj/structure/table/CanPass(atom/movable/mover, turf/target)
if(istype(mover,/obj/item/projectile))
return (check_cover(mover,target))
if (flipped == 1)
if (get_dir(loc, target) == dir)
return !density
else
return 1
return TRUE
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
return TRUE
if(locate(/obj/structure/table/bench) in get_turf(mover))
return 0
return FALSE
var/obj/structure/table/table = locate(/obj/structure/table) in get_turf(mover)
if(table && !table.flipped)
return 1
return 0
return TRUE
return FALSE
//checks if projectile 'P' from turf 'from' can hit whatever is behind the table. Returns 1 if it can, 0 if bullet stops.
/obj/structure/table/proc/check_cover(obj/item/projectile/P, turf/from)

View File

@@ -2629,7 +2629,7 @@
#include "code\ZAS\Zone.dm"
#include "interface\interface.dm"
#include "interface\skin.dmf"
#include "maps\example\example.dm"
#include "maps\southern_cross\southern_cross.dm"
#include "maps\submaps\space_submaps\space.dm"
#include "maps\submaps\surface_submaps\mountains\mountains.dm"
#include "maps\submaps\surface_submaps\mountains\mountains_areas.dm"