mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 01:19:02 +00:00
540 lines
14 KiB
Plaintext
540 lines
14 KiB
Plaintext
/turf
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icon = 'icons/turf/floors.dmi'
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level = 1
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var/intact = 1
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var/turf/baseturf = /turf/open/space
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var/temperature = T20C
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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var/blocks_air = FALSE
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flags = CAN_BE_DIRTY
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var/image/obscured //camerachunks
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var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
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var/explosion_level = 0 //for preventing explosion dodging
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var/explosion_id = 0
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var/list/decals
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var/requires_activation //add to air processing after initialize?
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var/changing_turf = FALSE
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/turf/vv_edit_var(var_name, new_value)
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var/static/list/banned_edits = list("x", "y", "z")
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if(var_name in banned_edits)
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return FALSE
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. = ..()
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/turf/Initialize()
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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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levelupdate()
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if(smooth)
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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(requires_activation)
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CalculateAdjacentTurfs()
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SSair.add_to_active(src)
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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/proc/Initalize_Atmos(times_fired)
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CalculateAdjacentTurfs()
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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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for(var/I in B.vars)
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B.vars[I] = null
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return
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SSair.remove_from_active(src)
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visibilityChanged()
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initialized = FALSE
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requires_activation = FALSE
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..()
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/turf/attack_hand(mob/user)
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user.Move_Pulled(src)
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/turf/proc/handleRCL(obj/item/weapon/twohanded/rcl/C, mob/user)
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if(C.loaded)
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for(var/obj/structure/cable/LC in src)
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if(!LC.d1 || !LC.d2)
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LC.handlecable(C, user)
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return
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C.loaded.place_turf(src, user)
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C.is_empty(user)
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/turf/attackby(obj/item/C, mob/user, params)
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if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = C
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for(var/obj/structure/cable/LC in src)
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if(!LC.d1 || !LC.d2)
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LC.attackby(C,user)
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return
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coil.place_turf(src, user)
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return TRUE
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else if(istype(C, /obj/item/weapon/twohanded/rcl))
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handleRCL(C, user)
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return FALSE
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/turf/CanPass(atom/movable/mover, turf/target)
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if(!target) return FALSE
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if(istype(mover)) // turf/Enter(...) will perform more advanced checks
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return !density
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stack_trace("Non movable passed to turf CanPass : [mover]")
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return FALSE
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/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
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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.Collide(obstacle)
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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.Collide(border_obstacle)
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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.Collide(src)
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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.Collide(tompost_bump)
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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/AM)
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if(explosion_level && AM.ex_check(explosion_id))
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AM.ex_act(explosion_level)
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/turf/open/Entered(atom/movable/AM)
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..()
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//slipping
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if (istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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if(M.movement_type & FLYING)
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return
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switch(wet)
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if(TURF_WET_WATER)
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if(!M.slip(60, null, NO_SLIP_WHEN_WALKING))
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M.inertia_dir = 0
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if(TURF_WET_LUBE)
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if(M.slip(80, null, (SLIDE|GALOSHES_DONT_HELP)))
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M.confused = max(M.confused, 8)
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if(TURF_WET_ICE)
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M.slip(120, null, (SLIDE|GALOSHES_DONT_HELP))
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if(TURF_WET_PERMAFROST)
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M.slip(120, null, (SLIDE_ICE|GALOSHES_DONT_HELP))
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if(TURF_WET_SLIDE)
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M.slip(80, null, (SLIDE|GALOSHES_DONT_HELP))
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//melting
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if(isobj(AM) && air && air.temperature > T0C)
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var/obj/O = AM
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if(HAS_SECONDARY_FLAG(O, FROZEN))
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O.make_unfrozen()
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/turf/proc/is_plasteel_floor()
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return FALSE
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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)
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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/open/space/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1)
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O.hide(0)
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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)
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qdel(L)
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//wrapper for ChangeTurf()s that you want to prevent/affect without overriding ChangeTurf() itself
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/turf/proc/TerraformTurf(path, new_baseturf, defer_change = FALSE, ignore_air = FALSE, forceop = FALSE)
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return ChangeTurf(path, new_baseturf, defer_change, ignore_air, forceop)
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//Creates a new turf
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/turf/proc/ChangeTurf(path, new_baseturf, defer_change = FALSE, ignore_air = FALSE, forceop = FALSE)
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if(!path)
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return
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if(!GLOB.use_preloader && path == type && !forceop) // Don't no-op if the map loader requires it to be reconstructed
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return src
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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_corners = corners
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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(new_baseturf)
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W.baseturf = new_baseturf
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else
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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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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/open/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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return W
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/turf/proc/AfterChange(ignore_air = FALSE) //called after a turf has been replaced in ChangeTurf()
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levelupdate()
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CalculateAdjacentTurfs()
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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/I in turfs_to_check)
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var/turf/T = I
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for(var/obj/machinery/door/firedoor/FD in T)
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FD.CalculateAffectingAreas()
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queue_smooth_neighbors(src)
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HandleTurfChange(src)
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/turf/open/AfterChange(ignore_air)
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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/open/proc/Assimilate_Air()
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if(blocks_air)
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return
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var/datum/gas_mixture/total = new//Holders to assimilate air from nearby turfs
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var/list/total_gases = total.gases
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var/turf_count = LAZYLEN(atmos_adjacent_turfs)
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for(var/T in atmos_adjacent_turfs)
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var/turf/open/S = T
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if(!S.air)
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continue
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var/list/S_gases = S.air.gases
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for(var/id in S_gases)
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total.assert_gas(id)
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total_gases[id][MOLES] += S_gases[id][MOLES]
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total.temperature += S.air.temperature
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air.copy_from(total)
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if(!turf_count) //if there weren't any open turfs, no need to update.
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return
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var/list/air_gases = air.gases
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for(var/id in air_gases)
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air_gases[id][MOLES] /= turf_count //Averages contents of the turfs, ignoring walls and the like
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air.temperature /= turf_count
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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/phase_damage_creatures(damage,mob/U = null)//>Ninja Code. Hurts and knocks out creatures on this turf //NINJACODE
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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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M.adjustBruteLoss(damage)
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M.Unconscious(damage * 4)
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for(var/obj/mecha/M in src)
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M.take_damage(damage*2, BRUTE, "melee", 1)
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/turf/proc/Bless()
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flags |= NOJAUNT
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/turf/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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if(src_object.contents.len)
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to_chat(usr, "<span class='notice'>You start dumping out the contents...</span>")
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if(!do_after(usr,20,target=src_object))
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return FALSE
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var/list/things = src_object.contents.Copy()
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var/datum/progressbar/progress = new(user, things.len, src)
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while (do_after(usr, 10, TRUE, src, FALSE, CALLBACK(src_object, /obj/item/weapon/storage.proc/mass_remove_from_storage, src, things, progress)))
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sleep(1)
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qdel(progress)
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return TRUE
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//////////////////////////////
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//Distance procs
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//////////////////////////////
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//Distance associates with all directions movement
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/turf/proc/Distance(var/turf/T)
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return get_dist(src,T)
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// This Distance proc assumes that only cardinal movement is
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// possible. It results in more efficient (CPU-wise) pathing
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// for bots and anything else that only moves in cardinal dirs.
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/turf/proc/Distance_cardinal(turf/T)
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if(!src || !T) return FALSE
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return abs(x - T.x) + abs(y - T.y)
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////////////////////////////////////////////////////
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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(src.baseturf)
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return(2)
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/turf/proc/can_have_cabling()
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return TRUE
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/turf/proc/can_lay_cable()
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return can_have_cabling() & !intact
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/turf/proc/visibilityChanged()
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GLOB.cameranet.updateVisibility(src)
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/turf/proc/burn_tile()
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/turf/proc/is_shielded()
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/turf/contents_explosion(severity, target)
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var/affecting_level
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if(severity == 1)
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affecting_level = 1
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else if(is_shielded())
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affecting_level = 3
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else if(intact)
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affecting_level = 2
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else
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affecting_level = 1
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for(var/V in contents)
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var/atom/A = V
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if(A.level >= affecting_level)
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if(ismovableatom(A))
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var/atom/movable/AM = A
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if(!AM.ex_check(explosion_id))
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continue
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A.ex_act(severity, target)
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CHECK_TICK
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/turf/narsie_act(force, ignore_mobs, probability = 20)
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. = (prob(probability) || force)
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for(var/I in src)
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var/atom/A = I
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if(ignore_mobs && ismob(A))
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continue
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if(ismob(A) || .)
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A.narsie_act()
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/turf/ratvar_act(force, ignore_mobs, probability = 40)
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. = (prob(probability) || force)
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for(var/I in src)
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var/atom/A = I
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if(ignore_mobs && ismob(A))
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continue
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if(ismob(A) || .)
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A.ratvar_act()
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/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
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underlay_appearance.icon = icon
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underlay_appearance.icon_state = icon_state
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underlay_appearance.dir = adjacency_dir
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return TRUE
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/turf/proc/add_blueprints(atom/movable/AM)
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var/image/I = new
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I.appearance = AM.appearance
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I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
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I.loc = src
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I.setDir(AM.dir)
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I.alpha = 128
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if(!blueprint_data)
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blueprint_data = list()
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blueprint_data += I
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/turf/proc/add_blueprints_preround(atom/movable/AM)
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if(!SSticker.HasRoundStarted())
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add_blueprints(AM)
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/turf/proc/empty(turf_type=/turf/open/space, baseturf_type, delmobs = TRUE, forceop = FALSE)
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// Remove all atoms except observers, landmarks, docking ports
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var/static/list/ignored_atoms = typecacheof(list(/mob/dead, /obj/effect/landmark, /obj/docking_port, /atom/movable/lighting_object))
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var/list/allowed_contents = typecache_filter_list_reverse(GetAllContents(),delmobs? ignored_atoms : ignored_atoms + typecacheof(list(/mob)))
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allowed_contents -= src
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for(var/i in 1 to allowed_contents.len)
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var/thing = allowed_contents[i]
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qdel(thing, force=TRUE)
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var/turf/newT = ChangeTurf(turf_type, baseturf_type, FALSE, FALSE, forceop = forceop)
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SSair.remove_from_active(newT)
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newT.CalculateAdjacentTurfs()
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SSair.add_to_active(newT,1)
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/turf/proc/is_transition_turf()
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return
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/turf/acid_act(acidpwr, acid_volume)
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. = 1
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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/proc/copyTurf(turf/T)
|
|
if(T.type != type)
|
|
var/obj/O
|
|
if(underlays.len) //we have underlays, which implies some sort of transparency, so we want to a snapshot of the previous turf as an underlay
|
|
O = new()
|
|
O.underlays.Add(T)
|
|
T.ChangeTurf(type)
|
|
for(var/group in decals)
|
|
T.add_decal(decals[group],group)
|
|
if(underlays.len)
|
|
T.underlays = O.underlays
|
|
if(T.icon_state != icon_state)
|
|
T.icon_state = icon_state
|
|
if(T.icon != icon)
|
|
T.icon = icon
|
|
if(color)
|
|
T.atom_colours = atom_colours.Copy()
|
|
T.update_atom_colour()
|
|
if(T.dir != dir)
|
|
T.setDir(dir)
|
|
return T
|
|
|
|
/turf/handle_fall(mob/faller, forced)
|
|
faller.lying = pick(90, 270)
|
|
if(!forced)
|
|
return
|
|
if(has_gravity(src))
|
|
playsound(src, "bodyfall", 50, 1)
|
|
|
|
|
|
/turf/proc/add_decal(decal,group)
|
|
LAZYINITLIST(decals)
|
|
if(!decals[group])
|
|
decals[group] = list()
|
|
decals[group] += decal
|
|
add_overlay(decals[group])
|
|
|
|
/turf/proc/remove_decal(group)
|
|
LAZYINITLIST(decals)
|
|
cut_overlay(decals[group])
|
|
decals[group] = null
|
|
|
|
/turf/proc/photograph(limit=20)
|
|
var/image/I = new()
|
|
I.overlays += src
|
|
for(var/V in contents)
|
|
var/atom/A = V
|
|
if(A.invisibility)
|
|
continue
|
|
I.overlays += A
|
|
if(limit)
|
|
limit--
|
|
else
|
|
return I
|
|
return I |