Rewrites Atmospherics

This commit is contained in:
Anewbe
2019-03-28 19:25:11 -04:00
committed by Novacat
parent 6d4ea26332
commit 8ed384b38c
49 changed files with 633 additions and 640 deletions
+34 -23
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@@ -1,34 +1,46 @@
/atom/var/pressure_resistance = ONE_ATMOSPHERE
/atom/var/can_atmos_pass = ATMOS_PASS_YES
/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.
// 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
return (!density || !height || air_group)
// 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_DENSITY)
return !density
else
return can_atmos_pass
/turf/CanPass(atom/movable/mover, turf/target, height=1.5,air_group=0)
if(!target) return 0
/turf/can_atmos_pass = ATMOS_PASS_NO
/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
for(var/obj/obstacle in src)
if(!obstacle.CanZASPass(T, is_zone))
return FALSE
if(T != src)
for(var/obj/obstacle in T)
if(!obstacle.CanZASPass(src, is_zone))
return FALSE
return TRUE
//Convenience function for atoms to update turfs they occupy
/atom/movable/proc/update_nearby_tiles(need_rebuild)
@@ -50,8 +62,7 @@ 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))
return (AIR_BLOCKED*!CanZASPass(other, FALSE))|(ZONE_BLOCKED*!CanZASPass(other, TRUE))
turf/c_airblock(turf/other)
#ifdef ZASDBG
+7 -1
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@@ -92,4 +92,10 @@
#define ATMOSTANK_OXYGEN 40000 // O2 is also important for airmix, but not as much as N2 as it's only 21% of it.
#define ATMOSTANK_CO2 25000 // CO2 and PH are not critically important for station, only for toxins and alternative coolants, no need to store a lot of those.
#define ATMOSTANK_PHORON 25000
#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?
#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 airflow should override CanZASPass().
#define ATMOS_PASS_YES 1
#define ATMOS_PASS_NO 0
#define ATMOS_PASS_DENSITY -1 // Just checks density.
+1 -1
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@@ -148,7 +148,7 @@
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)
+3 -6
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@@ -48,13 +48,10 @@
qdel(src)
return
/obj/machinery/optable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
/obj/machinery/optable/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSTABLE))
return 1
else
return 0
return TRUE
return FALSE
/obj/machinery/optable/MouseDrop_T(obj/O as obj, mob/user as mob)
+6 -12
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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()
+1 -1
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@@ -782,7 +782,7 @@ About the new airlock wires panel:
if (user)
src.attack_ai(user)
/obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
/obj/machinery/door/airlock/CanPass(atom/movable/mover, turf/target)
if (src.isElectrified())
if (istype(mover, /obj/item))
var/obj/item/i = mover
+7 -5
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@@ -259,12 +259,14 @@
if(stat & BROKEN)
stat &= ~BROKEN
/obj/machinery/door/blast/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 1
/*
// This replicates the old functionality coded into CanPass() for this object, however it appeared to have made blast doors not airtight.
// 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 ATMOS_PASS_YES
return ..()
*/
// SUBTYPE: Regular
// Your classical blast door, found almost everywhere.
+6 -2
View File
@@ -9,6 +9,7 @@
anchored = 1
opacity = 1
density = 1
can_atmos_pass = ATMOS_PASS_DENSITY
layer = DOOR_OPEN_LAYER
var/open_layer = DOOR_OPEN_LAYER
var/closed_layer = DOOR_CLOSED_LAYER
@@ -135,12 +136,15 @@
else
do_animate("deny")
/obj/machinery/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return !block_air_zones
/obj/machinery/door/CanPass(atom/movable/mover, turf/target)
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 ? ATMOS_PASS_NO : ATMOS_PASS_YES
return ..()
/obj/machinery/door/proc/bumpopen(mob/user as mob)
if(operating) return
+1 -2
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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
+16 -3
View File
@@ -84,14 +84,27 @@
open()
addtimer(CALLBACK(src, .proc/close), check_access(null)? 50 : 20)
/obj/machinery/door/window/CanPass(atom/movable/mover, turf/target, height, air_group)
<<<<<<< HEAD
/obj/machinery/door/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(istype(mover) && mover.checkpass(PASSGLASS))
return 1
if(get_dir(mover, loc) == turn(dir, 180)) //Make sure looking at appropriate border
if(air_group) return 0
=======
/obj/machinery/door/window/CanPass(atom/movable/mover, turf/target)
if(istype(mover) && mover.checkpass(PASSGLASS))
return TRUE
if(get_dir(mover, loc) == turn(dir, 180)) //Make sure looking at appropriate border
>>>>>>> 4122c65... Merge pull request #5947 from Neerti/bump_fixes
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))
+3 -3
View File
@@ -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 ..()
+6 -6
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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))
+2 -2
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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
+1 -5
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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
+9 -3
View File
@@ -62,17 +62,23 @@
icon_state = "stickyweb2"
return ..()
<<<<<<< HEAD
/obj/effect/spider/stickyweb/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
if(istype(mover, /mob/living/simple_mob/animal/giant_spider))
return 1
=======
/obj/effect/spider/stickyweb/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /mob/living/simple_mob/animal/giant_spider))
return TRUE
>>>>>>> 4122c65... Merge pull request #5947 from Neerti/bump_fixes
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"
+3 -4
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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
@@ -286,16 +286,23 @@ 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)
<<<<<<< HEAD
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(M.a_intent == I_HELP && !(istype(M, /mob/living/simple_mob)))
return 0
=======
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 FALSE
>>>>>>> 4122c65... Merge pull request #5947 from Neerti/bump_fixes
crumple()
return ..(mover)
return ..()
/obj/item/tape/attackby(obj/item/weapon/W as obj, mob/user as mob)
breaktape(user)
+236 -239
View File
@@ -1,239 +1,236 @@
GLOBAL_LIST_EMPTY(cliff_icon_cache)
/*
Cliffs give a visual illusion of depth by seperating two places while presenting a 'top' and 'bottom' side.
Mobs moving into a cliff from the bottom side will simply bump into it and be denied moving into the tile,
where as mobs moving into a cliff from the top side will 'fall' off the cliff, forcing them to the bottom, causing significant damage and stunning them.
Mobs can climb this while wearing climbing equipment by clickdragging themselves onto a cliff, as if it were a table.
Flying mobs can pass over all cliffs with no risk of falling.
Projectiles and thrown objects can pass, however if moving upwards, there is a chance for it to be stopped by the cliff.
This makes fighting something that is on top of a cliff more challenging.
As a note, dir points upwards, e.g. pointing WEST means the left side is 'up', and the right side is 'down'.
When mapping these in, be sure to give at least a one tile clearance, as NORTH facing cliffs expand to
two tiles on initialization, and which way a cliff is facing may change during maploading.
*/
/obj/structure/cliff
name = "cliff"
desc = "A steep rock ledge. You might be able to climb it if you feel bold enough."
description_info = "Walking off the edge of a cliff while on top will cause you to fall off, causing severe injury.<br>\
You can climb this cliff if wearing special climbing equipment, by click-dragging yourself onto the cliff.<br>\
Projectiles traveling up a cliff may hit the cliff instead, making it more difficult to fight something \
on top."
icon = 'icons/obj/flora/rocks.dmi'
anchored = TRUE
density = TRUE
opacity = FALSE
climbable = TRUE
climb_delay = 10 SECONDS
block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
register_as_dangerous_object = TRUE
var/icon_variant = null // Used to make cliffs less repeative by having a selection of sprites to display.
var/corner = FALSE // Used for icon things.
var/ramp = FALSE // Ditto.
var/bottom = FALSE // Used for 'bottom' typed cliffs, to avoid infinite cliffs, and for icons.
var/is_double_cliff = FALSE // Set to true when making the two-tile cliffs, used for projectile checks.
var/uphill_penalty = 30 // Odds of a projectile not making it up the cliff.
// These arrange their sprites at runtime, as opposed to being statically placed in the map file.
/obj/structure/cliff/automatic
icon_state = "cliffbuilder"
dir = NORTH
/obj/structure/cliff/automatic/corner
icon_state = "cliffbuilder-corner"
dir = NORTHEAST
corner = TRUE
// Tiny part that doesn't block, used for making 'ramps'.
/obj/structure/cliff/automatic/ramp
icon_state = "cliffbuilder-ramp"
dir = NORTHEAST
density = FALSE
ramp = TRUE
// Made automatically as needed by automatic cliffs.
/obj/structure/cliff/bottom
bottom = TRUE
/obj/structure/cliff/automatic/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
// Paranoid about the maploader, direction is very important to cliffs, since they may get bigger if initialized while facing NORTH.
/obj/structure/cliff/automatic/LateInitialize()
if(dir in GLOB.cardinal)
icon_variant = pick("a", "b", "c")
if(dir & NORTH && !bottom) // North-facing cliffs require more cliffs to be made.
make_bottom()
update_icon()
/obj/structure/cliff/proc/make_bottom()
// First, make sure there's room to put the bottom side.
var/turf/T = locate(x, y - 1, z)
if(!istype(T))
return FALSE
// Now make the bottom cliff have mostly the same variables.
var/obj/structure/cliff/bottom/bottom = new(T)
is_double_cliff = TRUE
climb_delay /= 2 // Since there are two cliffs to climb when going north, both take half the time.
bottom.dir = dir
bottom.is_double_cliff = TRUE
bottom.climb_delay = climb_delay
bottom.icon_variant = icon_variant
bottom.corner = corner
bottom.ramp = ramp
bottom.layer = layer - 0.1
bottom.density = density
bottom.update_icon()
/obj/structure/cliff/set_dir(new_dir)
..()
update_icon()
/obj/structure/cliff/update_icon()
icon_state = "cliff-[dir][icon_variant][bottom ? "-bottom" : ""][corner ? "-corner" : ""][ramp ? "-ramp" : ""]"
// Now for making the top-side look like a different turf.
var/turf/T = get_step(src, dir)
if(!istype(T))
return
var/subtraction_icon_state = "[icon_state]-subtract"
var/cache_string = "[icon_state]_[T.icon]_[T.icon_state]"
if(T && subtraction_icon_state in icon_states(icon))
cut_overlays()
// If we've made the same icon before, just recycle it.
if(cache_string in GLOB.cliff_icon_cache)
add_overlay(GLOB.cliff_icon_cache[cache_string])
else // Otherwise make a new one, but only once.
var/icon/underlying_ground = icon(T.icon, T.icon_state, T.dir)
var/icon/subtract = icon(icon, subtraction_icon_state)
underlying_ground.Blend(subtract, ICON_SUBTRACT)
var/image/final = image(underlying_ground)
final.layer = src.layer - 0.2
GLOB.cliff_icon_cache[cache_string] = final
add_overlay(final)
// 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))
var/mob/living/L = mover
if(L.hovering) // Flying mobs can always pass.
return TRUE
return ..()
// Projectiles and objects flying 'upward' have a chance to hit the cliff instead, wasting the shot.
else if(istype(mover, /obj))
var/obj/O = mover
if(check_shield_arc(src, dir, O)) // This is actually for mobs but it will work for our purposes as well.
if(prob(uphill_penalty / (1 + is_double_cliff) )) // Firing upwards facing NORTH means it will likely have to pass through two cliffs, so the chance is halved.
return FALSE
return TRUE
/obj/structure/cliff/Bumped(atom/A)
if(isliving(A))
var/mob/living/L = A
if(should_fall(L))
fall_off_cliff(L)
return
..()
/obj/structure/cliff/proc/should_fall(mob/living/L)
if(L.hovering)
return FALSE
var/turf/T = get_turf(L)
if(T && get_dir(T, loc) & reverse_dir[dir]) // dir points 'up' the cliff, e.g. cliff pointing NORTH will cause someone to fall if moving SOUTH into it.
return TRUE
return FALSE
/obj/structure/cliff/proc/fall_off_cliff(mob/living/L)
if(!istype(L))
return FALSE
var/turf/T = get_step(src, reverse_dir[dir])
var/displaced = FALSE
if(dir in list(EAST, WEST)) // Apply an offset if flying sideways, to help maintain the illusion of depth.
for(var/i = 1 to 2)
var/turf/new_T = locate(T.x, T.y - i, T.z)
if(!new_T || locate(/obj/structure/cliff) in new_T)
break
T = new_T
displaced = TRUE
if(istype(T))
visible_message(span("danger", "\The [L] falls off \the [src]!"))
L.forceMove(T)
// Do the actual hurting. Double cliffs do halved damage due to them most likely hitting twice.
var/harm = !is_double_cliff ? 1 : 0.5
if(istype(L.buckled, /obj/vehicle)) // People falling off in vehicles will take less damage, but will damage the vehicle severely.
var/obj/vehicle/vehicle = L.buckled
vehicle.adjust_health(40 * harm)
to_chat(L, span("warning", "\The [vehicle] absorbs some of the impact, damaging it."))
harm /= 2
playsound(L, 'sound/effects/break_stone.ogg', 70, 1)
L.Weaken(5 * harm)
var/fall_time = 3
if(displaced) // Make the fall look more natural when falling sideways.
L.pixel_z = 32 * 2
animate(L, pixel_z = 0, time = fall_time)
sleep(fall_time) // A brief delay inbetween the two sounds helps sell the 'ouch' effect.
playsound(L, "punch", 70, 1)
shake_camera(L, 1, 1)
visible_message(span("danger", "\The [L] hits the ground!"))
// The bigger they are, the harder they fall.
// They will take at least 20 damage at the minimum, and tries to scale up to 40% of their max health.
// This scaling is capped at 100 total damage, which occurs if the thing that fell has more than 250 health.
var/damage = between(20, L.getMaxHealth() * 0.4, 100)
var/target_zone = ran_zone()
var/blocked = L.run_armor_check(target_zone, "melee") * harm
var/soaked = L.get_armor_soak(target_zone, "melee") * harm
L.apply_damage(damage * harm, BRUTE, target_zone, blocked, soaked, used_weapon=src)
// Now fall off more cliffs below this one if they exist.
var/obj/structure/cliff/bottom_cliff = locate() in T
if(bottom_cliff)
visible_message(span("danger", "\The [L] rolls down towards \the [bottom_cliff]!"))
sleep(5)
bottom_cliff.fall_off_cliff(L)
/obj/structure/cliff/can_climb(mob/living/user, post_climb_check = FALSE)
// Cliff climbing requires climbing gear.
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/shoes/shoes = H.shoes
if(shoes && shoes.rock_climbing)
return ..() // Do the other checks too.
to_chat(user, span("warning", "\The [src] is too steep to climb unassisted."))
return FALSE
// This tells AI mobs to not be dumb and step off cliffs willingly.
/obj/structure/cliff/is_safe_to_step(mob/living/L)
if(should_fall(L))
return FALSE
return ..()
GLOBAL_LIST_EMPTY(cliff_icon_cache)
/*
Cliffs give a visual illusion of depth by seperating two places while presenting a 'top' and 'bottom' side.
Mobs moving into a cliff from the bottom side will simply bump into it and be denied moving into the tile,
where as mobs moving into a cliff from the top side will 'fall' off the cliff, forcing them to the bottom, causing significant damage and stunning them.
Mobs can climb this while wearing climbing equipment by clickdragging themselves onto a cliff, as if it were a table.
Flying mobs can pass over all cliffs with no risk of falling.
Projectiles and thrown objects can pass, however if moving upwards, there is a chance for it to be stopped by the cliff.
This makes fighting something that is on top of a cliff more challenging.
As a note, dir points upwards, e.g. pointing WEST means the left side is 'up', and the right side is 'down'.
When mapping these in, be sure to give at least a one tile clearance, as NORTH facing cliffs expand to
two tiles on initialization, and which way a cliff is facing may change during maploading.
*/
/obj/structure/cliff
name = "cliff"
desc = "A steep rock ledge. You might be able to climb it if you feel bold enough."
description_info = "Walking off the edge of a cliff while on top will cause you to fall off, causing severe injury.<br>\
You can climb this cliff if wearing special climbing equipment, by click-dragging yourself onto the cliff.<br>\
Projectiles traveling up a cliff may hit the cliff instead, making it more difficult to fight something \
on top."
icon = 'icons/obj/flora/rocks.dmi'
anchored = TRUE
density = TRUE
opacity = FALSE
climbable = TRUE
climb_delay = 10 SECONDS
block_turf_edges = TRUE // Don't want turf edges popping up from the cliff edge.
register_as_dangerous_object = TRUE
var/icon_variant = null // Used to make cliffs less repeative by having a selection of sprites to display.
var/corner = FALSE // Used for icon things.
var/ramp = FALSE // Ditto.
var/bottom = FALSE // Used for 'bottom' typed cliffs, to avoid infinite cliffs, and for icons.
var/is_double_cliff = FALSE // Set to true when making the two-tile cliffs, used for projectile checks.
var/uphill_penalty = 30 // Odds of a projectile not making it up the cliff.
// These arrange their sprites at runtime, as opposed to being statically placed in the map file.
/obj/structure/cliff/automatic
icon_state = "cliffbuilder"
dir = NORTH
/obj/structure/cliff/automatic/corner
icon_state = "cliffbuilder-corner"
dir = NORTHEAST
corner = TRUE
// Tiny part that doesn't block, used for making 'ramps'.
/obj/structure/cliff/automatic/ramp
icon_state = "cliffbuilder-ramp"
dir = NORTHEAST
density = FALSE
ramp = TRUE
// Made automatically as needed by automatic cliffs.
/obj/structure/cliff/bottom
bottom = TRUE
/obj/structure/cliff/automatic/Initialize()
..()
return INITIALIZE_HINT_LATELOAD
// Paranoid about the maploader, direction is very important to cliffs, since they may get bigger if initialized while facing NORTH.
/obj/structure/cliff/automatic/LateInitialize()
if(dir in GLOB.cardinal)
icon_variant = pick("a", "b", "c")
if(dir & NORTH && !bottom) // North-facing cliffs require more cliffs to be made.
make_bottom()
update_icon()
/obj/structure/cliff/proc/make_bottom()
// First, make sure there's room to put the bottom side.
var/turf/T = locate(x, y - 1, z)
if(!istype(T))
return FALSE
// Now make the bottom cliff have mostly the same variables.
var/obj/structure/cliff/bottom/bottom = new(T)
is_double_cliff = TRUE
climb_delay /= 2 // Since there are two cliffs to climb when going north, both take half the time.
bottom.dir = dir
bottom.is_double_cliff = TRUE
bottom.climb_delay = climb_delay
bottom.icon_variant = icon_variant
bottom.corner = corner
bottom.ramp = ramp
bottom.layer = layer - 0.1
bottom.density = density
bottom.update_icon()
/obj/structure/cliff/set_dir(new_dir)
..()
update_icon()
/obj/structure/cliff/update_icon()
icon_state = "cliff-[dir][icon_variant][bottom ? "-bottom" : ""][corner ? "-corner" : ""][ramp ? "-ramp" : ""]"
// Now for making the top-side look like a different turf.
var/turf/T = get_step(src, dir)
if(!istype(T))
return
var/subtraction_icon_state = "[icon_state]-subtract"
var/cache_string = "[icon_state]_[T.icon]_[T.icon_state]"
if(T && subtraction_icon_state in icon_states(icon))
cut_overlays()
// If we've made the same icon before, just recycle it.
if(cache_string in GLOB.cliff_icon_cache)
add_overlay(GLOB.cliff_icon_cache[cache_string])
else // Otherwise make a new one, but only once.
var/icon/underlying_ground = icon(T.icon, T.icon_state, T.dir)
var/icon/subtract = icon(icon, subtraction_icon_state)
underlying_ground.Blend(subtract, ICON_SUBTRACT)
var/image/final = image(underlying_ground)
final.layer = src.layer - 0.2
GLOB.cliff_icon_cache[cache_string] = final
add_overlay(final)
// Movement-related code.
/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
return ..()
// Projectiles and objects flying 'upward' have a chance to hit the cliff instead, wasting the shot.
else if(istype(mover, /obj))
var/obj/O = mover
if(check_shield_arc(src, dir, O)) // This is actually for mobs but it will work for our purposes as well.
if(prob(uphill_penalty / (1 + is_double_cliff) )) // Firing upwards facing NORTH means it will likely have to pass through two cliffs, so the chance is halved.
return FALSE
return TRUE
/obj/structure/cliff/Bumped(atom/A)
if(isliving(A))
var/mob/living/L = A
if(should_fall(L))
fall_off_cliff(L)
return
..()
/obj/structure/cliff/proc/should_fall(mob/living/L)
if(L.hovering)
return FALSE
var/turf/T = get_turf(L)
if(T && get_dir(T, loc) & reverse_dir[dir]) // dir points 'up' the cliff, e.g. cliff pointing NORTH will cause someone to fall if moving SOUTH into it.
return TRUE
return FALSE
/obj/structure/cliff/proc/fall_off_cliff(mob/living/L)
if(!istype(L))
return FALSE
var/turf/T = get_step(src, reverse_dir[dir])
var/displaced = FALSE
if(dir in list(EAST, WEST)) // Apply an offset if flying sideways, to help maintain the illusion of depth.
for(var/i = 1 to 2)
var/turf/new_T = locate(T.x, T.y - i, T.z)
if(!new_T || locate(/obj/structure/cliff) in new_T)
break
T = new_T
displaced = TRUE
if(istype(T))
visible_message(span("danger", "\The [L] falls off \the [src]!"))
L.forceMove(T)
// Do the actual hurting. Double cliffs do halved damage due to them most likely hitting twice.
var/harm = !is_double_cliff ? 1 : 0.5
if(istype(L.buckled, /obj/vehicle)) // People falling off in vehicles will take less damage, but will damage the vehicle severely.
var/obj/vehicle/vehicle = L.buckled
vehicle.adjust_health(40 * harm)
to_chat(L, span("warning", "\The [vehicle] absorbs some of the impact, damaging it."))
harm /= 2
playsound(L, 'sound/effects/break_stone.ogg', 70, 1)
L.Weaken(5 * harm)
var/fall_time = 3
if(displaced) // Make the fall look more natural when falling sideways.
L.pixel_z = 32 * 2
animate(L, pixel_z = 0, time = fall_time)
sleep(fall_time) // A brief delay inbetween the two sounds helps sell the 'ouch' effect.
playsound(L, "punch", 70, 1)
shake_camera(L, 1, 1)
visible_message(span("danger", "\The [L] hits the ground!"))
// The bigger they are, the harder they fall.
// They will take at least 20 damage at the minimum, and tries to scale up to 40% of their max health.
// This scaling is capped at 100 total damage, which occurs if the thing that fell has more than 250 health.
var/damage = between(20, L.getMaxHealth() * 0.4, 100)
var/target_zone = ran_zone()
var/blocked = L.run_armor_check(target_zone, "melee") * harm
var/soaked = L.get_armor_soak(target_zone, "melee") * harm
L.apply_damage(damage * harm, BRUTE, target_zone, blocked, soaked, used_weapon=src)
// Now fall off more cliffs below this one if they exist.
var/obj/structure/cliff/bottom_cliff = locate() in T
if(bottom_cliff)
visible_message(span("danger", "\The [L] rolls down towards \the [bottom_cliff]!"))
sleep(5)
bottom_cliff.fall_off_cliff(L)
/obj/structure/cliff/can_climb(mob/living/user, post_climb_check = FALSE)
// Cliff climbing requires climbing gear.
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/shoes/shoes = H.shoes
if(shoes && shoes.rock_climbing)
return ..() // Do the other checks too.
to_chat(user, span("warning", "\The [src] is too steep to climb unassisted."))
return FALSE
// This tells AI mobs to not be dumb and step off cliffs willingly.
/obj/structure/cliff/is_safe_to_step(mob/living/L)
if(should_fall(L))
return FALSE
return ..()
+1 -1
View File
@@ -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))
@@ -69,7 +69,7 @@
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 ..()
@@ -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)
+178 -178
View File
@@ -1,179 +1,179 @@
//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 10 SECONDS
#define CLIMB_TIME 5 SECONDS
#define NO_HOLE 0 //section is intact
#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
#define LARGE_HOLE 2 //large hole in the section - can walk through
#define MAX_HOLE_SIZE LARGE_HOLE
/obj/structure/fence
name = "fence"
desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
description_info = "Projectiles can freely pass fences."
density = TRUE
anchored = TRUE
icon = 'icons/obj/fence.dmi'
icon_state = "straight"
var/cuttable = TRUE
var/hole_size= NO_HOLE
var/invulnerable = FALSE
/obj/structure/fence/Initialize()
update_cut_status()
return ..()
/obj/structure/fence/examine(mob/user)
. = ..()
switch(hole_size)
if(MEDIUM_HOLE)
user.show_message("There is a large hole in \the [src].")
if(LARGE_HOLE)
user.show_message("\The [src] has been completely cut through.")
/obj/structure/fence/get_description_interaction()
var/list/results = list()
if(cuttable && !invulnerable && hole_size < MAX_HOLE_SIZE)
results += "[desc_panel_image("wirecutters")]to [hole_size > NO_HOLE ? "expand the":"cut a"] hole into the fence, allowing passage."
return results
/obj/structure/fence/end
icon_state = "end"
cuttable = FALSE
/obj/structure/fence/corner
icon_state = "corner"
cuttable = FALSE
/obj/structure/fence/post
icon_state = "post"
cuttable = FALSE
/obj/structure/fence/cut/medium
icon_state = "straight_cut2"
hole_size = MEDIUM_HOLE
/obj/structure/fence/cut/large
icon_state = "straight_cut3"
hole_size = LARGE_HOLE
// Projectiles can pass through fences.
/obj/structure/fence/CanPass(atom/movable/mover, turf/target, height = 0, air_group = 0)
if(istype(mover, /obj/item/projectile))
return TRUE
return ..()
/obj/structure/fence/attackby(obj/item/W, mob/user)
if(W.is_wirecutter())
if(!cuttable)
to_chat(user, span("warning", "This section of the fence can't be cut."))
return
if(invulnerable)
to_chat(user, span("warning", "This fence is too strong to cut through."))
return
var/current_stage = hole_size
if(current_stage >= MAX_HOLE_SIZE)
to_chat(user, span("notice", "This fence has too much cut out of it already."))
return
user.visible_message(span("danger", "\The [user] starts cutting through \the [src] with \the [W]."),\
span("danger", "You start cutting through \the [src] with \the [W]."))
playsound(src, W.usesound, 50, 1)
if(do_after(user, CUT_TIME * W.toolspeed, target = src))
if(current_stage == hole_size)
switch(++hole_size)
if(MEDIUM_HOLE)
visible_message(span("notice", "\The [user] cuts into \the [src] some more."))
to_chat(user, span("notice", "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
climbable = TRUE
if(LARGE_HOLE)
visible_message(span("notice", "\The [user] completely cuts through \the [src]."))
to_chat(user, span("notice", "The hole in \the [src] is now big enough to walk through."))
climbable = FALSE
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight_cut2"
if(LARGE_HOLE)
icon_state = "straight_cut3"
density = FALSE
//FENCE DOORS
/obj/structure/fence/door
name = "fence door"
desc = "Not very useful without a real lock."
icon_state = "door_closed"
cuttable = FALSE
var/open = FALSE
var/locked = FALSE
/obj/structure/fence/door/Initialize()
update_door_status()
return ..()
/obj/structure/fence/door/opened
icon_state = "door_opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/locked
desc = "It looks like it has a strong padlock attached."
locked = TRUE
/obj/structure/fence/door/attack_hand(mob/user)
if(can_open(user))
toggle(user)
else
to_chat(user, span("warning", "\The [src] is [!open ? "locked" : "stuck open"]."))
return TRUE
/obj/structure/fence/door/proc/toggle(mob/user)
switch(open)
if(FALSE)
visible_message(span("notice", "\The [user] opens \the [src]."))
open = TRUE
if(TRUE)
visible_message(span("notice", "\The [user] closes \the [src]."))
open = FALSE
update_door_status()
playsound(src, 'sound/machines/click.ogg', 100, 1)
/obj/structure/fence/door/proc/update_door_status()
switch(open)
if(FALSE)
density = TRUE
icon_state = "door_closed"
if(TRUE)
density = FALSE
icon_state = "door_opened"
/obj/structure/fence/door/proc/can_open(mob/user)
if(locked)
return FALSE
return TRUE
#undef CUT_TIME
#undef CLIMB_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
//Chain link fences
//Sprites ported from /VG/
#define CUT_TIME 10 SECONDS
#define CLIMB_TIME 5 SECONDS
#define NO_HOLE 0 //section is intact
#define MEDIUM_HOLE 1 //medium hole in the section - can climb through
#define LARGE_HOLE 2 //large hole in the section - can walk through
#define MAX_HOLE_SIZE LARGE_HOLE
/obj/structure/fence
name = "fence"
desc = "A chain link fence. Not as effective as a wall, but generally it keeps people out."
description_info = "Projectiles can freely pass fences."
density = TRUE
anchored = TRUE
icon = 'icons/obj/fence.dmi'
icon_state = "straight"
var/cuttable = TRUE
var/hole_size= NO_HOLE
var/invulnerable = FALSE
/obj/structure/fence/Initialize()
update_cut_status()
return ..()
/obj/structure/fence/examine(mob/user)
. = ..()
switch(hole_size)
if(MEDIUM_HOLE)
user.show_message("There is a large hole in \the [src].")
if(LARGE_HOLE)
user.show_message("\The [src] has been completely cut through.")
/obj/structure/fence/get_description_interaction()
var/list/results = list()
if(cuttable && !invulnerable && hole_size < MAX_HOLE_SIZE)
results += "[desc_panel_image("wirecutters")]to [hole_size > NO_HOLE ? "expand the":"cut a"] hole into the fence, allowing passage."
return results
/obj/structure/fence/end
icon_state = "end"
cuttable = FALSE
/obj/structure/fence/corner
icon_state = "corner"
cuttable = FALSE
/obj/structure/fence/post
icon_state = "post"
cuttable = FALSE
/obj/structure/fence/cut/medium
icon_state = "straight_cut2"
hole_size = MEDIUM_HOLE
/obj/structure/fence/cut/large
icon_state = "straight_cut3"
hole_size = LARGE_HOLE
// Projectiles can pass through fences.
/obj/structure/fence/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/item/projectile))
return TRUE
return ..()
/obj/structure/fence/attackby(obj/item/W, mob/user)
if(W.is_wirecutter())
if(!cuttable)
to_chat(user, span("warning", "This section of the fence can't be cut."))
return
if(invulnerable)
to_chat(user, span("warning", "This fence is too strong to cut through."))
return
var/current_stage = hole_size
if(current_stage >= MAX_HOLE_SIZE)
to_chat(user, span("notice", "This fence has too much cut out of it already."))
return
user.visible_message(span("danger", "\The [user] starts cutting through \the [src] with \the [W]."),\
span("danger", "You start cutting through \the [src] with \the [W]."))
playsound(src, W.usesound, 50, 1)
if(do_after(user, CUT_TIME * W.toolspeed, target = src))
if(current_stage == hole_size)
switch(++hole_size)
if(MEDIUM_HOLE)
visible_message(span("notice", "\The [user] cuts into \the [src] some more."))
to_chat(user, span("notice", "You could probably fit yourself through that hole now. Although climbing through would be much faster if you made it even bigger."))
climbable = TRUE
if(LARGE_HOLE)
visible_message(span("notice", "\The [user] completely cuts through \the [src]."))
to_chat(user, span("notice", "The hole in \the [src] is now big enough to walk through."))
climbable = FALSE
update_cut_status()
return TRUE
/obj/structure/fence/proc/update_cut_status()
if(!cuttable)
return
density = TRUE
switch(hole_size)
if(NO_HOLE)
icon_state = initial(icon_state)
if(MEDIUM_HOLE)
icon_state = "straight_cut2"
if(LARGE_HOLE)
icon_state = "straight_cut3"
density = FALSE
//FENCE DOORS
/obj/structure/fence/door
name = "fence door"
desc = "Not very useful without a real lock."
icon_state = "door_closed"
cuttable = FALSE
var/open = FALSE
var/locked = FALSE
/obj/structure/fence/door/Initialize()
update_door_status()
return ..()
/obj/structure/fence/door/opened
icon_state = "door_opened"
open = TRUE
density = TRUE
/obj/structure/fence/door/locked
desc = "It looks like it has a strong padlock attached."
locked = TRUE
/obj/structure/fence/door/attack_hand(mob/user)
if(can_open(user))
toggle(user)
else
to_chat(user, span("warning", "\The [src] is [!open ? "locked" : "stuck open"]."))
return TRUE
/obj/structure/fence/door/proc/toggle(mob/user)
switch(open)
if(FALSE)
visible_message(span("notice", "\The [user] opens \the [src]."))
open = TRUE
if(TRUE)
visible_message(span("notice", "\The [user] closes \the [src]."))
open = FALSE
update_door_status()
playsound(src, 'sound/machines/click.ogg', 100, 1)
/obj/structure/fence/door/proc/update_door_status()
switch(open)
if(FALSE)
density = TRUE
icon_state = "door_closed"
if(TRUE)
density = FALSE
icon_state = "door_opened"
/obj/structure/fence/door/proc/can_open(mob/user)
if(locked)
return FALSE
return TRUE
#undef CUT_TIME
#undef CLIMB_TIME
#undef NO_HOLE
#undef MEDIUM_HOLE
#undef LARGE_HOLE
#undef MAX_HOLE_SIZE
+3 -6
View File
@@ -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))
+8 -15
View File
@@ -49,15 +49,12 @@
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
if(istype(mover, /obj/item/projectile))
return prob(30)
else
return !density
return TRUE
if(istype(mover, /obj/item/projectile))
return prob(30)
return !density
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
@@ -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"
+2 -6
View File
@@ -25,6 +25,7 @@
density = 1
anchored = 1
opacity = 0
can_atmos_pass = ATMOS_PASS_DENSITY
icon = 'icons/obj/inflatable.dmi'
icon_state = "wall"
@@ -40,9 +41,6 @@
update_nearby_tiles()
return ..()
/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
return 0
/obj/structure/inflatable/bullet_act(var/obj/item/projectile/Proj)
var/proj_damage = Proj.get_structure_damage()
if(!proj_damage) return
@@ -168,9 +166,7 @@
/obj/structure/inflatable/door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group)
return state
/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/effect/beam))
return !opacity
return !density
+1 -12
View File
@@ -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
+4 -7
View File
@@ -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)
. = ..()
+2 -2
View File
@@ -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
@@ -69,11 +69,10 @@
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 ..()
return TRUE
return ..()
/obj/structure/bed/ex_act(severity)
switch(severity)
@@ -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))
+17
View File
@@ -3,6 +3,7 @@
desc = "A window."
icon = 'icons/obj/structures_vr.dmi' // VOREStation Edit - New icons
density = 1
can_atmos_pass = ATMOS_PASS_DENSITY
w_class = ITEMSIZE_NORMAL
layer = WINDOW_LAYER
@@ -129,7 +130,17 @@
/obj/structure/window/blob_act()
take_damage(50)
<<<<<<< HEAD
//TODO: Make full windows a separate type of window.
//Once a full window, it will always be a full window, so there's no point
//having the same type for both.
/obj/structure/window/proc/is_full_window()
return (dir == SOUTHWEST || dir == SOUTHEAST || dir == NORTHWEST || dir == NORTHEAST)
/obj/structure/window/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
=======
/obj/structure/window/CanPass(atom/movable/mover, turf/target)
>>>>>>> 4122c65... Merge pull request #5947 from Neerti/bump_fixes
if(istype(mover) && mover.checkpass(PASSGLASS))
return TRUE
if(is_fulltile())
@@ -139,6 +150,12 @@
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
@@ -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()
+5 -3
View File
@@ -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()
. = ..()
+3 -5
View File
@@ -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
+5 -9
View File
@@ -46,9 +46,8 @@ var/list/blobs = list()
color = null
set_light(0)
/obj/structure/blob/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (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))
return TRUE
else if(istype(mover, /mob/living))
@@ -57,12 +56,9 @@ var/list/blobs = list()
return TRUE
else if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(P.firer && P.firer.faction == "blob")
if(istype(P.firer) && P.firer.faction == "blob")
return TRUE
return FALSE
else
return FALSE
// return ..()
return FALSE
/obj/structure/blob/examine(mob/user)
..()
@@ -257,7 +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.
+1
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
+7 -8
View File
@@ -325,19 +325,18 @@
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
+3 -6
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)
+2 -2
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.
+4 -4
View File
@@ -1,7 +1,4 @@
/mob/CanPass(atom/movable/mover, turf/target, height, air_group)
if(air_group || (height == 0))
return TRUE
/mob/CanPass(atom/movable/mover, turf/target)
if(ismob(mover))
var/mob/moving_mob = mover
if ((other_mobs && moving_mob.other_mobs))
@@ -10,3 +7,6 @@
var/obj/item/projectile/P = mover
return !P.can_hit_target(src, P.permutated, src == P.original, TRUE)
return (!mover.density || !density || lying)
/mob/CanZASPass(turf/T, is_zone)
return ATMOS_PASS_YES
+2 -3
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()
@@ -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
+2 -4
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)
+2 -2
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
+2 -6
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)
+1 -4
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
+1 -9
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()
+4 -8
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))
return prob(10)
else
return !src.density
if(istype(mover, /obj/item/projectile))
return prob(10)
return !density
+10 -6
View File
@@ -1,21 +1,25 @@
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height, air_group)
<<<<<<< HEAD
/obj/structure/table/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group || (height==0)) return 1
=======
/obj/structure/table/CanPass(atom/movable/mover, turf/target)
>>>>>>> 4122c65... Merge pull request #5947 from Neerti/bump_fixes
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)