/turf/simulated name = "station" var/wet = 0 var/image/wet_overlay = null //Mining resources (for the large drills). var/turf_resource_types var/list/resources var/thermite = 0 oxygen = MOLES_O2STANDARD nitrogen = MOLES_N2STANDARD var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to var/can_dirty = TRUE // If false, tile never gets dirty var/can_start_dirty = TRUE // If false, cannot start dirty roundstart var/dirty_prob = 2 // Chance of being dirty roundstart var/dirt = 0 var/special_temperature //Used for turf HE-Pipe interaction var/climbable = FALSE //Adds proc to wall if set to TRUE on its initialization, defined here since not all walls are subtypes of wall var/icon_edge = 'icons/turf/outdoors_edge.dmi' //Allows for alternative edge icon files var/wet_cleanup_timer // This is not great. /turf/simulated/proc/wet_floor(var/wet_val = 1) if(wet > 2) //Can't mop up ice return wet = wet_val if(wet_overlay) cut_overlay(wet_overlay) wet_overlay = image('icons/effects/water.dmi', icon_state = "wet_floor") add_overlay(wet_overlay) if(wet_cleanup_timer) deltimer(wet_cleanup_timer) wet_cleanup_timer = null if(wet == 2) wet_cleanup_timer = addtimer(CALLBACK(src, PROC_REF(wet_floor_finish)), 160 SECONDS, TIMER_STOPPABLE) else wet_cleanup_timer = addtimer(CALLBACK(src, PROC_REF(wet_floor_finish)), 40 SECONDS, TIMER_STOPPABLE) /turf/simulated/proc/wet_floor_finish() wet = 0 if(wet_cleanup_timer) deltimer(wet_cleanup_timer) wet_cleanup_timer = null if(wet_overlay) cut_overlay(wet_overlay) wet_overlay = null /turf/simulated/proc/freeze_floor() if(!wet) // Water is required for it to freeze. return wet = 3 // icy if(wet_overlay) cut_overlay(wet_overlay) wet_overlay = null wet_overlay = image('icons/turf/overlays.dmi',src,"snowfloor") add_overlay(wet_overlay) spawn(5 MINUTES) wet = 0 if(wet_overlay) cut_overlay(wet_overlay) wet_overlay = null /turf/simulated/Initialize(mapload) . = ..() if(istype(loc, /area/chapel)) holy = 1 levelupdate() if(climbable) verbs += /turf/simulated/proc/climb_wall if(is_outdoors()) SSplanets.addTurf(src) /turf/simulated/examine(mob/user) . = ..() if(climbable) . += "This [src] looks climbable." /turf/simulated/proc/AddTracks(var/typepath,var/bloodDNA,var/comingdir,var/goingdir,var/bloodcolor="#A10808") var/obj/effect/decal/cleanable/blood/tracks/tracks = locate(typepath) in src if(!tracks) tracks = new typepath(src) tracks.AddTracks(bloodDNA,comingdir,goingdir,bloodcolor) /turf/simulated/proc/update_dirt() if(can_dirty) dirt = min(dirt+1, 101) var/obj/effect/decal/cleanable/dirt/dirtoverlay = locate(/obj/effect/decal/cleanable/dirt, src) if (dirt > 50) if (!dirtoverlay) dirtoverlay = new/obj/effect/decal/cleanable/dirt(src) dirtoverlay.alpha = min((dirt - 50) * 5, 255) /turf/simulated/Entered(atom/A, atom/OL) if (isliving(A)) var/dirtslip = FALSE var/mob/living/M = A if(M.lying || M.flying || M.is_incorporeal() || !(M.flags & ATOM_INITIALIZED)) // Also ignore newly spawning mobs return ..() if(M.dirties_floor()) // Dirt overlays. update_dirt() if(ishuman(M)) var/mob/living/carbon/human/H = M dirtslip = H.species.dirtslip if(H.species.mudking) dirt = min(dirt+2, 101) update_dirt() // Tracking blood var/list/bloodDNA = null var/bloodcolor="" if(H.shoes) var/obj/item/clothing/shoes/S = H.shoes if(istype(S)) S.handle_movement(src,(H.m_intent == I_RUN ? 1 : 0), H) // handle_movement now needs to know who is moving, for inshoe steppies if(S.track_blood && S.forensic_data?.has_blooddna()) bloodDNA = S.forensic_data.get_blooddna() bloodcolor=S.blood_color S.track_blood-- else if(H.track_blood && H.feet_blood_DNA) bloodDNA = H.feet_blood_DNA bloodcolor = H.feet_blood_color H.track_blood-- if (bloodDNA) src.AddTracks(H.species.get_move_trail(H),bloodDNA,H.dir,0,bloodcolor) // Coming var/turf/simulated/from = get_step(H,reverse_direction(H.dir)) if(istype(from) && from) from.AddTracks(H.species.get_move_trail(H),bloodDNA,0,H.dir,bloodcolor) // Going bloodDNA = null if(src.wet || (dirtslip && (dirt > 50 || outdoors == 1))) if(M.buckled || (src.wet == 1 && M.m_intent == I_WALK)) return var/slip_dist = 1 var/slip_stun = 6 var/floor_type = "wet" if(dirtslip) slip_stun = 10 if(dirt > 50) floor_type = "dirty" else if(outdoors) floor_type = "uneven" if(src.wet == 0 && M.m_intent == I_WALK) return switch(src.wet) if(2) // Lube floor_type = "slippery" slip_dist = 4 slip_stun = 10 if(3) // Ice floor_type = "icy" slip_stun = 4 slip_dist = rand(1,3) if(M.slip("the [floor_type] floor", slip_stun)) addtimer(CALLBACK(src, PROC_REF(handle_slipping), M, slip_dist, dirtslip), 0) else M.inertia_dir = 0 else M.inertia_dir = 0 ..() /turf/simulated/proc/handle_slipping(var/mob/living/M, var/slip_dist, var/dirtslip) PRIVATE_PROC(TRUE) if(!M || !slip_dist) return if(isbelly(M.loc)) // Stop the slip if we're in a belly. return if(!step(M, M.dir) && !dirtslip) return // done sliding, failed to move // check tile for next slip if(!dirtslip) var/turf/simulated/ground = get_turf(M) if(!istype(ground,/turf/simulated)) return // stop sliding as it is impossible to be on wet terrain? if(ground.wet != 2) return // done sliding, not lubed addtimer(CALLBACK(src, PROC_REF(handle_slipping), M, --slip_dist, dirtslip), 1) //returns 1 if made bloody, returns 0 otherwise /turf/simulated/add_blood(mob/living/carbon/human/M as mob) if (!..()) return 0 if(istype(M)) for(var/obj/effect/decal/cleanable/blood/B in contents) var/fresh = B.init_forensic_data().add_blooddna(M.dna,M) if(fresh && M.IsInfected()) B.viruses = M.GetViruses() return 1 //we bloodied the floor blood_splatter(src,M.get_blood(M.vessel),1) return 1 //we bloodied the floor return 0 // Only adds blood on the floor -- Skie /turf/simulated/proc/add_blood_floor(mob/living/carbon/M as mob) if( istype(M, /mob/living/carbon/alien )) var/obj/effect/decal/cleanable/blood/xeno/this = new /obj/effect/decal/cleanable/blood/xeno(src) this.init_forensic_data().add_blooddna(M.dna,M) else if( istype(M, /mob/living/silicon/robot )) new /obj/effect/decal/cleanable/blood/oil(src) else if(ishuman(M)) add_blood(M)