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* Added "Display Initialize() Log" admin debug command so you can see it mid-round. * Ported the core of the overlays management subsystem from /tg - Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem. - Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem. - Added OVERLAY_QUEUED flag to var/atom/flags bitfield. - Added small framework for subsystem performance tracking. So far used only by SSoverlays - Added admin debug command "Display overlay Log" to see performance stats mid-round. * Fix runtime on universal pipe adaptor update_icons * Workaround for appearance_bro not initialized Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global. * Convert fire alarms to use add_overlay() A good first test. * Convert turfs to use add_overlays(), eliminating the turf_overlay_holder! - Converted as much as I could find about turf overlays to use add_overlay(). - This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack. - This also lets us remove the anti-corruption hacks from walls and open space. - ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue. - Stuff like that * Convert turf overlay interactions to use add_overlay. Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself. I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.
144 lines
4.6 KiB
Plaintext
144 lines
4.6 KiB
Plaintext
// This doesn't inherit from /outdoors/ so that the pool can use it as well.
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/turf/simulated/floor/water
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name = "shallow water"
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desc = "A body of water. It seems shallow enough to walk through, if needed."
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icon = 'icons/turf/outdoors.dmi'
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icon_state = "seashallow" // So it shows up in the map editor as water.
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var/water_state = "water_shallow"
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var/under_state = "rock"
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edge_blending_priority = -1
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movement_cost = 4
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outdoors = TRUE
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var/depth = 1 // Higher numbers indicates deeper water.
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/turf/simulated/floor/water/initialize()
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. = ..()
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update_icon()
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/turf/simulated/floor/water/update_icon()
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..() // To get the edges.
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icon_state = water_state
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var/image/floorbed_sprite = image(icon = 'icons/turf/outdoors.dmi', icon_state = under_state)
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underlays.Add(floorbed_sprite)
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update_icon_edge()
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/turf/simulated/floor/water/get_edge_icon_state()
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return "water_shallow"
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/turf/simulated/floor/water/return_air_for_internal_lifeform(var/mob/living/L)
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if(L && L.lying)
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if(L.can_breathe_water()) // For squid.
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var/datum/gas_mixture/water_breath = new()
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var/datum/gas_mixture/above_air = return_air()
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var/amount = 300
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water_breath.adjust_gas("oxygen", amount) // Assuming water breathes just extract the oxygen directly from the water.
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water_breath.temperature = above_air.temperature
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return water_breath
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else
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var/gasid = "carbon_dioxide"
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.species && H.species.exhale_type)
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gasid = H.species.exhale_type
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var/datum/gas_mixture/water_breath = new()
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var/datum/gas_mixture/above_air = return_air()
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water_breath.adjust_gas(gasid, BREATH_MOLES) // They have no oxygen, but non-zero moles and temp
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water_breath.temperature = above_air.temperature
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return water_breath
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return return_air() // Otherwise their head is above the water, so get the air from the atmosphere instead.
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/turf/simulated/floor/water/Entered(atom/movable/AM, atom/oldloc)
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if(istype(AM, /mob/living))
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var/mob/living/L = AM
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L.update_water()
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if(L.check_submerged() <= 0)
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return
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if(!istype(oldloc, /turf/simulated/floor/water))
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to_chat(L, "<span class='warning'>You get drenched in water from entering \the [src]!</span>")
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AM.water_act(5)
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..()
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/turf/simulated/floor/water/Exited(atom/movable/AM, atom/newloc)
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if(istype(AM, /mob/living))
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var/mob/living/L = AM
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L.update_water()
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if(L.check_submerged() <= 0)
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return
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if(!istype(newloc, /turf/simulated/floor/water))
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to_chat(L, "<span class='warning'>You climb out of \the [src].</span>")
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..()
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/turf/simulated/floor/water/deep
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name = "deep water"
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desc = "A body of water. It seems quite deep."
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icon_state = "seadeep" // So it shows up in the map editor as water.
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under_state = "abyss"
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edge_blending_priority = -2
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movement_cost = 8
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depth = 2
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/turf/simulated/floor/water/pool
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name = "pool"
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desc = "Don't worry, it's not closed."
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under_state = "pool"
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outdoors = FALSE
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/turf/simulated/floor/water/deep/pool
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name = "deep pool"
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desc = "Don't worry, it's not closed."
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outdoors = FALSE
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/mob/living/proc/can_breathe_water()
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return FALSE
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/mob/living/carbon/human/can_breathe_water()
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if(species)
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return species.can_breathe_water()
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return ..()
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/mob/living/proc/check_submerged()
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if(buckled)
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return 0
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var/turf/simulated/floor/water/T = loc
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if(istype(T))
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return T.depth
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return 0
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// Use this to have things react to having water applied to them.
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/atom/movable/proc/water_act(amount)
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return
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/mob/living/water_act(amount)
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adjust_fire_stacks(-amount * 5)
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for(var/atom/movable/AM in contents)
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AM.water_act(amount)
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var/list/shoreline_icon_cache = list()
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/turf/simulated/floor/water/shoreline
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name = "shoreline"
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desc = "The waves look calm and inviting."
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icon_state = "shoreline"
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water_state = "rock" // Water gets generated as an overlay in update_icon()
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depth = 0
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/turf/simulated/floor/water/shoreline/corner
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icon_state = "shorelinecorner"
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// Water sprites are really annoying, so let BYOND sort it out.
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/turf/simulated/floor/water/shoreline/update_icon()
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underlays.Cut()
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cut_overlays()
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..() // Get the underlay first.
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var/cache_string = "[initial(icon_state)]_[water_state]_[dir]"
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if(cache_string in shoreline_icon_cache) // Check to see if an icon already exists.
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add_overlay(shoreline_icon_cache[cache_string])
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else // If not, make one, but only once.
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var/icon/shoreline_water = icon(src.icon, "shoreline_water", src.dir)
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var/icon/shoreline_subtract = icon(src.icon, "[initial(icon_state)]_subtract", src.dir)
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shoreline_water.Blend(shoreline_subtract,ICON_SUBTRACT)
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shoreline_icon_cache[cache_string] = shoreline_water
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add_overlay(shoreline_icon_cache[cache_string])
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