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* pee * strange reagent fix * smell mop * throwing? * evaporation + more effects * Update pyrotechnic_reagents.dm * doors/airlocks * smell mop * Update liquid_groups.dm * borbop changes * breathing in liquids * fixes liquids going into dense tiles * increases mopcap to 45 * liquids fixes * lol * more liquid stuff * fixes this * more changes * fix all this stupid stuff * fix phantom pixel * liquid pump fix * gives you better ability to scoop things up * fix liquid pump * BUUURN BABY BURN + blud * slipping reaction checking * change liquid push reaction * removes liquid_fire_power
113 lines
4.9 KiB
Plaintext
113 lines
4.9 KiB
Plaintext
#define CHANGETURF_DEFER_CHANGE (1<<0)
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#define CHANGETURF_IGNORE_AIR (1<<1) // This flag prevents changeturf from gathering air from nearby turfs to fill the new turf with an approximation of local air
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#define CHANGETURF_FORCEOP (1<<2)
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#define CHANGETURF_SKIP (1<<3) // A flag for place_on_top to just instance the new turf instead of calling ChangeTurf. Used for uninitialized turfs NOTHING ELSE
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#define CHANGETURF_INHERIT_AIR (1<<4) // Inherit air from previous turf. Implies CHANGETURF_IGNORE_AIR
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#define CHANGETURF_RECALC_ADJACENT (1<<5) //Immediately recalc adjacent atmos turfs instead of queuing.
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#define CHANGETURF_TRAPDOOR_INDUCED (1<<6) // Caused by a trapdoor, for trapdoor to know that this changeturf was caused by itself
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#define IS_OPAQUE_TURF(turf) (turf.directional_opacity == ALL_CARDINALS)
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//supposedly the fastest way to do this according to https://gist.github.com/Giacom/be635398926bb463b42a
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///Returns a list of turf in a square
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#define RANGE_TURFS(RADIUS, CENTER) \
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RECT_TURFS(RADIUS, RADIUS, CENTER)
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#define RECT_TURFS(H_RADIUS, V_RADIUS, CENTER) \
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block( \
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locate(max((CENTER).x-(H_RADIUS),1), max((CENTER).y-(V_RADIUS),1), (CENTER).z), \
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locate(min((CENTER).x+(H_RADIUS),world.maxx), min((CENTER).y+(V_RADIUS),world.maxy), (CENTER).z) \
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)
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///Returns all turfs in a zlevel
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#define Z_TURFS(ZLEVEL) block(locate(1,1,ZLEVEL), locate(world.maxx, world.maxy, ZLEVEL))
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///Returns all currently loaded turfs
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#define ALL_TURFS(...) block(locate(1, 1, 1), locate(world.maxx, world.maxy, world.maxz))
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#define TURF_FROM_COORDS_LIST(List) (locate(List[1], List[2], List[3]))
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/// Returns a list of turfs in the rectangle specified by BOTTOM LEFT corner and height/width, checks for being outside the world border for you
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#define CORNER_BLOCK(corner, width, height) CORNER_BLOCK_OFFSET(corner, width, height, 0, 0)
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/// Returns a list of turfs similar to CORNER_BLOCK but with offsets
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#define CORNER_BLOCK_OFFSET(corner, width, height, offset_x, offset_y) ((block(locate(corner.x + offset_x, corner.y + offset_y, corner.z), locate(min(corner.x + (width - 1) + offset_x, world.maxx), min(corner.y + (height - 1) + offset_y, world.maxy), corner.z))))
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/// Returns an outline (neighboring turfs) of the given block
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#define CORNER_OUTLINE(corner, width, height) ( \
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CORNER_BLOCK_OFFSET(corner, width + 2, 1, -1, -1) + \
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CORNER_BLOCK_OFFSET(corner, width + 2, 1, -1, height) + \
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CORNER_BLOCK_OFFSET(corner, 1, height, -1, 0) + \
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CORNER_BLOCK_OFFSET(corner, 1, height, width, 0))
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/// Returns a list of around us
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#define TURF_NEIGHBORS(turf) (CORNER_BLOCK_OFFSET(turf, 3, 3, -1, -1) - turf)
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/// The pipes, disposals, and wires are hidden
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#define UNDERFLOOR_HIDDEN 0
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/// The pipes, disposals, and wires are visible but cannot be interacted with
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#define UNDERFLOOR_VISIBLE 1
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/// The pipes, disposals, and wires are visible and can be interacted with
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#define UNDERFLOOR_INTERACTABLE 2
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//Wet floor type flags. Stronger ones should be higher in number.
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/// Turf is dry and mobs won't slip
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#define TURF_DRY (0)
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/// Turf has water on the floor and mobs will slip unless walking or using galoshes
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#define TURF_WET_WATER (1<<0)
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/// Turf has a thick layer of ice on the floor and mobs will slip in the direction until they bump into something
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#define TURF_WET_PERMAFROST (1<<1)
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/// Turf has a thin layer of ice on the floor and mobs will slip
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#define TURF_WET_ICE (1<<2)
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/// Turf has lube on the floor and mobs will slip
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#define TURF_WET_LUBE (1<<3)
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/// Turf has superlube on the floor and mobs will slip even if they are crawling
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#define TURF_WET_SUPERLUBE (1<<4)
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/// Checks if a turf is wet
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#define IS_WET_OPEN_TURF(O) O.GetComponent(/datum/component/wet_floor)
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/// Maximum amount of time, (in deciseconds) a tile can be wet for.
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#define MAXIMUM_WET_TIME (5 MINUTES)
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/**
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* Get the turf that `A` resides in, regardless of any containers.
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*
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* Use in favor of `A.loc` or `src.loc` so that things work correctly when
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* stored inside an inventory, locker, or other container.
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*/
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#define get_turf(A) (get_step(A, 0))
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/**
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* Get the ultimate area of `A`, similarly to [get_turf].
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*
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* Use instead of `A.loc.loc`.
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*/
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#define get_area(A) (isarea(A) ? A : get_step(A, 0)?.loc)
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#define TEMPORARY_THERMAL_CONDUCTIVITY 1
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#define MAX_TEMPORARY_THERMAL_CONDUCTIVITY 1
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/// Turf will be passable if density is 0
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#define TURF_PATHING_PASS_DENSITY 0
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/// Turf will be passable depending on [CanAStarPass] return value
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#define TURF_PATHING_PASS_PROC 1
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/// Turf is never passable
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#define TURF_PATHING_PASS_NO 2
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/// Define the alpha for holiday/colored tile decals
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#define DECAL_ALPHA 60
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/// Generate horizontal striped color turf decals
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#define PATTERN_DEFAULT "default"
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/// Generate vertical striped color turf decals
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#define PATTERN_VERTICAL_STRIPE "vertical"
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/// Generate random color turf decals
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#define PATTERN_RANDOM "random"
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/// Generate rainbow color turf decals
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#define PATTERN_RAINBOW "rainbow"
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/**
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* Finds the midpoint of two given turfs.
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*/
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#define TURF_MIDPOINT(a, b) (locate(((a.x + b.x) * 0.5), (a.y + b.y) * 0.5, (a.z + b.z) * 0.5))
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