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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
113 lines
4.5 KiB
Plaintext
113 lines
4.5 KiB
Plaintext
/*
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Adjacency proc for determining touch range
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This is mostly to determine if a user can enter a square for the purposes of touching something.
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Examples include reaching a square diagonally or reaching something on the other side of a glass window.
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This is calculated by looking for border items, or in the case of clicking diagonally from yourself, dense items.
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This proc will NOT notice if you are trying to attack a window on the other side of a dense object in its turf. There is a window helper for that.
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Note that in all cases the neighbor is handled simply; this is usually the user's mob, in which case it is up to you
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to check that the mob is not inside of something
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*/
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/atom/proc/Adjacent(atom/neighbor) // basic inheritance, unused
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return
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// Not a sane use of the function and (for now) indicative of an error elsewhere
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/area/Adjacent(atom/neighbor)
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CRASH("Call to /area/Adjacent(), unimplemented proc")
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/*
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Adjacency (to turf):
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* If you are in the same turf, always true
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* If you are vertically/horizontally adjacent, ensure there are no border objects
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* If you are diagonally adjacent, ensure you can pass through at least one of the mutually adjacent square.
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* Passing through in this case ignores anything with the LETPASSTHROW pass flag, such as tables, racks, and morgue trays.
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*/
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/turf/Adjacent(atom/neighbor, atom/target = null, atom/movable/mover = null)
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var/turf/T0 = get_turf(neighbor)
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if(T0 == src) //same turf
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return TRUE
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if(get_dist(src, T0) > 1 || z != T0.z) //too far
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return FALSE
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// Non diagonal case
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if(T0.x == x || T0.y == y)
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// Check for border blockages
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return T0.ClickCross(get_dir(T0,src), border_only = 1, target_atom = target, mover = mover) && src.ClickCross(get_dir(src,T0), border_only = 1, target_atom = target, mover = mover)
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// Diagonal case
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var/in_dir = get_dir(T0,src) // eg. northwest (1+8) = 9 (00001001)
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var/d1 = in_dir&3 // eg. north (1+8)&3 (0000 0011) = 1 (0000 0001)
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var/d2 = in_dir&12 // eg. west (1+8)&12 (0000 1100) = 8 (0000 1000)
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for(var/d in list(d1,d2))
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if(!T0.ClickCross(d, border_only = 1, target_atom = target, mover = mover))
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continue // could not leave T0 in that direction
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var/turf/T1 = get_step(T0,d)
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if(!T1 || T1.density)
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continue
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if(!T1.ClickCross(get_dir(T1,src), border_only = 0, target_atom = target, mover = mover) || !T1.ClickCross(get_dir(T1,T0), border_only = 0, target_atom = target, mover = mover))
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continue // couldn't enter or couldn't leave T1
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if(!src.ClickCross(get_dir(src,T1), border_only = 1, target_atom = target, mover = mover))
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continue // could not enter src
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return 1 // we don't care about our own density
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return 0
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/*
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Adjacency (to anything else):
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* Must be on a turf
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*/
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/atom/movable/Adjacent(atom/neighbor)
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if(neighbor == loc)
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return TRUE
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var/turf/T = loc
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if(!istype(T))
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return FALSE
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if(T.Adjacent(neighbor,target = neighbor, mover = src))
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return TRUE
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///Yog code for spacepods I guess???
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if((islist(locs) && locs.len > 1) && (bound_width != world.icon_size || bound_height != world.icon_size))
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for(var/turf/place in locs) //this is to handle multi tile objects
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if(place.Adjacent(neighbor, src, src))
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return TRUE
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return FALSE
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// This is necessary for storage items not on your person.
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/obj/item/Adjacent(atom/neighbor, recurse = 1)
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if(neighbor == loc)
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return 1
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if(isitem(loc))
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if(recurse > 0)
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return loc.Adjacent(neighbor,recurse - 1)
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return 0
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return ..()
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/*
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This checks if you there is uninterrupted airspace between that turf and this one.
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This is defined as any dense ON_BORDER_1 object, or any dense object without LETPASSTHROW.
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The border_only flag allows you to not objects (for source and destination squares)
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*/
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/turf/proc/ClickCross(target_dir, border_only, target_atom = null, atom/movable/mover = null)
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for(var/obj/O in src)
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if((mover && O.CanPass(mover,get_step(src,target_dir))) || (!mover && !O.density))
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continue
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if(O == target_atom || O == mover || (O.pass_flags & LETPASSTHROW)) //check if there's a dense object present on the turf
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continue // LETPASSTHROW is used for anything you can click through (or the firedoor special case, see above)
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if( O.flags_1&ON_BORDER_1) // windows are on border, check them first
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if( O.dir & target_dir || O.dir & (O.dir-1) ) // full tile windows are just diagonals mechanically
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return 0 //O.dir&(O.dir-1) is false for any cardinal direction, but true for diagonal ones
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else if( !border_only ) // dense, not on border, cannot pass over
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return 0
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return 1
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