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Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
139 lines
6.2 KiB
Plaintext
139 lines
6.2 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 PlaceOnTop 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 CHANGETURF_GENERATE_SHUTTLE_CEILING (1<<7) // Generate a shuttle ceiling on the above turf
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#define CHANGETURF_NO_AREA_CHANGE (1<<8) // Prevents turfs like space from autoadjusting their area
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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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(CENTER).x - (H_RADIUS), (CENTER).y - (V_RADIUS), (CENTER).z, \
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(CENTER).x + (H_RADIUS), (CENTER).y + (V_RADIUS), (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(1, 1, ZLEVEL, world.maxx, world.maxy, ZLEVEL)
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///Returns all currently loaded turfs
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#define ALL_TURFS(...) block(1, 1, 1, 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(corner.x + offset_x, corner.y + offset_y, corner.z, corner.x + (width - 1) + offset_x, corner.y + (height - 1) + offset_y, 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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/// 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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// Defines for turfs rust resistance
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#define RUST_RESISTANCE_BASIC 1
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#define RUST_RESISTANCE_REINFORCED 2
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#define RUST_RESISTANCE_TITANIUM 3
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#define RUST_RESISTANCE_ORGANIC 4
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/// Should not be rustable. EVER. Includes thing like space, lava, chasms, admin walls
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#define RUST_RESISTANCE_ABSOLUTE 5
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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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/// Defines the x offset to apply to larger smoothing turfs (such as grass).
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#define LARGE_TURF_SMOOTHING_X_OFFSET -9
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/// Defines the y offset to apply to larger smoothing turfs (such as grass).
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#define LARGE_TURF_SMOOTHING_Y_OFFSET -9
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/// Defines a consistent light power for our various basalt turfs
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#define BASALT_LIGHT_POWER 0.6
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/// Defines a consistent light range for basalt turfs that have a bigger area of lava
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#define BASALT_LIGHT_RANGE_BRIGHT 2
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/// Defines a consistent light range for basalt turfs that have a smaller area of lava
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#define BASALT_LIGHT_RANGE_DIM 1.4
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/// Makes the set turf transparent
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#define ADD_TURF_TRANSPARENCY(modturf, source) \
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if(!HAS_TRAIT(modturf, TURF_Z_TRANSPARENT_TRAIT)) { modturf.AddElement(/datum/element/turf_z_transparency) }; \
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ADD_TRAIT(modturf, TURF_Z_TRANSPARENT_TRAIT, (source))
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/// Removes the transparency from the set turf
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#define REMOVE_TURF_TRANSPARENCY(modturf, source) \
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REMOVE_TRAIT(modturf, TURF_Z_TRANSPARENT_TRAIT, (source)); \
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if(!HAS_TRAIT(modturf, TURF_Z_TRANSPARENT_TRAIT)) { modturf.RemoveElement(/datum/element/turf_z_transparency) }
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