mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-09 16:14:13 +00:00
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4587 316c924e-a436-60f5-8080-3fe189b3f50e
202 lines
5.2 KiB
Plaintext
202 lines
5.2 KiB
Plaintext
#define LIQUID_TRANSFER_THRESHOLD 0.05
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var/liquid_delay = 4
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var/list/datum/puddle/puddles = list()
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datum/puddle
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var/list/obj/effect/liquid/liquid_objects = list()
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datum/puddle/proc/process()
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//world << "DEBUG: Puddle process!"
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for(var/obj/effect/liquid/L in liquid_objects)
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L.spread()
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for(var/obj/effect/liquid/L in liquid_objects)
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L.apply_calculated_effect()
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if(liquid_objects.len == 0)
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del(src)
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datum/puddle/New()
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..()
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puddles += src
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datum/puddle/Del()
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puddles -= src
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for(var/obj/O in liquid_objects)
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del(O)
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..()
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client/proc/splash()
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var/volume = input("Volume?","Volume?", 0 ) as num
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if(!isnum(volume)) return
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if(volume <= LIQUID_TRANSFER_THRESHOLD) return
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var/turf/T = get_turf(src.mob)
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if(!isturf(T)) return
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trigger_splash(T, volume)
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proc/trigger_splash(turf/epicenter as turf, volume as num)
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if(!epicenter)
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return
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if(volume <= 0)
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return
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var/obj/effect/liquid/L = new/obj/effect/liquid(epicenter)
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L.volume = volume
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L.update_icon2()
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var/datum/puddle/P = new/datum/puddle()
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P.liquid_objects.Add(L)
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L.controller = P
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obj/effect/liquid
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icon = 'icons/effects/liquid.dmi'
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icon_state = "0"
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name = "liquid"
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var/volume = 0
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var/new_volume = 0
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var/datum/puddle/controller
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obj/effect/liquid/New()
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..()
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if( !isturf(loc) )
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del(src)
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for( var/obj/effect/liquid/L in loc )
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if(L != src)
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del(L)
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obj/effect/liquid/proc/spread()
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//world << "DEBUG: liquid spread!"
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var/surrounding_volume = 0
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var/list/spread_directions = list(1,2,4,8)
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var/turf/loc_turf = loc
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for(var/direction in spread_directions)
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var/turf/T = get_step(src,direction)
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if(!T)
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spread_directions.Remove(direction)
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//world << "ERROR: Map edge!"
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continue //Map edge
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if(!loc_turf.can_leave_liquid(direction)) //Check if this liquid can leave the tile in the direction
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spread_directions.Remove(direction)
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continue
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if(!T.can_accept_liquid(turn(direction,180))) //Check if this liquid can enter the tile
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spread_directions.Remove(direction)
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continue
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var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
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if(L)
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if(L.volume >= src.volume)
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spread_directions.Remove(direction)
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continue
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surrounding_volume += L.volume //If liquid already exists, add it's volume to our sum
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else
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var/obj/effect/liquid/NL = new(T) //Otherwise create a new object which we'll spread to.
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NL.controller = src.controller
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controller.liquid_objects.Add(NL)
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if(!spread_directions.len)
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//world << "ERROR: No candidate to spread to."
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return //No suitable candidate to spread to
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var/average_volume = (src.volume + surrounding_volume) / (spread_directions.len + 1) //Average amount of volume on this and the surrounding tiles.
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var/volume_difference = src.volume - average_volume //How much more/less volume this tile has than the surrounding tiles.
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if(volume_difference <= (spread_directions.len*LIQUID_TRANSFER_THRESHOLD)) //If we have less than the threshold excess liquid - then there is nothing to do as other tiles will be giving us volume.or the liquid is just still.
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//world << "ERROR: transfer volume lower than THRESHOLD!"
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return
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var/volume_per_tile = volume_difference / spread_directions.len
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for(var/direction in spread_directions)
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var/turf/T = get_step(src,direction)
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if(!T)
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//world << "ERROR: Map edge 2!"
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continue //Map edge
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var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
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if(L)
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src.volume -= volume_per_tile //Remove the volume from this tile
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L.new_volume = L.new_volume + volume_per_tile //Add it to the volume to the other tile
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obj/effect/liquid/proc/apply_calculated_effect()
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volume += new_volume
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if(volume < LIQUID_TRANSFER_THRESHOLD)
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del(src)
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new_volume = 0
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update_icon2()
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obj/effect/liquid/Move()
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return 0
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obj/effect/liquid/Del()
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src.controller.liquid_objects.Remove(src)
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..()
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obj/effect/liquid/proc/update_icon2()
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//icon_state = num2text( max(1,min(7,(floor(volume),10)/10)) )
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switch(volume)
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if(0 to 0.1)
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del(src)
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if(0.1 to 5)
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icon_state = "1"
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if(5 to 10)
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icon_state = "2"
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if(10 to 20)
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icon_state = "3"
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if(20 to 30)
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icon_state = "4"
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if(30 to 40)
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icon_state = "5"
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if(40 to 50)
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icon_state = "6"
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if(50 to INFINITY)
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icon_state = "7"
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turf/proc/can_accept_liquid(from_direction)
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return 0
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turf/proc/can_leave_liquid(from_direction)
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return 0
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turf/space/can_accept_liquid(from_direction)
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return 1
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turf/space/can_leave_liquid(from_direction)
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return 1
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turf/simulated/floor/can_accept_liquid(from_direction)
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for(var/obj/structure/window/W in src)
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if(W.dir in list(5,6,9,10))
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return 0
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if(W.dir & from_direction)
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return 0
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for(var/obj/O in src)
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if(!O.liquid_pass())
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return 0
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return 1
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turf/simulated/floor/can_leave_liquid(to_direction)
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for(var/obj/structure/window/W in src)
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if(W.dir in list(5,6,9,10))
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return 0
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if(W.dir & to_direction)
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return 0
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for(var/obj/O in src)
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if(!O.liquid_pass())
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return 0
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return 1
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turf/simulated/wall/can_accept_liquid(from_direction)
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return 0
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turf/simulated/wall/can_leave_liquid(from_direction)
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return 0
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obj/proc/liquid_pass()
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return 1
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obj/machinery/door/liquid_pass()
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return !density
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#undef LIQUID_TRANSFER_THRESHOLD |