Files
vgstation13/code/modules/multiz/pipes.dm
kane-f 84bf965ae8 Multi-z 3: With a vengeance (#30178)
* fix map

* Fixing bad syntax

* Maybe this will work

* Travis wanted me to remove this

* Unticking attempt

* Unticking attempt 2

* Removing all useless broken zshadow stuff

* Maybe now?

* Oh weird

* Adding up/down pipe sprites

* Adding darkness overlay, attempt #1

* Second attempt, now works

* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness

* Fix, plus keeps this floor in place

* Really bad fix that stops space looking weird

* Now everything should work normally, except lighting overlays

* Updates the map

* Consistency

* Adds new fall damage sound

* Typo

* Jetpack fun

* Better

* Less bad brackets and parantheses pain

* OHhh

* These fly too, brooms next whenever I figure those out

* Finishing pipe icons

* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake

* Bringing back zshadow, but with no icon

* Oh it's this issue again

* Final fix, better attempt at image relay

* Now for it looking nice, vis_contents are bad here too

* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it

* Map change

* Changing it back, test server stays on box anyways

* Removing non-working solution

* Removes broken lighting overlays

* Finally fixes up floor generation above walls

* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz

* More, almost done

* Finalised

* Cube option

* Logic fix

* Syntax

* Attempting to make item fall on arc

* Compile

* Now this is no longer needed

* BRACE FOR ENABLING MULTI-Z ZAS

* Attempt at fixing glass floor tiles

* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink

* Missing var

* Removing unused var and fixes consistency

* Fixing logic and syntax etc, still needs testing before uncomment

* Uncommenting, some fixes too

* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING

* Client proc to test this

* Adds to list

* Typo not drawing red on main layer

* Here too

* Adding debug logs for clarity

* Better

* Even better

* Experimental multi-Z EMP support, cylindrical effect for now

* Better distance falloff

* Sound/visual support on other layers?

* Z cap for EMP sound

* Booms too

* Adds back accidentally deleted file

* Muuuch more sane check

* Attempt at connecting heard speech between multi Z

* Cleaner

* Missing bracket

* Removing zshadow mobs entirely again, no need for them whatsoever

* Multi-z visible messages

* Emotes

* Fix?

* Wew

* K

* Much nicer function

* I forget about this define

* Ohhhh

* Comma fix

* Aaa

* This might fix

* Removing visible message one for now

* Trying this solution

* Typo

* RIP location, hope this won't break anything

* Actually location gets to come back, fix is here

* I give up, the tests are clearly what's borken

* Let's see what this does with those nullspaces test items (yes really)

* Indent fix, plus nice comments

* MULTI-Z SOUND???

* Woops

* Jetpack and etc trails over open space now!

* No macros, this is why we can't have nice things

* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK

* Gotta make leapers not fall somehow

* Bad oversight

* Fully allows going down stairs with weird border objects

* Flying now works properly for humans on open space

* Now, fall instantly on stop

* Oversight

* Oh this function

* New helper functions

* Oversight again

* Replacing lines with abs(), multi z singulo pull attempt

* Quick supermatter fix

* Don't cut overlays

* Move down here

* Typo

* Now actually works, implementation could be better though

* Additional helper function for z distances because BYOND hates comparing z

* Reimplementing for sound

* abs() to keep positive for max comparisons in line distances

* Keeping gas overlays outside of multi-z viewing to stop some glitches

* That didn't work

* Testing removal from float planes for stuff that never needed to be on it

* Fixes gas overlays showing up all wrong in multi Z ZAS

* Gutting this controller, no longer needed period, system works fine without it

* Now glass floors look mostly perfect on open spaces

* Var name change for fun stuff later

* Knew I'd miss one

* Gravity based fall delay?

* Settle with using sleep() for now, what could go wrong?

* Lagged the game horribly, so everything

* Here all along, huh

* Just remove it for now, it kinda works but not ideally at all

* Thank you TK code for giving me a nice and working way to do this

* Comments, oversights

* No wait it was right the first time

* Now for the damage multiplier

* Knockdown too

* Nicer format

* This should still be min, plus now have a debug log and shifted around logic

* Now for mech stuff

* Clamping knockdown

* Definition fix

* Dusting this off, hopeful fix to things not falling

* Probably don't need this, I forget

* Hahaha nope, this did nothing

* Finally, a way to make fall() call in mid air after a delay without horrible lag

* Tunes pipe layering if on same zlevel, getting there

* Now fully tuned

* Adding bones for pipe item support

* Test

* z_up pipe item icon state

* z_up and z_down pipe item icon state

* Adding these to pipe dispensers

* Typo

* RCDs too

* Moved here

* Moved back

* Makes space work nicer

* Oh and here

* Fall updates

* Don't need this

* Oversights everywhere

* Fixes

* More

* More, and new stuff

* Even more

* Dampening these a bit

* So many, so moved to new file

* Forgot this

* Refactor

* Forgot to actually use

* Indentation issues

* Works better like this

* Refactors into nicer proc

* One oversight

* Stair frames, to construct into stairs

* Stack recipe for em

* Cutting useless stuff

* Fixes

* Last fixes

* Stops uncrossing at non existant aboves

* Better logic

* Better logic

* Fix

* Fixes nullspace checking runtime

* Removes redundant check on stairs

* Replaces CanPass with Cross, functionality is same and definition is duplicate of it

* Missed one

* Darkening and falling tweaks

* Better call for gravity

* Oversight

* Stops falling in space, zero-g open space movement fixes etc

* Consistency

* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to

* Var name fix

* Much nicer system with no recursive function or last_fall variable use

* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity

* Makes z distances pay attention to multi z support

* Maybe this is better

* Left this in

* Adding visible and hidden variants for mapping

* Counts glass floors as open space for the purpose of open space checks

* Bracket fix

* Makes it a macro for easy viewing

* Space looks much better like this honestly

* Makes schematics actually show up on RPD in multi-z

* Making these tied to WORLD_ICON_SIZE

* Changes for someone to test

* Now the fix actually works

* Removes forceMove(), nicer solution

* Giving stairs all their dirs

* Fixing stair position problem and other things

* Stair deconstruction

* Removing redundant enter() check to move()

* Some updates as requested

* .dme and map/file fixes

* .dme and map/file fixes

* Updating can_falls

* Ladder climb fix

* Some port notes updates

* Docs itself

* Removing unused edge_type var

* Removing landmark object, converts it code side

* Removing unsimmed walls doing it, not necessary

* Updated descs

* Fixing observer non-standards in file

* More file cleanup

* Jetpacks allow z-travelling

* Now they really do

* Robots too

* Updating docs

* Code cleanup

* Catch one

* Indent fix

* Not sure what that even is

* Catching these

* Applying some old fixes

* Removing unused file

* Moving nodes back to original places, or an attempt to

* Here too

* Removing unused file

* Moving these back too

* Some fixes for now

* Some more

* Even more, almost done

* Better pipe icons

* More icons

* Disposal pipe construction

* Mixup

* List optimisation, new fixes

Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-27 08:14:13 -05:00

383 lines
9.3 KiB
Plaintext

////////////////////////////
// parent class for pipes //
////////////////////////////
/obj/machinery/atmospherics/pipe/zpipe
icon = 'icons/obj/pipes.dmi'
icon_state = "down"
name = "upwards pipe"
desc = "A pipe segment to connect upwards."
volume = 70
dir = SOUTH
initialize_directions = SOUTH
var/obj/machinery/atmospherics/node1
var/obj/machinery/atmospherics/node2
var/minimum_temperature_difference = 300
var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
var/maximum_pressure = 70*ONE_ATMOSPHERE
var/fatigue_pressure = 55*ONE_ATMOSPHERE
alert_pressure = 55*ONE_ATMOSPHERE
level = 1
/obj/machinery/atmospherics/pipe/zpipe/New()
..()
switch(dir)
if(SOUTH)
initialize_directions = SOUTH
if(NORTH)
initialize_directions = NORTH
if(WEST)
initialize_directions = WEST
if(EAST)
initialize_directions = EAST
if(NORTHEAST)
initialize_directions = NORTH
if(NORTHWEST)
initialize_directions = WEST
if(SOUTHEAST)
initialize_directions = EAST
if(SOUTHWEST)
initialize_directions = SOUTH
/obj/machinery/atmospherics/pipe/zpipe/hide(var/i)
if(istype(loc, /turf/simulated))
invisibility = i ? 101 : 0
update_icon()
/obj/machinery/atmospherics/pipe/zpipe/process()
if(!parent) //This should cut back on the overhead calling build_network thousands of times per cycle
..()
else
. = PROCESS_KILL
/obj/machinery/atmospherics/pipe/zpipe/check_pressure(pressure)
var/datum/gas_mixture/environment = loc.return_air()
var/pressure_difference = pressure - environment.return_pressure()
if(pressure_difference > maximum_pressure)
burst()
else if(pressure_difference > fatigue_pressure)
//TODO: leak to turf, doing pfshhhhh
if(prob(5))
burst()
else return 1
/obj/machinery/atmospherics/pipe/zpipe/proc/burst()
src.visible_message("<span class='warning'>\The [src] bursts!</span>");
playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
var/datum/effect/system/smoke_spread/smoke = new
smoke.set_up(1,0, src.loc, 0)
smoke.start()
qdel(src) // NOT qdel.
/obj/machinery/atmospherics/pipe/zpipe/proc/normalize_dir()
if(dir == (NORTH|SOUTH))
change_dir(NORTH)
else if(dir == (EAST|WEST))
change_dir(EAST)
/obj/machinery/atmospherics/pipe/zpipe/Destroy()
if(node1)
node1.disconnect(src)
if(node2)
node2.disconnect(src)
..()
/obj/machinery/atmospherics/pipe/zpipe/pipeline_expansion()
return list(node1, node2)
/obj/machinery/atmospherics/pipe/zpipe/update_icon()
//color = pipe_color
return
/obj/machinery/atmospherics/pipe/zpipe/disconnect(obj/machinery/atmospherics/reference)
if(reference == node1)
if(istype(node1, /obj/machinery/atmospherics/pipe))
qdel(parent)
node1 = null
if(reference == node2)
if(istype(node2, /obj/machinery/atmospherics/pipe))
qdel(parent)
node2 = null
return null
/////////////////////////
// the elusive up pipe //
/////////////////////////
/obj/machinery/atmospherics/pipe/zpipe/up
icon_state = "up"
name = "upwards pipe"
desc = "A pipe segment to connect upwards."
/obj/machinery/atmospherics/pipe/zpipe/up/initialize()
normalize_dir()
var/node1_dir
for(var/direction in cardinal)
if(direction&initialize_directions)
if (!node1_dir)
node1_dir = direction
node1 = findConnecting(node1_dir)
var/turf/above = GetAbove(src)
if(above)
for(var/obj/machinery/atmospherics/target in above)
if(target.initialize_directions && istype(target, /obj/machinery/atmospherics/pipe/zpipe/down))
if(target.piping_layer == src.piping_layer || target.pipe_flags & ALL_LAYER)
node2 = target
var/turf/T = src.loc // hide if turf is not intact
hide(!T.is_plating())
/obj/machinery/atmospherics/pipe/zpipe/up/buildFrom(var/mob/usr,var/obj/item/pipe/pipe)
dir = pipe.dir
initialize_directions = pipe.get_pipe_dir()
var/turf/T = loc
level = T.intact ? LEVEL_ABOVE_FLOOR : LEVEL_BELOW_FLOOR
update_planes_and_layers()
initialize(1)
if(!node1&&!node2)
to_chat(usr, "<span class='warning'>There's nothing to connect this pipe section to! A pipe segment must be connected to at least one other object!</span>")
return 0
update_icon()
build_network()
if (node1)
node1.initialize()
node1.build_network()
if (node2)
node2.initialize()
node2.build_network()
return 1
///////////////////////
// and the down pipe //
///////////////////////
/obj/machinery/atmospherics/pipe/zpipe/down
icon_state = "down"
name = "downwards pipe"
desc = "A pipe segment to connect downwards."
/obj/machinery/atmospherics/pipe/zpipe/down/initialize()
normalize_dir()
var/node1_dir
for(var/direction in cardinal)
if(direction&initialize_directions)
if (!node1_dir)
node1_dir = direction
node1 = findConnecting(node1_dir)
var/turf/below = GetBelow(src)
if(below)
for(var/obj/machinery/atmospherics/target in below)
if(target.initialize_directions && istype(target, /obj/machinery/atmospherics/pipe/zpipe/up))
if(target.piping_layer == src.piping_layer || target.pipe_flags & ALL_LAYER)
node2 = target
var/turf/T = src.loc // hide if turf is not intact
hide(!T.is_plating())
/obj/machinery/atmospherics/pipe/zpipe/down/buildFrom(var/mob/usr,var/obj/item/pipe/pipe)
dir = pipe.dir
initialize_directions = pipe.get_pipe_dir()
var/turf/T = loc
level = T.intact ? LEVEL_ABOVE_FLOOR : LEVEL_BELOW_FLOOR
update_planes_and_layers()
initialize(1)
if(!node1&&!node2)
to_chat(usr, "<span class='warning'>There's nothing to connect this pipe section to! A pipe segment must be connected to at least one other object!</span>")
return 0
update_icon()
build_network()
if (node1)
node1.initialize()
node1.build_network()
if (node2)
node2.initialize()
node2.build_network()
return 1
///////////////////////
// supply/scrubbers //
///////////////////////
/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers
icon_state = "up"
name = "upwards scrubbers pipe"
desc = "A scrubbers pipe segment to connect upwards."
//connect_types = CONNECT_TYPE_SCRUBBER
layer = 2.38
//icon_connect_type = "-scrubbers"
color = PIPE_COLOR_RED
/obj/machinery/atmospherics/pipe/zpipe/up/supply
icon_state = "up"
name = "upwards supply pipe"
desc = "A supply pipe segment to connect upwards."
//connect_types = CONNECT_TYPE_SUPPLY
layer = 2.39
//icon_connect_type = "-supply"
color = PIPE_COLOR_BLUE
/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers/visible
level = LEVEL_ABOVE_FLOOR
/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers/hidden
level = LEVEL_BELOW_FLOOR
alpha=128
/obj/machinery/atmospherics/pipe/zpipe/up/supply/visible
level = LEVEL_ABOVE_FLOOR
/obj/machinery/atmospherics/pipe/zpipe/up/supply/hidden
level = LEVEL_BELOW_FLOOR
alpha=128
/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers
icon_state = "down"
name = "downwards scrubbers pipe"
desc = "A scrubbers pipe segment to connect downwards."
//connect_types = CONNECT_TYPE_SCRUBBER
layer = 2.38
//icon_connect_type = "-scrubbers"
color = PIPE_COLOR_RED
/obj/machinery/atmospherics/pipe/zpipe/down/supply
icon_state = "down"
name = "downwards supply pipe"
desc = "A supply pipe segment to connect downwards."
//connect_types = CONNECT_TYPE_SUPPLY
layer = 2.39
//icon_connect_type = "-supply"
color = PIPE_COLOR_BLUE
/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers/visible
level = LEVEL_ABOVE_FLOOR
/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers/hidden
level = LEVEL_BELOW_FLOOR
alpha=128
/obj/machinery/atmospherics/pipe/zpipe/down/supply/visible
level = LEVEL_ABOVE_FLOOR
/obj/machinery/atmospherics/pipe/zpipe/down/supply/hidden
level = LEVEL_BELOW_FLOOR
alpha=128
// Disposal Pipes
///// Z-Level stuff
/obj/structure/disposalpipe/up
icon_state = "pipe-u"
/obj/structure/disposalpipe/up/New()
..()
dpdir = dir
update()
/obj/structure/disposalpipe/up/nextdir(var/fromdir)
var/nextdir
if(fromdir == 11)
nextdir = dir
else
nextdir = 12
return nextdir
/obj/structure/disposalpipe/up/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.change_dir(nextdir)
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 12)
T = GetAbove(src)
if(!T)
H.forceMove(loc)
return
else
for(var/obj/structure/disposalpipe/down/F in T)
P = F
else
T = get_step(src.loc, H.dir)
P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P
/obj/structure/disposalpipe/down
icon_state = "pipe-d"
/obj/structure/disposalpipe/down/New()
..()
dpdir = dir
update()
/obj/structure/disposalpipe/down/nextdir(var/fromdir)
var/nextdir
if(fromdir == 12)
nextdir = dir
else
nextdir = 11
return nextdir
/obj/structure/disposalpipe/down/transfer(var/obj/structure/disposalholder/H)
var/nextdir = nextdir(H.dir)
H.change_dir(nextdir)
var/turf/T
var/obj/structure/disposalpipe/P
if(nextdir == 11)
T = GetBelow(src)
if(!T)
H.forceMove(src.loc)
return
else
for(var/obj/structure/disposalpipe/up/F in T)
P = F
else
T = get_step(src.loc, H.dir)
P = H.findpipe(T)
if(P)
// find other holder in next loc, if inactive merge it with current
var/obj/structure/disposalholder/H2 = locate() in P
if(H2 && !H2.active)
H.merge(H2)
H.forceMove(P)
else // if wasn't a pipe, then set loc to turf
H.forceMove(T)
return null
return P