mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 18:32:03 +00:00
* 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>
383 lines
9.3 KiB
Plaintext
383 lines
9.3 KiB
Plaintext
////////////////////////////
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// parent class for pipes //
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////////////////////////////
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/obj/machinery/atmospherics/pipe/zpipe
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icon = 'icons/obj/pipes.dmi'
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icon_state = "down"
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name = "upwards pipe"
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desc = "A pipe segment to connect upwards."
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volume = 70
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dir = SOUTH
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initialize_directions = SOUTH
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var/obj/machinery/atmospherics/node1
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var/obj/machinery/atmospherics/node2
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var/minimum_temperature_difference = 300
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var/thermal_conductivity = 0 //WALL_HEAT_TRANSFER_COEFFICIENT No
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var/maximum_pressure = 70*ONE_ATMOSPHERE
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var/fatigue_pressure = 55*ONE_ATMOSPHERE
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alert_pressure = 55*ONE_ATMOSPHERE
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level = 1
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/obj/machinery/atmospherics/pipe/zpipe/New()
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..()
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switch(dir)
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if(SOUTH)
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initialize_directions = SOUTH
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if(NORTH)
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initialize_directions = NORTH
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if(WEST)
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initialize_directions = WEST
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if(EAST)
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initialize_directions = EAST
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if(NORTHEAST)
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initialize_directions = NORTH
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if(NORTHWEST)
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initialize_directions = WEST
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if(SOUTHEAST)
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initialize_directions = EAST
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if(SOUTHWEST)
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initialize_directions = SOUTH
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/obj/machinery/atmospherics/pipe/zpipe/hide(var/i)
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if(istype(loc, /turf/simulated))
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invisibility = i ? 101 : 0
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update_icon()
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/obj/machinery/atmospherics/pipe/zpipe/process()
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if(!parent) //This should cut back on the overhead calling build_network thousands of times per cycle
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..()
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else
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. = PROCESS_KILL
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/obj/machinery/atmospherics/pipe/zpipe/check_pressure(pressure)
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var/datum/gas_mixture/environment = loc.return_air()
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var/pressure_difference = pressure - environment.return_pressure()
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if(pressure_difference > maximum_pressure)
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burst()
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else if(pressure_difference > fatigue_pressure)
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//TODO: leak to turf, doing pfshhhhh
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if(prob(5))
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burst()
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else return 1
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/obj/machinery/atmospherics/pipe/zpipe/proc/burst()
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src.visible_message("<span class='warning'>\The [src] bursts!</span>");
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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var/datum/effect/system/smoke_spread/smoke = new
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smoke.set_up(1,0, src.loc, 0)
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smoke.start()
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qdel(src) // NOT qdel.
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/obj/machinery/atmospherics/pipe/zpipe/proc/normalize_dir()
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if(dir == (NORTH|SOUTH))
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change_dir(NORTH)
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else if(dir == (EAST|WEST))
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change_dir(EAST)
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/obj/machinery/atmospherics/pipe/zpipe/Destroy()
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if(node1)
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node1.disconnect(src)
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if(node2)
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node2.disconnect(src)
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..()
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/obj/machinery/atmospherics/pipe/zpipe/pipeline_expansion()
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return list(node1, node2)
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/obj/machinery/atmospherics/pipe/zpipe/update_icon()
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//color = pipe_color
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return
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/obj/machinery/atmospherics/pipe/zpipe/disconnect(obj/machinery/atmospherics/reference)
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if(reference == node1)
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if(istype(node1, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node1 = null
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if(reference == node2)
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if(istype(node2, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node2 = null
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return null
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/////////////////////////
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// the elusive up pipe //
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/////////////////////////
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/obj/machinery/atmospherics/pipe/zpipe/up
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icon_state = "up"
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name = "upwards pipe"
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desc = "A pipe segment to connect upwards."
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/obj/machinery/atmospherics/pipe/zpipe/up/initialize()
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normalize_dir()
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var/node1_dir
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for(var/direction in cardinal)
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if(direction&initialize_directions)
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if (!node1_dir)
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node1_dir = direction
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node1 = findConnecting(node1_dir)
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var/turf/above = GetAbove(src)
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if(above)
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for(var/obj/machinery/atmospherics/target in above)
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if(target.initialize_directions && istype(target, /obj/machinery/atmospherics/pipe/zpipe/down))
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if(target.piping_layer == src.piping_layer || target.pipe_flags & ALL_LAYER)
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node2 = target
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var/turf/T = src.loc // hide if turf is not intact
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hide(!T.is_plating())
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/obj/machinery/atmospherics/pipe/zpipe/up/buildFrom(var/mob/usr,var/obj/item/pipe/pipe)
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dir = pipe.dir
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initialize_directions = pipe.get_pipe_dir()
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var/turf/T = loc
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level = T.intact ? LEVEL_ABOVE_FLOOR : LEVEL_BELOW_FLOOR
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update_planes_and_layers()
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initialize(1)
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if(!node1&&!node2)
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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>")
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return 0
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update_icon()
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build_network()
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if (node1)
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node1.initialize()
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node1.build_network()
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if (node2)
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node2.initialize()
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node2.build_network()
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return 1
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///////////////////////
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// and the down pipe //
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///////////////////////
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/obj/machinery/atmospherics/pipe/zpipe/down
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icon_state = "down"
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name = "downwards pipe"
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desc = "A pipe segment to connect downwards."
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/obj/machinery/atmospherics/pipe/zpipe/down/initialize()
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normalize_dir()
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var/node1_dir
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for(var/direction in cardinal)
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if(direction&initialize_directions)
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if (!node1_dir)
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node1_dir = direction
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node1 = findConnecting(node1_dir)
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var/turf/below = GetBelow(src)
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if(below)
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for(var/obj/machinery/atmospherics/target in below)
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if(target.initialize_directions && istype(target, /obj/machinery/atmospherics/pipe/zpipe/up))
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if(target.piping_layer == src.piping_layer || target.pipe_flags & ALL_LAYER)
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node2 = target
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var/turf/T = src.loc // hide if turf is not intact
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hide(!T.is_plating())
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/obj/machinery/atmospherics/pipe/zpipe/down/buildFrom(var/mob/usr,var/obj/item/pipe/pipe)
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dir = pipe.dir
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initialize_directions = pipe.get_pipe_dir()
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var/turf/T = loc
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level = T.intact ? LEVEL_ABOVE_FLOOR : LEVEL_BELOW_FLOOR
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update_planes_and_layers()
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initialize(1)
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if(!node1&&!node2)
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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>")
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return 0
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update_icon()
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build_network()
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if (node1)
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node1.initialize()
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node1.build_network()
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if (node2)
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node2.initialize()
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node2.build_network()
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return 1
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///////////////////////
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// supply/scrubbers //
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///////////////////////
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/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers
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icon_state = "up"
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name = "upwards scrubbers pipe"
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desc = "A scrubbers pipe segment to connect upwards."
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//connect_types = CONNECT_TYPE_SCRUBBER
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layer = 2.38
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//icon_connect_type = "-scrubbers"
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/zpipe/up/supply
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icon_state = "up"
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name = "upwards supply pipe"
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desc = "A supply pipe segment to connect upwards."
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//connect_types = CONNECT_TYPE_SUPPLY
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layer = 2.39
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//icon_connect_type = "-supply"
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers/visible
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level = LEVEL_ABOVE_FLOOR
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/obj/machinery/atmospherics/pipe/zpipe/up/scrubbers/hidden
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level = LEVEL_BELOW_FLOOR
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alpha=128
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/obj/machinery/atmospherics/pipe/zpipe/up/supply/visible
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level = LEVEL_ABOVE_FLOOR
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/obj/machinery/atmospherics/pipe/zpipe/up/supply/hidden
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level = LEVEL_BELOW_FLOOR
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alpha=128
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/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers
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icon_state = "down"
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name = "downwards scrubbers pipe"
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desc = "A scrubbers pipe segment to connect downwards."
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//connect_types = CONNECT_TYPE_SCRUBBER
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layer = 2.38
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//icon_connect_type = "-scrubbers"
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/zpipe/down/supply
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icon_state = "down"
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name = "downwards supply pipe"
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desc = "A supply pipe segment to connect downwards."
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//connect_types = CONNECT_TYPE_SUPPLY
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layer = 2.39
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//icon_connect_type = "-supply"
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers/visible
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level = LEVEL_ABOVE_FLOOR
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/obj/machinery/atmospherics/pipe/zpipe/down/scrubbers/hidden
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level = LEVEL_BELOW_FLOOR
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alpha=128
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/obj/machinery/atmospherics/pipe/zpipe/down/supply/visible
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level = LEVEL_ABOVE_FLOOR
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/obj/machinery/atmospherics/pipe/zpipe/down/supply/hidden
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level = LEVEL_BELOW_FLOOR
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alpha=128
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// Disposal Pipes
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///// Z-Level stuff
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/obj/structure/disposalpipe/up
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icon_state = "pipe-u"
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/obj/structure/disposalpipe/up/New()
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..()
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dpdir = dir
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update()
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/obj/structure/disposalpipe/up/nextdir(var/fromdir)
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var/nextdir
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if(fromdir == 11)
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nextdir = dir
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else
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nextdir = 12
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return nextdir
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/obj/structure/disposalpipe/up/transfer(var/obj/structure/disposalholder/H)
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var/nextdir = nextdir(H.dir)
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H.change_dir(nextdir)
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var/turf/T
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var/obj/structure/disposalpipe/P
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if(nextdir == 12)
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T = GetAbove(src)
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if(!T)
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H.forceMove(loc)
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return
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else
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for(var/obj/structure/disposalpipe/down/F in T)
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P = F
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else
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T = get_step(src.loc, H.dir)
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P = H.findpipe(T)
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if(P)
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// find other holder in next loc, if inactive merge it with current
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var/obj/structure/disposalholder/H2 = locate() in P
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if(H2 && !H2.active)
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H.merge(H2)
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H.forceMove(P)
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else // if wasn't a pipe, then set loc to turf
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H.forceMove(T)
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return null
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return P
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/obj/structure/disposalpipe/down
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icon_state = "pipe-d"
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/obj/structure/disposalpipe/down/New()
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..()
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dpdir = dir
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update()
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/obj/structure/disposalpipe/down/nextdir(var/fromdir)
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var/nextdir
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if(fromdir == 12)
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nextdir = dir
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else
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nextdir = 11
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return nextdir
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/obj/structure/disposalpipe/down/transfer(var/obj/structure/disposalholder/H)
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var/nextdir = nextdir(H.dir)
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H.change_dir(nextdir)
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var/turf/T
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var/obj/structure/disposalpipe/P
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if(nextdir == 11)
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T = GetBelow(src)
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if(!T)
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H.forceMove(src.loc)
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return
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else
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for(var/obj/structure/disposalpipe/up/F in T)
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P = F
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else
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T = get_step(src.loc, H.dir)
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P = H.findpipe(T)
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if(P)
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// find other holder in next loc, if inactive merge it with current
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var/obj/structure/disposalholder/H2 = locate() in P
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if(H2 && !H2.active)
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H.merge(H2)
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H.forceMove(P)
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else // if wasn't a pipe, then set loc to turf
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H.forceMove(T)
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return null
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return P |