/turf/open/space icon = 'icons/turf/space.dmi' icon_state = "0" name = "\proper space" intact = 0 temperature = TCMB thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT heat_capacity = 700000 var/destination_z var/destination_x var/destination_y var/global/datum/gas_mixture/space/space_gas = new /turf/open/space/New() update_icon() air = space_gas /turf/open/space/Destroy(force) if(force) . = ..() else return QDEL_HINT_LETMELIVE /turf/open/space/attack_ghost(mob/dead/observer/user) if(destination_z) var/turf/T = locate(destination_x, destination_y, destination_z) user.forceMove(T) /turf/open/space/Initalize_Atmos(times_fired) return /turf/open/space/ChangeTurf(path) . = ..() /turf/open/space/TakeTemperature(temp) /turf/open/space/AfterChange() ..() atmos_overlay_types.Cut() /turf/open/space/Assimilate_Air() return /turf/open/space/proc/update_starlight() if(config.starlight) for(var/t in RANGE_TURFS(1,src)) //RANGE_TURFS is in code\__HELPERS\game.dm if(istype(t, /turf/open/space)) //let's NOT update this that much pls continue SetLuminosity(4,1) return SetLuminosity(0) /turf/open/space/attack_paw(mob/user) return src.attack_hand(user) /turf/open/space/attackby(obj/item/C, mob/user, params) ..() if(istype(C, /obj/item/stack/rods)) var/obj/item/stack/rods/R = C var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) var/obj/structure/lattice/catwalk/W = locate(/obj/structure/lattice/catwalk, src) if(W) user << "There is already a catwalk here!" return if(L) if(R.use(1)) user << "You begin constructing catwalk..." playsound(src, 'sound/weapons/Genhit.ogg', 50, 1) qdel(L) ReplaceWithCatwalk() else user << "You need two rods to build a catwalk!" return if(R.use(1)) user << "Constructing support lattice..." playsound(src, 'sound/weapons/Genhit.ogg', 50, 1) ReplaceWithLattice() else user << "You need one rod to build a lattice." return if(istype(C, /obj/item/stack/tile/plasteel)) var/obj/structure/lattice/L = locate(/obj/structure/lattice, src) if(L) var/obj/item/stack/tile/plasteel/S = C if(S.use(1)) qdel(L) playsound(src, 'sound/weapons/Genhit.ogg', 50, 1) user << "You build a floor." ChangeTurf(/turf/open/floor/plating) else user << "You need one floor tile to build a floor!" else user << "The plating is going to need some support! Place metal rods first." /turf/open/space/Entered(atom/movable/A) ..() if ((!(A) || src != A.loc)) return if(destination_z) A.x = destination_x A.y = destination_y A.z = destination_z if(isliving(A)) var/mob/living/L = A if(L.pulling) var/turf/T = get_step(L.loc,turn(A.dir, 180)) L.pulling.loc = T //now we're on the new z_level, proceed the space drifting stoplag()//Let a diagonal move finish, if necessary A.newtonian_move(A.inertia_dir) /turf/open/space/proc/Sandbox_Spacemove(atom/movable/A) var/cur_x var/cur_y var/next_x = src.x var/next_y = src.y var/target_z var/list/y_arr var/list/cur_pos = src.get_global_map_pos() if(!cur_pos) return cur_x = cur_pos["x"] cur_y = cur_pos["y"] if(src.x <= 1) next_x = (--cur_x||global_map.len) y_arr = global_map[next_x] target_z = y_arr[cur_y] next_x = world.maxx - 2 else if (src.x >= world.maxx) next_x = (++cur_x > global_map.len ? 1 : cur_x) y_arr = global_map[next_x] target_z = y_arr[cur_y] next_x = 3 else if (src.y <= 1) y_arr = global_map[cur_x] next_y = (--cur_y||y_arr.len) target_z = y_arr[next_y] next_y = world.maxy - 2 else if (src.y >= world.maxy) y_arr = global_map[cur_x] next_y = (++cur_y > y_arr.len ? 1 : cur_y) target_z = y_arr[next_y] next_y = 3 var/turf/T = locate(next_x, next_y, target_z) A.Move(T) /turf/open/space/handle_slip() return /turf/open/space/singularity_act() return /turf/open/space/can_have_cabling() if(locate(/obj/structure/lattice/catwalk, src)) return 1 return 0 /turf/open/space/proc/update_icon() icon_state = SPACE_ICON_STATE