-
Notifications
You must be signed in to change notification settings - Fork 4.9k
/
atoms.dm
1921 lines (1652 loc) · 63.8 KB
/
atoms.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/**
* The base type for nearly all physical objects in SS13
* Lots and lots of functionality lives here, although in general we are striving to move
* as much as possible to the components/elements system
*/
/atom
layer = TURF_LAYER
plane = GAME_PLANE
appearance_flags = TILE_BOUND
/// pass_flags that we are. If any of this matches a pass_flag on a moving thing, by default, we let them through.
var/pass_flags_self = NONE
///If non-null, overrides a/an/some in all cases
var/article
///First atom flags var
var/flags_1 = NONE
///Intearaction flags
var/interaction_flags_atom = NONE
var/flags_ricochet = NONE
///When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
var/receive_ricochet_chance_mod = 1
///When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
var/receive_ricochet_damage_coeff = 0.33
///Reagents holder
var/datum/reagents/reagents = null
///This atom's HUD (med/sec, etc) images. Associative list.
var/list/image/hud_list = null
///HUD images that this atom can provide.
var/list/hud_possible
///Value used to increment ex_act() if reactionary_explosions is on
var/explosion_block = 0
/**
* used to store the different colors on an atom
*
* its inherent color, the colored paint applied on it, special color effect etc...
*/
var/list/atom_colours
/// a very temporary list of overlays to remove
var/list/remove_overlays
/// a very temporary list of overlays to add
var/list/add_overlays
///vis overlays managed by SSvis_overlays to automaticaly turn them like other overlays
var/list/managed_vis_overlays
///overlays managed by [update_overlays][/atom/proc/update_overlays] to prevent removing overlays that weren't added by the same proc
var/list/managed_overlays
///Proximity monitor associated with this atom
var/datum/proximity_monitor/proximity_monitor
///Cooldown tick timer for buckle messages
var/buckle_message_cooldown = 0
///Last fingerprints to touch this atom
var/fingerprintslast
var/list/filter_data //For handling persistent filters
///Price of an item in a vending machine, overriding the base vending machine price. Define in terms of paycheck defines as opposed to raw numbers.
var/custom_price
///Price of an item in a vending machine, overriding the premium vending machine price. Define in terms of paycheck defines as opposed to raw numbers.
var/custom_premium_price
///Whether spessmen with an ID with an age below AGE_MINOR (20 by default) can buy this item
var/age_restricted = FALSE
//List of datums orbiting this atom
var/datum/component/orbiter/orbiters
/// Radiation insulation types
var/rad_insulation = RAD_NO_INSULATION
/// The icon state intended to be used for the acid component. Used to override the default acid overlay icon state.
var/custom_acid_overlay = null
///The custom materials this atom is made of, used by a lot of things like furniture, walls, and floors (if I finish the functionality, that is.)
///The list referenced by this var can be shared by multiple objects and should not be directly modified. Instead, use [set_custom_materials][/atom/proc/set_custom_materials].
var/list/custom_materials
///Bitfield for how the atom handles materials.
var/material_flags = NONE
///Modifier that raises/lowers the effect of the amount of a material, prevents small and easy to get items from being death machines.
var/material_modifier = 1
var/datum/wires/wires = null
var/list/alternate_appearances
/// Last appearance of the atom for demo saving purposes
var/image/demo_last_appearance
///Light systems, both shouldn't be active at the same time.
var/light_system = STATIC_LIGHT
///Range of the light in tiles. Zero means no light.
var/light_range = 0
///Intensity of the light. The stronger, the less shadows you will see on the lit area.
var/light_power = 1
///Hexadecimal RGB string representing the colour of the light. White by default.
var/light_color = COLOR_WHITE
///Boolean variable for toggleable lights. Has no effect without the proper light_system, light_range and light_power values.
var/light_on = TRUE
///Bitflags to determine lighting-related atom properties.
var/light_flags = NONE
///Our light source. Don't fuck with this directly unless you have a good reason!
var/tmp/datum/light_source/light
///Any light sources that are "inside" of us, for example, if src here was a mob that's carrying a flashlight, that flashlight's light source would be part of this list.
var/tmp/list/light_sources
/// Last name used to calculate a color for the chatmessage overlays
var/chat_color_name
/// Last color calculated for the the chatmessage overlays
var/chat_color
/// A luminescence-shifted value of the last color calculated for chatmessage overlays
var/chat_color_darkened
///Default pixel x shifting for the atom's icon.
var/base_pixel_x = 0
///Default pixel y shifting for the atom's icon.
var/base_pixel_y = 0
///Used for changing icon states for different base sprites.
var/base_icon_state
///Icon-smoothing behavior.
var/smoothing_flags = NONE
///What directions this is currently smoothing with. IMPORTANT: This uses the smoothing direction flags as defined in icon_smoothing.dm, instead of the BYOND flags.
var/smoothing_junction = null //This starts as null for us to know when it's first set, but after that it will hold a 8-bit mask ranging from 0 to 255.
///Smoothing variable
var/top_left_corner
///Smoothing variable
var/top_right_corner
///Smoothing variable
var/bottom_left_corner
///Smoothing variable
var/bottom_right_corner
///What smoothing groups does this atom belongs to, to match canSmoothWith. If null, nobody can smooth with it.
var/list/smoothing_groups = null
///List of smoothing groups this atom can smooth with. If this is null and atom is smooth, it smooths only with itself.
var/list/canSmoothWith = null
///Reference to atom being orbited
var/atom/orbit_target
///AI controller that controls this atom. type on init, then turned into an instance during runtime
var/datum/ai_controller/ai_controller
/**
* Called when an atom is created in byond (built in engine proc)
*
* Not a lot happens here in SS13 code, as we offload most of the work to the
* [Intialization][/atom/proc/Initialize] proc, mostly we run the preloader
* if the preloader is being used and then call [InitAtom][/datum/controller/subsystem/atoms/proc/InitAtom] of which the ultimate
* result is that the Intialize proc is called.
*
* We also generate a tag here if the DF_USE_TAG flag is set on the atom
*/
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
if(GLOB.use_preloader && (src.type == GLOB._preloader.target_path))//in case the instanciated atom is creating other atoms in New()
world.preloader_load(src)
if(datum_flags & DF_USE_TAG)
GenerateTag()
var/do_initialize = SSatoms.initialized
if(do_initialize != INITIALIZATION_INSSATOMS)
args[1] = do_initialize == INITIALIZATION_INNEW_MAPLOAD
if(SSatoms.InitAtom(src, args))
//we were deleted
return
/**
* The primary method that objects are setup in SS13 with
*
* we don't use New as we have better control over when this is called and we can choose
* to delay calls or hook other logic in and so forth
*
* During roundstart map parsing, atoms are queued for intialization in the base atom/New(),
* After the map has loaded, then Initalize is called on all atoms one by one. NB: this
* is also true for loading map templates as well, so they don't Initalize until all objects
* in the map file are parsed and present in the world
*
* If you're creating an object at any point after SSInit has run then this proc will be
* immediately be called from New.
*
* mapload: This parameter is true if the atom being loaded is either being intialized during
* the Atom subsystem intialization, or if the atom is being loaded from the map template.
* If the item is being created at runtime any time after the Atom subsystem is intialized then
* it's false.
*
* You must always call the parent of this proc, otherwise failures will occur as the item
* will not be seen as initalized (this can lead to all sorts of strange behaviour, like
* the item being completely unclickable)
*
* You must not sleep in this proc, or any subprocs
*
* Any parameters from new are passed through (excluding loc), naturally if you're loading from a map
* there are no other arguments
*
* Must return an [initialization hint][INITIALIZE_HINT_NORMAL] or a runtime will occur.
*
* Note: the following functions don't call the base for optimization and must copypasta handling:
* * [/turf/proc/Initialize]
* * [/turf/open/space/proc/Initialize]
*/
/atom/proc/Initialize(mapload, ...)
SHOULD_NOT_SLEEP(TRUE)
SHOULD_CALL_PARENT(TRUE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
if(loc)
SEND_SIGNAL(loc, COMSIG_ATOM_CREATED, src) /// Sends a signal that the new atom `src`, has been created at `loc`
//atom color stuff
if(color)
add_atom_colour(color, FIXED_COLOUR_PRIORITY)
if (light_system == STATIC_LIGHT && light_power && light_range)
update_light()
if (length(smoothing_groups))
sortTim(smoothing_groups) //In case it's not properly ordered, let's avoid duplicate entries with the same values.
SET_BITFLAG_LIST(smoothing_groups)
if (length(canSmoothWith))
sortTim(canSmoothWith)
if(canSmoothWith[length(canSmoothWith)] > MAX_S_TURF) //If the last element is higher than the maximum turf-only value, then it must scan turf contents for smoothing targets.
smoothing_flags |= SMOOTH_OBJ
SET_BITFLAG_LIST(canSmoothWith)
// apply materials properly from the default custom_materials value
set_custom_materials(custom_materials)
ComponentInitialize()
InitializeAIController()
return INITIALIZE_HINT_NORMAL
/**
* Late Intialization, for code that should run after all atoms have run Intialization
*
* To have your LateIntialize proc be called, your atoms [Initalization][/atom/proc/Initialize]
* proc must return the hint
* [INITIALIZE_HINT_LATELOAD] otherwise you will never be called.
*
* useful for doing things like finding other machines on GLOB.machines because you can guarantee
* that all atoms will actually exist in the "WORLD" at this time and that all their Intialization
* code has been run
*/
/atom/proc/LateInitialize()
set waitfor = FALSE
/// Put your [AddComponent] calls here
/atom/proc/ComponentInitialize()
return
/**
* Top level of the destroy chain for most atoms
*
* Cleans up the following:
* * Removes alternate apperances from huds that see them
* * qdels the reagent holder from atoms if it exists
* * clears the orbiters list
* * clears overlays and priority overlays
* * clears the light object
*/
/atom/Destroy()
if(alternate_appearances)
for(var/K in alternate_appearances)
var/datum/atom_hud/alternate_appearance/AA = alternate_appearances[K]
AA.remove_from_hud(src)
if(reagents)
qdel(reagents)
orbiters = null // The component is attached to us normaly and will be deleted elsewhere
LAZYCLEARLIST(overlays)
QDEL_NULL(light)
QDEL_NULL(ai_controller)
if(smoothing_flags & SMOOTH_QUEUED)
SSicon_smooth.remove_from_queues(src)
return ..()
/atom/proc/handle_ricochet(obj/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
var/a_incidence_s = abs(incidence_s)
if(a_incidence_s > 90 && a_incidence_s < 270)
return FALSE
if((P.flag in list(BULLET, BOMB)) && P.ricochet_incidence_leeway)
if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway))
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.set_angle(new_angle_s)
return TRUE
///Can the mover object pass this atom, while heading for the target turf
/atom/proc/CanPass(atom/movable/mover, turf/target)
SHOULD_CALL_PARENT(TRUE)
SHOULD_BE_PURE(TRUE)
if(mover.movement_type & PHASING)
return TRUE
. = CanAllowThrough(mover, target)
// This is cheaper than calling the proc every time since most things dont override CanPassThrough
if(!mover.generic_canpass)
return mover.CanPassThrough(src, target, .)
/// Returns true or false to allow the mover to move through src
/atom/proc/CanAllowThrough(atom/movable/mover, turf/target)
SHOULD_CALL_PARENT(TRUE)
//SHOULD_BE_PURE(TRUE)
if(mover.pass_flags & pass_flags_self)
return TRUE
if(mover.throwing && (pass_flags_self & LETPASSTHROW))
return TRUE
return !density
/**
* Is this atom currently located on centcom
*
* Specifically, is it on the z level and within the centcom areas
*
* You can also be in a shuttleshuttle during endgame transit
*
* Used in gamemode to identify mobs who have escaped and for some other areas of the code
* who don't want atoms where they shouldn't be
*/
/atom/proc/onCentCom()
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(is_reserved_level(T.z))
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_TRANSIT)
for(var/place in M.shuttle_areas)
var/area/shuttle/shuttle_area = place
if(T in shuttle_area)
return TRUE
if(!is_centcom_level(T.z))//if not, don't bother
return FALSE
//Check for centcom itself
if(istype(T.loc, /area/centcom))
return TRUE
//Check for centcom shuttles
for(var/A in SSshuttle.mobile)
var/obj/docking_port/mobile/M = A
if(M.launch_status == ENDGAME_LAUNCHED)
for(var/place in M.shuttle_areas)
var/area/shuttle/shuttle_area = place
if(T in shuttle_area)
return TRUE
/**
* Is the atom in any of the centcom syndicate areas
*
* Either in the syndie base on centcom, or any of their shuttles
*
* Also used in gamemode code for win conditions
*/
/atom/proc/onSyndieBase()
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(!is_centcom_level(T.z))//if not, don't bother
return FALSE
if(istype(T.loc, /area/shuttle/syndicate) || istype(T.loc, /area/syndicate_mothership) || istype(T.loc, /area/shuttle/assault_pod))
return TRUE
return FALSE
/**
* Is the atom in an away mission
*
* Must be in the away mission z-level to return TRUE
*
* Also used in gamemode code for win conditions
*/
/atom/proc/onAwayMission()
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(is_away_level(T.z))
return TRUE
return FALSE
///This atom has been hit by a hulkified mob in hulk mode (user)
/atom/proc/attack_hulk(mob/living/carbon/human/user)
SEND_SIGNAL(src, COMSIG_ATOM_HULK_ATTACK, user)
/**
* Ensure a list of atoms/reagents exists inside this atom
*
* Goes throught he list of passed in parts, if they're reagents, adds them to our reagent holder
* creating the reagent holder if it exists.
*
* If the part is a moveable atom and the previous location of the item was a mob/living,
* it calls the inventory handler transferItemToLoc for that mob/living and transfers the part
* to this atom
*
* Otherwise it simply forceMoves the atom into this atom
*/
/atom/proc/CheckParts(list/parts_list, datum/crafting_recipe/R)
SEND_SIGNAL(src, COMSIG_ATOM_CHECKPARTS, parts_list, R)
if(parts_list)
for(var/A in parts_list)
if(istype(A, /datum/reagent))
if(!reagents)
reagents = new()
reagents.reagent_list.Add(A)
reagents.conditional_update()
else if(ismovable(A))
var/atom/movable/M = A
if(isliving(M.loc))
var/mob/living/L = M.loc
L.transferItemToLoc(M, src)
else
M.forceMove(src)
SEND_SIGNAL(M, COMSIG_ATOM_USED_IN_CRAFT, src)
parts_list.Cut()
///Take air from the passed in gas mixture datum
/atom/proc/assume_air(datum/gas_mixture/giver)
qdel(giver)
return null
///Remove air from this atom
/atom/proc/remove_air(amount)
return null
///Return the current air environment in this atom
/atom/proc/return_air()
if(loc)
return loc.return_air()
else
return null
///Return the air if we can analyze it
/atom/proc/return_analyzable_air()
return null
///Check if this atoms eye is still alive (probably)
/atom/proc/check_eye(mob/user)
return
/atom/proc/Bumped(atom/movable/AM)
set waitfor = FALSE
SEND_SIGNAL(src, COMSIG_ATOM_BUMPED, AM)
/// Convenience proc to see if a container is open for chemistry handling
/atom/proc/is_open_container()
return is_refillable() && is_drainable()
/// Is this atom injectable into other atoms
/atom/proc/is_injectable(mob/user, allowmobs = TRUE)
return reagents && (reagents.flags & (INJECTABLE | REFILLABLE))
/// Can we draw from this atom with an injectable atom
/atom/proc/is_drawable(mob/user, allowmobs = TRUE)
return reagents && (reagents.flags & (DRAWABLE | DRAINABLE))
/// Can this atoms reagents be refilled
/atom/proc/is_refillable()
return reagents && (reagents.flags & REFILLABLE)
/// Is this atom drainable of reagents
/atom/proc/is_drainable()
return reagents && (reagents.flags & DRAINABLE)
/** Handles exposing this atom to a list of reagents.
*
* Sends COMSIG_ATOM_EXPOSE_REAGENTS
* Calls expose_atom() for every reagent in the reagent list.
*
* Arguments:
* - [reagents][/list]: The list of reagents the atom is being exposed to.
* - [source][/datum/reagents]: The reagent holder the reagents are being sourced from.
* - methods: How the atom is being exposed to the reagents. Bitflags.
* - volume_modifier: Volume multiplier.
* - show_message: Whether to display anything to mobs when they are exposed.
*/
/atom/proc/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
. = SEND_SIGNAL(src, COMSIG_ATOM_EXPOSE_REAGENTS, reagents, source, methods, volume_modifier, show_message)
if(. & COMPONENT_NO_EXPOSE_REAGENTS)
return
SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_ATOM, src, reagents, methods, volume_modifier, show_message)
for(var/reagent in reagents)
var/datum/reagent/R = reagent
. |= R.expose_atom(src, reagents[R])
/// Are you allowed to drop this atom
/atom/proc/AllowDrop()
return FALSE
/atom/proc/CheckExit()
return TRUE
///Is this atom within 1 tile of another atom
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/**
* React to an EMP of the given severity
*
* Default behaviour is to send the [COMSIG_ATOM_EMP_ACT] signal
*
* If the signal does not return protection, and there are attached wires then we call
* [emp_pulse][/datum/wires/proc/emp_pulse] on the wires
*
* We then return the protection value
*/
/atom/proc/emp_act(severity)
var/protection = SEND_SIGNAL(src, COMSIG_ATOM_EMP_ACT, severity)
if(!(protection & EMP_PROTECT_WIRES) && istype(wires))
wires.emp_pulse()
return protection // Pass the protection value collected here upwards
/**
* React to a hit by a projectile object
*
* Default behaviour is to send the [COMSIG_ATOM_BULLET_ACT] and then call [on_hit][/obj/projectile/proc/on_hit] on the projectile
*
* @params
* P - projectile
* def_zone - zone hit
* piercing_hit - is this hit piercing or normal?
*/
/atom/proc/bullet_act(obj/projectile/P, def_zone, piercing_hit = FALSE)
SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone)
. = P.on_hit(src, 0, def_zone, piercing_hit)
///Return true if we're inside the passed in atom
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return TRUE
else if(src in container)
return TRUE
return FALSE
/**
* Get the name of this object for examine
*
* You can override what is returned from this proc by registering to listen for the
* [COMSIG_ATOM_GET_EXAMINE_NAME] signal
*/
/atom/proc/get_examine_name(mob/user)
. = "\a [src]"
var/list/override = list(gender == PLURAL ? "some" : "a", " ", "[name]")
if(article)
. = "[article] [src]"
override[EXAMINE_POSITION_ARTICLE] = article
if(SEND_SIGNAL(src, COMSIG_ATOM_GET_EXAMINE_NAME, user, override) & COMPONENT_EXNAME_CHANGED)
. = override.Join("")
///Generate the full examine string of this atom (including icon for goonchat)
/atom/proc/get_examine_string(mob/user, thats = FALSE)
return "[icon2html(src, user)] [thats? "That's ":""][get_examine_name(user)]"
///Used to insert text after the name but before the description in examine()
/atom/proc/get_name_chaser(mob/user, list/name_chaser = list())
return name_chaser
/**
* Called when a mob examines (shift click or verb) this atom
*
* Default behaviour is to get the name and icon of the object and it's reagents where
* the [TRANSPARENT] flag is set on the reagents holder
*
* Produces a signal [COMSIG_PARENT_EXAMINE]
*/
/atom/proc/examine(mob/user)
. = list("[get_examine_string(user, TRUE)].")
. += get_name_chaser(user)
if(desc)
. += desc
if(custom_materials)
var/list/materials_list = list()
for(var/i in custom_materials)
var/datum/material/M = i
materials_list += "[M.name]"
. += "<u>It is made out of [english_list(materials_list)]</u>."
if(reagents)
if(reagents.flags & TRANSPARENT)
. += "It contains:"
if(length(reagents.reagent_list))
if(user.can_see_reagents()) //Show each individual reagent
for(var/datum/reagent/R in reagents.reagent_list)
. += "[round(R.volume, 0.01)] units of [R.name]"
if(reagents.is_reacting)
. += "<span class='warning'>It is currently reacting!</span>"
. += "<span class='notice'>The solution's pH is [round(reagents.ph, 0.01)] and has a temperature of [reagents.chem_temp]K.</span>"
else //Otherwise, just show the total volume
var/total_volume = 0
for(var/datum/reagent/R in reagents.reagent_list)
total_volume += R.volume
. += "[total_volume] units of various reagents"
else
. += "Nothing."
else if(reagents.flags & AMOUNT_VISIBLE)
if(reagents.total_volume)
. += "<span class='notice'>It has [reagents.total_volume] unit\s left.</span>"
else
. += "<span class='danger'>It's empty.</span>"
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE, user, .)
/**
* Called when a mob examines (shift click or verb) this atom twice (or more) within EXAMINE_MORE_TIME (default 1.5 seconds)
*
* This is where you can put extra information on something that may be superfluous or not important in critical gameplay
* moments, while allowing people to manually double-examine to take a closer look
*
* Produces a signal [COMSIG_PARENT_EXAMINE_MORE]
*/
/atom/proc/examine_more(mob/user)
. = list()
SEND_SIGNAL(src, COMSIG_PARENT_EXAMINE_MORE, user, .)
if(!LAZYLEN(.)) // lol ..length
return list("<span class='notice'><i>You examine [src] closer, but find nothing of interest...</i></span>")
/**
* Updates the appearence of the icon
*
* Mostly delegates to update_name, update_desc, and update_icon
*
* Arguments:
* - updates: A set of bitflags dictating what should be updated. Defaults to [ALL]
*/
/atom/proc/update_appearance(updates=ALL)
SHOULD_NOT_SLEEP(TRUE)
SHOULD_CALL_PARENT(TRUE)
. = NONE
updates &= ~SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_APPEARANCE, updates)
if(updates & UPDATE_NAME)
. |= update_name(updates)
if(updates & UPDATE_DESC)
. |= update_desc(updates)
if(updates & UPDATE_ICON)
. |= update_icon(updates)
/// Updates the name of the atom
/atom/proc/update_name(updates=ALL)
SHOULD_CALL_PARENT(TRUE)
return SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_NAME, updates)
/// Updates the description of the atom
/atom/proc/update_desc(updates=ALL)
SHOULD_CALL_PARENT(TRUE)
return SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_DESC, updates)
/// Updates the icon of the atom
/atom/proc/update_icon(updates=ALL)
SIGNAL_HANDLER
SHOULD_CALL_PARENT(TRUE)
. = NONE
updates &= ~SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_ICON, updates)
if(updates & UPDATE_ICON_STATE)
update_icon_state()
. |= UPDATE_ICON_STATE
if(updates & UPDATE_OVERLAYS)
if(LAZYLEN(managed_vis_overlays))
SSvis_overlays.remove_vis_overlay(src, managed_vis_overlays)
var/list/new_overlays = update_overlays()
if(managed_overlays)
cut_overlay(managed_overlays)
managed_overlays = null
if(length(new_overlays))
managed_overlays = new_overlays
add_overlay(new_overlays)
. |= UPDATE_OVERLAYS
. |= SEND_SIGNAL(src, COMSIG_ATOM_UPDATED_ICON, updates, .)
/// Updates the icon state of the atom
/atom/proc/update_icon_state()
SHOULD_CALL_PARENT(TRUE)
return SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_ICON_STATE)
/// Updates the overlays of the atom
/atom/proc/update_overlays()
SHOULD_CALL_PARENT(TRUE)
. = list()
SEND_SIGNAL(src, COMSIG_ATOM_UPDATE_OVERLAYS, .)
/**
* An atom we are buckled or is contained within us has tried to move
*
* Default behaviour is to send a warning that the user can't move while buckled as long
* as the [buckle_message_cooldown][/atom/var/buckle_message_cooldown] has expired (50 ticks)
*/
/atom/proc/relaymove(mob/living/user, direction)
if(buckle_message_cooldown <= world.time)
buckle_message_cooldown = world.time + 50
to_chat(user, "<span class='warning'>You can't move while buckled to [src]!</span>")
return
/**
* A special case of relaymove() in which the person relaying the move may be "driving" this atom
*
* This is a special case for vehicles and ridden animals where the relayed movement may be handled
* by the riding component attached to this atom. Returns TRUE as long as there's nothing blocking
* the movement, or FALSE if the signal gets a reply that specifically blocks the movement
*/
/atom/proc/relaydrive(mob/living/user, direction)
return !(SEND_SIGNAL(src, COMSIG_RIDDEN_DRIVER_MOVE, user, direction) & COMPONENT_DRIVER_BLOCK_MOVE)
/// Handle what happens when your contents are exploded by a bomb
/atom/proc/contents_explosion(severity, target)
return //For handling the effects of explosions on contents that would not normally be effected
/**
* React to being hit by an explosion
*
* Default behaviour is to call [contents_explosion][/atom/proc/contents_explosion] and send the [COMSIG_ATOM_EX_ACT] signal
*/
/atom/proc/ex_act(severity, target)
set waitfor = FALSE
contents_explosion(severity, target)
SEND_SIGNAL(src, COMSIG_ATOM_EX_ACT, severity, target)
/**
* React to a hit by a blob objecd
*
* default behaviour is to send the [COMSIG_ATOM_BLOB_ACT] signal
*/
/atom/proc/blob_act(obj/structure/blob/B)
var/blob_act_result = SEND_SIGNAL(src, COMSIG_ATOM_BLOB_ACT, B)
if (blob_act_result & COMPONENT_CANCEL_BLOB_ACT)
return FALSE
return TRUE
/atom/proc/fire_act(exposed_temperature, exposed_volume)
SEND_SIGNAL(src, COMSIG_ATOM_FIRE_ACT, exposed_temperature, exposed_volume)
return
/**
* React to being hit by a thrown object
*
* Default behaviour is to call [hitby_react][/atom/proc/hitby_react] on ourselves after 2 seconds if we are dense
* and under normal gravity.
*
* Im not sure why this the case, maybe to prevent lots of hitby's if the thrown object is
* deleted shortly after hitting something (during explosions or other massive events that
* throw lots of items around - singularity being a notable example)
*/
/atom/proc/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
SEND_SIGNAL(src, COMSIG_ATOM_HITBY, AM, skipcatch, hitpush, blocked, throwingdatum)
if(density && !has_gravity(AM)) //thrown stuff bounces off dense stuff in no grav, unless the thrown stuff ends up inside what it hit(embedding, bola, etc...).
addtimer(CALLBACK(src, .proc/hitby_react, AM), 2)
/**
* We have have actually hit the passed in atom
*
* Default behaviour is to move back from the item that hit us
*/
/atom/proc/hitby_react(atom/movable/AM)
if(AM && isturf(AM.loc))
step(AM, turn(AM.dir, 180))
///Handle the atom being slipped over
/atom/proc/handle_slip(mob/living/carbon/C, knockdown_amount, obj/O, lube, paralyze, force_drop)
return
///returns the mob's dna info as a list, to be inserted in an object's blood_DNA list
/mob/living/proc/get_blood_dna_list()
if(get_blood_id() != /datum/reagent/blood)
return
return list("ANIMAL DNA" = "Y-")
///Get the mobs dna list
/mob/living/carbon/get_blood_dna_list()
if(get_blood_id() != /datum/reagent/blood)
return
var/list/blood_dna = list()
if(dna)
blood_dna[dna.unique_enzymes] = dna.blood_type
else
blood_dna["UNKNOWN DNA"] = "X*"
return blood_dna
/mob/living/carbon/alien/get_blood_dna_list()
return list("UNKNOWN DNA" = "X*")
/mob/living/silicon/get_blood_dna_list()
return
///to add a mob's dna info into an object's blood_dna list.
/atom/proc/transfer_mob_blood_dna(mob/living/L)
// Returns 0 if we have that blood already
var/new_blood_dna = L.get_blood_dna_list()
if(!new_blood_dna)
return FALSE
var/old_length = blood_DNA_length()
add_blood_DNA(new_blood_dna)
if(blood_DNA_length() == old_length)
return FALSE
return TRUE
///to add blood from a mob onto something, and transfer their dna info
/atom/proc/add_mob_blood(mob/living/M)
var/list/blood_dna = M.get_blood_dna_list()
if(!blood_dna)
return FALSE
return add_blood_DNA(blood_dna)
///Is this atom in space
/atom/proc/isinspace()
if(isspaceturf(get_turf(src)))
return TRUE
else
return FALSE
///Used for making a sound when a mob involuntarily falls into the ground.
/atom/proc/handle_fall(mob/faller)
return
///Respond to the singularity eating this atom
/atom/proc/singularity_act()
return
/**
* Respond to the singularity pulling on us
*
* Default behaviour is to send [COMSIG_ATOM_SING_PULL] and return
*/
/atom/proc/singularity_pull(obj/singularity/S, current_size)
SEND_SIGNAL(src, COMSIG_ATOM_SING_PULL, S, current_size)
/**
* Respond to acid being used on our atom
*
* Default behaviour is to send [COMSIG_ATOM_ACID_ACT] and return
*/
/atom/proc/acid_act(acidpwr, acid_volume)
SEND_SIGNAL(src, COMSIG_ATOM_ACID_ACT, acidpwr, acid_volume)
return FALSE
/**
* Respond to an emag being used on our atom
*
* Default behaviour is to send [COMSIG_ATOM_EMAG_ACT] and return
*/
/atom/proc/emag_act(mob/user, obj/item/card/emag/E)
SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT, user, E)
/**
* Respond to a radioactive wave hitting this atom
*
* Default behaviour is to send [COMSIG_ATOM_RAD_ACT] and return
*/
/atom/proc/rad_act(strength)
SEND_SIGNAL(src, COMSIG_ATOM_RAD_ACT, strength)
/**
* Respond to narsie eating our atom
*
* Default behaviour is to send [COMSIG_ATOM_NARSIE_ACT] and return
*/
/atom/proc/narsie_act()
SEND_SIGNAL(src, COMSIG_ATOM_NARSIE_ACT)
///Return the values you get when an RCD eats you?
/atom/proc/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
return FALSE
/**
* Respond to an RCD acting on our item
*
* Default behaviour is to send [COMSIG_ATOM_RCD_ACT] and return FALSE
*/
/atom/proc/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
SEND_SIGNAL(src, COMSIG_ATOM_RCD_ACT, user, the_rcd, passed_mode)
return FALSE
/**
* Respond to an electric bolt action on our item
*
* Default behaviour is to return, we define here to allow for cleaner code later on
*/
/atom/proc/zap_act(power, zap_flags)
return
/**
* Implement the behaviour for when a user click drags a storage object to your atom
*
* This behaviour is usually to mass transfer, but this is no longer a used proc as it just
* calls the underyling /datum/component/storage dump act if a component exists
*
* TODO these should be purely component items that intercept the atom clicks higher in the
* call chain
*/
/atom/proc/storage_contents_dump_act(obj/item/storage/src_object, mob/user)
if(GetComponent(/datum/component/storage))
return component_storage_contents_dump_act(src_object, user)
return FALSE
/**
* Implement the behaviour for when a user click drags another storage item to you
*
* In this case we get as many of the tiems from the target items compoent storage and then
* put everything into ourselves (or our storage component)
*
* TODO these should be purely component items that intercept the atom clicks higher in the
* call chain
*/
/atom/proc/component_storage_contents_dump_act(datum/component/storage/src_object, mob/user)
var/list/things = src_object.contents()
var/datum/progressbar/progress = new(user, things.len, src)
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
while (do_after(user, 1 SECONDS, src, NONE, FALSE, CALLBACK(STR, /datum/component/storage.proc/handle_mass_item_insertion, things, src_object, user, progress)))
stoplag(1)
progress.end_progress()
to_chat(user, "<span class='notice'>You dump as much of [src_object.parent]'s contents [STR.insert_preposition]to [src] as you can.</span>")
STR.orient2hud(user)
src_object.orient2hud(user)
if(user.active_storage) //refresh the HUD to show the transfered contents
user.active_storage.close(user)
user.active_storage.show_to(user)
return TRUE
///Get the best place to dump the items contained in the source storage item?
/atom/proc/get_dumping_location(obj/item/storage/source,mob/user)
return null
/**
* This proc is called when an atom in our contents has it's [Destroy][/atom/proc/Destroy] called
*
* Default behaviour is to simply send [COMSIG_ATOM_CONTENTS_DEL]
*/
/atom/proc/handle_atom_del(atom/A)
SEND_SIGNAL(src, COMSIG_ATOM_CONTENTS_DEL, A)
/**
* called when the turf the atom resides on is ChangeTurfed
*
* Default behaviour is to loop through atom contents and call their HandleTurfChange() proc
*/
/atom/proc/HandleTurfChange(turf/T)
for(var/a in src)
var/atom/A = a
A.HandleTurfChange(T)
/**
* the vision impairment to give to the mob whose perspective is set to that atom
*
* (e.g. an unfocused camera giving you an impaired vision when looking through it)
*/
/atom/proc/get_remote_view_fullscreens(mob/user)
return
/**
* the sight changes to give to the mob whose perspective is set to that atom
*
* (e.g. A mob with nightvision loses its nightvision while looking through a normal camera)
*/
/atom/proc/update_remote_sight(mob/living/user)
return
/**
* Hook for running code when a dir change occurs
*
* Not recommended to use, listen for the [COMSIG_ATOM_DIR_CHANGE] signal instead (sent by this proc)
*/
/atom/proc/setDir(newdir)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ATOM_DIR_CHANGE, dir, newdir)
dir = newdir