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turf.dm
executable file
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turf.dm
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GLOBAL_LIST_EMPTY(station_turfs)
/// Any floor or wall. What makes up the station and the rest of the map.
/turf
icon = 'icons/turf/floors.dmi'
vis_flags = VIS_INHERIT_ID // Important for interaction with and visualization of openspace.
luminosity = 1
/// Turf bitflags, see code/__DEFINES/flags.dm
var/turf_flags = NONE
/// If there's a tile over a basic floor that can be ripped out
var/overfloor_placed = FALSE
/// How accessible underfloor pieces such as wires, pipes, etc are on this turf. Can be HIDDEN, VISIBLE, or INTERACTABLE.
var/underfloor_accessibility = UNDERFLOOR_HIDDEN
// baseturfs can be either a list or a single turf type.
// In class definition like here it should always be a single type.
// A list will be created in initialization that figures out the baseturf's baseturf etc.
// In the case of a list it is sorted from bottom layer to top.
// This shouldn't be modified directly, use the helper procs.
var/list/baseturfs = /turf/baseturf_bottom
var/temperature = T20C
///Used for fire, if a melting temperature was reached, it will be destroyed
var/to_be_destroyed = 0
///The max temperature of the fire which it was subjected to
var/max_fire_temperature_sustained = 0
var/blocks_air = FALSE
// If this turf should initialize atmos adjacent turfs or not
// Optimization, not for setting outside of initialize
var/init_air = TRUE
var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
var/list/explosion_throw_details
var/requires_activation //add to air processing after initialize?
var/changing_turf = FALSE
var/bullet_bounce_sound = 'sound/weapons/gun/general/mag_bullet_remove.ogg' //sound played when a shell casing is ejected ontop of the turf.
var/bullet_sizzle = FALSE //used by ammo_casing/bounce_away() to determine if the shell casing should make a sizzle sound when it's ejected over the turf
//IE if the turf is supposed to be water, set TRUE.
var/tiled_dirt = FALSE // use smooth tiled dirt decal
///Icon-smoothing variable to map a diagonal wall corner with a fixed underlay.
var/list/fixed_underlay = null
///Lumcount added by sources other than lighting datum objects, such as the overlay lighting component.
var/dynamic_lumcount = 0
///Bool, whether this turf will always be illuminated no matter what area it is in
var/always_lit = FALSE
var/tmp/lighting_corners_initialised = FALSE
///Our lighting object.
var/tmp/datum/lighting_object/lighting_object
///Lighting Corner datums.
var/tmp/datum/lighting_corner/lighting_corner_NE
var/tmp/datum/lighting_corner/lighting_corner_SE
var/tmp/datum/lighting_corner/lighting_corner_SW
var/tmp/datum/lighting_corner/lighting_corner_NW
///Which directions does this turf block the vision of, taking into account both the turf's opacity and the movable opacity_sources.
var/directional_opacity = NONE
///Lazylist of movable atoms providing opacity sources.
var/list/atom/movable/opacity_sources
///the holodeck can load onto this turf if TRUE
var/holodeck_compatible = FALSE
/// If this turf contained an RCD'able object (or IS one, for walls)
/// but is now destroyed, this will preserve the value.
/// See __DEFINES/construction.dm for RCD_MEMORY_*.
var/rcd_memory
///whether or not this turf forces movables on it to have no gravity (unless they themselves have forced gravity)
var/force_no_gravity = FALSE
/// How pathing algorithm will check if this turf is passable by itself (not including content checks). By default it's just density check.
/// WARNING: Currently to use a density shortcircuiting this does not support dense turfs with special allow through function
var/pathing_pass_method = TURF_PATHING_PASS_DENSITY
#if defined(UNIT_TESTS) || defined(SPACEMAN_DMM)
/// For the area_contents list unit test
/// Allows us to know our area without needing to preassign it
/// Sorry for the mess
var/area/in_contents_of
#endif
/turf/vv_edit_var(var_name, new_value)
var/static/list/banned_edits = list(NAMEOF_STATIC(src, x), NAMEOF_STATIC(src, y), NAMEOF_STATIC(src, z))
if(var_name in banned_edits)
return FALSE
. = ..()
/**
* Turf Initialize
*
* Doesn't call parent, see [/atom/proc/Initialize]
* Please note, space tiles do not run this code.
* This is done because it's called so often that any extra code just slows things down too much
* If you add something relevant here add it there too
* [/turf/open/space/Initialize]
*/
/turf/Initialize(mapload)
SHOULD_CALL_PARENT(FALSE)
if(flags_1 & INITIALIZED_1)
stack_trace("Warning: [src]([type]) initialized multiple times!")
flags_1 |= INITIALIZED_1
/// We do NOT use the shortcut here, because this is faster
if(SSmapping.max_plane_offset)
if(!SSmapping.plane_offset_blacklist["[plane]"])
plane = plane - (PLANE_RANGE * SSmapping.z_level_to_plane_offset[z])
var/turf/T = SSmapping.get_turf_above(src)
if(T)
T.multiz_turf_new(src, DOWN)
T = SSmapping.get_turf_below(src)
if(T)
T.multiz_turf_new(src, UP)
// by default, vis_contents is inherited from the turf that was here before.
// Checking length(vis_contents) in a proc this hot has huge wins for performance.
if (length(vis_contents))
vis_contents.Cut()
assemble_baseturfs()
levelupdate()
if (length(smoothing_groups))
#ifdef UNIT_TESTS
assert_sorted(smoothing_groups, "[type].smoothing_groups")
#endif
SET_BITFLAG_LIST(smoothing_groups)
if (length(canSmoothWith))
#ifdef UNIT_TESTS
assert_sorted(canSmoothWith, "[type].canSmoothWith")
#endif
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)
if (smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
// visibilityChanged() will never hit any path with side effects during mapload
if (!mapload)
visibilityChanged()
for(var/atom/movable/content as anything in src)
Entered(content, null)
var/area/our_area = loc
if(!our_area.area_has_base_lighting && always_lit) //Only provide your own lighting if the area doesn't for you
var/mutable_appearance/overlay = GLOB.fullbright_overlays[GET_TURF_PLANE_OFFSET(src) + 1]
add_overlay(overlay)
if(requires_activation)
CALCULATE_ADJACENT_TURFS(src, KILL_EXCITED)
if (light_power && light_range)
update_light()
if (opacity)
directional_opacity = ALL_CARDINALS
// apply materials properly from the default custom_materials value
if (!length(custom_materials))
set_custom_materials(custom_materials)
if(uses_integrity)
atom_integrity = max_integrity
if (islist(armor))
armor = getArmor(arglist(armor))
else if (!armor)
armor = getArmor()
return INITIALIZE_HINT_NORMAL
/// Initializes our adjacent turfs. If you want to avoid this, do not override it, instead set init_air to FALSE
/turf/proc/Initalize_Atmos(time)
CALCULATE_ADJACENT_TURFS(src, NORMAL_TURF)
/turf/Destroy(force)
. = QDEL_HINT_IWILLGC
if(!changing_turf)
stack_trace("Incorrect turf deletion")
changing_turf = FALSE
var/turf/T = SSmapping.get_turf_above(src)
if(T)
T.multiz_turf_del(src, DOWN)
T = SSmapping.get_turf_below(src)
if(T)
T.multiz_turf_del(src, UP)
if(force)
..()
//this will completely wipe turf state
var/turf/B = new world.turf(src)
for(var/A in B.contents)
qdel(A)
return
visibilityChanged()
QDEL_LIST(blueprint_data)
flags_1 &= ~INITIALIZED_1
requires_activation = FALSE
..()
if (length(vis_contents))
vis_contents.Cut()
/// WARNING WARNING
/// Turfs DO NOT lose their signals when they get replaced, REMEMBER THIS
/// It's possible because turfs are fucked, and if you have one in a list and it's replaced with another one, the list ref points to the new turf
/// We do it because moving signals over was needlessly expensive, and bloated a very commonly used bit of code
/turf/clear_signal_refs()
return
/turf/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
user.Move_Pulled(src)
/turf/proc/multiz_turf_del(turf/T, dir)
SEND_SIGNAL(src, COMSIG_TURF_MULTIZ_DEL, T, dir)
/turf/proc/multiz_turf_new(turf/T, dir)
SEND_SIGNAL(src, COMSIG_TURF_MULTIZ_NEW, T, dir)
/**
* Check whether the specified turf is blocked by something dense inside it with respect to a specific atom.
*
* Returns truthy value TURF_BLOCKED_TURF_DENSE if the turf is blocked because the turf itself is dense.
* Returns truthy value TURF_BLOCKED_CONTENT_DENSE if one of the turf's contents is dense and would block
* a source atom's movement.
* Returns falsey value TURF_NOT_BLOCKED if the turf is not blocked.
*
* Arguments:
* * exclude_mobs - If TRUE, ignores dense mobs on the turf.
* * source_atom - If this is not null, will check whether any contents on the turf can block this atom specifically. Also ignores itself on the turf.
* * ignore_atoms - Check will ignore any atoms in this list. Useful to prevent an atom from blocking itself on the turf.
*/
/turf/proc/is_blocked_turf(exclude_mobs = FALSE, source_atom = null, list/ignore_atoms)
if(density)
return TRUE
for(var/atom/movable/movable_content as anything in contents)
// We don't want to block ourselves or consider any ignored atoms.
if((movable_content == source_atom) || (movable_content in ignore_atoms))
continue
// If the thing is dense AND we're including mobs or the thing isn't a mob AND if there's a source atom and
// it cannot pass through the thing on the turf, we consider the turf blocked.
if(movable_content.density && (!exclude_mobs || !ismob(movable_content)))
if(source_atom && movable_content.CanPass(source_atom, get_dir(src, source_atom)))
continue
return TRUE
return FALSE
/**
* Checks whether the specified turf is blocked by something dense inside it, but ignores anything with the climbable trait
*
* Works similar to is_blocked_turf(), but ignores climbables and has less options. Primarily added for jaunting checks
*/
/turf/proc/is_blocked_turf_ignore_climbable()
if(density)
return TRUE
for(var/atom/movable/atom_content as anything in contents)
if(atom_content.density && !(atom_content.flags_1 & ON_BORDER_1) && !HAS_TRAIT(atom_content, TRAIT_CLIMBABLE))
return TRUE
return FALSE
//zPassIn doesn't necessarily pass an atom!
//direction is direction of travel of air
/turf/proc/zPassIn(atom/movable/A, direction, turf/source)
return FALSE
//direction is direction of travel of air
/turf/proc/zPassOut(atom/movable/A, direction, turf/destination, allow_anchored_movement)
return FALSE
//direction is direction of travel of air
/turf/proc/zAirIn(direction, turf/source)
return FALSE
//direction is direction of travel of air
/turf/proc/zAirOut(direction, turf/source)
return FALSE
/// Precipitates a movable (plus whatever buckled to it) to lower z levels if possible and then calls zImpact()
/turf/proc/zFall(atom/movable/falling, levels = 1, force = FALSE, falling_from_move = FALSE)
var/direction = DOWN
if(falling.has_gravity() == NEGATIVE_GRAVITY)
direction = UP
var/turf/target = get_step_multiz(src, direction)
if(!target)
return FALSE
var/isliving = isliving(falling)
if(!isliving && !isobj(falling))
return
if(isliving)
var/mob/living/falling_living = falling
//relay this mess to whatever the mob is buckled to.
if(falling_living.buckled)
falling = falling_living.buckled
if(!falling_from_move && falling.currently_z_moving)
return
if(!force && !falling.can_z_move(direction, src, target, ZMOVE_FALL_FLAGS))
falling.set_currently_z_moving(FALSE, TRUE)
return FALSE
// So it doesn't trigger other zFall calls. Cleared on zMove.
falling.set_currently_z_moving(CURRENTLY_Z_FALLING)
falling.zMove(null, target, ZMOVE_CHECK_PULLEDBY)
target.zImpact(falling, levels, src)
return TRUE
///Called each time the target falls down a z level possibly making their trajectory come to a halt. see __DEFINES/movement.dm.
/turf/proc/zImpact(atom/movable/falling, levels = 1, turf/prev_turf)
var/flags = NONE
var/list/falling_movables = falling.get_z_move_affected()
var/list/falling_mov_names
for(var/atom/movable/falling_mov as anything in falling_movables)
falling_mov_names += falling_mov.name
for(var/i in contents)
var/atom/thing = i
flags |= thing.intercept_zImpact(falling_movables, levels)
if(flags & FALL_STOP_INTERCEPTING)
break
if(prev_turf && !(flags & FALL_NO_MESSAGE))
for(var/mov_name in falling_mov_names)
prev_turf.visible_message(span_danger("[mov_name] falls through [prev_turf]!"))
if(!(flags & FALL_INTERCEPTED) && zFall(falling, levels + 1))
return FALSE
for(var/atom/movable/falling_mov as anything in falling_movables)
if(!(flags & FALL_RETAIN_PULL))
falling_mov.stop_pulling()
if(!(flags & FALL_INTERCEPTED))
falling_mov.onZImpact(src, levels)
if(falling_mov.pulledby && (falling_mov.z != falling_mov.pulledby.z || get_dist(falling_mov, falling_mov.pulledby) > 1))
falling_mov.pulledby.stop_pulling()
return TRUE
/turf/proc/handleRCL(obj/item/rcl/C, mob/user)
if(C.loaded)
for(var/obj/structure/pipe_cleaner/LC in src)
if(!LC.d1 || !LC.d2)
LC.handlecable(C, user)
return
C.loaded.place_turf(src, user)
if(C.wiring_gui_menu)
C.wiringGuiUpdate(user)
C.is_empty(user)
/turf/attackby(obj/item/C, mob/user, params)
if(..())
return TRUE
if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = C
coil.place_turf(src, user)
return TRUE
else if(can_have_cabling() && istype(C, /obj/item/stack/pipe_cleaner_coil))
var/obj/item/stack/pipe_cleaner_coil/coil = C
for(var/obj/structure/pipe_cleaner/LC in src)
if(!LC.d1 || !LC.d2)
LC.attackby(C, user)
return
coil.place_turf(src, user)
return TRUE
else if(istype(C, /obj/item/rcl))
handleRCL(C, user)
return FALSE
//There's a lot of QDELETED() calls here if someone can figure out how to optimize this but not runtime when something gets deleted by a Bump/CanPass/Cross call, lemme know or go ahead and fix this mess - kevinz000
/turf/Enter(atom/movable/mover)
// Do not call ..()
// Byond's default turf/Enter() doesn't have the behaviour we want with Bump()
// By default byond will call Bump() on the first dense object in contents
// Here's hoping it doesn't stay like this for years before we finish conversion to step_
var/atom/firstbump
var/canPassSelf = CanPass(mover, get_dir(src, mover))
if(canPassSelf || (mover.movement_type & PHASING))
for(var/atom/movable/thing as anything in contents)
if(thing == mover || thing == mover.loc) // Multi tile objects and moving out of other objects
continue
if(!thing.Cross(mover))
if(QDELETED(mover)) //deleted from Cross() (CanPass is pure so it cant delete, Cross shouldnt be doing this either though, but it can happen)
return FALSE
if((mover.movement_type & PHASING))
mover.Bump(thing)
if(QDELETED(mover)) //deleted from Bump()
return FALSE
continue
else
if(!firstbump || ((thing.layer > firstbump.layer || thing.flags_1 & ON_BORDER_1) && !(firstbump.flags_1 & ON_BORDER_1)))
firstbump = thing
if(QDELETED(mover)) //Mover deleted from Cross/CanPass/Bump, do not proceed.
return FALSE
if(!canPassSelf) //Even if mover is unstoppable they need to bump us.
firstbump = src
if(firstbump)
mover.Bump(firstbump)
return (mover.movement_type & PHASING)
return TRUE
// A proc in case it needs to be recreated or badmins want to change the baseturfs
/turf/proc/assemble_baseturfs(turf/fake_baseturf_type)
var/static/list/created_baseturf_lists = list()
var/turf/current_target
if(fake_baseturf_type)
if(length(fake_baseturf_type)) // We were given a list, just apply it and move on
baseturfs = baseturfs_string_list(fake_baseturf_type, src)
return
current_target = fake_baseturf_type
else
if(length(baseturfs))
return // No replacement baseturf has been given and the current baseturfs value is already a list/assembled
if(!baseturfs)
current_target = initial(baseturfs) || type // This should never happen but just in case...
stack_trace("baseturfs var was null for [type]. Failsafe activated and it has been given a new baseturfs value of [current_target].")
else
current_target = baseturfs
// If we've made the output before we don't need to regenerate it
if(created_baseturf_lists[current_target])
var/list/premade_baseturfs = created_baseturf_lists[current_target]
if(length(premade_baseturfs))
baseturfs = baseturfs_string_list(premade_baseturfs.Copy(), src)
else
baseturfs = baseturfs_string_list(premade_baseturfs, src)
return baseturfs
var/turf/next_target = initial(current_target.baseturfs)
//Most things only have 1 baseturf so this loop won't run in most cases
if(current_target == next_target)
baseturfs = current_target
created_baseturf_lists[current_target] = current_target
return current_target
var/list/new_baseturfs = list(current_target)
for(var/i=0;current_target != next_target;i++)
if(i > 100)
// A baseturfs list over 100 members long is silly
// Because of how this is all structured it will only runtime/message once per type
stack_trace("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")
message_admins("A turf <[type]> created a baseturfs list over 100 members long. This is most likely an infinite loop.")
break
new_baseturfs.Insert(1, next_target)
current_target = next_target
next_target = initial(current_target.baseturfs)
baseturfs = baseturfs_string_list(new_baseturfs, src)
created_baseturf_lists[new_baseturfs[new_baseturfs.len]] = new_baseturfs.Copy()
return new_baseturfs
/turf/proc/levelupdate()
for(var/obj/O in src)
if(O.flags_1 & INITIALIZED_1)
SEND_SIGNAL(O, COMSIG_OBJ_HIDE, underfloor_accessibility < UNDERFLOOR_VISIBLE)
// override for space turfs, since they should never hide anything
/turf/open/space/levelupdate()
return
// Removes all signs of lattice on the pos of the turf -Donkieyo
/turf/proc/RemoveLattice()
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L && (L.flags_1 & INITIALIZED_1))
qdel(L)
/turf/proc/Bless()
new /obj/effect/blessing(src)
//////////////////////////////
//Distance procs
//////////////////////////////
//Distance associates with all directions movement
/turf/proc/Distance(turf/T)
return get_dist(src,T)
// This Distance proc assumes that only cardinal movement is
// possible. It results in more efficient (CPU-wise) pathing
// for bots and anything else that only moves in cardinal dirs.
/turf/proc/Distance_cardinal(turf/T)
if(!src || !T)
return FALSE
return abs(x - T.x) + abs(y - T.y)
////////////////////////////////////////////////////
/turf/singularity_act()
if(underfloor_accessibility < UNDERFLOOR_INTERACTABLE)
for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
if(HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
O.singularity_act()
ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
return(2)
/turf/proc/can_have_cabling()
return TRUE
/turf/proc/can_lay_cable()
return can_have_cabling() && underfloor_accessibility >= UNDERFLOOR_INTERACTABLE
/turf/proc/visibilityChanged()
GLOB.cameranet.updateVisibility(src)
/turf/proc/burn_tile()
return
/turf/proc/break_tile()
return
/turf/proc/is_shielded()
return
/turf/contents_explosion(severity, target)
for(var/thing in contents)
var/atom/movable/movable_thing = thing
if(QDELETED(movable_thing))
continue
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += movable_thing
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += movable_thing
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += movable_thing
/turf/narsie_act(force, ignore_mobs, probability = 20)
. = (prob(probability) || force)
for(var/I in src)
var/atom/A = I
if(ignore_mobs && ismob(A))
continue
if(ismob(A) || .)
A.narsie_act()
/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
underlay_appearance.icon = icon
underlay_appearance.icon_state = icon_state
underlay_appearance.dir = adjacency_dir
return TRUE
/turf/proc/add_blueprints(atom/movable/AM)
var/image/I = new
SET_PLANE(I, GAME_PLANE, src)
I.layer = OBJ_LAYER
I.appearance = AM.appearance
I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
I.loc = src
I.setDir(AM.dir)
I.alpha = 128
LAZYADD(blueprint_data, I)
/turf/proc/add_blueprints_preround(atom/movable/AM)
if(!SSicon_smooth.initialized)
if(AM.layer == WIRE_LAYER) //wires connect to adjacent positions after its parent init, meaning we need to wait (in this case, until smoothing) to take its image
SSicon_smooth.blueprint_queue += AM
else
add_blueprints(AM)
/turf/proc/is_transition_turf()
return
/turf/acid_act(acidpwr, acid_volume)
. = ..()
if((acidpwr <= 0) || (acid_volume <= 0))
return FALSE
AddComponent(/datum/component/acid, acidpwr, acid_volume)
for(var/obj/O in src)
if(underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
continue
O.acid_act(acidpwr, acid_volume)
return . || TRUE
/turf/proc/acid_melt()
return
/turf/rust_heretic_act()
if(turf_flags & NO_RUST)
return
if(HAS_TRAIT(src, TRAIT_RUSTY))
return
AddElement(/datum/element/rust)
/turf/handle_fall(mob/faller)
if(has_gravity(src))
playsound(src, SFX_BODYFALL, 50, TRUE)
faller.drop_all_held_items()
/turf/proc/photograph(limit=20)
var/image/I = new()
I.add_overlay(src)
for(var/V in contents)
var/atom/A = V
if(A.invisibility)
continue
I.add_overlay(A)
if(limit)
limit--
else
return I
return I
/turf/AllowDrop()
return TRUE
/turf/proc/add_vomit_floor(mob/living/M, toxvomit = NONE, purge_ratio = 0.1)
var/obj/effect/decal/cleanable/vomit/V = new /obj/effect/decal/cleanable/vomit(src, M.get_static_viruses())
//if the vomit combined, apply toxicity and reagents to the old vomit
if (QDELETED(V))
V = locate() in src
if(!V)
return
// Apply the proper icon set based on vomit type
if(toxvomit == VOMIT_PURPLE)
V.icon_state = "vomitpurp_[pick(1,4)]"
else if (toxvomit == VOMIT_TOXIC)
V.icon_state = "vomittox_[pick(1,4)]"
if (purge_ratio && iscarbon(M))
clear_reagents_to_vomit_pool(M, V, purge_ratio)
/proc/clear_reagents_to_vomit_pool(mob/living/carbon/M, obj/effect/decal/cleanable/vomit/V, purge_ratio = 0.1)
var/obj/item/organ/internal/stomach/belly = M.getorganslot(ORGAN_SLOT_STOMACH)
if(!belly?.reagents.total_volume)
return
var/chemicals_lost = belly.reagents.total_volume * purge_ratio
belly.reagents.trans_to(V, chemicals_lost, transfered_by = M)
//clear the stomach of anything even not food
for(var/bile in belly.reagents.reagent_list)
var/datum/reagent/reagent = bile
if(!belly.food_reagents[reagent.type])
belly.reagents.remove_reagent(reagent.type, min(reagent.volume, 10))
else
var/bit_vol = reagent.volume - belly.food_reagents[reagent.type]
if(bit_vol > 0)
belly.reagents.remove_reagent(reagent.type, min(bit_vol, 10))
//Whatever happens after high temperature fire dies out or thermite reaction works.
//Should return new turf
/turf/proc/Melt()
return ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
/// Handles exposing a turf to reagents.
/turf/expose_reagents(list/reagents, datum/reagents/source, methods=TOUCH, volume_modifier=1, show_message=TRUE)
. = ..()
if(. & COMPONENT_NO_EXPOSE_REAGENTS)
return
SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_TURF, src, reagents, methods, volume_modifier, show_message)
for(var/reagent in reagents)
var/datum/reagent/R = reagent
. |= R.expose_turf(src, reagents[R])
/**
* Called when this turf is being washed. Washing a turf will also wash any mopable floor decals
*/
/turf/wash(clean_types)
. = ..()
for(var/am in src)
if(am == src)
continue
var/atom/movable/movable_content = am
if(!ismopable(movable_content))
continue
movable_content.wash(clean_types)
/**
* Returns adjacent turfs to this turf that are reachable, in all cardinal directions
*
* Arguments:
* * caller: The movable, if one exists, being used for mobility checks to see what tiles it can reach
* * ID: An ID card that decides if we can gain access to doors that would otherwise block a turf
* * simulated_only: Do we only worry about turfs with simulated atmos, most notably things that aren't space?
* * no_id: When true, doors with public access will count as impassible
*/
/turf/proc/reachableAdjacentTurfs(atom/movable/caller, ID, simulated_only, no_id = FALSE)
var/static/space_type_cache = typecacheof(/turf/open/space)
. = list()
for(var/iter_dir in GLOB.cardinals)
var/turf/turf_to_check = get_step(src,iter_dir)
if(!turf_to_check || (simulated_only && space_type_cache[turf_to_check.type]))
continue
if(turf_to_check.density || LinkBlockedWithAccess(turf_to_check, caller, ID, no_id = no_id))
continue
. += turf_to_check
/turf/proc/GetHeatCapacity()
. = heat_capacity
/turf/proc/GetTemperature()
. = temperature
/turf/proc/TakeTemperature(temp)
temperature += temp