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turf.dm
executable file
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turf.dm
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GLOBAL_LIST_EMPTY(station_turfs)
/turf
icon = 'icons/turf/floors.dmi'
var/intact = 1
// 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
var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
var/blocks_air = FALSE
flags_1 = CAN_BE_DIRTY_1
var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
var/explosion_level = 0 //for preventing explosion dodging
var/explosion_id = 0
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
vis_flags = VIS_INHERIT_ID|VIS_INHERIT_PLANE // Important for interaction with and visualization of openspace.
/turf/vv_edit_var(var_name, new_value)
var/static/list/banned_edits = list("x", "y", "z")
if(var_name in banned_edits)
return FALSE
. = ..()
/**
* Turf Initialize
*
* Doesn't call parent, see [/atom/proc/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
// by default, vis_contents is inherited from the turf that was here before
vis_contents.Cut()
assemble_baseturfs()
levelupdate()
if(smooth)
queue_smooth(src)
visibilityChanged()
for(var/atom/movable/AM in src)
Entered(AM)
var/area/A = loc
if(!IS_DYNAMIC_LIGHTING(src) && IS_DYNAMIC_LIGHTING(A))
add_overlay(/obj/effect/fullbright)
if(requires_activation)
CALCULATE_ADJACENT_TURFS(src)
SSair.add_to_active(src)
if (light_power && light_range)
update_light()
var/turf/T = SSmapping.get_turf_above(src)
if(T)
T.multiz_turf_new(src, DOWN)
SEND_SIGNAL(T, COMSIG_TURF_MULTIZ_NEW, src, DOWN)
T = SSmapping.get_turf_below(src)
if(T)
T.multiz_turf_new(src, UP)
SEND_SIGNAL(T, COMSIG_TURF_MULTIZ_NEW, src, UP)
if (opacity)
has_opaque_atom = TRUE
// apply materials properly from the default custom_materials value
set_custom_materials(custom_materials)
ComponentInitialize()
return INITIALIZE_HINT_NORMAL
/turf/proc/Initalize_Atmos(times_fired)
CALCULATE_ADJACENT_TURFS(src)
/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
SSair.remove_from_active(src)
visibilityChanged()
QDEL_LIST(blueprint_data)
flags_1 &= ~INITIALIZED_1
requires_activation = FALSE
..()
/turf/attack_hand(mob/user)
. = ..()
if(.)
return
user.Move_Pulled(src)
/turf/proc/multiz_turf_del(turf/T, dir)
/turf/proc/multiz_turf_new(turf/T, dir)
//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)
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
/turf/proc/zImpact(atom/movable/A, levels = 1, turf/prev_turf)
var/flags = NONE
var/mov_name = A.name
for(var/i in contents)
var/atom/thing = i
flags |= thing.intercept_zImpact(A, levels)
if(flags & FALL_STOP_INTERCEPTING)
break
if(prev_turf && !(flags & FALL_NO_MESSAGE))
prev_turf.visible_message("<span class='danger'>[mov_name] falls through [prev_turf]!</span>")
if(flags & FALL_INTERCEPTED)
return
if(zFall(A, ++levels))
return FALSE
A.visible_message("<span class='danger'>[A] crashes into [src]!</span>")
A.onZImpact(src, levels)
return TRUE
/turf/proc/can_zFall(atom/movable/A, levels = 1, turf/target)
SHOULD_BE_PURE(TRUE)
return zPassOut(A, DOWN, target) && target.zPassIn(A, DOWN, src)
/turf/proc/zFall(atom/movable/A, levels = 1, force = FALSE)
var/turf/target = get_step_multiz(src, DOWN)
if(!target || (!isobj(A) && !ismob(A)))
return FALSE
if(!force && (!can_zFall(A, levels, target) || !A.can_zFall(src, levels, target, DOWN)))
return FALSE
A.zfalling = TRUE
A.forceMove(target)
A.zfalling = FALSE
target.zImpact(A, levels, src)
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, atom/oldloc)
// 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, src)
if(canPassSelf || (mover.movement_type & UNSTOPPABLE))
for(var/i in contents)
if(QDELETED(mover))
return FALSE //We were deleted, do not attempt to proceed with movement.
if(i == mover || i == mover.loc) // Multi tile objects and moving out of other objects
continue
var/atom/movable/thing = i
if(!thing.Cross(mover))
if(QDELETED(mover)) //Mover deleted from Cross/CanPass, do not proceed.
return FALSE
if((mover.movement_type & UNSTOPPABLE))
mover.Bump(thing)
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 & UNSTOPPABLE)
return TRUE
/turf/Exit(atom/movable/mover, atom/newloc)
. = ..()
if(!. || QDELETED(mover))
return FALSE
for(var/i in contents)
if(i == mover)
continue
var/atom/movable/thing = i
if(!thing.Uncross(mover, newloc))
if(thing.flags_1 & ON_BORDER_1)
mover.Bump(thing)
if(!(mover.movement_type & UNSTOPPABLE))
return FALSE
if(QDELETED(mover))
return FALSE //We were deleted.
/turf/Entered(atom/movable/AM)
..()
// If an opaque movable atom moves around we need to potentially update visibility.
if (AM.opacity)
has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
reconsider_lights()
/turf/open/Entered(atom/movable/AM)
..()
//melting
if(isobj(AM) && air && air.temperature > T0C)
var/obj/O = AM
if(O.obj_flags & FROZEN)
O.make_unfrozen()
if(!AM.zfalling)
zFall(AM)
// 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 = fake_baseturf_type
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 = premade_baseturfs.Copy()
else
baseturfs = premade_baseturfs
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 = new_baseturfs
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, intact)
// 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)
/turf/storage_contents_dump_act(datum/component/storage/src_object, mob/user)
. = ..()
if(.)
return
if(length(src_object.contents()))
to_chat(usr, "<span class='notice'>You start dumping out the contents...</span>")
if(!do_after(usr,20,target=src_object.parent))
return FALSE
var/list/things = src_object.contents()
var/datum/progressbar/progress = new(user, things.len, src)
while (do_after(usr, 10, TRUE, src, FALSE, CALLBACK(src_object, /datum/component/storage.proc/mass_remove_from_storage, src, things, progress)))
stoplag(1)
progress.end_progress()
return TRUE
//////////////////////////////
//Distance procs
//////////////////////////////
//Distance associates with all directions movement
/turf/proc/Distance(var/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(intact)
for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
if(O.invisibility == INVISIBILITY_MAXIMUM)
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() & !intact
/turf/proc/visibilityChanged()
GLOB.cameranet.updateVisibility(src)
// The cameranet usually handles this for us, but if we've just been
// recreated we should make sure we have the cameranet vis_contents.
var/datum/camerachunk/C = GLOB.cameranet.chunkGenerated(x, y, z)
if(C)
if(C.obscuredTurfs[src])
vis_contents += GLOB.cameranet.vis_contents_objects
else
vis_contents -= GLOB.cameranet.vis_contents_objects
/turf/proc/burn_tile()
/turf/proc/is_shielded()
/turf/contents_explosion(severity, target)
for(var/V in contents)
var/atom/A = V
if(!QDELETED(A))
if(ismovable(A))
var/atom/movable/AM = A
if(!AM.ex_check(explosion_id))
continue
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.highobj += A
if(EXPLODE_HEAVY)
SSexplosions.medobj += A
if(EXPLODE_LIGHT)
SSexplosions.lowobj += A
/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(var/atom/movable/AM)
var/image/I = new
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(!SSticker.HasRoundStarted())
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)
. = 1
var/acid_type = /obj/effect/acid
if(acidpwr >= 200) //alien acid power
acid_type = /obj/effect/acid/alien
var/has_acid_effect = FALSE
for(var/obj/O in src)
if(istype(O, acid_type))
var/obj/effect/acid/A = O
A.acid_level = min(acid_volume * acidpwr, 12000)//capping acid level to limit power of the acid
has_acid_effect = 1
continue
O.acid_act(acidpwr, acid_volume)
if(!has_acid_effect)
new acid_type(src, acidpwr, acid_volume)
/turf/proc/acid_melt()
return
/turf/handle_fall(mob/faller)
if(has_gravity(src))
playsound(src, "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 = FALSE)
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
// Make toxins and blazaam vomit look different
if(toxvomit == VOMIT_PURPLE)
V.icon_state = "vomitpurp_[pick(1,4)]"
else if (toxvomit == VOMIT_TOXIC)
V.icon_state = "vomittox_[pick(1,4)]"
if (iscarbon(M))
var/mob/living/carbon/C = M
if(C.reagents)
clear_reagents_to_vomit_pool(C,V, purge)
/proc/clear_reagents_to_vomit_pool(mob/living/carbon/M, obj/effect/decal/cleanable/vomit/V, purge = FALSE)
var/chemicals_lost = M.reagents.total_volume / 10
if(purge)
chemicals_lost = (2 * M.reagents.total_volume)/3 //For detoxification surgery, we're manually pumping the stomach out of chemcials, so it's far more efficient.
M.reagents.trans_to(V, chemicals_lost, transfered_by = M)
for(var/datum/reagent/R in M.reagents.reagent_list) //clears the stomach of anything that might be digested as food
if(istype(R, /datum/reagent/consumable) || purge)
var/datum/reagent/consumable/nutri_check = R
if(nutri_check.nutriment_factor >0)
M.reagents.remove_reagent(R.type, min(R.volume, 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)
/turf/bullet_act(obj/projectile/P)
. = ..()
if(. != BULLET_ACT_FORCE_PIERCE)
. = BULLET_ACT_TURF
/// Handles exposing a turf to reagents.
/turf/expose_reagents(list/reagents, datum/reagents/source, method=TOUCH, volume_modifier=1, show_message=TRUE)
if((. = ..()) & COMPONENT_NO_EXPOSE_REAGENTS)
return
for(var/reagent in reagents)
var/datum/reagent/R = reagent
. |= R.expose_turf(src, reagents[R])