323 lines
8.1 KiB
Plaintext
323 lines
8.1 KiB
Plaintext
/turf
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icon = 'icons/turf/floors.dmi'
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level = 1
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var/intact = 1
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var/baseturf = /turf/open/space
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var/temperature = T20C
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var/to_be_destroyed = 0 //Used for fire, if a melting temperature was reached, it will be destroyed
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var/max_fire_temperature_sustained = 0 //The max temperature of the fire which it was subjected to
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var/blocks_air = 0
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var/PathNode/PNode = null //associated PathNode in the A* algorithm
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flags = 0
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var/list/proximity_checkers = list()
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var/image/obscured //camerachunks
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var/list/image/blueprint_data //for the station blueprints, images of objects eg: pipes
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/turf/New()
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..()
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levelupdate()
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if(smooth)
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smooth_icon(src)
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visibilityChanged()
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for(var/atom/movable/AM in src)
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Entered(AM)
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/turf/proc/Initalize_Atmos(times_fired)
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CalculateAdjacentTurfs()
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/turf/Destroy()
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visibilityChanged()
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..()
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return QDEL_HINT_HARDDEL_NOW
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/turf/attack_hand(mob/user)
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user.Move_Pulled(src)
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/turf/attackby(obj/item/C, mob/user, params)
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if(can_lay_cable() && istype(C, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = C
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for(var/obj/structure/cable/LC in src)
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if((LC.d1==0)||(LC.d2==0))
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LC.attackby(C,user)
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return
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coil.place_turf(src, user)
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return 1
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return 0
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/turf/Enter(atom/movable/mover as mob|obj, atom/forget as mob|obj|turf|area)
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if (!mover)
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return 1
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// First, make sure it can leave its square
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if(isturf(mover.loc))
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// Nothing but border objects stop you from leaving a tile, only one loop is needed
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for(var/obj/obstacle in mover.loc)
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if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
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mover.Bump(obstacle, 1)
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return 0
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var/list/large_dense = list()
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//Next, check objects to block entry that are on the border
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for(var/atom/movable/border_obstacle in src)
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if(border_obstacle.flags&ON_BORDER)
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if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
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mover.Bump(border_obstacle, 1)
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return 0
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else
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large_dense += border_obstacle
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//Then, check the turf itself
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if (!src.CanPass(mover, src))
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mover.Bump(src, 1)
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return 0
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//Finally, check objects/mobs to block entry that are not on the border
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for(var/atom/movable/obstacle in large_dense)
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if(!obstacle.CanPass(mover, mover.loc, 1) && (forget != obstacle))
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mover.Bump(obstacle, 1)
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return 0
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return 1 //Nothing found to block so return success!
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/turf/Entered(atom/movable/AM)
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for(var/A in proximity_checkers)
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var/atom/B = A
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B.HasProximity(AM)
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/turf/open/Entered(atom/movable/AM)
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..()
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//slipping
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if (istype(AM,/mob/living/carbon))
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var/mob/living/carbon/M = AM
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switch(wet)
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if(TURF_WET_WATER)
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if(!M.slip(0, 3, null, NO_SLIP_WHEN_WALKING))
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M.inertia_dir = 0
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if(TURF_WET_LUBE)
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if(M.slip(0, 4, null, (SLIDE|GALOSHES_DONT_HELP)))
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M.confused = max(M.confused, 8)
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if(TURF_WET_ICE)
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M.slip(0, 6, null, (SLIDE|GALOSHES_DONT_HELP))
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if(TURF_WET_ICE || TURF_WET_PERMAFROST)
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M.slip(0, 4, null, (SLIDE|NO_SLIP_WHEN_WALKING))
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if(TURF_WET_SLIDE)
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M.slip(0, 4, null, (SLIDE|GALOSHES_DONT_HELP))
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/turf/proc/is_plasteel_floor()
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return 0
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/turf/proc/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1)
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O.hide(src.intact)
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// override for space turfs, since they should never hide anything
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/turf/open/space/levelupdate()
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for(var/obj/O in src)
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if(O.level == 1)
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O.hide(0)
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// Removes all signs of lattice on the pos of the turf -Donkieyo
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/turf/proc/RemoveLattice()
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var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
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if(L)
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qdel(L)
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//Creates a new turf
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/turf/proc/ChangeTurf(path, defer_change = FALSE)
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if(!path)
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return
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if(!use_preloader && path == type) // Don't no-op if the map loader requires it to be reconstructed
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return src
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var/old_blueprint_data = blueprint_data
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SSair.remove_from_active(src)
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var/turf/W = new path(src)
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if(!defer_change)
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W.AfterChange()
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W.blueprint_data = old_blueprint_data
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return W
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/turf/proc/AfterChange() //called after a turf has been replaced in ChangeTurf()
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levelupdate()
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CalculateAdjacentTurfs()
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if(!can_have_cabling())
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for(var/obj/structure/cable/C in contents)
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C.Deconstruct()
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queue_smooth_neighbors(src)
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/turf/open/AfterChange(ignore_air)
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..()
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RemoveLattice()
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if(!ignore_air)
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Assimilate_Air()
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//////Assimilate Air//////
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/turf/open/proc/Assimilate_Air()
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if(blocks_air)
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return
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var/datum/gas_mixture/total = new//Holders to assimilate air from nearby turfs
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var/list/total_gases = total.gases
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var/turf_count = atmos_adjacent_turfs.len
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for(var/T in atmos_adjacent_turfs)
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var/turf/open/S = T
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var/list/S_gases = S.air.gases
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for(var/id in S_gases)
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total.assert_gas(id)
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total_gases[id][MOLES] += S_gases[id][MOLES]
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total.temperature += S.air.temperature
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air.copy_from(total)
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if(!turf_count) //if there weren't any open turfs, no need to update.
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return
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var/list/air_gases = air.gases
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for(var/id in air_gases)
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air_gases[id][MOLES] /= turf_count //Averages contents of the turfs, ignoring walls and the like
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air.temperature /= turf_count
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SSair.add_to_active(src)
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/turf/proc/ReplaceWithLattice()
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ChangeTurf(baseturf)
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new /obj/structure/lattice(locate(x, y, z))
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/turf/proc/ReplaceWithCatwalk()
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ChangeTurf(baseturf)
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new /obj/structure/lattice/catwalk(locate(x, y, z))
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/turf/proc/phase_damage_creatures(damage,mob/U = null)//>Ninja Code. Hurts and knocks out creatures on this turf //NINJACODE
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for(var/mob/living/M in src)
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if(M==U)
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continue//Will not harm U. Since null != M, can be excluded to kill everyone.
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M.adjustBruteLoss(damage)
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M.Paralyse(damage/5)
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for(var/obj/mecha/M in src)
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M.take_damage(damage*2, "brute")
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/turf/proc/Bless()
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flags |= NOJAUNT
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/turf/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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if(src_object.contents.len)
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usr << "<span class='notice'>You start dumping out the contents...</span>"
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if(!do_after(usr,20,target=src_object))
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return 0
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for(var/obj/item/I in src_object)
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if(user.s_active != src_object)
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if(I.on_found(user))
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return
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src_object.remove_from_storage(I, src) //No check needed, put everything inside
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return 1
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//////////////////////////////
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//Distance procs
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//////////////////////////////
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//Distance associates with all directions movement
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/turf/proc/Distance(var/turf/T)
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return get_dist(src,T)
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// This Distance proc assumes that only cardinal movement is
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// possible. It results in more efficient (CPU-wise) pathing
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// for bots and anything else that only moves in cardinal dirs.
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/turf/proc/Distance_cardinal(turf/T)
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if(!src || !T) return 0
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return abs(x - T.x) + abs(y - T.y)
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////////////////////////////////////////////////////
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/turf/singularity_act()
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if(intact)
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for(var/obj/O in contents) //this is for deleting things like wires contained in the turf
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if(O.level != 1)
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continue
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if(O.invisibility == INVISIBILITY_MAXIMUM)
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O.singularity_act()
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ChangeTurf(src.baseturf)
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return(2)
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/turf/proc/can_have_cabling()
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return 1
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/turf/proc/can_lay_cable()
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return can_have_cabling() & !intact
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/turf/proc/visibilityChanged()
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if(ticker)
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cameranet.updateVisibility(src)
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/turf/proc/burn_tile()
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/turf/proc/is_shielded()
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/turf/contents_explosion(severity, target)
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var/affecting_level
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if(severity == 1)
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affecting_level = 1
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else if(is_shielded())
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affecting_level = 3
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else if(intact)
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affecting_level = 2
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else
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affecting_level = 1
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for(var/V in contents)
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var/atom/A = V
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if(A.level >= affecting_level)
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A.ex_act(severity, target)
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/turf/proc/add_blueprints(atom/movable/AM)
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var/image/I = new
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I.appearance = AM.appearance
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I.appearance_flags = RESET_COLOR|RESET_ALPHA|RESET_TRANSFORM
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I.loc = src
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I.dir = AM.dir
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I.alpha = 128
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if(!blueprint_data)
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blueprint_data = list()
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blueprint_data += I
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/turf/proc/add_blueprints_preround(atom/movable/AM)
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if(!ticker || ticker.current_state != GAME_STATE_PLAYING)
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add_blueprints(AM)
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/turf/proc/empty(turf_type=/turf/open/space)
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// Remove all atoms except observers, landmarks, docking ports
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var/turf/T0 = src
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for(var/A in T0.GetAllContents())
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if(istype(A, /mob/dead))
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continue
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if(istype(A, /obj/effect/landmark))
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continue
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if(istype(A, /obj/docking_port))
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continue
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qdel(A, force=TRUE)
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T0.ChangeTurf(turf_type)
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T0.redraw_lighting()
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SSair.remove_from_active(T0)
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T0.CalculateAdjacentTurfs()
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SSair.add_to_active(T0,1)
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