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splash_simulation.dm
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splash_simulation.dm
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#define LIQUID_TRANSFER_THRESHOLD 0.05
var/liquid_delay = 4
var/list/datum/puddle/puddles = list()
datum/puddle
var/list/obj/effect/liquid/liquid_objects = list()
datum/puddle/proc/process()
//world << "DEBUG: Puddle process!"
for(var/obj/effect/liquid/L in liquid_objects)
L.spread()
for(var/obj/effect/liquid/L in liquid_objects)
L.apply_calculated_effect()
if(liquid_objects.len == 0)
del(src)
datum/puddle/New()
..()
puddles += src
datum/puddle/Del()
puddles -= src
for(var/obj/O in liquid_objects)
del(O)
..()
client/proc/splash()
var/volume = input("Volume?","Volume?", 0 ) as num
if(!isnum(volume)) return
if(volume <= LIQUID_TRANSFER_THRESHOLD) return
var/turf/T = get_turf(src.mob)
if(!isturf(T)) return
trigger_splash(T, volume)
proc/trigger_splash(turf/epicenter as turf, volume as num)
if(!epicenter)
return
if(volume <= 0)
return
var/obj/effect/liquid/L = new/obj/effect/liquid(epicenter)
L.volume = volume
L.update_icon2()
var/datum/puddle/P = new/datum/puddle()
P.liquid_objects.Add(L)
L.controller = P
obj/effect/liquid
icon = 'icons/effects/liquid.dmi'
icon_state = "0"
name = "liquid"
var/volume = 0
var/new_volume = 0
var/datum/puddle/controller
obj/effect/liquid/New()
..()
if( !isturf(loc) )
del(src)
for( var/obj/effect/liquid/L in loc )
if(L != src)
del(L)
obj/effect/liquid/proc/spread()
//world << "DEBUG: liquid spread!"
var/surrounding_volume = 0
var/list/spread_directions = list(1,2,4,8)
var/turf/loc_turf = loc
for(var/direction in spread_directions)
var/turf/T = get_step(src,direction)
if(!T)
spread_directions.Remove(direction)
//world << "ERROR: Map edge!"
continue //Map edge
if(!loc_turf.can_leave_liquid(direction)) //Check if this liquid can leave the tile in the direction
spread_directions.Remove(direction)
continue
if(!T.can_accept_liquid(turn(direction,180))) //Check if this liquid can enter the tile
spread_directions.Remove(direction)
continue
var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
if(L)
if(L.volume >= src.volume)
spread_directions.Remove(direction)
continue
surrounding_volume += L.volume //If liquid already exists, add it's volume to our sum
else
var/obj/effect/liquid/NL = new(T) //Otherwise create a new object which we'll spread to.
NL.controller = src.controller
controller.liquid_objects.Add(NL)
if(!spread_directions.len)
//world << "ERROR: No candidate to spread to."
return //No suitable candidate to spread to
var/average_volume = (src.volume + surrounding_volume) / (spread_directions.len + 1) //Average amount of volume on this and the surrounding tiles.
var/volume_difference = src.volume - average_volume //How much more/less volume this tile has than the surrounding tiles.
if(volume_difference <= (spread_directions.len*LIQUID_TRANSFER_THRESHOLD)) //If we have less than the threshold excess liquid - then there is nothing to do as other tiles will be giving us volume.or the liquid is just still.
//world << "ERROR: transfer volume lower than THRESHOLD!"
return
var/volume_per_tile = volume_difference / spread_directions.len
for(var/direction in spread_directions)
var/turf/T = get_step(src,direction)
if(!T)
//world << "ERROR: Map edge 2!"
continue //Map edge
var/obj/effect/liquid/L = locate(/obj/effect/liquid) in T
if(L)
src.volume -= volume_per_tile //Remove the volume from this tile
L.new_volume = L.new_volume + volume_per_tile //Add it to the volume to the other tile
obj/effect/liquid/proc/apply_calculated_effect()
volume += new_volume
if(volume < LIQUID_TRANSFER_THRESHOLD)
del(src)
new_volume = 0
update_icon2()
obj/effect/liquid/Move()
return 0
obj/effect/liquid/Del()
src.controller.liquid_objects.Remove(src)
..()
obj/effect/liquid/proc/update_icon2()
//icon_state = num2text( max(1,min(7,(floor(volume),10)/10)) )
switch(volume)
if(0 to 0.1)
del(src)
if(0.1 to 5)
icon_state = "1"
if(5 to 10)
icon_state = "2"
if(10 to 20)
icon_state = "3"
if(20 to 30)
icon_state = "4"
if(30 to 40)
icon_state = "5"
if(40 to 50)
icon_state = "6"
if(50 to INFINITY)
icon_state = "7"
turf/proc/can_accept_liquid(from_direction)
return 0
turf/proc/can_leave_liquid(from_direction)
return 0
turf/space/can_accept_liquid(from_direction)
return 1
turf/space/can_leave_liquid(from_direction)
return 1
turf/simulated/floor/can_accept_liquid(from_direction)
for(var/obj/structure/window/W in src)
if(W.dir in list(5,6,9,10))
return 0
if(W.dir & from_direction)
return 0
for(var/obj/O in src)
if(!O.liquid_pass())
return 0
return 1
turf/simulated/floor/can_leave_liquid(to_direction)
for(var/obj/structure/window/W in src)
if(W.dir in list(5,6,9,10))
return 0
if(W.dir & to_direction)
return 0
for(var/obj/O in src)
if(!O.liquid_pass())
return 0
return 1
turf/simulated/wall/can_accept_liquid(from_direction)
return 0
turf/simulated/wall/can_leave_liquid(from_direction)
return 0
obj/proc/liquid_pass()
return 1
obj/machinery/door/liquid_pass()
return !density
#undef LIQUID_TRANSFER_THRESHOLD