There we go, rebuilding works right now. Also has a slightly bugged verb that demonstrates how the rebuilding works, but you need to somehow prevent a zone from updating for it to show more than one "id"

This commit is contained in:
SkyMarshal
2013-09-06 21:03:46 -07:00
parent 1762c65640
commit 7d0c1f047a
4 changed files with 94 additions and 16 deletions

View File

@@ -131,3 +131,82 @@ zone/proc/DebugDisplay(client/client)
var/turf/zloc = pick(Z.contents)
client << "\red Illegal air datum shared by: [zloc.loc.name]"
client/proc/TestZASRebuild()
// var/turf/turf = get_turf(mob)
var/zone/current_zone = mob.loc:zone
if(!current_zone)
src << "There is no zone there!"
return
var/list/current_adjacents = list()
var/list/overlays = list()
var/adjacent_id
var/lowest_id
var/list/identical_ids = list()
var/list/turfs = current_zone.contents.Copy()
var/current_identifier = 1
src << "[turfs[1]] = [turfs[turfs[1]]]"
for(var/turf/simulated/current in turfs)
lowest_id = null
current_adjacents = list()
for(var/direction in cardinal)
if( !(current.air_check_directions & direction))
continue
var/turf/simulated/adjacent = get_step(current, direction)
if(turfs.Find(adjacent))
current_adjacents += adjacent
adjacent_id = turfs[adjacent]
if(adjacent_id && (!lowest_id || adjacent_id < lowest_id))
lowest_id = adjacent_id
if(!lowest_id)
lowest_id = current_identifier++
identical_ids += lowest_id
overlays += image('icons/misc/debug_rebuild.dmi',, "[lowest_id]")
for(var/turf/simulated/adjacent in current_adjacents)
adjacent_id = turfs[adjacent]
if(adjacent_id != lowest_id)
if(adjacent_id)
adjacent.overlays -= overlays[adjacent_id]
identical_ids[adjacent_id] = lowest_id
turfs[adjacent] = lowest_id
adjacent.overlays += overlays[lowest_id]
sleep(5)
turfs[current] = lowest_id
current.overlays += overlays[lowest_id]
sleep(5)
var/list/final_arrangement = list()
for(var/turf/simulated/current in turfs)
current_identifier = identical_ids[turfs[current]]
current.overlays -= overlays[turfs[current]]
current.overlays += overlays[current_identifier]
sleep(5)
if( current_identifier > final_arrangement.len )
final_arrangement.len = current_identifier
final_arrangement[current_identifier] = list(current)
else
final_arrangement[current_identifier] += current
//lazy but fast
final_arrangement.Remove(null)
src << final_arrangement.len
for(var/turf/current in turfs)
current.overlays -= overlays
return final_arrangement