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https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-05 23:11:52 +00:00
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"
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@@ -131,3 +131,82 @@ zone/proc/DebugDisplay(client/client)
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var/turf/zloc = pick(Z.contents)
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client << "\red Illegal air datum shared by: [zloc.loc.name]"
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client/proc/TestZASRebuild()
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// var/turf/turf = get_turf(mob)
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var/zone/current_zone = mob.loc:zone
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if(!current_zone)
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src << "There is no zone there!"
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return
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var/list/current_adjacents = list()
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var/list/overlays = list()
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var/adjacent_id
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var/lowest_id
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var/list/identical_ids = list()
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var/list/turfs = current_zone.contents.Copy()
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var/current_identifier = 1
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src << "[turfs[1]] = [turfs[turfs[1]]]"
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for(var/turf/simulated/current in turfs)
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lowest_id = null
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current_adjacents = list()
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for(var/direction in cardinal)
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if( !(current.air_check_directions & direction))
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continue
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var/turf/simulated/adjacent = get_step(current, direction)
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if(turfs.Find(adjacent))
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current_adjacents += adjacent
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adjacent_id = turfs[adjacent]
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if(adjacent_id && (!lowest_id || adjacent_id < lowest_id))
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lowest_id = adjacent_id
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if(!lowest_id)
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lowest_id = current_identifier++
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identical_ids += lowest_id
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overlays += image('icons/misc/debug_rebuild.dmi',, "[lowest_id]")
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for(var/turf/simulated/adjacent in current_adjacents)
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adjacent_id = turfs[adjacent]
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if(adjacent_id != lowest_id)
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if(adjacent_id)
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adjacent.overlays -= overlays[adjacent_id]
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identical_ids[adjacent_id] = lowest_id
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turfs[adjacent] = lowest_id
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adjacent.overlays += overlays[lowest_id]
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sleep(5)
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turfs[current] = lowest_id
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current.overlays += overlays[lowest_id]
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sleep(5)
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var/list/final_arrangement = list()
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for(var/turf/simulated/current in turfs)
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current_identifier = identical_ids[turfs[current]]
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current.overlays -= overlays[turfs[current]]
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current.overlays += overlays[current_identifier]
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sleep(5)
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if( current_identifier > final_arrangement.len )
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final_arrangement.len = current_identifier
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final_arrangement[current_identifier] = list(current)
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else
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final_arrangement[current_identifier] += current
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//lazy but fast
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final_arrangement.Remove(null)
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src << final_arrangement.len
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for(var/turf/current in turfs)
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current.overlays -= overlays
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return final_arrangement
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