[MIRROR] Gets rid of a couple of single-letter variables [MDB IGNORE] (#24370)

* Gets rid of a couple of single-letter variables

* Fix diffs

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-10-16 19:21:41 +02:00
committed by GitHub
parent 15f42333fb
commit 0875293b01
5 changed files with 102 additions and 103 deletions
+9 -9
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@@ -80,19 +80,19 @@
#define ADMIN_SEE_ZLEVEL_LAYOUT "(<A href='?_src_=holder;[HrefToken(forceGlobal = TRUE)];debug_z_levels=1'>SEE Z-LEVEL LAYOUT</a>)"
/atom/proc/Admin_Coordinates_Readable(area_name, admin_jump_ref)
var/turf/T = Safe_COORD_Location()
return T ? "[area_name ? "[get_area_name(T, TRUE)] " : " "]([T.x],[T.y],[T.z])[admin_jump_ref ? " [ADMIN_JMP(T)]" : ""]" : "nonexistent location"
var/turf/turf_at_coords = Safe_COORD_Location()
return turf_at_coords ? "[area_name ? "[get_area_name(turf_at_coords, TRUE)] " : " "]([turf_at_coords.x],[turf_at_coords.y],[turf_at_coords.z])[admin_jump_ref ? " [ADMIN_JMP(turf_at_coords)]" : ""]" : "nonexistent location"
/atom/proc/Safe_COORD_Location()
var/atom/A = drop_location()
if(!A)
var/atom/drop_atom = drop_location()
if(!drop_atom)
return //not a valid atom.
var/turf/T = get_step(A, 0) //resolve where the thing is.
if(!T) //incase it's inside a valid drop container, inside another container. ie if a mech picked up a closet and has it inside it's internal storage.
var/atom/last_try = A.loc?.drop_location() //one last try, otherwise fuck it.
var/turf/drop_turf = get_step(drop_atom, 0) //resolve where the thing is.
if(!drop_turf) //incase it's inside a valid drop container, inside another container. ie if a mech picked up a closet and has it inside it's internal storage.
var/atom/last_try = drop_atom.loc?.drop_location() //one last try, otherwise fuck it.
if(last_try)
T = get_step(last_try, 0)
return T
drop_turf = get_step(last_try, 0)
return drop_turf
/turf/Safe_COORD_Location()
return src
+5 -5
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@@ -429,9 +429,9 @@
return
var/list/result = new
if(skiprep)
for(var/e in first)
if(!(e in result) && !(e in second))
UNTYPED_LIST_ADD(result, e)
for(var/entry in first)
if(!(entry in result) && !(entry in second))
UNTYPED_LIST_ADD(result, entry)
else
result = first - second
return result
@@ -765,9 +765,9 @@
inserted_list.Cut(to_index, to_index + 1)
else
if(to_index > from_index)
var/a = to_index
var/temp = to_index
to_index = from_index
from_index = a
from_index = temp
for(var/i in 1 to len)
inserted_list.Swap(from_index++, to_index++)
+2 -2
View File
@@ -13,8 +13,8 @@ GLOBAL_VAR(string_filename_current_key)
if((filepath in GLOB.string_cache) && (key in GLOB.string_cache[filepath]))
var/response = pick(GLOB.string_cache[filepath][key])
var/regex/r = regex("@pick\\((\\D+?)\\)", "g")
response = r.Replace(response, GLOBAL_PROC_REF(strings_subkey_lookup))
var/regex/needs_replacing = regex("@pick\\((\\D+?)\\)", "g")
response = needs_replacing.Replace(response, GLOBAL_PROC_REF(strings_subkey_lookup))
return response
else
CRASH("strings list not found: [STRING_DIRECTORY]/[filepath], index=[key]")
+3 -3
View File
@@ -56,9 +56,9 @@
/// Inits GLOB.species_list. Not using GLOBAL_LIST_INIT b/c it depends on GLOB.string_lists
/proc/init_species_list()
for(var/spath in subtypesof(/datum/species))
var/datum/species/S = new spath()
GLOB.species_list[S.id] = spath
for(var/species_path in subtypesof(/datum/species))
var/datum/species/species = new species_path()
GLOB.species_list[species.id] = species_path
sort_list(GLOB.species_list, GLOBAL_PROC_REF(cmp_typepaths_asc))
/// Inits GLOB.surgeries
+83 -84
View File
@@ -210,26 +210,26 @@ world
// Take the minimum color of two icons; combine transparency as if blending with ICON_ADD
/icon/proc/MinColors(icon)
var/icon/I = new(src)
I.Opaque()
I.Blend(icon, ICON_SUBTRACT)
Blend(I, ICON_SUBTRACT)
var/icon/new_icon = new(src)
new_icon.Opaque()
new_icon.Blend(icon, ICON_SUBTRACT)
Blend(new_icon, ICON_SUBTRACT)
// Take the maximum color of two icons; combine opacity as if blending with ICON_OR
/icon/proc/MaxColors(icon)
var/icon/I
var/icon/new_icon
if(isicon(icon))
I = new(icon)
new_icon = new(icon)
else
// solid color
I = new(src)
I.Blend("#000000", ICON_OVERLAY)
I.SwapColor("#000000", null)
I.Blend(icon, ICON_OVERLAY)
var/icon/J = new(src)
J.Opaque()
I.Blend(J, ICON_SUBTRACT)
Blend(I, ICON_OR)
new_icon = new(src)
new_icon.Blend("#000000", ICON_OVERLAY)
new_icon.SwapColor("#000000", null)
new_icon.Blend(icon, ICON_OVERLAY)
var/icon/blend_icon = new(src)
blend_icon.Opaque()
new_icon.Blend(blend_icon, ICON_SUBTRACT)
Blend(new_icon, ICON_OR)
// make this icon fully opaque--transparent pixels become black
/icon/proc/Opaque(background = "#000000")
@@ -247,10 +247,10 @@ world
AddAlphaMask(mask)
/icon/proc/AddAlphaMask(mask)
var/icon/M = new(mask)
M.Blend("#ffffff", ICON_SUBTRACT)
var/icon/mask_icon = new(mask)
mask_icon.Blend("#ffffff", ICON_SUBTRACT)
// apply mask
Blend(M, ICON_ADD)
Blend(mask_icon, ICON_ADD)
/*
HSV format is represented as "#hhhssvv" or "#hhhssvvaa"
@@ -843,15 +843,15 @@ world
#undef PROCESS_OVERLAYS_OR_UNDERLAYS
/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
for(var/V in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
var/image/I = V
if(I.layer>A.layer)
/proc/getIconMask(atom/atom_to_mask)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
var/icon/alpha_mask = new(atom_to_mask.icon, atom_to_mask.icon_state)//So we want the default icon and icon state of atom_to_mask.
for(var/iterated_image in atom_to_mask.overlays)//For every image in overlays. var/image/image will not work, don't try it.
var/image/image = iterated_image
if(image.layer > atom_to_mask.layer)
continue//If layer is greater than what we need, skip it.
var/icon/image_overlay = new(I.icon,I.icon_state)//Blend only works with icon objects.
var/icon/image_overlay = new(image.icon, image.icon_state)//Blend only works with icon objects.
//Also, icons cannot directly set icon_state. Slower than changing variables but whatever.
alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
alpha_mask.Blend(image_overlay, ICON_OR)//OR so they are lumped together in a nice overlay.
return alpha_mask//And now return the mask.
/**
@@ -892,17 +892,17 @@ world
opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick.
opacity_icon.ChangeOpacity(0.4)//Front end for MapColors so it's fast. 0.5 means half opacity and looks the best in my opinion.
for(var/i in 1 to 5)//And now we add it as overlays. It's faster than creating an icon and then merging it.
var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
var/image/camo_image = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
switch(i)//Now to determine offset so the result is somewhat blurred.
if(2)
I.pixel_x--
camo_image.pixel_x--
if(3)
I.pixel_x++
camo_image.pixel_x++
if(4)
I.pixel_y--
camo_image.pixel_y--
if(5)
I.pixel_y++
add_overlay(I)//And finally add the overlay.
camo_image.pixel_y++
add_overlay(camo_image)//And finally add the overlay.
/proc/getHologramIcon(icon/A, safety = TRUE, opacity = 0.5)//If safety is on, a new icon is not created.
var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
@@ -958,54 +958,54 @@ world
GLOBAL_LIST_EMPTY(friendly_animal_types)
// Pick a random animal instead of the icon, and use that instead
/proc/getRandomAnimalImage(atom/A)
/proc/getRandomAnimalImage(atom/animal)
if(!GLOB.friendly_animal_types.len)
for(var/T in typesof(/mob/living/simple_animal))
var/mob/living/simple_animal/SA = T
if(initial(SA.gold_core_spawnable) == FRIENDLY_SPAWN)
GLOB.friendly_animal_types += SA
for(var/typepath in typesof(/mob/living/simple_animal))
var/mob/living/simple_animal/simple_animal = typepath
if(initial(simple_animal.gold_core_spawnable) == FRIENDLY_SPAWN)
GLOB.friendly_animal_types += simple_animal
var/mob/living/simple_animal/SA = pick(GLOB.friendly_animal_types)
var/mob/living/simple_animal/simple_animal = pick(GLOB.friendly_animal_types)
var/icon = initial(SA.icon)
var/icon_state = initial(SA.icon_state)
var/icon = initial(simple_animal.icon)
var/icon_state = initial(simple_animal.icon_state)
var/image/final_image = image(icon, icon_state=icon_state, loc = A)
var/image/final_image = image(icon, icon_state=icon_state, loc = animal)
if(ispath(SA, /mob/living/basic/butterfly))
final_image.color = rgb(rand(0,255), rand(0,255), rand(0,255))
if(ispath(simple_animal, /mob/living/basic/butterfly))
final_image.color = rgb(rand(0, 255), rand(0, 255), rand(0, 255))
// For debugging
final_image.text = initial(SA.name)
final_image.text = initial(simple_animal.name)
return final_image
//Interface for using DrawBox() to draw 1 pixel on a coordinate.
//Returns the same icon specifed in the argument, but with the pixel drawn
/proc/DrawPixel(icon/I,colour,drawX,drawY)
if(!I)
/proc/DrawPixel(icon/icon_to_use, colour, drawX, drawY)
if(!icon_to_use)
return 0
var/Iwidth = I.Width()
var/Iheight = I.Height()
var/icon_width = icon_to_use.Width()
var/icon_height = icon_to_use.Height()
if(drawX > Iwidth || drawX <= 0)
if(drawX > icon_width || drawX <= 0)
return 0
if(drawY > Iheight || drawY <= 0)
if(drawY > icon_height || drawY <= 0)
return 0
I.DrawBox(colour,drawX, drawY)
return I
icon_to_use.DrawBox(colour, drawX, drawY)
return icon_to_use
//Interface for easy drawing of one pixel on an atom.
/atom/proc/DrawPixelOn(colour, drawX, drawY)
var/icon/I = new(icon)
var/icon/J = DrawPixel(I, colour, drawX, drawY)
if(J) //Only set the icon if it succeeded, the icon without the pixel is 1000x better than a black square.
icon = J
return J
return 0
var/icon/icon_one = new(icon)
var/icon/result = DrawPixel(icon_one, colour, drawX, drawY)
if(result) //Only set the icon if it succeeded, the icon without the pixel is 1000x better than a black square.
icon = result
return result
return FALSE
/// # If you already have a human and need to get its flat icon, call `get_flat_existing_human_icon()` instead.
/// For creating consistent icons for human looking simple animals.
@@ -1024,9 +1024,9 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
body.equip_outfit_and_loadout(outfit, prefs, TRUE) //SKYRAT EDIT CHANGE
var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
for(var/D in showDirs)
var/icon/partial = getFlatIcon(body, defdir=D)
out_icon.Insert(partial,dir=D)
for(var/direction in showDirs)
var/icon/partial = getFlatIcon(body, defdir = direction)
out_icon.Insert(partial, dir = direction)
humanoid_icon_cache[icon_id] = out_icon
dummy_key? unset_busy_human_dummy(dummy_key) : qdel(body)
@@ -1271,39 +1271,38 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
return SSassets.transport.get_asset_url(key)
return "<img class='[extra_classes] icon icon-[icon_state]' src='[SSassets.transport.get_asset_url(key)]'>"
/proc/icon2base64html(thing)
if (!thing)
/proc/icon2base64html(target)
if (!target)
return
var/static/list/bicon_cache = list()
if (isicon(thing))
var/icon/I = thing
var/icon_base64 = icon2base64(I)
if (isicon(target))
var/icon/target_icon = target
var/icon_base64 = icon2base64(target_icon)
if (I.Height() > world.icon_size || I.Width() > world.icon_size)
if (target_icon.Height() > world.icon_size || target_icon.Width() > world.icon_size)
var/icon_md5 = md5(icon_base64)
icon_base64 = bicon_cache[icon_md5]
if (!icon_base64) // Doesn't exist yet, make it.
bicon_cache[icon_md5] = icon_base64 = icon2base64(I)
bicon_cache[icon_md5] = icon_base64 = icon2base64(target_icon)
return "<img class='icon icon-misc' src='data:image/png;base64,[icon_base64]'>"
// Either an atom or somebody fucked up and is gonna get a runtime, which I'm fine with.
var/atom/A = thing
var/key = "[istype(A.icon, /icon) ? "[REF(A.icon)]" : A.icon]:[A.icon_state]"
var/atom/target_atom = target
var/key = "[istype(target_atom.icon, /icon) ? "[REF(target_atom.icon)]" : target_atom.icon]:[target_atom.icon_state]"
if (!bicon_cache[key]) // Doesn't exist, make it.
var/icon/I = icon(A.icon, A.icon_state, SOUTH, 1)
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
var/icon/temp = I
I = icon()
I.Insert(temp, dir = SOUTH)
var/icon/target_icon = icon(target_atom.icon, target_atom.icon_state, SOUTH, 1)
if (ishuman(target)) // Shitty workaround for a BYOND issue.
var/icon/temp = target_icon
target_icon = icon()
target_icon.Insert(temp, dir = SOUTH)
bicon_cache[key] = icon2base64(I)
bicon_cache[key] = icon2base64(target_icon)
return "<img class='icon icon-[A.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
return "<img class='icon icon-[target_atom.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
//Costlier version of icon2html() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
/proc/costly_icon2html(thing, target, sourceonly = FALSE)
@@ -1315,8 +1314,8 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
if (isicon(thing))
return icon2html(thing, target)
var/icon/I = getFlatIcon(thing)
return icon2html(I, target, sourceonly = sourceonly)
var/icon/flat_icon = getFlatIcon(thing)
return icon2html(flat_icon, target, sourceonly = sourceonly)
GLOBAL_LIST_EMPTY(transformation_animation_objects)
@@ -1354,18 +1353,18 @@ GLOBAL_LIST_EMPTY(transformation_animation_objects)
animate(alpha=0)
GLOB.transformation_animation_objects[src] = transformation_objects
for(var/A in transformation_objects)
vis_contents += A
addtimer(CALLBACK(src, PROC_REF(_reset_transformation_animation),filter_index),time)
for(var/transformation_object in transformation_objects)
vis_contents += transformation_object
addtimer(CALLBACK(src, PROC_REF(_reset_transformation_animation), filter_index), time)
/*
* Resets filters and removes transformation animations helper objects from vis contents.
*/
/atom/movable/proc/_reset_transformation_animation(filter_index)
var/list/transformation_objects = GLOB.transformation_animation_objects[src]
for(var/A in transformation_objects)
vis_contents -= A
qdel(A)
for(var/transformation_object in transformation_objects)
vis_contents -= transformation_object
qdel(transformation_object)
transformation_objects.Cut()
GLOB.transformation_animation_objects -= src
if(filters && length(filters) >= filter_index)