Bools and returns super-pr (#53221)

Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
This commit is contained in:
TiviPlus
2020-08-28 14:26:37 -07:00
committed by GitHub
co-authored by TiviPlus <TiviPlus> Couls
parent cb49d3301b
commit ca366c3ea1
355 changed files with 1549 additions and 1591 deletions
@@ -158,9 +158,9 @@ field_generator power level display
/obj/machinery/field/generator/blob_act(obj/structure/blob/B)
if(active)
return 0
return FALSE
else
..()
return ..()
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
if(Proj.flag != BULLET)
@@ -221,25 +221,25 @@ field_generator power level display
if(draw_power(round(power_draw/2,1)))
check_power_level()
return 1
return TRUE
else
visible_message("<span class='danger'>The [name] shuts down!</span>", "<span class='hear'>You hear something shutting down.</span>")
turn_off()
investigate_log("ran out of power and <font color='red'>deactivated</font>", INVESTIGATE_SINGULO)
power = 0
check_power_level()
return 0
return FALSE
//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
/obj/machinery/field/generator/proc/draw_power(draw = 0, failsafe = FALSE, obj/machinery/field/generator/G = null, obj/machinery/field/generator/last = null)
if((G && (G == src)) || (failsafe >= 8))//Loopin, set fail
return 0
return FALSE
else
failsafe++
if(power >= draw)//We have enough power
power -= draw
return 1
return TRUE
else//Need more power
draw -= power
@@ -250,14 +250,14 @@ field_generator power level display
continue
if(G)//Another gen is askin for power and we dont have it
if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
return 1
return TRUE
else
return 0
return FALSE
else//We are askin another for power
if(FG.draw_power(draw,failsafe,src,src))
return 1
return TRUE
else
return 0
return FALSE
/obj/machinery/field/generator/proc/start_fields()
@@ -276,22 +276,22 @@ field_generator power level display
/obj/machinery/field/generator/proc/setup_field(NSEW)
var/turf/T = loc
if(!istype(T))
return 0
return FALSE
var/obj/machinery/field/generator/G = null
var/steps = 0
if(!NSEW)//Make sure its ran right
return 0
return FALSE
for(var/dist in 0 to 7) // checks out to 8 tiles away for another generator
T = get_step(T, NSEW)
if(T.density)//We cant shoot a field though this
return 0
return FALSE
G = locate(/obj/machinery/field/generator) in T
if(G)
steps -= 1
if(!G.active)
return 0
return FALSE
break
for(var/TC in T.contents)
@@ -299,12 +299,12 @@ field_generator power level display
if(ismob(A))
continue
if(A.density)
return 0
return FALSE
steps++
if(!G)
return 0
return FALSE
T = loc
for(var/dist in 0 to steps) // creates each field tile
+1 -1
View File
@@ -11,7 +11,7 @@
// You can buckle someone to the singularity generator, then start the engine. Fun!
can_buckle = TRUE
buckle_lying = FALSE
buckle_lying = 0
buckle_requires_restraints = TRUE
var/energy = 0
+23 -23
View File
@@ -70,7 +70,7 @@
return ..()
else
last_failed_movement = direct
return 0
return FALSE
/obj/singularity/attack_hand(mob/user)
consume(user)
@@ -87,10 +87,10 @@
/obj/singularity/attackby(obj/item/W, mob/user, params)
consume(user)
return 1
return TRUE
/obj/singularity/Process_Spacemove() //The singularity stops drifting for no man!
return 0
return FALSE
/obj/singularity/blob_act(obj/structure/blob/B)
return
@@ -252,18 +252,18 @@
dissipate = 0
if(current_size == allowed_size)
investigate_log("<font color='red'>grew to size [current_size]</font>", INVESTIGATE_SINGULO)
return 1
return TRUE
else if(current_size < (--temp_allowed_size))
expand(temp_allowed_size)
else
return 0
return FALSE
/obj/singularity/proc/check_energy()
if(energy <= 0)
investigate_log("collapsed.", INVESTIGATE_SINGULO)
qdel(src)
return 0
return FALSE
switch(energy)//Some of these numbers might need to be changed up later -Mport
if(1 to 199)
allowed_size = STAGE_ONE
@@ -280,7 +280,7 @@
allowed_size = STAGE_FIVE
if(current_size != allowed_size)
expand()
return 1
return TRUE
/obj/singularity/proc/eat()
@@ -316,7 +316,7 @@
/obj/singularity/proc/move(force_move = 0)
if(!move_self)
return 0
return FALSE
var/drifting_dir = pick(GLOB.alldirs - last_failed_movement)
@@ -337,11 +337,11 @@
if(step(src, i)) //Move in each direction.
if(check_cardinals_range(steps, FALSE)) //New location passes, return true.
return TRUE
. = !.
return !.
/obj/singularity/proc/check_turfs_in(direction = 0, step = 0)
if(!direction)
return 0
return FALSE
var/steps = 0
if(!step)
switch(current_size)
@@ -362,7 +362,7 @@
for(var/i = 1 to steps)
T = get_step(T,direction)
if(!isturf(T))
return 0
return FALSE
turfs.Add(T)
var/dir2 = 0
var/dir3 = 0
@@ -377,35 +377,35 @@
for(var/j = 1 to steps-1)
T2 = get_step(T2,dir2)
if(!isturf(T2))
return 0
return FALSE
turfs.Add(T2)
for(var/k = 1 to steps-1)
T = get_step(T,dir3)
if(!isturf(T))
return 0
return FALSE
turfs.Add(T)
for(var/turf/T3 in turfs)
if(isnull(T3))
continue
if(!can_move(T3))
return 0
return 1
return FALSE
return TRUE
/obj/singularity/proc/can_move(turf/T)
if(!T)
return 0
return FALSE
if((locate(/obj/machinery/field/containment) in T)||(locate(/obj/machinery/shieldwall) in T))
return 0
return FALSE
else if(locate(/obj/machinery/field/generator) in T)
var/obj/machinery/field/generator/G = locate(/obj/machinery/field/generator) in T
if(G && G.active)
return 0
return FALSE
else if(locate(/obj/machinery/power/shieldwallgen) in T)
var/obj/machinery/power/shieldwallgen/S = locate(/obj/machinery/power/shieldwallgen) in T
if(S && S.active)
return 0
return 1
return FALSE
return TRUE
/obj/singularity/proc/event()
@@ -417,11 +417,11 @@
mezzer()
if(3,4) //Sets all nearby mobs on fire
if(current_size < STAGE_SIX)
return 0
return FALSE
combust_mobs()
else
return 0
return 1
return FALSE
return TRUE
/obj/singularity/proc/combust_mobs()