//generic (by snowflake) tile smoothing code; smooth your icons with this! /* Each tile is divided in 4 corners, each corner has an appearance associated to it; the tile is then overlayed by these 4 appearances To use this, just set your atom's 'smoothing_flags' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1. If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null; Otherwise, put all the smoothing groups you want the atom icon to smooth with in 'canSmoothWith', including the group of the atom itself. Smoothing groups are just shared flags between objects. If one of the 'canSmoothWith' of A matches one of the `smoothing_groups` of B, then A will smooth with B. Each atom has its own icon file with all the possible corner states. See 'smooth_wall.dmi' for a template. DIAGONAL SMOOTHING INSTRUCTIONS To make your atom smooth diagonally you need all the proper icon states (see 'smooth_wall.dmi' for a template) and to add the 'SMOOTH_DIAGONAL_CORNERS' flag to the atom's smoothing_flags var (in addition to either SMOOTH_TRUE or SMOOTH_MORE). For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space. If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so: fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename") A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is not set properly, the underlay will default to regular floor plating. To see an example of a diagonal wall, see '/turf/closed/wall/mineral/titanium' and its subtypes. */ #define NO_ADJ_FOUND 0 #define ADJ_FOUND 1 #define NULLTURF_BORDER 2 GLOBAL_LIST_INIT(adjacent_direction_lookup, generate_adjacent_directions()) /* Attempting to mirror the below * Each 3x3 grid is a tile, with each X representing a direction a border object could be in IN said grid * Directions marked with A are acceptable smoothing targets, M is the example direction * The example given here is of a northfacing border object xxx AxA xxx xxx AxA xxx xxx AxA xxx AAA MMM AAA xxx AxA xxx xxx AxA xxx xxx xxx xxx xxx xxx xxx xxx xxx xxx */ /// Encodes connectivity between border objects /// Returns a list accessable by a border object's dir, the direction between it and a target, and a target /// Said list will return the direction the two objects connect, if any exists (if the target isn't a border object and the direction is fine, return the inverse of the direction in use) /proc/generate_adjacent_directions() // Have to hold all conventional dir pairs, so we size to the largest // We don't HAVE diagonal border objects, so I'm gonna pretend they'll never exist // You might be like, lemon, can't we use GLOB.cardinals/GLOB.alldirs here // No, they aren't loaded yet. life is pain var/list/cardinals = list(NORTH, SOUTH, EAST, WEST) var/list/alldirs = cardinals + list(NORTH|EAST, SOUTH|EAST, NORTH|WEST, SOUTH|WEST) var/largest_cardinal = max(cardinals) var/largest_dir = max(alldirs) var/list/direction_map = new /list(largest_cardinal) for(var/dir in cardinals) var/left = turn(dir, 90) var/right = turn(dir, -90) var/opposite = REVERSE_DIR(dir) // Need to encode diagonals here because it's possible, even if it is always false var/list/acceptable_adjacents = new /list(largest_dir) // Alright, what directions are acceptable to us for(var/connectable_dir in (cardinals + NONE)) // And what border objects INSIDE those directions are alright var/list/smoothable_dirs = new /list(largest_cardinal + 1) // + 1 because we need to provide space for NONE to be a valid index // None is fine, we want to smooth with things on our own turf // We'll do the two dirs to our left and right // They connect.. "below" us and on their side if(connectable_dir == NONE) smoothable_dirs[left] = dir_to_junction(opposite | left) smoothable_dirs[right] = dir_to_junction(opposite | right) // If it's to our right or left we'll include just the dir matching ours // Left edge touches only our left side, and so on else if (connectable_dir == left) smoothable_dirs[dir] = left else if (connectable_dir == right) smoothable_dirs[dir] = right // If it's straight on we'll include our direction as a link // Then include the two edges on the other side as diagonals else if(connectable_dir == dir) smoothable_dirs[opposite] = dir smoothable_dirs[left] = dir_to_junction(dir | left) smoothable_dirs[right] = dir_to_junction(dir | right) // otherwise, go HOME, I don't want to encode anything for you else continue acceptable_adjacents[connectable_dir + 1] = smoothable_dirs direction_map[dir] = acceptable_adjacents return direction_map /// Are two atoms border adjacent, takes a border object, something to compare against, and the direction between A and B /// Returns the way in which the first thing is adjacent to the second #define CAN_DIAGONAL_SMOOTH(border_obj, target, direction) (\ (target.smoothing_flags & SMOOTH_BORDER_OBJECT) ? \ GLOB.adjacent_direction_lookup[border_obj.dir][direction + 1]?[target.dir] : \ (GLOB.adjacent_direction_lookup[border_obj.dir][direction + 1]) ? REVERSE_DIR(direction) : NONE \ ) #define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi' #define DEFAULT_UNDERLAY_ICON_STATE "plating" ///Scans all adjacent turfs to find targets to smooth with. /atom/proc/calculate_adjacencies() . = NONE if(!loc) return for(var/direction in GLOB.cardinals) switch(find_type_in_direction(direction)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= direction //BYOND and smooth dirs are the same for cardinals if(ADJ_FOUND) . |= direction //BYOND and smooth dirs are the same for cardinals if(. & NORTH_JUNCTION) if(. & WEST_JUNCTION) switch(find_type_in_direction(NORTHWEST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= NORTHWEST_JUNCTION if(ADJ_FOUND) . |= NORTHWEST_JUNCTION if(. & EAST_JUNCTION) switch(find_type_in_direction(NORTHEAST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= NORTHEAST_JUNCTION if(ADJ_FOUND) . |= NORTHEAST_JUNCTION if(. & SOUTH_JUNCTION) if(. & WEST_JUNCTION) switch(find_type_in_direction(SOUTHWEST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= SOUTHWEST_JUNCTION if(ADJ_FOUND) . |= SOUTHWEST_JUNCTION if(. & EAST_JUNCTION) switch(find_type_in_direction(SOUTHEAST)) if(NULLTURF_BORDER) if((smoothing_flags & SMOOTH_BORDER)) . |= SOUTHEAST_JUNCTION if(ADJ_FOUND) . |= SOUTHEAST_JUNCTION /atom/movable/calculate_adjacencies() if(can_be_unanchored && !anchored) return NONE return ..() ///do not use, use QUEUE_SMOOTH(atom) /atom/proc/smooth_icon() if(QDELETED(src)) return smoothing_flags &= ~SMOOTH_QUEUED flags_1 |= HTML_USE_INITAL_ICON_1 if (!z) CRASH("[type] called smooth_icon() without being on a z-level") if(smoothing_flags & SMOOTH_CORNERS) if(smoothing_flags & SMOOTH_DIAGONAL_CORNERS) corners_diagonal_smooth(calculate_adjacencies()) else corners_cardinal_smooth(calculate_adjacencies()) else if(smoothing_flags & (SMOOTH_BITMASK|SMOOTH_BITMASK_CARDINALS)) bitmask_smooth() else CRASH("smooth_icon called for [src] with smoothing_flags == [smoothing_flags]") SEND_SIGNAL(src, COMSIG_ATOM_SMOOTHED_ICON) // As a rule, movables will most always care about smoothing changes // Turfs on the other hand, don't, so we don't do the update for THEM unless they explicitly request it /atom/movable/smooth_icon() . = ..() update_appearance(~UPDATE_SMOOTHING) /atom/proc/corners_diagonal_smooth(adjacencies) switch(adjacencies) if(NORTH_JUNCTION|WEST_JUNCTION) replace_smooth_overlays("d-se","d-se-0") if(NORTH_JUNCTION|EAST_JUNCTION) replace_smooth_overlays("d-sw","d-sw-0") if(SOUTH_JUNCTION|WEST_JUNCTION) replace_smooth_overlays("d-ne","d-ne-0") if(SOUTH_JUNCTION|EAST_JUNCTION) replace_smooth_overlays("d-nw","d-nw-0") if(NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION) replace_smooth_overlays("d-se","d-se-1") if(NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION) replace_smooth_overlays("d-sw","d-sw-1") if(SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION) replace_smooth_overlays("d-ne","d-ne-1") if(SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION) replace_smooth_overlays("d-nw","d-nw-1") else corners_cardinal_smooth(adjacencies) return FALSE icon_state = "" return TRUE /atom/proc/corners_cardinal_smooth(adjacencies) var/mutable_appearance/temp_ma //NW CORNER var/nw = "1-i" if((adjacencies & NORTH_JUNCTION) && (adjacencies & WEST_JUNCTION)) if(adjacencies & NORTHWEST_JUNCTION) nw = "1-f" else nw = "1-nw" else if(adjacencies & NORTH_JUNCTION) nw = "1-n" else if(adjacencies & WEST_JUNCTION) nw = "1-w" temp_ma = mutable_appearance(icon, nw) nw = temp_ma.appearance //NE CORNER var/ne = "2-i" if((adjacencies & NORTH_JUNCTION) && (adjacencies & EAST_JUNCTION)) if(adjacencies & NORTHEAST_JUNCTION) ne = "2-f" else ne = "2-ne" else if(adjacencies & NORTH_JUNCTION) ne = "2-n" else if(adjacencies & EAST_JUNCTION) ne = "2-e" temp_ma = mutable_appearance(icon, ne) ne = temp_ma.appearance //SW CORNER var/sw = "3-i" if((adjacencies & SOUTH_JUNCTION) && (adjacencies & WEST_JUNCTION)) if(adjacencies & SOUTHWEST_JUNCTION) sw = "3-f" else sw = "3-sw" else if(adjacencies & SOUTH_JUNCTION) sw = "3-s" else if(adjacencies & WEST_JUNCTION) sw = "3-w" temp_ma = mutable_appearance(icon, sw) sw = temp_ma.appearance //SE CORNER var/se = "4-i" if((adjacencies & SOUTH_JUNCTION) && (adjacencies & EAST_JUNCTION)) if(adjacencies & SOUTHEAST_JUNCTION) se = "4-f" else se = "4-se" else if(adjacencies & SOUTH_JUNCTION) se = "4-s" else if(adjacencies & EAST_JUNCTION) se = "4-e" temp_ma = mutable_appearance(icon, se) se = temp_ma.appearance var/list/new_overlays if(top_left_corner != nw) cut_overlay(top_left_corner) top_left_corner = nw LAZYADD(new_overlays, nw) if(top_right_corner != ne) cut_overlay(top_right_corner) top_right_corner = ne LAZYADD(new_overlays, ne) if(bottom_right_corner != sw) cut_overlay(bottom_right_corner) bottom_right_corner = sw LAZYADD(new_overlays, sw) if(bottom_left_corner != se) cut_overlay(bottom_left_corner) bottom_left_corner = se LAZYADD(new_overlays, se) if(new_overlays) add_overlay(new_overlays) ///Scans direction to find targets to smooth with. /atom/proc/find_type_in_direction(direction) var/turf/target_turf = get_step(src, direction) if(!target_turf) return NULLTURF_BORDER var/area/target_area = get_area(target_turf) var/area/source_area = get_area(src) if((source_area.area_limited_icon_smoothing && !istype(target_area, source_area.area_limited_icon_smoothing)) || (target_area.area_limited_icon_smoothing && !istype(source_area, target_area.area_limited_icon_smoothing))) return NO_ADJ_FOUND if(isnull(canSmoothWith)) //special case in which it will only smooth with itself if(isturf(src)) return (type == target_turf.type) ? ADJ_FOUND : NO_ADJ_FOUND var/atom/matching_obj = locate(type) in target_turf return (matching_obj && matching_obj.type == type) ? ADJ_FOUND : NO_ADJ_FOUND if(!isnull(target_turf.smoothing_groups)) for(var/target in canSmoothWith) if(!(canSmoothWith[target] & target_turf.smoothing_groups[target])) continue return ADJ_FOUND if(smoothing_flags & SMOOTH_OBJ) for(var/atom/movable/thing as anything in target_turf) if(!thing.anchored || isnull(thing.smoothing_groups)) continue for(var/target in canSmoothWith) if(!(canSmoothWith[target] & thing.smoothing_groups[target])) continue return ADJ_FOUND return NO_ADJ_FOUND /** * Basic smoothing proc. The atom checks for adjacent directions to smooth with and changes the icon_state based on that. * * Returns the previous smoothing_junction state so the previous state can be compared with the new one after the proc ends, and see the changes, if any. * */ /atom/proc/bitmask_smooth() var/new_junction = NONE // cache for sanic speed var/canSmoothWith = src.canSmoothWith var/smooth_border = (smoothing_flags & SMOOTH_BORDER) var/smooth_obj = (smoothing_flags & SMOOTH_OBJ) var/border_object_smoothing = (smoothing_flags & SMOOTH_BORDER_OBJECT) // Did you know you can pass defines into other defines? very handy, lets take advantage of it here to allow 0 cost variation #define SEARCH_ADJ_IN_DIR(direction, direction_flag, ADJ_FOUND, WORLD_BORDER, BORDER_CHECK) \ do { \ var/turf/neighbor = get_step(src, direction); \ if(neighbor && ##BORDER_CHECK(neighbor, direction)) { \ var/neighbor_smoothing_groups = neighbor.smoothing_groups; \ if(neighbor_smoothing_groups) { \ for(var/target in canSmoothWith) { \ if(canSmoothWith[target] & neighbor_smoothing_groups[target]) { \ ##ADJ_FOUND(neighbor, direction, direction_flag); \ } \ } \ } \ if(smooth_obj) { \ for(var/atom/movable/thing as anything in neighbor) { \ var/thing_smoothing_groups = thing.smoothing_groups; \ if(!thing.anchored || isnull(thing_smoothing_groups) || !##BORDER_CHECK(thing, direction)) { \ continue; \ }; \ for(var/target in canSmoothWith) { \ if(canSmoothWith[target] & thing_smoothing_groups[target]) { \ ##ADJ_FOUND(thing, direction, direction_flag); \ } \ } \ } \ } \ } else if (smooth_border) { \ ##WORLD_BORDER(null, direction, direction_flag); \ } \ } while(FALSE) \ #define BITMASK_FOUND(target, direction, direction_flag) \ new_junction |= direction_flag; \ break set_adj_in_dir; \ /// Check that non border objects use to smooth against border objects /// Returns true if the smooth is acceptable, FALSE otherwise #define BITMASK_ON_BORDER_CHECK(target, direction) (!(target.smoothing_flags & SMOOTH_BORDER_OBJECT) || CAN_DIAGONAL_SMOOTH(target, src, REVERSE_DIR(direction))) #define BORDER_FOUND(target, direction, direction_flag) new_junction |= CAN_DIAGONAL_SMOOTH(src, target, direction) // Border objects require an object as context, so we need a dummy. I'm sorry #define WORLD_BORDER_FOUND(target, direction, direction_flag) \ var/static/atom/dummy; \ if(!dummy) { \ dummy = new(); \ dummy.smoothing_flags &= ~SMOOTH_BORDER_OBJECT; \ } \ BORDER_FOUND(dummy, direction, direction_flag); // Handle handle border on border checks. no-op, we handle this check inside CAN_DIAGONAL_SMOOTH #define BORDER_ON_BORDER_CHECK(target, direction) (TRUE) // We're building 2 different types of smoothing searches here // One for standard bitmask smoothing (We provide a label so our macro can eary exit, as it wants to do) #define SET_ADJ_IN_DIR(direction, direction_flag) do { set_adj_in_dir: { SEARCH_ADJ_IN_DIR(direction, direction_flag, BITMASK_FOUND, BITMASK_FOUND, BITMASK_ON_BORDER_CHECK) }} while(FALSE) // and another for border object work (Doesn't early exit because we can hit more then one direction by checking the same turf) #define SET_BORDER_ADJ_IN_DIR(direction) SEARCH_ADJ_IN_DIR(direction, direction, BORDER_FOUND, WORLD_BORDER_FOUND, BORDER_ON_BORDER_CHECK) // Let's go over all our cardinals if(border_object_smoothing) SET_BORDER_ADJ_IN_DIR(NORTH) SET_BORDER_ADJ_IN_DIR(SOUTH) SET_BORDER_ADJ_IN_DIR(EAST) SET_BORDER_ADJ_IN_DIR(WEST) // We want to check against stuff in our own turf SET_BORDER_ADJ_IN_DIR(NONE) // Border objects don't do diagonals, so GO HOME set_smoothed_icon_state(new_junction) return SET_ADJ_IN_DIR(NORTH, NORTH) SET_ADJ_IN_DIR(SOUTH, SOUTH) SET_ADJ_IN_DIR(EAST, EAST) SET_ADJ_IN_DIR(WEST, WEST) // If there's nothing going on already if(smoothing_flags & SMOOTH_BITMASK_CARDINALS || !(new_junction & (NORTH|SOUTH)) || !(new_junction & (EAST|WEST))) set_smoothed_icon_state(new_junction) return if(new_junction & NORTH_JUNCTION) if(new_junction & WEST_JUNCTION) SET_ADJ_IN_DIR(NORTHWEST, NORTHWEST_JUNCTION) if(new_junction & EAST_JUNCTION) SET_ADJ_IN_DIR(NORTHEAST, NORTHEAST_JUNCTION) if(new_junction & SOUTH_JUNCTION) if(new_junction & WEST_JUNCTION) SET_ADJ_IN_DIR(SOUTHWEST, SOUTHWEST_JUNCTION) if(new_junction & EAST_JUNCTION) SET_ADJ_IN_DIR(SOUTHEAST, SOUTHEAST_JUNCTION) set_smoothed_icon_state(new_junction) #undef SET_BORDER_ADJ_IN_DIR #undef SET_ADJ_IN_DIR #undef BORDER_ON_BORDER_CHECK #undef WORLD_BORDER_FOUND #undef BORDER_FOUND #undef BITMASK_ON_BORDER_CHECK #undef BITMASK_FOUND #undef SEARCH_ADJ_IN_DIR ///Changes the icon state based on the new junction bitmask /atom/proc/set_smoothed_icon_state(new_junction) . = smoothing_junction smoothing_junction = new_junction icon_state = "[base_icon_state]-[smoothing_junction]" /turf/closed/set_smoothed_icon_state(new_junction) // Avoid calling ..() here to avoid setting icon_state twice, which is expensive given how hot this proc is var/old_junction = smoothing_junction smoothing_junction = new_junction if (!(smoothing_flags & SMOOTH_DIAGONAL_CORNERS)) icon_state = "[base_icon_state]-[smoothing_junction]" return switch(new_junction) if( NORTH_JUNCTION|WEST_JUNCTION, NORTH_JUNCTION|EAST_JUNCTION, SOUTH_JUNCTION|WEST_JUNCTION, SOUTH_JUNCTION|EAST_JUNCTION, NORTH_JUNCTION|WEST_JUNCTION|NORTHWEST_JUNCTION, NORTH_JUNCTION|EAST_JUNCTION|NORTHEAST_JUNCTION, SOUTH_JUNCTION|WEST_JUNCTION|SOUTHWEST_JUNCTION, SOUTH_JUNCTION|EAST_JUNCTION|SOUTHEAST_JUNCTION, ) icon_state = "[base_icon_state]-[smoothing_junction]-d" if(new_junction == old_junction || fixed_underlay) // Mutable underlays? return var/junction_dir = reverse_ndir(smoothing_junction) var/turned_adjacency = REVERSE_DIR(junction_dir) var/turf/neighbor_turf = get_step(src, turned_adjacency & (NORTH|SOUTH)) var/mutable_appearance/underlay_appearance = mutable_appearance(layer = LOW_FLOOR_LAYER, offset_spokesman = src, plane = FLOOR_PLANE) if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) neighbor_turf = get_step(src, turned_adjacency & (EAST|WEST)) if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) neighbor_turf = get_step(src, turned_adjacency) if(!neighbor_turf.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) if(!get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency)) //if all else fails, ask our own turf underlay_appearance.icon = DEFAULT_UNDERLAY_ICON underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE underlays += underlay_appearance else icon_state = "[base_icon_state]-[smoothing_junction]" /turf/open/floor/set_smoothed_icon_state(new_junction) if(broken || burnt) return return ..() //Icon smoothing helpers /proc/smooth_zlevel(zlevel, now = FALSE) var/list/away_turfs = Z_TURFS(zlevel) for(var/turf/turf_to_smooth as anything in away_turfs) if(turf_to_smooth.smoothing_flags & USES_SMOOTHING) if(now) turf_to_smooth.smooth_icon() else QUEUE_SMOOTH(turf_to_smooth) for(var/atom/movable/movable_to_smooth as anything in turf_to_smooth) if(movable_to_smooth.smoothing_flags & USES_SMOOTHING) if(now) movable_to_smooth.smooth_icon() else QUEUE_SMOOTH(movable_to_smooth) /atom/proc/clear_smooth_overlays() cut_overlay(top_left_corner) top_left_corner = null cut_overlay(top_right_corner) top_right_corner = null cut_overlay(bottom_right_corner) bottom_right_corner = null cut_overlay(bottom_left_corner) bottom_left_corner = null /// Internal: Takes icon states as text to replace smoothing corner overlays /atom/proc/replace_smooth_overlays(nw, ne, sw, se) clear_smooth_overlays() var/mutable_appearance/temp_ma temp_ma = mutable_appearance(icon, nw) nw = temp_ma.appearance temp_ma = mutable_appearance(icon, ne) ne = temp_ma.appearance temp_ma = mutable_appearance(icon, sw) sw = temp_ma.appearance temp_ma = mutable_appearance(icon, se) se = temp_ma.appearance var/list/new_overlays = list() top_left_corner = nw new_overlays += nw top_right_corner = ne new_overlays += ne bottom_left_corner = sw new_overlays += sw bottom_right_corner = se new_overlays += se add_overlay(new_overlays) /// Takes a direction, turns it into all the junctions that contain it /proc/dir_to_all_junctions(dir) var/handback = NONE if(dir & NORTH) handback |= NORTH_JUNCTION | NORTHEAST_JUNCTION | NORTHWEST_JUNCTION if(dir & SOUTH) handback |= SOUTH_JUNCTION | SOUTHEAST_JUNCTION | SOUTHWEST_JUNCTION if(dir & EAST) handback |= EAST_JUNCTION | SOUTHEAST_JUNCTION | NORTHEAST_JUNCTION if(dir & WEST) handback |= WEST_JUNCTION | NORTHWEST_JUNCTION | SOUTHWEST_JUNCTION return handback /proc/dir_to_junction(dir) switch(dir) if(NORTH) return NORTH_JUNCTION if(SOUTH) return SOUTH_JUNCTION if(WEST) return WEST_JUNCTION if(EAST) return EAST_JUNCTION if(NORTHWEST) return NORTHWEST_JUNCTION if(NORTHEAST) return NORTHEAST_JUNCTION if(SOUTHEAST) return SOUTHEAST_JUNCTION if(SOUTHWEST) return SOUTHWEST_JUNCTION else return NONE /proc/reverse_ndir(ndir) switch(ndir) if(NORTH_JUNCTION) return NORTH if(SOUTH_JUNCTION) return SOUTH if(WEST_JUNCTION) return WEST if(EAST_JUNCTION) return EAST if(NORTHWEST_JUNCTION) return NORTHWEST if(NORTHEAST_JUNCTION) return NORTHEAST if(SOUTHEAST_JUNCTION) return SOUTHEAST if(SOUTHWEST_JUNCTION) return SOUTHWEST if(NORTH_JUNCTION | WEST_JUNCTION) return NORTHWEST if(NORTH_JUNCTION | EAST_JUNCTION) return NORTHEAST if(SOUTH_JUNCTION | WEST_JUNCTION) return SOUTHWEST if(SOUTH_JUNCTION | EAST_JUNCTION) return SOUTHEAST if(NORTH_JUNCTION | WEST_JUNCTION | NORTHWEST_JUNCTION) return NORTHWEST if(NORTH_JUNCTION | EAST_JUNCTION | NORTHEAST_JUNCTION) return NORTHEAST if(SOUTH_JUNCTION | WEST_JUNCTION | SOUTHWEST_JUNCTION) return SOUTHWEST if(SOUTH_JUNCTION | EAST_JUNCTION | SOUTHEAST_JUNCTION) return SOUTHEAST else return NONE //Example smooth wall /turf/closed/wall/smooth name = "smooth wall" icon = 'icons/turf/smooth_wall.dmi' icon_state = "smooth" smoothing_flags = SMOOTH_CORNERS|SMOOTH_DIAGONAL_CORNERS|SMOOTH_BORDER smoothing_groups = null canSmoothWith = null #undef NO_ADJ_FOUND #undef ADJ_FOUND #undef NULLTURF_BORDER #undef DEFAULT_UNDERLAY_ICON #undef DEFAULT_UNDERLAY_ICON_STATE #undef CAN_DIAGONAL_SMOOTH