Files
Bubberstation/code/game/objects/structures/lattice.dm
Zonespace 8fabd54ad6 Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354)

closes #72348
Title

My bad

Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;

var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();

foreach (var file in allFiles)
{
	var fileLines = File.ReadAllLines(file);
	for (var i = 0; i < fileLines.Length; i++)
	{
		var line = fileLines[i];
		if (line.StartsWith("/datum/armor/"))
		{
			var armorName = line.Replace("/datum/armor/", "").Trim();
			if (!known.ContainsKey(armorName))
				known[armorName] = new List<KeyValuePair<string, int>>();
			var knownList = known[armorName];
			knownList.Add(new KeyValuePair<string, int>(file, i));
		}
	}
}

Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");

var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
	var actuals = entries.Skip(1).ToList();
	foreach (var actual in actuals)
	{
		if (!duplicates.ContainsKey(actual.Key))
			duplicates[actual.Key] = new List<int>();
		duplicates[actual.Key].Add(actual.Value);
	}
}

Console.WriteLine($"There are {duplicates.Count} files to update.");

foreach (var (file, idxes) in duplicates)
{
	var fileContents = File.ReadAllLines(file).ToList();
	foreach (var idx in idxes.OrderByDescending(i => i))
	{
		string line;
		do
		{
			line = fileContents[idx];
			fileContents.RemoveAt(idx);
		}
		while (!String.IsNullOrWhiteSpace(line));
	}
	File.WriteAllLines(file, fileContents);
}
```

* modular

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-01-13 18:05:12 -05:00

140 lines
4.7 KiB
Plaintext

/obj/structure/lattice
name = "lattice"
desc = "A lightweight support lattice. These hold our station together."
icon = 'icons/obj/smooth_structures/lattice.dmi'
icon_state = "lattice-255"
base_icon_state = "lattice"
density = FALSE
anchored = TRUE
armor_type = /datum/armor/structure_lattice
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_LATTICE
canSmoothWith = SMOOTH_GROUP_LATTICE + SMOOTH_GROUP_WALLS + SMOOTH_GROUP_OPEN_FLOOR
var/number_of_mats = 1
var/build_material = /obj/item/stack/rods
/datum/armor/structure_lattice
melee = 50
fire = 80
acid = 50
/obj/structure/lattice/examine(mob/user)
. = ..()
. += deconstruction_hints(user)
/obj/structure/lattice/proc/deconstruction_hints(mob/user)
return span_notice("The rods look like they could be <b>cut</b>. There's space for more <i>rods</i> or a <i>tile</i>.")
/obj/structure/lattice/Initialize(mapload)
. = ..()
for(var/obj/structure/lattice/LAT in loc)
if(LAT == src)
continue
stack_trace("multiple lattices found in ([loc.x], [loc.y], [loc.z])")
return INITIALIZE_HINT_QDEL
/obj/structure/lattice/blob_act(obj/structure/blob/B)
return
/obj/structure/lattice/attackby(obj/item/C, mob/user, params)
if(resistance_flags & INDESTRUCTIBLE)
return
if(C.tool_behaviour == TOOL_WIRECUTTER)
to_chat(user, span_notice("Slicing [name] joints ..."))
deconstruct()
else
var/turf/T = get_turf(src)
return T.attackby(C, user) //hand this off to the turf instead (for building plating, catwalks, etc)
/obj/structure/lattice/deconstruct(disassembled = TRUE)
if(!(flags_1 & NODECONSTRUCT_1))
new build_material(get_turf(src), number_of_mats)
qdel(src)
/obj/structure/lattice/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(the_rcd.mode == RCD_FLOORWALL)
return list("mode" = RCD_FLOORWALL, "delay" = 0, "cost" = 2)
/obj/structure/lattice/rcd_act(mob/user, obj/item/construction/rcd/the_rcd, passed_mode)
if(passed_mode == RCD_FLOORWALL)
to_chat(user, span_notice("You build a floor."))
var/turf/T = src.loc
if(isspaceturf(T))
T.PlaceOnTop(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
qdel(src)
return TRUE
return FALSE
/obj/structure/lattice/singularity_pull(S, current_size)
if(current_size >= STAGE_FOUR)
deconstruct()
/obj/structure/lattice/catwalk
name = "catwalk"
desc = "A catwalk for easier EVA maneuvering and cable placement."
icon = 'icons/obj/smooth_structures/catwalk.dmi'
icon_state = "catwalk-0"
base_icon_state = "catwalk"
number_of_mats = 2
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_CATWALK + SMOOTH_GROUP_LATTICE + SMOOTH_GROUP_OPEN_FLOOR
canSmoothWith = SMOOTH_GROUP_CATWALK
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN | BLOCK_Z_IN_UP
/obj/structure/lattice/catwalk/deconstruction_hints(mob/user)
return span_notice("The supporting rods look like they could be <b>cut</b>.")
/obj/structure/lattice/catwalk/Move()
var/turf/T = loc
for(var/obj/structure/cable/C in T)
C.deconstruct()
..()
/obj/structure/lattice/catwalk/deconstruct()
var/turf/T = loc
for(var/obj/structure/cable/C in T)
C.deconstruct()
..()
/obj/structure/lattice/catwalk/mining
name = "reinforced catwalk"
desc = "A heavily reinforced catwalk used to build bridges in hostile environments. It doesn't look like anything could make this budge."
resistance_flags = INDESTRUCTIBLE
/obj/structure/lattice/catwalk/mining/deconstruction_hints(mob/user)
return
/obj/structure/lattice/lava
name = "heatproof support lattice"
desc = "A specialized support beam for building across lava. Watch your step."
icon = 'icons/obj/smooth_structures/catwalk.dmi'
icon_state = "catwalk-0"
base_icon_state = "catwalk"
number_of_mats = 1
color = "#5286b9ff"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_LATTICE + SMOOTH_GROUP_OPEN_FLOOR
canSmoothWith = SMOOTH_GROUP_LATTICE
obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN | BLOCK_Z_IN_UP
resistance_flags = FIRE_PROOF | LAVA_PROOF
/obj/structure/lattice/lava/deconstruction_hints(mob/user)
return span_notice("The rods look like they could be <b>cut</b>, but the <i>heat treatment will shatter off</i>. There's space for a <i>tile</i>.")
/obj/structure/lattice/lava/attackby(obj/item/C, mob/user, params)
. = ..()
if(istype(C, /obj/item/stack/tile/iron))
var/obj/item/stack/tile/iron/P = C
if(P.use(1))
to_chat(user, span_notice("You construct a floor plating, as lava settles around the rods."))
playsound(src, 'sound/weapons/genhit.ogg', 50, TRUE)
new /turf/open/floor/plating(locate(x, y, z))
else
to_chat(user, span_warning("You need one floor tile to build atop [src]."))
return