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* Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm (#75328) Disclaimer im mostly making this pr for the experience if anything. Also anyone can replace the sprites if they want to I`m just making them so itl be done, idk what a plasteel machine is supposed to look like. The circuit boards to make these machines are unlocked by the advanced power manipulation tech The entire shield - Has one big healthpool (base of 50) - Has a configurable radius - Takes damage from hot gas and emp - Has regeneration (it gets nerfed by alot of things that I have to talk about separately) - When the shield is broken the generator must regenerate at 0.25x speed before coming online again - can be configured to either only generate a shield externally (in space) or both internally and externally at the cost of half the regen rate - Regen rate is also reduced based on the ratio of the shield radius and the max radius that the generator is capable of generating - Alot more that im too tired to explain at the moment The base stats of the shield (max health, regen rate, max radius) all scale with the tier of parts used in the main generator. 4 other machines (3 are finished code-wise as of now) the charger (regen rate), the relay (max radius) the well (max health) the node (allows for more connections) can all be connected to the main generator to boost its core stats based on their part tiers In the future there is a possibility of specialization / modifications to the forcefield at the cost to the core stats * Modular Shield Generators, Also Adds a new perimeter algorithm to _helpers/math_dm --------- Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
193 lines
6.9 KiB
Plaintext
193 lines
6.9 KiB
Plaintext
///Calculate the angle between two movables and the west|east coordinate
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/proc/get_angle(atom/movable/start, atom/movable/end)//For beams.
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if(!start || !end)
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return 0
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var/dy =(32 * end.y + end.pixel_y) - (32 * start.y + start.pixel_y)
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var/dx =(32 * end.x + end.pixel_x) - (32 * start.x + start.pixel_x)
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if(!dy)
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return (dx >= 0) ? 90 : 270
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. = arctan(dx/dy)
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if(dy < 0)
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. += 180
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else if(dx < 0)
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. += 360
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/// Angle between two arbitrary points and horizontal line same as [/proc/get_angle]
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/proc/get_angle_raw(start_x, start_y, start_pixel_x, start_pixel_y, end_x, end_y, end_pixel_x, end_pixel_y)
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var/dy = (32 * end_y + end_pixel_y) - (32 * start_y + start_pixel_y)
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var/dx = (32 * end_x + end_pixel_x) - (32 * start_x + start_pixel_x)
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if(!dy)
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return (dx >= 0) ? 90 : 270
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. = arctan(dx/dy)
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if(dy < 0)
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. += 180
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else if(dx < 0)
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. += 360
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///for getting the angle when animating something's pixel_x and pixel_y
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/proc/get_pixel_angle(y, x)
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if(!y)
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return (x >= 0) ? 90 : 270
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. = arctan(x/y)
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if(y < 0)
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. += 180
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else if(x < 0)
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. += 360
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/**
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* Get a list of turfs in a line from `starting_atom` to `ending_atom`.
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*
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* Uses the ultra-fast [Bresenham Line-Drawing Algorithm](https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm).
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*/
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/proc/get_line(atom/starting_atom, atom/ending_atom)
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var/current_x_step = starting_atom.x//start at x and y, then add 1 or -1 to these to get every turf from starting_atom to ending_atom
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var/current_y_step = starting_atom.y
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var/starting_z = starting_atom.z
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var/list/line = list(get_turf(starting_atom))//get_turf(atom) is faster than locate(x, y, z)
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var/x_distance = ending_atom.x - current_x_step //x distance
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var/y_distance = ending_atom.y - current_y_step
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var/abs_x_distance = abs(x_distance)//Absolute value of x distance
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var/abs_y_distance = abs(y_distance)
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var/x_distance_sign = SIGN(x_distance) //Sign of x distance (+ or -)
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var/y_distance_sign = SIGN(y_distance)
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var/x = abs_x_distance >> 1 //Counters for steps taken, setting to distance/2
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var/y = abs_y_distance >> 1 //Bit-shifting makes me l33t. It also makes get_line() unnessecarrily fast.
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if(abs_x_distance >= abs_y_distance) //x distance is greater than y
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for(var/distance_counter in 0 to (abs_x_distance - 1))//It'll take abs_x_distance steps to get there
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y += abs_y_distance
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if(y >= abs_x_distance) //Every abs_y_distance steps, step once in y direction
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y -= abs_x_distance
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current_y_step += y_distance_sign
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current_x_step += x_distance_sign //Step on in x direction
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line += locate(current_x_step, current_y_step, starting_z)//Add the turf to the list
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else
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for(var/distance_counter in 0 to (abs_y_distance - 1))
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x += abs_x_distance
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if(x >= abs_y_distance)
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x -= abs_y_distance
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current_x_step += x_distance_sign
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current_y_step += y_distance_sign
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line += locate(current_x_step, current_y_step, starting_z)
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return line
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/**
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* Get a list of turfs in a perimeter given the `center_atom` and `radius`.
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* Automatically rounds down decimals and does not accept values less than positive 1 as they dont play well with it.
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* Is efficient on large circles but ugly on small ones
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* Uses [Jesko`s method to the midpoint circle Algorithm](https://en.wikipedia.org/wiki/Midpoint_circle_algorithm).
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*/
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/proc/get_perimeter(atom/center, radius)
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if(radius < 1)
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return
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var/rounded_radius = round(radius)
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var/x = center.x
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var/y = center.y
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var/z = center.z
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var/t1 = rounded_radius/16
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var/dx = rounded_radius
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var/dy = 0
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var/t2
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var/list/perimeter = list()
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while(dx >= dy)
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perimeter += locate(x + dx, y + dy, z)
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perimeter += locate(x - dx, y + dy, z)
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perimeter += locate(x + dx, y - dy, z)
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perimeter += locate(x - dx, y - dy, z)
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perimeter += locate(x + dy, y + dx, z)
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perimeter += locate(x - dy, y + dx, z)
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perimeter += locate(x + dy, y - dx, z)
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perimeter += locate(x - dy, y - dx, z)
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dy += 1
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t1 += dy
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t2 = t1 - dx
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if(t2 > 0)
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t1 = t2
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dx -= 1
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return perimeter
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///Format a power value in W, kW, MW, or GW.
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/proc/display_power(powerused)
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if(powerused < 1000) //Less than a kW
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return "[powerused] W"
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else if(powerused < 1000000) //Less than a MW
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return "[round((powerused * 0.001),0.01)] kW"
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else if(powerused < 1000000000) //Less than a GW
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return "[round((powerused * 0.000001),0.001)] MW"
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return "[round((powerused * 0.000000001),0.0001)] GW"
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///Format an energy value in J, kJ, MJ, or GJ. 1W = 1J/s.
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/proc/display_joules(units)
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if (units < 1000) // Less than a kJ
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return "[round(units, 0.1)] J"
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else if (units < 1000000) // Less than a MJ
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return "[round(units * 0.001, 0.01)] kJ"
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else if (units < 1000000000) // Less than a GJ
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return "[round(units * 0.000001, 0.001)] MJ"
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return "[round(units * 0.000000001, 0.0001)] GJ"
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/proc/joules_to_energy(joules)
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return joules * (1 SECONDS) / SSmachines.wait
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/proc/energy_to_joules(energy_units)
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return energy_units * SSmachines.wait / (1 SECONDS)
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///Format an energy value measured in Power Cell units.
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/proc/display_energy(units)
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// APCs process every (SSmachines.wait * 0.1) seconds, and turn 1 W of
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// excess power into watts when charging cells.
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// With the current configuration of wait=20 and CELLRATE=0.002, this
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// means that one unit is 1 kJ.
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return display_joules(energy_to_joules(units) WATTS)
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///chances are 1:value. anyprob(1) will always return true
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/proc/anyprob(value)
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return (rand(1,value) == value)
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///counts the number of bits in Byond's 16-bit width field, in constant time and memory!
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/proc/bit_count(bit_field)
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var/temp = bit_field - ((bit_field >> 1) & 46811) - ((bit_field >> 2) & 37449) //0133333 and 0111111 respectively
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temp = ((temp + (temp >> 3)) & 29127) % 63 //070707
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return temp
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/// Returns the name of the mathematical tuple of same length as the number arg (rounded down).
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/proc/make_tuple(number)
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var/static/list/units_prefix = list("", "un", "duo", "tre", "quattuor", "quin", "sex", "septen", "octo", "novem")
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var/static/list/tens_prefix = list("", "decem", "vigin", "trigin", "quadragin", "quinquagin", "sexagin", "septuagin", "octogin", "nongen")
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var/static/list/one_to_nine = list("monuple", "double", "triple", "quadruple", "quintuple", "sextuple", "septuple", "octuple", "nonuple")
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number = round(number)
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switch(number)
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if(0)
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return "empty tuple"
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if(1 to 9)
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return one_to_nine[number]
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if(10 to 19)
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return "[units_prefix[(number%10)+1]]decuple"
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if(20 to 99)
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return "[units_prefix[(number%10)+1]][tens_prefix[round((number % 100)/10)+1]]tuple"
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if(100)
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return "centuple"
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else //It gets too tedious to use latin prefixes from here.
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return "[number]-tuple"
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/// Takes a value, and a threshold it has to at least match
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/// returns the correctly signed value max'd to the threshold
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/proc/at_least(new_value, threshold)
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var/sign = SIGN(new_value)
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// SIGN will return 0 if the value is 0, so we just go to the positive threshold
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if(!sign)
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return threshold
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if(sign == 1)
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return max(new_value, threshold)
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if(sign == -1)
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return min(new_value, threshold * -1)
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