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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
- Ported BS12 code for smart tables. They now include T tables and full tables which continue into 1-tile thick tables. You still can't do everything ever but you can at least make T shaped table pieces.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3612 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -629,7 +629,7 @@
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layer = 2.8
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throwpass = 1 //You can throw objects over this, despite it's density.
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New()
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/obj/structure/table/New()
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..()
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for(var/obj/structure/table/T in src.loc)
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if(T != src)
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@@ -640,17 +640,17 @@
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var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
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T.update_icon()
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Del()
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/obj/structure/table/Del()
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for(var/direction in list(1,2,4,8,5,6,9,10))
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if(locate(/obj/structure/table,get_step(src,direction)))
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var/obj/structure/table/T = locate(/obj/structure/table,get_step(src,direction))
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T.update_icon()
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..()
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update_icon()
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/obj/structure/table/update_icon()
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spawn(2) //So it properly updates when deleting
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var/dir_sum = 0
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for(var/direction in cardinal)
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for(var/direction in list(1,2,4,8,5,6,9,10))
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var/skip_sum = 0
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for(var/obj/structure/window/W in src.loc)
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if(W.dir == direction) //So smooth tables don't go smooth through windows
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@@ -666,54 +666,102 @@
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inv_direction = 8
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if(8)
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inv_direction = 4
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if(5)
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inv_direction = 10
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if(6)
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inv_direction = 9
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if(9)
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inv_direction = 6
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if(10)
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inv_direction = 5
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for(var/obj/structure/window/W in get_step(src,direction))
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if(W.dir == inv_direction) //So smooth tables don't go smooth through windows when the window is on the other table's tile
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skip_sum = 1
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continue
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if(!skip_sum) //means there is a window between the two tiles in this direction
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if(locate(/obj/structure/table,get_step(src,direction)))
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if(direction <5)
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dir_sum += direction
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//dir_sum:
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// 1,2,4,8 = endtable
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// 3,12 = streight 1 tile thick table
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// 5,6,9,10 = corner, if it finds a table in get_step(src,dir_sum) then it's a full corner table, else it's a 1 tile chick corner table
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// 7,11,13,14 = three way intersection = full side table piece (north ,south, east or west)
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// 15 = four way intersection = center (aka middle) table piece
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//
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//table_type:
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// 0 = stand-alone table
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// 1 = end table (1 tile thick, 1 connection)
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// 2 = 1 tile thick table (1 tile thick, 2 connections)
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// 3 = full table (full, 3 connections)
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// 4 = middle table (full, 4 connections)
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else
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if(direction == 5) //This permits the use of all table directions. (Set up so clockwise around the central table is a higher value, from north)
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dir_sum += 16
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if(direction == 6)
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dir_sum += 32
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if(direction == 8) //Aherp and Aderp. Jezes I am stupid. -- SkyMarshal
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dir_sum += 8
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if(direction == 10)
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dir_sum += 64
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if(direction == 9)
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dir_sum += 128
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var/table_type = 0 //stand_alone table
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if(dir_sum in cardinal)
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if(dir_sum%16 in cardinal)
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table_type = 1 //endtable
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if(dir_sum in list(3,12))
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dir_sum %= 16
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if(dir_sum%16 in list(3,12))
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table_type = 2 //1 tile thick, streight table
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if(dir_sum == 3) //3 doesn't exist as a dir
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if(dir_sum%16 == 3) //3 doesn't exist as a dir
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dir_sum = 2
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if(dir_sum == 12) //12 doesn't exist as a dir.
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if(dir_sum%16 == 12) //12 doesn't exist as a dir.
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dir_sum = 4
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if(dir_sum in list(5,6,9,10))
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if(locate(/obj/structure/table,get_step(src.loc,dir_sum)))
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if(dir_sum%16 in list(5,6,9,10))
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if(locate(/obj/structure/table,get_step(src.loc,dir_sum%16)))
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table_type = 3 //full table (not the 1 tile thick one, but one of the 'tabledir' tables)
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else
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table_type = 2 //1 tile thick, corner table (treated the same as streight tables in code later on)
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if(dir_sum in list(13,14,7,11)) //Three-way intersection
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table_type = 3 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations
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switch(dir_sum)
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dir_sum %= 16
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if(dir_sum%16 in list(13,14,7,11)) //Three-way intersection
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table_type = 5 //full table as three-way intersections are not sprited, would require 64 sprites to handle all combinations. TOO BAD -- SkyMarshal
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switch(dir_sum%16) //Begin computation of the special type tables. --SkyMarshal
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if(7)
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if(dir_sum == 23)
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table_type = 6
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dir_sum = 8
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else if(dir_sum == 39)
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dir_sum = 4
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table_type = 6
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else if(dir_sum == 55 || dir_sum == 119 || dir_sum == 247 || dir_sum == 183)
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dir_sum = 4
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table_type = 3
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else
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dir_sum = 4
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if(11)
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if(dir_sum == 75)
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dir_sum = 5
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table_type = 6
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else if(dir_sum == 139)
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dir_sum = 9
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table_type = 6
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else if(dir_sum == 203 || dir_sum == 219 || dir_sum == 251 || dir_sum == 235)
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dir_sum = 8
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table_type = 3
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else
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dir_sum = 8
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if(13)
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if(dir_sum == 29)
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dir_sum = 10
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table_type = 6
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else if(dir_sum == 141)
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dir_sum = 6
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table_type = 6
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else if(dir_sum == 189 || dir_sum == 221 || dir_sum == 253 || dir_sum == 157)
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dir_sum = 1
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table_type = 3
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else
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dir_sum = 1
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if(14)
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if(dir_sum == 46)
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dir_sum = 1
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table_type = 6
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else if(dir_sum == 78)
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dir_sum = 2
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table_type = 6
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else if(dir_sum == 110 || dir_sum == 254 || dir_sum == 238 || dir_sum == 126)
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dir_sum = 2
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table_type = 3
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else
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dir_sum = 2 //These translate the dir_sum to the correct dirs from the 'tabledir' icon_state.
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if(dir_sum == 15)
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if(dir_sum%16 == 15)
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table_type = 4 //4-way intersection, the 'middle' table sprites will be used.
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if(istype(src,/obj/structure/table/reinforced))
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@@ -728,6 +776,10 @@
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icon_state = "reinf_tabledir"
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if(4)
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icon_state = "reinf_middle"
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if(5)
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icon_state = "reinf_tabledir2"
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if(6)
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icon_state = "reinf_tabledir3"
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else if(istype(src,/obj/structure/table/woodentable))
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switch(table_type)
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if(0)
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@@ -740,6 +792,10 @@
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icon_state = "wood_tabledir"
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if(4)
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icon_state = "wood_middle"
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if(5)
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icon_state = "wood_tabledir2"
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if(6)
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icon_state = "wood_tabledir3"
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else
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switch(table_type)
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if(0)
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@@ -752,6 +808,10 @@
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icon_state = "tabledir"
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if(4)
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icon_state = "table_middle"
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if(5)
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icon_state = "tabledir2"
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if(6)
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icon_state = "tabledir3"
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if (dir_sum in list(1,2,4,8,5,6,9,10))
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dir = dir_sum
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else
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Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 92 KiB |
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