mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
368 lines
8.7 KiB
Plaintext
368 lines
8.7 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
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/proc/dopage(src,target)
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var/href_list
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var/href
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href_list = params2list("src=\ref[src]&[target]=1")
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href = "src=\ref[src];[target]=1"
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src:temphtml = null
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src:Topic(href, href_list)
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return null
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/proc/get_area(O)
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var/atom/location = O
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var/i
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for(i=1, i<=20, i++)
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if(isarea(location))
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return location
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else if (istype(location))
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location = location.loc
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else
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return null
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return 0
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/proc/get_area_name(N) //get area by its name
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for(var/area/A in world)
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if(A.name == N)
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return A
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return 0
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/proc/get_random_turf(var/atom/A, var/list/L)
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while(L.len > 0)
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var/dir = pick(L)
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L -= dir
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var/turf/T = get_step(A,dir)
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var/possible = 1
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if(T.density == 0)
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for(var/obj/I in T)
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if(I.density == 1)
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possible = 0
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break
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if(possible)
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return T
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return
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/proc/in_range(source, user)
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if(get_dist(source, user) <= 1)
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return 1
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return 0 //not in range and not telekinetic
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/proc/circlerange(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/atom/T in range(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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//turfs += centerturf
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return turfs
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/proc/circleview(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/atom/T in view(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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//turfs += centerturf
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return turfs
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/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
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var/dx = Loc1.x - Loc2.x
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var/dy = Loc1.y - Loc2.y
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var/dist = sqrt(dx**2 + dy**2)
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return dist
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/proc/circlerangeturfs(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/turf/T in range(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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return turfs
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/proc/circleviewturfs(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/turf/T in view(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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return turfs
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// Like view but bypasses luminosity check
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/proc/hear(var/range, var/atom/source)
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var/lum = source.luminosity
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source.luminosity = 6
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var/list/heard = view(range, source)
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source.luminosity = lum
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return heard
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//var/debug_mob = 0
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// Will recursively loop through an atom's contents and check for mobs, then it will loop through every atom in that atom's contents.
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// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
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// being unable to hear people due to being in a box within a bag.
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/proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/client_check = 1, var/sight_check = 1, var/include_radio = 1, var/max_depth = 3)
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//debug_mob += O.contents.len
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if(max_depth < 1)
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return L
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for(var/atom/A in O)
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if(ismob(A))
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var/mob/M = A
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if(client_check && !M.client)
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L = recursive_mob_check(A, L, 1, 1, max_depth - 1)
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continue
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if(sight_check && !isInSight(A, O))
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continue
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L += M
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else if(include_radio && istype(A, /obj/item/device/radio))
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if(sight_check && isInSight(A, O))
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L += A
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L = recursive_mob_check(A, L, 1, 1, max_depth - 1)
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return L
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// The old system would loop through lists for a total of 5000 per function call, in an empty server.
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// This new system will loop at around 1000 in an empty server.
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/proc/get_mobs_in_view(var/R, var/atom/source)
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// Returns a list of mobs in range of R from source. Used in radio and say code.
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var/turf/T = get_turf(source)
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var/list/hear = list()
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var/list/range = hear(R, T)
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//debug_mob += range.len
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for(var/turf/A in range)
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hear += recursive_mob_check(A)
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//world.log << "NEW: [debug_mob]"
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//debug_mob = 0
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return hear
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#define SIGN(X) ((X<0)?-1:1)
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proc
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inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
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var/turf/T
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if(X1==X2)
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if(Y1==Y2)
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return 1 //Light cannot be blocked on same tile
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else
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var/s = SIGN(Y2-Y1)
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Y1+=s
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while(Y1!=Y2)
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T=locate(X1,Y1,Z)
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if(T.opacity)
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return 0
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Y1+=s
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else
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var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
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var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
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var/signX = SIGN(X2-X1)
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var/signY = SIGN(Y2-Y1)
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if(X1<X2)
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b+=m
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while(X1!=X2 || Y1!=Y2)
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if(round(m*X1+b-Y1))
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Y1+=signY //Line exits tile vertically
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else
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X1+=signX //Line exits tile horizontally
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T=locate(X1,Y1,Z)
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if(T.opacity)
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return 0
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return 1
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proc/isInSight(var/atom/A, var/atom/B)
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var/turf/Aturf = get_turf(A)
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var/turf/Bturf = get_turf(B)
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if(!Aturf || !Bturf)
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return 0
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if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
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return 1
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else
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return 0
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proc/doafterattack(obj/target , obj/source)
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if (istype(target, /obj/item/weapon/storage/ ))
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return 0
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else if (locate (/obj/structure/table, source.loc))
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return 0
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else if (!istype(target.loc, /turf/))
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return 0
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else
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return 1
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proc/check_can_reach(atom/user, atom/target)
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if(!in_range(user,target))
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return 0
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return CanReachThrough(get_turf(user), get_turf(target), target)
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//cael - not sure if there's an equivalent proc, but if there is i couldn't find it
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//searches to see if M contains O somewhere
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proc/is_carrying(var/M as mob, var/O as obj)
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while(!istype(O,/area))
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if(O:loc == M)
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return 1
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O = O:loc
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return 0
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//hackcopy from a ZAS function, first created for use with intertial_damper/new shielding
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proc/CircleFloodFill(turf/start, var/radius = 3)
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if(!istype(start))
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return list()
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var
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list
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open = list(start)
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closed = list()
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possibles = circlerange(start,radius)
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while(open.len)
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for(var/turf/T in open)
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//Stop if there's a door, even if it's open. These are handled by indirect connection.
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if(!T.HasDoor())
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for(var/d in cardinal)
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var/turf/O = get_step(T,d)
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//Simple pass check.
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if(O.ZCanPass(T, 1) && !(O in open) && !(O in closed) && O in possibles)
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open += O
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open -= T
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closed += T
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return closed
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//floods in a square area, flowing around any shielding but including all other turf types
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//created initially for explosion / shield interaction
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proc/ExplosionFloodFill(turf/start, var/radius = 3)
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if(!istype(start))
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return list()
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var
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list
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open = list(start)
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closed = list()
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possibles = range(start,radius)
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in range(T,1))
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if( !(O in possibles) || O in open || O in closed )
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continue
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var/shield_here = 0
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for(var/obj/effect/energy_field/E in O)
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if(E.density)
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shield_here = 1
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break
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if(!shield_here)
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open += O
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open -= T
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closed += T
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return closed
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/*
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/obj/machinery/shield_gen/external/get_shielded_turfs()
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var
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list
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open = list(get_turf(src))
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closed = list()
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in orange(1, T))
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if(get_dist(O,src) > field_radius)
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continue
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var/add_this_turf = 0
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if(istype(O,/turf/space))
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for(var/turf/simulated/G in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in orange(1, O))
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add_this_turf = 1
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break
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for(var/obj/structure/S in O)
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add_this_turf = 0
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break
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if(add_this_turf && !(O in open) && !(O in closed))
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open += O
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open -= T
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closed += T
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return closed
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*/
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//floods in a circular area, flowing around any shielding but including all other turf types
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//created initially for explosion / shield interaction
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proc/ExplosionCircleFloodFill(turf/start, var/radius = 3)
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if(!istype(start))
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return list()
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var
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list
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open = list(start)
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closed = list()
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possibles = circlerange(start,radius)
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while(open.len)
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for(var/turf/T in open)
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for(var/turf/O in range(T,1))
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if(get_dist(O,start) > radius)
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continue
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if( !(O in possibles) || O in open || O in closed )
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continue
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var/shield_here = 0
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for(var/obj/effect/energy_field/E in O)
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if(E.density)
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shield_here = 1
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break
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if(!shield_here && (O in possibles) && !(O in open) && !(O in closed))
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open += O
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open -= T
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closed += T
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return closed |