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Instead of 11,12 they use 32,16 for DOWN,UP Merges multiz handling into main logic Port of: https://github.com/Baystation12/Baystation12/pull/15907
53 lines
1.6 KiB
Plaintext
53 lines
1.6 KiB
Plaintext
// If you add a more comprehensive system, just untick this file.
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// WARNING: Only works for up to 17 z-levels!
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var/z_levels = 0 // Each bit represents a connection between adjacent levels. So the first bit means levels 1 and 2 are connected.
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// If the height is more than 1, we mark all contained levels as connected.
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/obj/effect/landmark/map_data/New()
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ASSERT(height <= z)
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// Due to the offsets of how connections are stored v.s. how z-levels are indexed, some magic number silliness happened.
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for(var/i = (z - height) to (z - 2))
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z_levels |= (1 << i)
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qdel(src)
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// The storage of connections between adjacent levels means some bitwise magic is needed.
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/proc/HasAbove(var/z)
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if(z >= world.maxz || z > 16 || z < 1)
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return 0
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return z_levels & (1 << (z - 1))
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/proc/HasBelow(var/z)
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if(z > world.maxz || z > 17 || z < 2)
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return 0
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return z_levels & (1 << (z - 2))
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// Thankfully, no bitwise magic is needed here.
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/proc/GetAbove(var/atom/atom)
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var/turf/turf = get_turf(atom)
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if(!turf)
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return null
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return HasAbove(turf.z) ? get_step(turf, UP) : null
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/proc/GetBelow(var/atom/atom)
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var/turf/turf = get_turf(atom)
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if(!turf)
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return null
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return HasBelow(turf.z) ? get_step(turf, DOWN) : null
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/proc/GetConnectedZlevels(z)
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. = list(z)
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for(var/level = z, HasBelow(level), level--)
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. |= level-1
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for(var/level = z, HasAbove(level), level++)
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. |= level+1
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proc/AreConnectedZLevels(var/zA, var/zB)
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return zA == zB || (zB in GetConnectedZlevels(zA))
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/proc/get_zstep(ref, dir)
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if(dir == UP)
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. = GetAbove(ref)
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else if (dir == DOWN)
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. = GetBelow(ref)
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else
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. = get_step(ref, dir) |