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Citadel-Station-13-RP/code/modules/multiz/basic.dm
2021-02-21 22:18:05 -07:00

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// If you add a more comprehensive system, just untick this file.
var/list/z_levels = list()// Each bit re... haha just kidding this is a list of bools now
// If the height is more than 1, we mark all contained levels as connected.
/obj/effect/landmark/map_data/New()
for(var/i = (z - height + 1) to (z-1))
if (z_levels.len <i)
z_levels.len = i
z_levels[i] = TRUE
/obj/effect/landmark/map_data/Initialize(mapload)
..()
return INITIALIZE_HINT_QDEL
// The storage of connections between adjacent levels means some bitwise magic is needed.
/proc/HasAbove(var/z)
if(z >= world.maxz || z < 1 || z > z_levels.len)
return 0
return z_levels[z]
/proc/HasBelow(var/z)
if(z > world.maxz || z < 2 || (z-1) > z_levels.len)
return 0
return z_levels[z-1]
// Thankfully, no bitwise magic is needed here.
/proc/GetAbove(var/atom/atom)
var/turf/turf = get_turf(atom)
if(!turf)
return null
return HasAbove(turf.z) ? get_step(turf, UP) : null
/proc/GetBelow(var/atom/atom)
var/turf/turf = get_turf(atom)
if(!turf)
return null
return HasBelow(turf.z) ? get_step(turf, DOWN) : null
/proc/GetConnectedZlevels(z)
. = list(z)
for(var/level = z, HasBelow(level), level--)
. |= level-1
for(var/level = z, HasAbove(level), level++)
. |= level+1
proc/AreConnectedZLevels(var/zA, var/zB)
return zA == zB || (zB in GetConnectedZlevels(zA))
/proc/get_zstep(ref, dir)
if(dir == UP)
. = GetAbove(ref)
else if (dir == DOWN)
. = GetBelow(ref)
else
. = get_step(ref, dir)