From 0ede4e13f978f59501405ff48a87ce06069ac0f9 Mon Sep 17 00:00:00 2001 From: SkyMarshal Date: Mon, 20 May 2013 19:52:41 -0700 Subject: [PATCH] Cleaned up and commented Connection.dm Signed-off-by: SkyMarshal --- baystation12.dme | 226 --------------- code/ZAS/Connection.dm | 624 ++++++++++++++--------------------------- 2 files changed, 207 insertions(+), 643 deletions(-) diff --git a/baystation12.dme b/baystation12.dme index 7d0acca9a95..27ce13e5b39 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -6,235 +6,14 @@ // BEGIN_FILE_DIR #define FILE_DIR . #define FILE_DIR "code" -#define FILE_DIR "code/__HELPERS" -#define FILE_DIR "code/ATMOSPHERICS" -#define FILE_DIR "code/ATMOSPHERICS/components" -#define FILE_DIR "code/ATMOSPHERICS/components/binary_devices" -#define FILE_DIR "code/ATMOSPHERICS/components/trinary_devices" -#define FILE_DIR "code/ATMOSPHERICS/components/unary" -#define FILE_DIR "code/controllers" -#define FILE_DIR "code/datums" -#define FILE_DIR "code/datums/diseases" -#define FILE_DIR "code/datums/diseases/advance" -#define FILE_DIR "code/datums/diseases/advance/symptoms" -#define FILE_DIR "code/datums/helper_datums" -#define FILE_DIR "code/datums/spells" -#define FILE_DIR "code/defines" -#define FILE_DIR "code/defines/obj" -#define FILE_DIR "code/defines/procs" -#define FILE_DIR "code/FEA" -#define FILE_DIR "code/game" -#define FILE_DIR "code/game/area" -#define FILE_DIR "code/game/gamemodes" -#define FILE_DIR "code/game/gamemodes/autotraitor" -#define FILE_DIR "code/game/gamemodes/blob" -#define FILE_DIR "code/game/gamemodes/blob/blobs" -#define FILE_DIR "code/game/gamemodes/changeling" -#define FILE_DIR "code/game/gamemodes/cult" -#define FILE_DIR "code/game/gamemodes/epidemic" -#define FILE_DIR "code/game/gamemodes/events" -#define FILE_DIR "code/game/gamemodes/events/holidays" -#define FILE_DIR "code/game/gamemodes/extended" -#define FILE_DIR "code/game/gamemodes/malfunction" -#define FILE_DIR "code/game/gamemodes/meme" -#define FILE_DIR "code/game/gamemodes/meteor" -#define FILE_DIR "code/game/gamemodes/nuclear" -#define FILE_DIR "code/game/gamemodes/revolution" -#define FILE_DIR "code/game/gamemodes/sandbox" -#define FILE_DIR "code/game/gamemodes/traitor" -#define FILE_DIR "code/game/gamemodes/wizard" -#define FILE_DIR "code/game/jobs" -#define FILE_DIR "code/game/jobs/job" -#define FILE_DIR "code/game/machinery" -#define FILE_DIR "code/game/machinery/atmoalter" -#define FILE_DIR "code/game/machinery/bots" -#define FILE_DIR "code/game/machinery/camera" -#define FILE_DIR "code/game/machinery/computer" -#define FILE_DIR "code/game/machinery/doors" -#define FILE_DIR "code/game/machinery/embedded_controller" -#define FILE_DIR "code/game/machinery/kitchen" -#define FILE_DIR "code/game/machinery/pipe" -#define FILE_DIR "code/game/machinery/telecomms" -#define FILE_DIR "code/game/magic" -#define FILE_DIR "code/game/mecha" -#define FILE_DIR "code/game/mecha/combat" -#define FILE_DIR "code/game/mecha/equipment" -#define FILE_DIR "code/game/mecha/equipment/tools" -#define FILE_DIR "code/game/mecha/equipment/weapons" -#define FILE_DIR "code/game/mecha/medical" -#define FILE_DIR "code/game/mecha/working" -#define FILE_DIR "code/game/objects" -#define FILE_DIR "code/game/objects/closets" -#define FILE_DIR "code/game/objects/closets/secure" -#define FILE_DIR "code/game/objects/effects" -#define FILE_DIR "code/game/objects/effects/decals" -#define FILE_DIR "code/game/objects/effects/decals/Cleanable" -#define FILE_DIR "code/game/objects/effects/spawners" -#define FILE_DIR "code/game/objects/items" -#define FILE_DIR "code/game/objects/items/devices" -#define FILE_DIR "code/game/objects/items/devices/PDA" -#define FILE_DIR "code/game/objects/items/devices/radio" -#define FILE_DIR "code/game/objects/items/robot" -#define FILE_DIR "code/game/objects/items/stacks" -#define FILE_DIR "code/game/objects/items/stacks/sheets" -#define FILE_DIR "code/game/objects/items/stacks/tiles" -#define FILE_DIR "code/game/objects/items/weapons" -#define FILE_DIR "code/game/objects/items/weapons/grenades" -#define FILE_DIR "code/game/objects/items/weapons/implants" -#define FILE_DIR "code/game/objects/items/weapons/melee" -#define FILE_DIR "code/game/objects/items/weapons/storage" -#define FILE_DIR "code/game/objects/items/weapons/tanks" -#define FILE_DIR "code/game/objects/storage" -#define FILE_DIR "code/game/objects/structures" -#define FILE_DIR "code/game/objects/structures/crates_lockers" -#define FILE_DIR "code/game/objects/structures/crates_lockers/closets" -#define FILE_DIR "code/game/objects/structures/crates_lockers/closets/secure" -#define FILE_DIR "code/game/objects/structures/stool_bed_chair_nest" -#define FILE_DIR "code/game/structure" -#define FILE_DIR "code/game/turfs" -#define FILE_DIR "code/game/turfs/simulated" -#define FILE_DIR "code/game/turfs/space" -#define FILE_DIR "code/game/turfs/unsimulated" -#define FILE_DIR "code/game/vehicles" -#define FILE_DIR "code/game/verbs" -#define FILE_DIR "code/js" -#define FILE_DIR "code/modules" -#define FILE_DIR "code/modules/admin" -#define FILE_DIR "code/modules/admin/DB ban" -#define FILE_DIR "code/modules/admin/permissionverbs" -#define FILE_DIR "code/modules/admin/verbs" -#define FILE_DIR "code/modules/assembly" -#define FILE_DIR "code/modules/awaymissions" -#define FILE_DIR "code/modules/awaymissions/maploader" -#define FILE_DIR "code/modules/client" -#define FILE_DIR "code/modules/clothing" -#define FILE_DIR "code/modules/clothing/glasses" -#define FILE_DIR "code/modules/clothing/gloves" -#define FILE_DIR "code/modules/clothing/head" -#define FILE_DIR "code/modules/clothing/masks" -#define FILE_DIR "code/modules/clothing/shoes" -#define FILE_DIR "code/modules/clothing/spacesuits" -#define FILE_DIR "code/modules/clothing/suits" -#define FILE_DIR "code/modules/clothing/under" -#define FILE_DIR "code/modules/clothing/under/jobs" -#define FILE_DIR "code/modules/customitems" -#define FILE_DIR "code/modules/destilery" -#define FILE_DIR "code/modules/DetectiveWork" -#define FILE_DIR "code/modules/events" -#define FILE_DIR "code/modules/flufftext" -#define FILE_DIR "code/modules/food" -#define FILE_DIR "code/modules/genetics" -#define FILE_DIR "code/modules/icon generation" -#define FILE_DIR "code/modules/library" -#define FILE_DIR "code/modules/liquid" -#define FILE_DIR "code/modules/maps" -#define FILE_DIR "code/modules/mining" -#define FILE_DIR "code/modules/mob" -#define FILE_DIR "code/modules/mob/dead" -#define FILE_DIR "code/modules/mob/dead/observer" -#define FILE_DIR "code/modules/mob/living" -#define FILE_DIR "code/modules/mob/living/blob" -#define FILE_DIR "code/modules/mob/living/carbon" -#define FILE_DIR "code/modules/mob/living/carbon/alien" -#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid" -#define FILE_DIR "code/modules/mob/living/carbon/alien/humanoid/caste" -#define FILE_DIR "code/modules/mob/living/carbon/alien/larva" -#define FILE_DIR "code/modules/mob/living/carbon/alien/special" -#define FILE_DIR "code/modules/mob/living/carbon/brain" -#define FILE_DIR "code/modules/mob/living/carbon/human" -#define FILE_DIR "code/modules/mob/living/carbon/metroid" -#define FILE_DIR "code/modules/mob/living/carbon/monkey" -#define FILE_DIR "code/modules/mob/living/silicon" -#define FILE_DIR "code/modules/mob/living/silicon/ai" -#define FILE_DIR "code/modules/mob/living/silicon/ai/freelook" -#define FILE_DIR "code/modules/mob/living/silicon/decoy" -#define FILE_DIR "code/modules/mob/living/silicon/pai" -#define FILE_DIR "code/modules/mob/living/silicon/robot" -#define FILE_DIR "code/modules/mob/living/simple_animal" -#define FILE_DIR "code/modules/mob/living/simple_animal/friendly" -#define FILE_DIR "code/modules/mob/living/simple_animal/hostile" -#define FILE_DIR "code/modules/mob/living/simple_animal/hostile/retaliate" -#define FILE_DIR "code/modules/mob/new_player" -#define FILE_DIR "code/modules/organs" -#define FILE_DIR "code/modules/paperwork" -#define FILE_DIR "code/modules/power" -#define FILE_DIR "code/modules/power/antimatter" -#define FILE_DIR "code/modules/power/singularity" -#define FILE_DIR "code/modules/power/singularity/particle_accelerator" -#define FILE_DIR "code/modules/projectiles" -#define FILE_DIR "code/modules/projectiles/ammunition" -#define FILE_DIR "code/modules/projectiles/guns" -#define FILE_DIR "code/modules/projectiles/guns/energy" -#define FILE_DIR "code/modules/projectiles/guns/projectile" -#define FILE_DIR "code/modules/projectiles/projectile" -#define FILE_DIR "code/modules/reagents" -#define FILE_DIR "code/modules/reagents/reagent_containers" -#define FILE_DIR "code/modules/reagents/reagent_containers/food" -#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks" -#define FILE_DIR "code/modules/reagents/reagent_containers/food/drinks/bottle" -#define FILE_DIR "code/modules/reagents/reagent_containers/food/snacks" -#define FILE_DIR "code/modules/reagents/reagent_containers/glass" -#define FILE_DIR "code/modules/reagents/reagent_containers/glass/bottle" -#define FILE_DIR "code/modules/recycling" -#define FILE_DIR "code/modules/research" -#define FILE_DIR "code/modules/research/xenoarchaeology" -#define FILE_DIR "code/modules/research/xenoarchaeology/artifact" -#define FILE_DIR "code/modules/research/xenoarchaeology/artifact/effects" -#define FILE_DIR "code/modules/research/xenoarchaeology/finds" -#define FILE_DIR "code/modules/research/xenoarchaeology/machinery" -#define FILE_DIR "code/modules/research/xenoarchaeology/tools" -#define FILE_DIR "code/modules/scripting" -#define FILE_DIR "code/modules/scripting/AST" -#define FILE_DIR "code/modules/scripting/AST/Operators" -#define FILE_DIR "code/modules/scripting/Implementations" -#define FILE_DIR "code/modules/scripting/Interpreter" -#define FILE_DIR "code/modules/scripting/Parser" -#define FILE_DIR "code/modules/scripting/Scanner" -#define FILE_DIR "code/modules/security levels" -#define FILE_DIR "code/modules/surgery" #define FILE_DIR "code/TriDimension" -#define FILE_DIR "code/unused" -#define FILE_DIR "code/unused/beast" -#define FILE_DIR "code/unused/computer2" -#define FILE_DIR "code/unused/disease2" -#define FILE_DIR "code/unused/gamemodes" -#define FILE_DIR "code/unused/hivebot" -#define FILE_DIR "code/unused/mining" -#define FILE_DIR "code/unused/optics" -#define FILE_DIR "code/unused/pda2" -#define FILE_DIR "code/unused/powerarmor" -#define FILE_DIR "code/unused/spacecraft" #define FILE_DIR "code/WorkInProgress" -#define FILE_DIR "code/WorkInProgress/AI_Visibility" -#define FILE_DIR "code/WorkInProgress/animusstation" -#define FILE_DIR "code/WorkInProgress/Apples" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn" -#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Economy" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jungle" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/ShieldGen" #define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Supermatter" -#define FILE_DIR "code/WorkInProgress/carn" -#define FILE_DIR "code/WorkInProgress/Chinsky" -#define FILE_DIR "code/WorkInProgress/Cib" -#define FILE_DIR "code/WorkInProgress/Cib/amorph" -#define FILE_DIR "code/WorkInProgress/Mini" -#define FILE_DIR "code/WorkInProgress/Mloc" -#define FILE_DIR "code/WorkInProgress/organs" -#define FILE_DIR "code/WorkInProgress/Ported" -#define FILE_DIR "code/WorkInProgress/Ported/Abi79" -#define FILE_DIR "code/WorkInProgress/Ported/Bureaucracy" -#define FILE_DIR "code/WorkInProgress/Ported/Spawners" -#define FILE_DIR "code/WorkInProgress/Sigyn" -#define FILE_DIR "code/WorkInProgress/Sigyn/Department Sec" -#define FILE_DIR "code/WorkInProgress/Sigyn/Softcurity" -#define FILE_DIR "code/WorkInProgress/SkyMarshal" #define FILE_DIR "code/WorkInProgress/Susan" -#define FILE_DIR "code/WorkInProgress/Tastyfish" -#define FILE_DIR "code/WorkInProgress/virus2" -#define FILE_DIR "code/WorkInProgress/virus2/Disease2" -#define FILE_DIR "code/WorkInProgress/Wrongnumber" -#define FILE_DIR "code/ZAS" #define FILE_DIR "html" #define FILE_DIR "icons" #define FILE_DIR "icons/48x48" @@ -257,9 +36,6 @@ #define FILE_DIR "icons/turf" #define FILE_DIR "icons/vending_icons" #define FILE_DIR "icons/xenoarch_icons" -#define FILE_DIR "interface" -#define FILE_DIR "maps" -#define FILE_DIR "maps/RandomZLevels" #define FILE_DIR "sound" #define FILE_DIR "sound/AI" #define FILE_DIR "sound/ambience" @@ -276,8 +52,6 @@ #define FILE_DIR "sound/violin" #define FILE_DIR "sound/voice" #define FILE_DIR "sound/weapons" -#define FILE_DIR "tools" -#define FILE_DIR "tools/Redirector" // END_FILE_DIR // BEGIN_PREFERENCES #define DEBUG diff --git a/code/ZAS/Connection.dm b/code/ZAS/Connection.dm index bd8eb43787c..c6db86d843b 100644 --- a/code/ZAS/Connection.dm +++ b/code/ZAS/Connection.dm @@ -21,6 +21,7 @@ connection last_updated //The tick at which this was last updated. no_zone_count = 0 + New(turf/T,turf/O) A = T B = O @@ -49,51 +50,23 @@ connection if(A.CanPass(null, B, 0, 0)) - if(!A.zone.connected_zones) - A.zone.connected_zones = list() - if(!B.zone.connected_zones) - B.zone.connected_zones = list() - - if(B.zone in A.zone.connected_zones) - A.zone.connected_zones[B.zone]++ - else - A.zone.connected_zones += B.zone - A.zone.connected_zones[B.zone] = 1 - - if(A.zone in B.zone.connected_zones) - B.zone.connected_zones[A.zone]++ - else - B.zone.connected_zones += A.zone - B.zone.connected_zones[A.zone] = 1 + ConnectZones(A.zone, B.zone, 1) if(A.HasDoor(B) || B.HasDoor(A)) indirect = CONNECTION_INDIRECT else + ConnectZones(A.zone, B.zone) indirect = CONNECTION_CLOSED - if(!A.zone.closed_connection_zones) - A.zone.closed_connection_zones = list() - if(B.zone in A.zone.closed_connection_zones) - A.zone.closed_connection_zones[B.zone]++ - else - A.zone.closed_connection_zones += B.zone - A.zone.closed_connection_zones[B.zone] = 1 - - if(!B.zone.closed_connection_zones) - B.zone.closed_connection_zones = list() - if(A.zone in B.zone.closed_connection_zones) - B.zone.closed_connection_zones[A.zone]++ - else - B.zone.closed_connection_zones += A.zone - B.zone.closed_connection_zones[A.zone] = 1 - else - world.log << "Attempted to create connection object for non-zone tiles: [T] -> [O]" + world.log << "Attempted to create connection object for non-zone tiles: [T] ([T.x],[T.y],[T.z]) -> [O] ([O.x],[O.y],[O.z])" del(src) + Del() + //remove connections from master lists. if(ref_B in air_master.turfs_with_connections) var/list/connections = air_master.turfs_with_connections[ref_B] connections.Remove(src) @@ -102,6 +75,10 @@ connection var/list/connections = air_master.turfs_with_connections[ref_A] connections.Remove(src) + //Ensure we delete the right values by sanity checkign right before deletion. + Sanitize() + + //Remove connection from current zones. if(A) if(A.zone && A.zone.connections) A.zone.connections.Remove(src) @@ -112,269 +89,189 @@ connection B.zone.connections.Remove(src) if(!B.zone.connections.len) del B.zone.connections - if(zone_A) - if(zone_A && zone_A.connections) - zone_A.connections.Remove(src) - if(!zone_A.connections.len) - del zone_A.connections - if(zone_B) - if(zone_B && zone_B.connections) - zone_B.connections.Remove(src) - if(!zone_B.connections.len) - del zone_B.connections - if(indirect != CONNECTION_CLOSED) - if(A && A.zone) - if(B && B.zone) - if(B.zone in A.zone.connected_zones) - if(A.zone.connected_zones[B.zone] > 1) - A.zone.connected_zones[B.zone]-- - else - A.zone.connected_zones -= B.zone - if(A.zone.connected_zones && !A.zone.connected_zones.len) - A.zone.connected_zones = null - if( zone_B && (!B.zone || zone_B != B.zone) ) - if(zone_B in A.zone.connected_zones) - if(A.zone.connected_zones[zone_B] > 1) - A.zone.connected_zones[zone_B]-- - else - A.zone.connected_zones -= zone_B - if(A.zone.connected_zones && !A.zone.connected_zones.len) - A.zone.connected_zones = null - if(zone_A && (!A.zone || zone_A != A.zone)) - if(B && B.zone) - if(B.zone in zone_A.connected_zones) - if(zone_A.connected_zones[B.zone] > 1) - zone_A.connected_zones[B.zone]-- - else - zone_A.connected_zones -= B.zone - if(zone_A.connected_zones && !zone_A.connected_zones.len) - zone_A.connected_zones = null - if( zone_B && (!B.zone || zone_B != B.zone) ) - if(zone_B in zone_A.connected_zones) - if(zone_A.connected_zones[zone_B] > 1) - zone_A.connected_zones[zone_B]-- - else - zone_A.connected_zones -= zone_B - if(zone_A.connected_zones && !zone_A.connected_zones.len) - zone_A.connected_zones = null - if(B && B.zone) - if(A && A.zone) - if(A.zone in B.zone.connected_zones) - if(B.zone.connected_zones[A.zone] > 1) - B.zone.connected_zones[A.zone]-- - else - B.zone.connected_zones -= A.zone - if(B.zone.connected_zones && !B.zone.connected_zones.len) - B.zone.connected_zones = null - if( zone_A && (!A.zone || zone_A != A.zone) ) - if(zone_A in B.zone.connected_zones) - if(B.zone.connected_zones[zone_A] > 1) - B.zone.connected_zones[zone_A]-- - else - B.zone.connected_zones -= zone_A - if(B.zone.connected_zones && !B.zone.connected_zones.len) - B.zone.connected_zones = null - if(zone_B && (!B.zone || zone_B != B.zone)) - if(A && A.zone) - if(A.zone in zone_B.connected_zones) - if(zone_B.connected_zones[A.zone] > 1) - zone_B.connected_zones[A.zone]-- - else - zone_B.connected_zones -= A.zone - if(zone_B.connected_zones && !zone_B.connected_zones.len) - zone_B.connected_zones = null - if( zone_A && (!A.zone || zone_A != A.zone) ) - if(zone_A in zone_B.connected_zones) - if(zone_B.connected_zones[zone_A] > 1) - zone_B.connected_zones[zone_A]-- - else - zone_B.connected_zones -= zone_A - if(zone_B.connected_zones && !zone_B.connected_zones.len) - zone_B.connected_zones = null - else - if(A && A.zone) - if(B && B.zone) - if(B.zone in A.zone.closed_connection_zones) - if(A.zone.closed_connection_zones[B.zone] > 1) - A.zone.closed_connection_zones[B.zone]-- - else - A.zone.closed_connection_zones -= B.zone - if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len) - A.zone.closed_connection_zones = null - if( zone_B && (!B.zone || zone_B != B.zone) ) - if(zone_B in A.zone.closed_connection_zones) - if(A.zone.closed_connection_zones[zone_B] > 1) - A.zone.closed_connection_zones[zone_B]-- - else - A.zone.closed_connection_zones -= zone_B - if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len) - A.zone.closed_connection_zones = null - if(zone_A && (!A.zone || zone_A != A.zone)) - if(B && B.zone) - if(B.zone in zone_A.closed_connection_zones) - if(zone_A.closed_connection_zones[B.zone] > 1) - zone_A.closed_connection_zones[B.zone]-- - else - zone_A.closed_connection_zones -= B.zone - if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len) - zone_A.closed_connection_zones = null - if( zone_B && (!B.zone || zone_B != B.zone) ) - if(zone_B in zone_A.closed_connection_zones) - if(zone_A.closed_connection_zones[zone_B] > 1) - zone_A.closed_connection_zones[zone_B]-- - else - zone_A.closed_connection_zones -= zone_B - if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len) - zone_A.closed_connection_zones = null - if(B && B.zone) - if(A && A.zone) - if(A.zone in B.zone.closed_connection_zones) - if(B.zone.closed_connection_zones[A.zone] > 1) - B.zone.closed_connection_zones[A.zone]-- - else - B.zone.closed_connection_zones -= A.zone - if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len) - B.zone.closed_connection_zones = null - if( zone_A && (!A.zone || zone_A != A.zone) ) - if(zone_A in B.zone.closed_connection_zones) - if(B.zone.closed_connection_zones[zone_A] > 1) - B.zone.closed_connection_zones[zone_A]-- - else - B.zone.closed_connection_zones -= zone_A - if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len) - B.zone.closed_connection_zones = null - if(zone_B && (!B.zone || zone_B != B.zone)) - if(A && A.zone) - if(A.zone in zone_B.closed_connection_zones) - if(zone_B.closed_connection_zones[A.zone] > 1) - zone_B.closed_connection_zones[A.zone]-- - else - zone_B.closed_connection_zones -= A.zone - if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len) - zone_B.closed_connection_zones = null - if( zone_A && (!A.zone || zone_A != A.zone) ) - if(zone_A in zone_B.closed_connection_zones) - if(zone_B.closed_connection_zones[zone_A] > 1) - zone_B.closed_connection_zones[zone_A]-- - else - zone_B.closed_connection_zones -= zone_A - if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len) - zone_B.closed_connection_zones = null + //Disconnect zones while handling unusual conditions. + // e.g. loss of a zone on a turf + if(A && A.zone && B && B.zone) + DisconnectZones(A.zone, B.zone) + + //Finally, preform actual deletion. . = ..() + + proc/ConnectZones(var/zone/zone_1, var/zone/zone_2, open = 0) + + //Sanity checking + if(!istype(zone_1) || !istype(zone_2)) + return + + //Handle zones connecting indirectly/directly. + if(open) + + //Create the lists if necessary. + if(!zone_1.connected_zones) + zone_1.connected_zones = list() + + if(!zone_2.connected_zones) + zone_2.connected_zones = list() + + //Increase the number of connections between zones. + if(zone_2 in zone_1.connected_zones) + zone_1.connected_zones[zone_2]++ + else + zone_1.connected_zones += zone_2 + zone_1.connected_zones[zone_2] = 1 + + if(zone_1 in zone_2.connected_zones) + zone_2.connected_zones[zone_1]++ + else + zone_2.connected_zones += zone_1 + zone_2.connected_zones[zone_1] = 1 + + //Handle closed connections. + else + + //Create the lists + if(!zone_1.closed_connection_zones) + zone_1.closed_connection_zones = list() + + if(!zone_2.closed_connection_zones) + zone_2.closed_connection_zones = list() + + //Increment the connections. + if(zone_2 in zone_1.closed_connection_zones) + zone_1.closed_connection_zones[zone_2]++ + else + zone_1.closed_connection_zones += zone_2 + zone_1.closed_connection_zones[zone_2] = 1 + + if(zone_1 in zone_2.closed_connection_zones) + zone_2.closed_connection_zones[zone_1]++ + else + zone_2.closed_connection_zones += zone_1 + zone_2.closed_connection_zones[zone_1] = 1 + + + proc/DisconnectZones(var/zone/zone_1, var/zone/zone_2) + + //Sanity checking + if(!istype(zone_1) || !istype(zone_2)) + return + + //Handle disconnection of indirectly or directly connected zones. + if( (zone_1 in zone_2.connected_zones) || (zone_2 in zone_1.connected_zones) ) + + //If there are more than one connection, decrement the number of connections + //Otherwise, remove all connections between the zones. + if(zone_1.connected_zones[zone_2] > 1) + zone_1.connected_zones[zone_2]-- + else + zone_1.connected_zones -= zone_2 + //remove the list if it is empty + if(!zone_1.connected_zones.len) + zone_1.connected_zones = null + + //Then do the same for the other zone. + if(zone_2.connected_zones[zone_1] > 1) + zone_2.connected_zones[zone_1]-- + else + zone_2.connected_zones -= zone_1 + if(!zone_2.connected_zones.len) + zone_2.connected_zones = null + + //Handle disconnection of closed zones. + if( (zone_1 in zone_2.closed_connection_zones) || (zone_2 in zone_1.closed_connection_zones) ) + + //If there are more than one connection, decrement the number of connections + //Otherwise, remove all connections between the zones. + if(zone_1.closed_connection_zones[zone_2] > 1) + zone_1.closed_connection_zones[zone_2]-- + else + zone_1.closed_connection_zones -= zone_2 + //remove the list if it is empty + if(!zone_1.closed_connection_zones.len) + zone_1.closed_connection_zones = null + + //Then do the same for the other zone. + if(zone_2.closed_connection_zones[zone_1] > 1) + zone_2.closed_connection_zones[zone_1]-- + else + zone_2.closed_connection_zones -= zone_1 + if(!zone_2.closed_connection_zones.len) + zone_2.closed_connection_zones = null + + proc/Cleanup() + + //Check sanity: existance of turfs if(!A || !B) - //world.log << "Connection removed: [A] or [B] missing entirely." del src + + //Check sanity: zones are different if(A.zone == B.zone) - //world.log << "Connection removed: Zones now merged." del src + + //Check sanity: same turfs as before. if(ref_A != "\ref[A]" || ref_B != "\ref[B]") del src - if((A.zone && A.zone != zone_A) || (B.zone && B.zone != zone_B)) - Sanitize() + + //Manage sudden loss of a turfs zone. (e.g. a wall being built) if(!A.zone || !B.zone) no_zone_count++ if(no_zone_count >= 5) //world.log << "Connection removed: [A] or [B] missing a zone." del src return 0 + + //Handle zones changing on a turf. + if((A.zone && A.zone != zone_A) || (B.zone && B.zone != zone_B)) + Sanitize() + return 1 + proc/CheckPassSanity() + //Sanity check, first. Cleanup() + if(A.zone && B.zone) + + //If no walls are blocking us... if(A.ZAirPass(B)) + //...we check to see if there is a door in the way... var/door_pass = A.CanPass(null,B,1.5,1) + //...and if it is opened. if(door_pass || A.CanPass(null,B,0,0)) + + //Make and remove connections to let air pass. if(indirect == CONNECTION_CLOSED) - //ADJUST FOR CAN CONNECT - if(!A.zone.connected_zones) - A.zone.connected_zones = list() - if(B.zone in A.zone.connected_zones) - A.zone.connected_zones[B.zone]++ - else - A.zone.connected_zones += B.zone - A.zone.connected_zones[B.zone] = 1 - - if(!B.zone.connected_zones) - B.zone.connected_zones = list() - if(A.zone in B.zone.connected_zones) - B.zone.connected_zones[A.zone]++ - else - B.zone.connected_zones += A.zone - B.zone.connected_zones[A.zone] = 1 - - if(A.zone.closed_connection_zones) - if(A.zone.closed_connection_zones[B.zone] > 1) - A.zone.closed_connection_zones[B.zone]-- - else - A.zone.closed_connection_zones.Remove(B.zone) - if(A.zone.closed_connection_zones && !A.zone.closed_connection_zones.len) - A.zone.closed_connection_zones = null - - if(B.zone.closed_connection_zones) - if(B.zone.closed_connection_zones[A.zone] > 1) - B.zone.closed_connection_zones[A.zone]-- - else - B.zone.closed_connection_zones.Remove(A.zone) - - if(B.zone.closed_connection_zones && !B.zone.closed_connection_zones.len) - B.zone.closed_connection_zones = null + DisconnectZones(A.zone, B.zone) + ConnectZones(A.zone, B.zone, 1) if(door_pass) indirect = CONNECTION_DIRECT else if(!door_pass) indirect = CONNECTION_INDIRECT + //The door is instead closed. else if(indirect > CONNECTION_CLOSED) indirect = CONNECTION_CLOSED - //ADJUST FOR CANNOT CONNECT - if(A.zone.connected_zones) - if(A.zone.connected_zones[B.zone] > 1) - A.zone.connected_zones[B.zone]-- - else - A.zone.connected_zones.Remove(B.zone) - if(A.zone.connected_zones && !A.zone.connected_zones.len) - A.zone.connected_zones = null + DisconnectZones(A.zone, B.zone) + ConnectZones(A.zone, B.zone) - if(B.zone.connected_zones) - if(B.zone.connected_zones[A.zone] > 1) - B.zone.connected_zones[A.zone]-- - else - B.zone.connected_zones.Remove(A.zone) - - if(B.zone.connected_zones && !B.zone.connected_zones.len) - B.zone.connected_zones = null - - //Add to the closed connections list(s) - if(!A.zone.closed_connection_zones) - A.zone.closed_connection_zones = list() - if(B.zone in A.zone.closed_connection_zones) - A.zone.closed_connection_zones[B.zone]++ - else - A.zone.closed_connection_zones += B.zone - A.zone.closed_connection_zones[B.zone] = 1 - - if(!B.zone.closed_connection_zones) - B.zone.closed_connection_zones = list() - if(A.zone in B.zone.closed_connection_zones) - B.zone.closed_connection_zones[A.zone]++ - else - B.zone.closed_connection_zones += A.zone - B.zone.closed_connection_zones[A.zone] = 1 - - else //If I can no longer pass air, better delete + //If I can no longer pass air, better delete + else del src proc/Sanitize() //If the zones change on connected turfs, update it. - if(A.zone && A.zone != zone_A && B.zone && B.zone != zone_B) - if(!A.zone || !B.zone) - del src + //Both zones changed (wat) + if(A.zone && A.zone != zone_A && B.zone && B.zone != zone_B) + + //If the zones have gotten swapped + // (do not ask me how, I am just being anal retentive about sanity) if(A.zone == zone_B && B.zone == zone_A) var/turf/temp = B B = A @@ -386,208 +283,101 @@ connection ref_B = temp_ref return - if(zone_A) - if(zone_A.connections) - zone_A.connections.Remove(src) - if(!zone_A.connections.len) - del zone_A.connections + //Handle removal of connections from archived zones. + if(zone_A && zone_A.connections) + zone_A.connections.Remove(src) + if(!zone_A.connections.len) + zone_A.connections = null - if(indirect != CONNECTION_CLOSED) - if(zone_A.connected_zones) - if(zone_A.connected_zones[zone_B] > 1) - zone_A.connected_zones[zone_B]-- - else - zone_A.connected_zones.Remove(zone_B) - if(zone_A.connected_zones && !zone_A.connected_zones.len) - zone_A.connected_zones = null + if(zone_B && zone_B.connections) + zone_B.connections.Remove(src) + if(!zone_B.connections.len) + zone_B.connections = null - else - if(zone_A.closed_connection_zones) - if(zone_A.closed_connection_zones[zone_B] > 1) - zone_A.closed_connection_zones[zone_B]-- - else - zone_A.closed_connection_zones.Remove(zone_B) - if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len) - zone_A.closed_connection_zones = null - - - if(zone_B) - if(zone_B.connections) - zone_B.connections.Remove(src) - if(!zone_B.connections.len) - del zone_B.connections - - if(indirect != CONNECTION_CLOSED) - if(zone_B.connected_zones) - if(zone_B.connected_zones[zone_A] > 1) - zone_B.connected_zones[zone_A]-- - else - zone_B.connected_zones.Remove(zone_A) - if(zone_B.connected_zones && !zone_B.connected_zones.len) - zone_B.connected_zones = null - - else - if(zone_B.closed_connection_zones) - if(zone_B.closed_connection_zones[zone_A] > 1) - zone_B.closed_connection_zones[zone_A]-- - else - zone_B.closed_connection_zones.Remove(zone_A) - if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len) - zone_B.closed_connection_zones = null - - if(indirect != CONNECTION_CLOSED) + if(A.zone) if(!A.zone.connections) A.zone.connections = list() A.zone.connections |= src + + if(B.zone) if(!B.zone.connections) B.zone.connections = list() B.zone.connections |= src - if(!A.zone.connected_zones) - A.zone.connected_zones = list() - if(B.zone in A.zone.connected_zones) - A.zone.connected_zones[B.zone]++ - else - A.zone.connected_zones += B.zone - A.zone.connected_zones[B.zone] = 1 + //If either zone is null, we disconnect the archived ones after cleaning up the connections. + if(!A.zone || !B.zone) + if(zone_A && zone_B) + DisconnectZones(zone_B, zone_A) - if(!B.zone.connected_zones) - B.zone.connected_zones = list() - if(A.zone in B.zone.connected_zones) - B.zone.connected_zones[A.zone]++ - else - B.zone.connected_zones += A.zone - B.zone.connected_zones[A.zone] = 1 + if(!A.zone) + zone_A = A.zone - else + if(!B.zone) + zone_B = B.zone + return - if(!A.zone.connections) - A.zone.connections = list() - A.zone.connections |= src - if(!B.zone.connections) - B.zone.connections = list() - B.zone.connections |= src - - if(!A.zone.closed_connection_zones) - A.zone.closed_connection_zones = list() - if(B.zone in A.zone.closed_connection_zones) - A.zone.closed_connection_zones[B.zone]++ - else - A.zone.closed_connection_zones += B.zone - A.zone.closed_connection_zones[B.zone] = 1 - - if(!B.zone.closed_connection_zones) - B.zone.closed_connection_zones = list() - if(A.zone in B.zone.closed_connection_zones) - B.zone.closed_connection_zones[A.zone]++ - else - B.zone.closed_connection_zones += A.zone - B.zone.closed_connection_zones[A.zone] = 1 + //Handle diconnection and reconnection of zones. + if(zone_A && zone_B) + DisconnectZones(zone_A, zone_B) + ConnectZones(A.zone, B.zone, indirect) + //resetting values of archived values. zone_B = B.zone - zone_A = A.zone - + //The "A" zone changed. else if(A.zone && A.zone != zone_A) - if(zone_A) + //Handle connection cleanup + if(zone_A) if(zone_A.connections) zone_A.connections.Remove(src) if(!zone_A.connections.len) del zone_A.connections + + if(A.zone) if(!A.zone.connections) A.zone.connections = list() A.zone.connections |= src - if(indirect != CONNECTION_CLOSED) - if(zone_A.connected_zones) - if(zone_A.connected_zones[zone_B] > 1) - zone_A.connected_zones[zone_B]-- - else - zone_A.connected_zones.Remove(zone_B) - if(zone_A.connected_zones && !zone_A.connected_zones.len) - zone_A.connected_zones = null - - if(!A.zone.connected_zones) - A.zone.connected_zones = list() - if(!(zone_B in A.zone.connected_zones)) - A.zone.connected_zones += zone_B - A.zone.connected_zones[zone_B] = 1 - else - A.zone.connected_zones[zone_B]++ - - else - if(zone_A.closed_connection_zones) - if(zone_A.closed_connection_zones[zone_B] > 1) - zone_A.closed_connection_zones[zone_B]-- - else - zone_A.closed_connection_zones.Remove(zone_B) - if(zone_A.closed_connection_zones && !zone_A.closed_connection_zones.len) - zone_A.closed_connection_zones = null - - if(!A.zone.closed_connection_zones) - A.zone.closed_connection_zones = list() - if(!(zone_B in A.zone.closed_connection_zones)) - A.zone.closed_connection_zones += zone_B - A.zone.closed_connection_zones[zone_B] = 1 - else - A.zone.closed_connection_zones[zone_B]++ - + //If the "A" zone is null, we disconnect the archived ones after cleaning up the connections. + if(!A.zone) + if(zone_A && zone_B) + DisconnectZones(zone_A, zone_B) zone_A = A.zone + return - else - del src + //Handle diconnection and reconnection of zones. + if(zone_A && zone_B) + DisconnectZones(zone_A, zone_B) + ConnectZones(A.zone, B.zone, indirect) + //The "B" zone changed. else if(B.zone && B.zone != zone_B) - if(zone_B) + //Handle connection cleanup + if(zone_B) if(zone_B.connections) zone_B.connections.Remove(src) if(!zone_B.connections.len) del zone_B.connections + + if(B.zone) if(!B.zone.connections) B.zone.connections = list() B.zone.connections |= src - if(indirect != CONNECTION_CLOSED) - if(zone_B.connected_zones) - if(zone_B.connected_zones[zone_A] > 1) - zone_B.connected_zones[zone_A]-- - else - zone_B.connected_zones.Remove(zone_A) - if(zone_B.connected_zones && !zone_B.connected_zones.len) - zone_B.connected_zones = null - - if(!B.zone.connected_zones) - B.zone.connected_zones = list() - if(!(zone_A in B.zone.connected_zones)) - B.zone.connected_zones += zone_A - B.zone.connected_zones[zone_A] = 1 - else - B.zone.connected_zones[zone_A]++ - - else - if(zone_B.closed_connection_zones) - if(zone_B.closed_connection_zones[zone_A] > 1) - zone_B.closed_connection_zones[zone_A]-- - else - zone_B.closed_connection_zones.Remove(zone_A) - if(zone_B.closed_connection_zones && !zone_B.closed_connection_zones.len) - zone_B.closed_connection_zones = null - - if(!B.zone.closed_connection_zones) - B.zone.closed_connection_zones = list() - if(!(zone_A in B.zone.closed_connection_zones)) - B.zone.closed_connection_zones += zone_A - B.zone.closed_connection_zones[zone_A] = 1 - else - B.zone.closed_connection_zones[zone_A]++ - + //If the "B" zone is null, we disconnect the archived ones after cleaning up the connections. + if(!B.zone) + if(zone_A && zone_B) + DisconnectZones(zone_A, zone_B) zone_B = B.zone + return - else - del src + //Handle diconnection and reconnection of zones. + if(zone_A && zone_B) + DisconnectZones(zone_A, zone_B) + ConnectZones(A.zone, B.zone, indirect) #undef CONNECTION_DIRECT