// OKAY I DON'T KNOW WHO THE FUCK ORIGINALLY CODED THIS BUT THEY ARE OFFICIALLY FIRED FOR BEING DRUNK AND STUPID // FUCK YOU MYSTERY CODERS // FOR THIS SHIT I'M GOING TO MAKE ALL MY COMMENTS IN CAPS /atom var/list/canSmoothWith=list() // TYPE PATHS I CAN SMOOTH WITH~~~~~ // MOVED INTO UTILITY FUNCTION FOR LESS DUPLICATED CODE. /atom/proc/findSmoothingNeighbors() // THIS IS A BITMAP BECAUSE NORTH/SOUTH/ETC ARE ALL BITFLAGS BECAUSE BYOND IS DUMB AND // DOESN'T FUCKING MAKE SENSE, BUT IT WORKS TO OUR ADVANTAGE var/junction = 0 for(var/cdir in cardinal) var/turf/T = get_step(src,cdir) if(isSmoothableNeighbor(T)) junction |= cdir continue // NO NEED FOR FURTHER SEARCHING IN THIS TILE for(var/atom/A in T) if(isSmoothableNeighbor(A)) junction |= cdir break // NO NEED FOR FURTHER SEARCHING IN THIS TILE return junction /atom/proc/isSmoothableNeighbor(var/atom/A) return is_type_in_list(A,canSmoothWith) /turf/simulated/wall/isSmoothableNeighbor(var/atom/A) if(is_type_in_list(A,canSmoothWith)) // COLON OPERATORS ARE TERRIBLE BUT I HAVE NO CHOICE if(src.mineral == A:mineral) //mineral not walltype so reinf still smooths with normal and vice versa return 1 return 0 /** * WALL SMOOTHING SHIT * * IN /ATOM BECAUSE /TURFS ARE /ATOMS AND SO ARE /OBJ/STRUCTURE/FALSEWALLS * THIS IS STUPID BUT IS FAIRLY ELEGANT FOR BYOND * * HOWEVER, INSTEAD OF MAKING ONE BIG GODDAMN MONOLITHIC PROC LIKE A FUCKING * SHITTY FUNCTIONAL PROGRAMMER, WE WILL BE COOL AND MODERN AND USE INHERITANCE. */ /atom/proc/relativewall() return // DOES JACK SHIT BY DEFAULT. OLD BEHAVIOR WAS TO SPAM LOOPS ANYWAY. /* * SEE? NOW WE ONLY HAVE TO PROGRAM THIS SHIT INTO WHAT WE WANT TO SMOOTH * INSTEAD OF BEING DUMB AND HAVING A BIG FUCKING IFTREE WITH TYPECHECKS * MY GOD, WE COULD EVEN MOVE THE CODE TO BE WITH THE REST OF THE WALL'S CODE! * HOW FUCKING INNOVATIVE. ISN'T INHERITANCE NICE? * * WE COULD STANDARDIZE THIS BUT EVERYONE'S A FUCKING SNOWFLAKE */ /turf/simulated/wall/relativewall() var/junction=findSmoothingNeighbors() icon_state = "[walltype][junction]" // WHY ISN'T THIS IN UPDATE_ICON OR SIMILAR /atom/proc/relativewall_neighbours(var/sko=0) //SKO: Skip Optimizations // OPTIMIZE BY NOT CHECKING FOR NEIGHBORS IF WE DON'T FUCKING SMOOTH if(canSmoothWith.len>0 || sko) relativewall() for(var/cdir in cardinal) var/turf/T = get_step(src,cdir) if(isSmoothableNeighbor(T) || sko) T.relativewall() for(var/atom/A in T) if(isSmoothableNeighbor(A) || sko) A.relativewall() /turf/simulated/wall/New() ..() relativewall_neighbours() /turf/simulated/wall/Destroy() for(var/obj/effect/E in src) if(E.name == "Wallrot") qdel(E) if(!del_suppress_resmoothing) spawn(10) relativewall_neighbours(sko=1) // JESUS WHY for(var/direction in cardinal) for(var/obj/effect/glowshroom/shroom in get_step(src,direction)) if(!shroom.floor) //shrooms drop to the floor shroom.floor = 1 shroom.icon_state = "glowshroomf" shroom.pixel_x = 0 shroom.pixel_y = 0 /* for(var/obj/effect/supermatter_crystal/crystal in get_step(src,direction)) if(!crystal.floor) //crystals drop to the floor crystal.floor = 1 crystal.icon_state = "supermatter_crystalf" crystal.pixel_x = 0 crystal.pixel_y = 0 */ return ..() // DE-HACK /turf/simulated/wall/vault/relativewall() return /obj/structure/alien/resin/relativewall() var/junction = findSmoothingNeighbors() icon_state = "[resintype][junction]" return