Files
Paradise/code/game/smoothwall.dm
2015-10-06 23:29:51 -04:00

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// 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