Creates SSplanets subsystem

For SPEEDYNESS

It probably works. I mean it's hard to sit there for 8 hours and test it. But it seems to work okay. At worst if it doesn't you'll have weather that doesn't make sense. ;v
This commit is contained in:
Arokha Sieyes
2018-06-02 19:09:35 -04:00
parent 6d8c607850
commit 462effc1d2
13 changed files with 212 additions and 133 deletions
@@ -1,5 +1,4 @@
var/list/turf_edge_cache = list()
var/list/outdoor_turfs = list()
/turf/
// If greater than 0, this turf will apply edge overlays on top of other turfs cardinally adjacent to it, if those adjacent turfs are of a different icon_state,
@@ -24,24 +23,21 @@ var/list/outdoor_turfs = list()
/turf/simulated/floor/New()
if(outdoors)
outdoor_turfs.Add(src)
SSplanets.addTurf(src)
..()
/turf/simulated/floor/Destroy()
if(outdoors)
planet_controller.unallocateTurf(src)
SSplanets.removeTurf(src)
return ..()
/turf/simulated/proc/make_outdoors()
outdoors = TRUE
outdoor_turfs.Add(src)
SSplanets.addTurf(src)
/turf/simulated/proc/make_indoors()
outdoors = FALSE
if(planet_controller)
planet_controller.unallocateTurf(src)
else // This is happening during map gen, if there's no planet_controller (hopefully).
outdoor_turfs -= src
SSplanets.removeTurf(src)
/turf/simulated/post_change()
..()
+1 -1
View File
@@ -14,7 +14,7 @@
/turf/simulated/sky/initialize()
. = ..()
outdoor_turfs.Add(src)
SSplanets.addTurf(src)
set_light(2, 2, "#FFFFFF")
/turf/simulated/sky/north