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@@ -1,4 +1,4 @@
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GLOBAL_LIST_EMPTY(flooring_cache)
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var/list/flooring_cache = list()
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var/image/no_ceiling_image = null
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@@ -36,40 +36,39 @@ var/image/no_ceiling_image = null
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if(flooring.flags & TURF_HAS_EDGES)
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for(var/step_dir in cardinal)
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var/turf/simulated/floor/T = get_step(src, step_dir)
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if(!istype(T) || !T.flooring || T.flooring.name != flooring.name)
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if(!test_link(T))
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has_border |= step_dir
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add_overlay(get_flooring_overlay("[flooring.icon_base]-edge-[step_dir]", "[flooring.icon_base]_edges", step_dir))
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// There has to be a concise numerical way to do this but I am too noob.
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if((has_border & NORTH) && (has_border & EAST))
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//Note: Doesn't actually check northeast, this is bitmath to check if we're edge'd (aka not smoothed) to NORTH and EAST
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//North = 0001, East = 0100, Northeast = 0101, so (North|East) == Northeast, therefore (North|East)&Northeast == Northeast
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if((has_border & NORTHEAST) == NORTHEAST)
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add_overlay(get_flooring_overlay("[flooring.icon_base]-edge-[NORTHEAST]", "[flooring.icon_base]_edges", NORTHEAST))
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if((has_border & NORTH) && (has_border & WEST))
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if((has_border & NORTHWEST) == NORTHWEST)
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add_overlay(get_flooring_overlay("[flooring.icon_base]-edge-[NORTHWEST]", "[flooring.icon_base]_edges", NORTHWEST))
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if((has_border & SOUTH) && (has_border & EAST))
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if((has_border & SOUTHEAST) == SOUTHEAST)
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add_overlay(get_flooring_overlay("[flooring.icon_base]-edge-[SOUTHEAST]", "[flooring.icon_base]_edges", SOUTHEAST))
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if((has_border & SOUTH) && (has_border & WEST))
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if((has_border & SOUTHWEST) == SOUTHWEST)
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add_overlay(get_flooring_overlay("[flooring.icon_base]-edge-[SOUTHWEST]", "[flooring.icon_base]_edges", SOUTHWEST))
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if(flooring.flags & TURF_HAS_CORNERS)
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// As above re: concise numerical way to do this.
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if(!(has_border & NORTH))
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if(!(has_border & EAST))
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var/turf/simulated/floor/T = get_step(src, NORTHEAST)
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if(!(istype(T) && T.flooring && T.flooring.name == flooring.name))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[NORTHEAST]", "[flooring.icon_base]_corners", NORTHEAST))
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if(!(has_border & WEST))
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var/turf/simulated/floor/T = get_step(src, NORTHWEST)
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if(!(istype(T) && T.flooring && T.flooring.name == flooring.name))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[NORTHWEST]", "[flooring.icon_base]_corners", NORTHWEST))
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if(!(has_border & SOUTH))
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if(!(has_border & EAST))
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var/turf/simulated/floor/T = get_step(src, SOUTHEAST)
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if(!(istype(T) && T.flooring && T.flooring.name == flooring.name))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[SOUTHEAST]", "[flooring.icon_base]_corners", SOUTHEAST))
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if(!(has_border & WEST))
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var/turf/simulated/floor/T = get_step(src, SOUTHWEST)
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if(!(istype(T) && T.flooring && T.flooring.name == flooring.name))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[SOUTHWEST]", "[flooring.icon_base]_corners", SOUTHWEST))
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//Like above but checking for NO similar bits rather than both similar bits.
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if((has_border & NORTHEAST) == 0) //Are connected NORTH and EAST
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var/turf/simulated/floor/T = get_step(src, NORTHEAST)
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if(!test_link(T)) //But not NORTHEAST
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[NORTHEAST]", "[flooring.icon_base]_corners", NORTHEAST))
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if((has_border & NORTHWEST) == 0)
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var/turf/simulated/floor/T = get_step(src, NORTHWEST)
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if(!test_link(T))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[NORTHWEST]", "[flooring.icon_base]_corners", NORTHWEST))
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if((has_border & SOUTHEAST) == 0)
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var/turf/simulated/floor/T = get_step(src, SOUTHEAST)
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if(!test_link(T))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[SOUTHEAST]", "[flooring.icon_base]_corners", SOUTHEAST))
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if((has_border & SOUTHWEST) == 0)
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var/turf/simulated/floor/T = get_step(src, SOUTHWEST)
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if(!test_link(T))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-corner-[SOUTHWEST]", "[flooring.icon_base]_corners", SOUTHWEST))
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// Re-apply floor decals
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if(LAZYLEN(decals))
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@@ -79,11 +78,10 @@ var/image/no_ceiling_image = null
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icon = 'icons/turf/flooring/plating.dmi'
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icon_state = "dmg[rand(1,4)]"
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else if(flooring)
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var/rand_key = rand(0,2)
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if(!isnull(broken) && (flooring.flags & TURF_CAN_BREAK))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-broken-[rand_key]","broken[rand_key]"))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-broken-[broken]","broken[broken]")) // VOREStation Edit - Eris overlays
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if(!isnull(burnt) && (flooring.flags & TURF_CAN_BURN))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-burned-[rand_key]","burned[rand_key]"))
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add_overlay(get_flooring_overlay("[flooring.icon_base]-burned-[burnt]","burned[burnt]")) // VOREStation Edit - Eris overlays
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if(update_neighbors)
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for(var/turf/simulated/floor/F in range(src, 1))
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@@ -96,9 +94,49 @@ var/image/no_ceiling_image = null
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if(above && isopenspace(above) && !istype(src, /turf/simulated/floor/outdoors)) // This won't apply to outdoor turfs since its assumed they don't have a ceiling anyways.
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add_overlay(no_ceiling_image)
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// Update our 'them-to-us' edges, aka edges from external turfs we feel should spill onto us
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if(edge_blending_priority && !forbid_turf_edge())
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update_icon_edge()
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// This updates an edge from an adjacent turf onto us, not our own 'internal' edges.
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// For e.g. we might be outdoor metal plating, and we want to find sand next to us to have it 'spill onto' our turf with an overlay.
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/turf/simulated/proc/update_icon_edge()
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for(var/checkdir in cardinal) // Check every direction
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var/turf/simulated/T = get_step(src, checkdir) // Get the turf in that direction
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// Our conditions:
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// Has to be a /turf/simulated
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// Has to have it's own edge_blending_priority
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// Has to have a higher priority than us
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// Their icon_state is not our icon_state
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// They don't forbid_turf_edge
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if(istype(T) && T.edge_blending_priority && edge_blending_priority < T.edge_blending_priority && icon_state != T.icon_state && !T.forbid_turf_edge())
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var/cache_key = "[T.get_edge_icon_state()]-[checkdir]" // Usually [icon_state]-[dirnum]
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if(!turf_edge_cache[cache_key])
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var/image/I = image(icon = 'icons/turf/outdoors_edge.dmi', icon_state = "[T.get_edge_icon_state()]-edge", dir = checkdir, layer = ABOVE_TURF_LAYER) // Icon should be abstracted out
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I.plane = TURF_PLANE
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turf_edge_cache[cache_key] = I
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add_overlay(turf_edge_cache[cache_key])
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// We will take this state and use it for a cache key, and append '-edge' to it to get the edge overlay (edges *from other turfs*, not our own internal edges)
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/turf/simulated/proc/get_edge_icon_state()
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return icon_state
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// Tests if we shouldn't apply a turf edge.
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// Returns the blocker if one exists.
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/turf/simulated/proc/forbid_turf_edge()
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for(var/obj/structure/S in contents)
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if(S.block_turf_edges)
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return S
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return null
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/turf/simulated/floor/proc/test_link(var/turf/simulated/floor/them)
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return (istype(them) && them.flooring?.name == src.flooring.name)
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/turf/simulated/floor/proc/get_flooring_overlay(var/cache_key, var/icon_base, var/icon_dir = 0)
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if(!GLOB.flooring_cache[cache_key])
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if(!flooring_cache[cache_key])
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var/image/I = image(icon = flooring.icon, icon_state = icon_base, dir = icon_dir)
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I.layer = layer
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GLOB.flooring_cache[cache_key] = I
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return GLOB.flooring_cache[cache_key]
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flooring_cache[cache_key] = I
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return flooring_cache[cache_key]
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