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Merge pull request #16515 from ShadowLarkens/zas
Some ZAS tweaks and minor optimizations
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@@ -13,8 +13,8 @@
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// Special case to prevent us from being part of a zone during the first air master tick.
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// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
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// startup, but it can't really be helped you know?
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if(air_master && air_master.current_cycle == 0)
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if(SSair && SSair.current_cycle == 0)
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spawn(1)
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air_master.mark_for_update(get_turf(src))
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SSair.mark_for_update(get_turf(src))
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return FALSE
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return is_zone ? FALSE : TRUE // Anything except zones can pass
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@@ -251,9 +251,9 @@
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if (!isturf(NT) || (NT in found) || (NT in pending))
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continue
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// We ask ZAS to determine if its airtight. Thats what matters anyway right?
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if(air_master.air_blocked(T, NT))
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if(SSair.air_blocked(T, NT))
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// Okay thats the edge of the room
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if(get_area_type(NT.loc) == AREA_SPACE && air_master.air_blocked(NT, NT))
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if(get_area_type(NT.loc) == AREA_SPACE && SSair.air_blocked(NT, NT))
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found += NT // So we include walls/doors not already in any area
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continue
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if (istype(NT, /turf/space))
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@@ -678,9 +678,9 @@
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if(!visual && forbiddenAreas[NT.loc.type])
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return ROOM_ERR_FORBIDDEN
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// We ask ZAS to determine if its airtight. Thats what matters anyway right?
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if(air_master.air_blocked(T, NT))
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if(SSair.air_blocked(T, NT))
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// Okay thats the edge of the room
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if(get_area_type(NT.loc) == AREA_SPACE && air_master.air_blocked(NT, NT))
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if(get_area_type(NT.loc) == AREA_SPACE && SSair.air_blocked(NT, NT))
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found += NT // So we include walls/doors not already in any area
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continue
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if (istype(NT, /turf/space))
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@@ -835,9 +835,9 @@
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if(!get_new_area_type(NT.loc) == 1) //The contains somewhere that is NOT a buildable area.
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return 3 //NOT A BUILDABLE AREA
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if(air_master.air_blocked(T, NT)) //Is the room airtight?
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if(SSair.air_blocked(T, NT)) //Is the room airtight?
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// Okay thats the edge of the room
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if(get_new_area_type(NT.loc) == 1 && air_master.air_blocked(NT, NT))
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if(get_new_area_type(NT.loc) == 1 && SSair.air_blocked(NT, NT))
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found += NT // So we include walls/doors not already in any area
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continue
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if (istype(NT, /turf/space))
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