Renames files under code/ with naughty characters

Like seriously, don't use spaces in file names, this is a codebase,
they're annoying. Hopefully Github will show these renames correctly.
This commit is contained in:
Jack Edge
2016-05-24 12:10:52 +01:00
parent e4755a8d4b
commit 7f49175967
72 changed files with 71 additions and 71 deletions

View File

@@ -0,0 +1,164 @@
//This is realisation of the working torus-looping randomized-per-round space map, this kills the cube
#define Z_LEVEL_NORTH "1"
#define Z_LEVEL_SOUTH "2"
#define Z_LEVEL_EAST "4"
#define Z_LEVEL_WEST "8"
var/list/z_levels_list = list()
/datum/space_level
var/name = "Your config settings failed, you need to fix this for the datum space levels to work"
var/list/neigbours = list()
var/z_value = 1 //actual z placement
var/linked = 1
var/xi
var/yi //imaginary placements on the grid
/datum/space_level/New(transition_type)
linked = transition_type
if(linked == 1)
neigbours = list()
var/list/L = list(Z_LEVEL_NORTH,Z_LEVEL_SOUTH,Z_LEVEL_EAST,Z_LEVEL_WEST)
for(var/A in L)
neigbours[A] = src
/datum/space_level/proc/set_neigbours(list/L)
for(var/datum/point/P in L)
if(P.x == xi)
if(P.y == yi+1)
neigbours[Z_LEVEL_NORTH] = P.spl
P.spl.neigbours[Z_LEVEL_SOUTH] = src
else if(P.y == yi-1)
neigbours[Z_LEVEL_SOUTH] = P.spl
P.spl.neigbours[Z_LEVEL_NORTH] = src
else if(P.y == yi)
if(P.x == xi+1)
neigbours[Z_LEVEL_EAST] = P.spl
P.spl.neigbours[Z_LEVEL_WEST] = src
else if(P.x == xi-1)
neigbours[Z_LEVEL_WEST] = P.spl
P.spl.neigbours[Z_LEVEL_EAST] = src
/datum/point //this is explicitly utilitarian datum type made specially for the space map generation and are absolutely unusable for anything else
var/list/neigbours = list()
var/x
var/y
var/datum/space_level/spl
/datum/point/New(nx, ny, list/point_grid)
if(!point_grid)
qdel(src)
return
var/list/L = point_grid[1]
if(nx > point_grid.len || ny > L.len)
qdel(src)
return
x = nx
y = ny
if(point_grid[x][y])
return
point_grid[x][y] = src
/datum/point/proc/set_neigbours(list/grid)
var/max_X = grid.len
var/list/max_Y = grid[1]
max_Y = max_Y.len
neigbours.Cut()
if(x+1 <= max_X)
neigbours |= grid[x+1][y]
if(x-1 >= 1)
neigbours |= grid[x-1][y]
if(y+1 <= max_Y)
neigbours |= grid[x][y+1]
if(y-1 >= 1)
neigbours |= grid[x][y-1]
/proc/setup_map_transitions() //listamania
var/list/SLS = list()
var/datum/space_level/D
var/conf_set_len = map_transition_config.len
var/k = 1
for(var/A in map_transition_config)
D = new(map_transition_config[A])
D.name = A
D.z_value = k
if(D.linked < 2)
z_levels_list["[D.z_value]"] = D
else
SLS.Add(D)
k++
var/list/point_grid[conf_set_len*2+1][conf_set_len*2+1]
var/list/grid = list()
var/datum/point/P
for(var/i = 1, i<=conf_set_len*2+1, i++)
for(var/j = 1, j<=conf_set_len*2+1, j++)
P = new/datum/point(i,j, point_grid)
point_grid[i][j] = P
grid.Add(P)
for(var/datum/point/pnt in grid)
pnt.set_neigbours(point_grid)
P = point_grid[conf_set_len+1][conf_set_len+1]
var/list/possible_points = list()
var/list/used_points = list()
grid.Cut()
while(SLS.len)
D = pick(SLS)
SLS.Remove(D)
D.xi = P.x
D.yi = P.y
P.spl = D
possible_points |= P.neigbours
used_points |= P
possible_points.Remove(used_points)
D.set_neigbours(used_points)
P = pick(possible_points)
grid["[D.z_value]"] = D
for(var/A in z_levels_list)
grid[A] = z_levels_list[A]
//Lists below are pre-calculated values arranged in the list in such a way to be easily accessable in the loop by the counter
//Its either this or madness with lotsa math
var/list/x_pos_beginning = list(1, 1, world.maxx - TRANSITIONEDGE, 1) //x values of the lowest-leftest turfs of the respective 4 blocks on each side of zlevel
var/list/y_pos_beginning = list(world.maxy - TRANSITIONEDGE, 1, TRANSITIONEDGE, TRANSITIONEDGE) //y values respectively
var/list/x_pos_ending = list(world.maxx, world.maxx, world.maxx, TRANSITIONEDGE) //x values of the highest-rightest turfs of the respective 4 blocks on each side of zlevel
var/list/y_pos_ending = list(world.maxy, TRANSITIONEDGE, world.maxy - TRANSITIONEDGE, world.maxy - TRANSITIONEDGE) //y values respectively
var/list/x_pos_transition = list(1, 1, TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2) //values of x for the transition from respective blocks on the side of zlevel, 1 is being translated into turfs respective x value later in the code
var/list/y_pos_transition = list(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2, 1, 1) //values of y for the transition from respective blocks on the side of zlevel, 1 is being translated into turfs respective y value later in the code
for(var/zlevelnumber = 1, zlevelnumber<=grid.len, zlevelnumber++)
D = grid["[zlevelnumber]"]
if(!D)
CRASH("[zlevelnumber] position has no space level datum.")
if(!(D.neigbours.len))
continue
for(var/side = 1, side<5, side++)
var/turf/beginning = locate(x_pos_beginning[side], y_pos_beginning[side], zlevelnumber)
var/turf/ending = locate(x_pos_ending[side], y_pos_ending[side], zlevelnumber)
var/list/turfblock = block(beginning, ending)
var/dirside = 2**(side-1)
var/zdestination = zlevelnumber
if(D.neigbours["[dirside]"] && D.neigbours["[dirside]"] != D)
D = D.neigbours["[dirside]"]
zdestination = D.z_value
else
dirside = turn(dirside, 180)
while(D.neigbours["[dirside]"] && D.neigbours["[dirside]"] != D)
D = D.neigbours["[dirside]"]
zdestination = D.z_value
D = grid["[zlevelnumber]"]
for(var/turf/open/space/S in turfblock)
S.destination_x = x_pos_transition[side] == 1 ? S.x : x_pos_transition[side]
S.destination_y = y_pos_transition[side] == 1 ? S.y : y_pos_transition[side]
S.destination_z = zdestination
for(var/A in grid)
z_levels_list[A] = grid[A]
#undef Z_LEVEL_NORTH
#undef Z_LEVEL_SOUTH
#undef Z_LEVEL_EAST
#undef Z_LEVEL_WEST