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vgstation13/code/ZAS/Functions.dm
Rob Nelson 2b77203275 ** WILL NOT COMPILE, OVER STRINGS LIMIT **
Import new bay stuff.
2013-09-03 23:19:24 -07:00

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//Global Functions
//Contents: FloodFill, ZMerge, ZConnect
//Floods outward from an initial turf to fill everywhere it's zone would reach.
proc/FloodFill(turf/simulated/start)
if(!istype(start))
return list()
//The list of tiles waiting to be evaulated.
var/list/open = list(start)
//The list of tiles which have been evaulated.
var/list/closed = list()
//Loop through the turfs in the open list in order to find which adjacent turfs should be added to the zone.
while(open.len)
var/turf/simulated/T = pick(open)
//sanity!
if(!istype(T))
open -= T
continue
//Check all cardinal directions
for(var/d in cardinal)
var/turf/simulated/O = get_step(T,d)
//Ensure the turf is of proper type, that it is not in either list, and that air can reach it.
if(istype(O) && !(O in open) && !(O in closed) && O.ZCanPass(T))
//Handle connections from a tile with a door.
if(T.HasDoor())
//If they both have doors, then they are not able to connect period.
if(O.HasDoor())
continue
//Connect first to north and west
if(d == NORTH || d == WEST)
open += O
//If that fails, and north/west cannot be connected to, see if west or south can be connected instead.
else
var/turf/simulated/W = get_step(O, WEST)
var/turf/simulated/N = get_step(O, NORTH)
if( !O.ZCanPass(N) && !O.ZCanPass(W) )
//If it cannot connect either to the north or west, connect it!
open += O
//If no doors are involved, add it immediately.
else if(!O.HasDoor())
open += O
//Handle connecting to a tile with a door.
else
if(d == SOUTH || d == EAST)
//doors prefer connecting to zones to the north or west
closed += O
else
//see if we need to force an attempted connection
//(there are no potentially viable zones to the north/west of the door)
var/turf/simulated/W = get_step(O, WEST)
var/turf/simulated/N = get_step(O, NORTH)
if( !O.ZCanPass(N) && !O.ZCanPass(W) )
//If it cannot connect either to the north or west, connect it!
closed += O
//This tile is now evaluated, and can be moved to the list of evaluated tiles.
open -= T
closed += T
return closed
//Procedure to merge two zones together.
proc/ZMerge(zone/A,zone/B)
//Sanity~
if(!istype(A) || !istype(B))
return
var/new_contents = A.contents + B.contents
//Set all the zone vars.
for(var/turf/simulated/T in B.contents)
T.zone = A
if(istype(A.air) && istype(B.air))
//Merges two zones so that they are one.
var/a_size = A.air.group_multiplier
var/b_size = B.air.group_multiplier
var/c_size = a_size + b_size
//Set air multipliers to one so air represents gas per tile.
A.air.group_multiplier = 1
B.air.group_multiplier = 1
//Remove some air proportional to the size of this zone.
A.air.remove_ratio(a_size/c_size)
B.air.remove_ratio(b_size/c_size)
//Merge the gases and set the multiplier to the sum of the old ones.
A.air.merge(B.air)
A.air.group_multiplier = c_size
//I hate when the air datum somehow disappears.
// Try to make it sorta work anyways. Fakit
else if(istype(B.air))
A.air = B.air
A.air.group_multiplier = A.contents.len
else if(istype(A.air))
A.air.group_multiplier = A.contents.len
//Doublefakit.
else
A.air = new
//Check for connections to merge into the new zone.
for(var/connection/C in B.connections)
//The Cleanup proc will delete the connection if the zones are the same.
// It will also set the zone variables correctly.
C.Cleanup()
//Add space tiles.
if(A.unsimulated_tiles && B.unsimulated_tiles)
A.unsimulated_tiles |= B.unsimulated_tiles
else if (B.unsimulated_tiles)
A.unsimulated_tiles = B.unsimulated_tiles
//Add contents.
A.contents = new_contents
//Remove the "B" zone, finally.
B.SoftDelete()
//Connects two zones by forming a connection object representing turfs A and B.
proc/ZConnect(turf/simulated/A,turf/simulated/B)
//Make sure that if it's space, it gets added to unsimulated_tiles instead.
if(!istype(B))
if(A.zone)
A.zone.AddTurf(B)
return
if(!istype(A))
if(B.zone)
B.zone.AddTurf(A)
return
if(!istype(A) || !istype(B))
return
//Make some preliminary checks to see if the connection is valid.
if(!A.zone || !B.zone) return
if(A.zone == B.zone) return
if(A.CanPass(null,B,0,1))
return ZMerge(A.zone,B.zone)
//Ensure the connection isn't already made.
if("\ref[A]" in air_master.turfs_with_connections)
for(var/connection/C in air_master.turfs_with_connections["\ref[A]"])
C.Cleanup()
if(C && (C.B == B || C.A == B))
return
//Make the connection.
new /connection(A,B)