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GS13NG/code/game/gamemodes/blob/blob_report.dm
T
2017-10-20 09:33:39 -05:00

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/datum/station_state
var/floor = 0
var/wall = 0
var/r_wall = 0
var/window = 0
var/door = 0
var/grille = 0
var/mach = 0
var/num_territories = 1//Number of total valid territories for gang mode
/datum/station_state/proc/count(count_territories)
for(var/turf/T in block(locate(1,1,1), locate(world.maxx,world.maxy,1)))
if(isfloorturf(T))
var/turf/open/floor/TF = T
if(!(TF.burnt))
src.floor += 12
else
src.floor += 1
if(iswallturf(T))
var/turf/closed/wall/TW = T
if(TW.intact)
src.wall += 2
else
src.wall += 1
if(istype(T, /turf/closed/wall/r_wall))
var/turf/closed/wall/r_wall/TRW = T
if(TRW.intact)
src.r_wall += 2
else
src.r_wall += 1
for(var/obj/O in T.contents)
if(istype(O, /obj/structure/window))
src.window += 1
else if(istype(O, /obj/structure/grille))
var/obj/structure/grille/GR = O
if(!GR.broken)
src.grille += 1
else if(istype(O, /obj/machinery/door))
src.door += 1
else if(ismachinery(O))
src.mach += 1
if(count_territories)
var/list/valid_territories = list()
for(var/area/A in world) //First, collect all area types on the station zlevel
if(A.z in GLOB.station_z_levels)
if(!(A.type in valid_territories) && A.valid_territory)
valid_territories |= A.type
if(valid_territories.len)
num_territories = valid_territories.len //Add them all up to make the total number of area types
else
to_chat(world, "ERROR: NO VALID TERRITORIES")
/datum/station_state/proc/score(datum/station_state/result)
if(!result)
return 0
var/output = 0
output += (result.floor / max(floor,1))
output += (result.r_wall/ max(r_wall,1))
output += (result.wall / max(wall,1))
output += (result.window / max(window,1))
output += (result.door / max(door,1))
output += (result.grille / max(grille,1))
output += (result.mach / max(mach,1))
return (output/7)