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BYOND Internal Proc Quirks

Posted: Sat Mar 14, 2020 4:20 am
by TheFinalPotato
Hello nerds, you know how the BYOND default procs produce understandable and sane results for all inputs?
No?

That's what this is here for.
This is a place to collect all the insanity or quirks of byond internal procs, for fun, profit, and bugfixing.

If you come across something odd, buggy, or just plain fucked, post it here so others can have a record of it.
The same goes for anything potentially useful you find.

Keep in mind if you're using this as a knowledge base that lummox may change these at any point, and so some of the info here might be outdated in future.

Re: BYOND Internal Proc Quirks

Posted: Sat Mar 14, 2020 4:32 am
by TheFinalPotato
range() returns it's entries in a spiral from the center, ending on the bottom right.
The same with view(), except it cuts out the unseen turfs.
Source
Image
The brighter red the tile, the later it was done.
This is given by range(5) rather then 8, so we're missing the outer 3 tiles on each edge

range()
Image
view()
Image

Re: BYOND Internal Proc Quirks

Posted: Sat Mar 14, 2020 3:58 pm
by Whoneedspacee
i still dont understand how this isnt sane but its neat