BadDeathclaw / Drymouth-Gulch

Bad Deathclaw SS13 server NEW TG
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Code Reorganization #617

Closed UndeadNappist closed 5 years ago

UndeadNappist commented 5 years ago

"How should this pile of disorganized folders be organized?" "What is easy for people to understand and read?"

Right now, the codes are organized into a horrible mass of files that's difficult to parse, understand, or even search, with related things sometimes placed into tangentially or completely different areas.

I'd like to see some agreement on how files should be organized even as we continue to a "modular" system that still has a pile of dependencies on some other stuff.

I mean, assemblies are still /obj/item/assembly.

But they're in a file named code/modules/assembly instead of the filepath code/game/object/item/assemblies/signaler.dm (assemblies?)

For that matter, electropacks were originally in code/game/objects/items/devices/radio/electropack.dm

How do we organize this? Which path do we go on? How do we more appropriately handle clear organization?

A good example of something that was more cut-and-dry was me changing the lewd verbs. They have a dependency on interaction code; so, I packed up the lewd folder and shoved it inside the interaction folder.

615 related

UndeadNappist commented 5 years ago

Alright, since I'm the only one insane enough to consider this, I've come to the conclusion of how to sort it:

The question of "why do this insanity" is pretty simple: It makes object-oriented classes easy and sorted and simple for a new players to grasp, while simultaneously sorting every related active process into identical files. This way you can examine every process or list creation or - what have you - all in one neat file and figure out which ones do the same thing and where. This makes it easier to merge them into a single process higher up in the tree sometime in the future.

I don't expect anyone to start doing this right away, but I would like to see things organized like this in the future.