var/list/clients = list() //list of all clients var/list/staff = list() //list of all clients who have any permissions var/list/directory = list() //list of all ckeys with associated client //Since it didn't really belong in any other category, I'm putting this here //This is for procs to replace all the goddamn 'in world's that are chilling around the code var/global/list/player_list = list() //List of all mobs **with clients attached**. Excludes /mob/abstract/new_player var/global/list/mob_list = list() //List of all mobs, including clientless var/global/list/human_mob_list = list() //List of all human mobs and sub-types, including clientless var/global/list/silicon_mob_list = list() //List of all silicon mobs, including clientless var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/abstract/new_player var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/abstract/new_player var/global/list/topic_commands = list() //List of all API commands available var/global/list/topic_commands_names = list() //List of all API commands available var/global/list/landmarks_list = list() //list of all landmarks created var/global/list/force_spawnpoints //assoc list of force spawnpoints for event maps var/global/list/side_effects = list() //list of all medical sideeffects types by thier names |BS12 var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking. var/global/list/joblist = list() //list of all jobstypes, minus borg and AI var/global/list/brig_closets = list() //list of all brig secure_closets. Used by brig timers. Probably should be converted to use SSwireless eventually. var/global/list/ghostteleportlocs = list() var/global/list/centcom_areas = list() var/global/list/the_station_areas = list() var/global/list/implants = list() var/global/list/turfs = list() //list of all turfs var/global/list/areas_by_type = list() var/global/list/all_areas = list() //Languages/species/whitelist. var/global/list/datum/species/all_species = list() var/global/list/all_languages = list() var/global/list/language_keys = list() // Table of say codes for all languages var/global/list/whitelisted_species = list(SPECIES_HUMAN) // Species that require a whitelist check. var/global/list/playable_species = list() // A list of ALL playable species, whitelisted, latejoin or otherwise. // Posters var/global/list/poster_designs = list() // Uplinks var/list/obj/item/device/uplink/world_uplinks = list() //Preferences stuff //Hairstyles var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name var/global/list/hair_styles_male_list = list() var/global/list/hair_styles_female_list = list() var/global/list/hair_gradient_styles_list = list() var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name var/global/list/facial_hair_styles_male_list = list() var/global/list/facial_hair_styles_female_list = list() var/global/list/skin_styles_female_list = list() //unused var/global/list/body_marking_styles_list = list() var/global/list/chargen_disabilities_list = list() var/global/static/list/valid_player_genders = list(MALE, FEMALE, NEUTER, PLURAL) //Backpacks var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Leather satchel", "Duffel Bag", "Messenger Bag", "Black Rucksack", "Blue Rucksack", "Green Rucksack", "Navy Rucksack", "Tan Rucksack", "Khaki Satchel", "Black Satchel", "Navy Satchel", "Olive Satchel", "Auburn Satchel", "Black Pocketbook", "Brown Pocketbook", "Auburn Pocketbook", "Classic leather satchel") var/global/list/backbagstyles = list("Job-specific", "Grey") var/global/list/exclude_jobs = list(/datum/job/ai,/datum/job/cyborg, /datum/job/merchant) //PDA choice var/global/list/pdalist = list("Nothing", "Standard PDA", "Classic PDA", "Rugged PDA", "Slate PDA", "Smart PDA", "Tablet", "Wristbound") //Headset choice var/global/list/headsetlist = list("Nothing", "Headset", "Bowman Headset", "Double Headset", "Wristbound Radio") // Primary Radio Slot choice var/global/list/primary_radio_slot_choice = list("Left Ear", "Right Ear", "Wrist") // Visual nets var/list/datum/visualnet/visual_nets = list() var/datum/visualnet/camera/cameranet = new() // Runes var/global/list/escape_list = list() var/global/list/endgame_exits = list() var/global/list/endgame_safespawns = list() var/global/list/syndicate_access = list(access_maint_tunnels, access_syndicate, access_external_airlocks) //Cloaking devices var/global/list/cloaking_devices = list() //Hearing sensitive listening in closely var/global/list/intent_listener = list() ////////////////////////// /////Initial Building///// ////////////////////////// /proc/makeDatumRefLists() var/list/paths //Hair - Initialise all /datum/sprite_accessory/hair into an list indexed by hair-style name paths = subtypesof(/datum/sprite_accessory/hair) for(var/path in paths) var/datum/sprite_accessory/hair/H = new path() hair_styles_list[H.name] = H switch(H.gender) if(MALE) hair_styles_male_list += H.name if(FEMALE) hair_styles_female_list += H.name else hair_styles_male_list += H.name hair_styles_female_list += H.name sortTim(hair_styles_list, /proc/cmp_text_asc) sortTim(hair_styles_male_list, /proc/cmp_text_asc) sortTim(hair_styles_female_list, /proc/cmp_text_asc) //Gradients - Initialise all /datum/sprite_accessory/hair_gradients into an list indexed by hairgradient-style name paths = subtypesof(/datum/sprite_accessory/hair_gradients) for(var/path in paths) var/datum/sprite_accessory/hair_gradients/H = new path() hair_gradient_styles_list[H.name] = H sortTim(hair_gradient_styles_list, /proc/cmp_text_asc) //Facial Hair - Initialise all /datum/sprite_accessory/facial_hair into an list indexed by facialhair-style name paths = subtypesof(/datum/sprite_accessory/facial_hair) for(var/path in paths) var/datum/sprite_accessory/facial_hair/H = new path() facial_hair_styles_list[H.name] = H switch(H.gender) if(MALE) facial_hair_styles_male_list += H.name if(FEMALE) facial_hair_styles_female_list += H.name else facial_hair_styles_male_list += H.name facial_hair_styles_female_list += H.name sortTim(facial_hair_styles_list, /proc/cmp_text_asc) sortTim(facial_hair_styles_male_list, /proc/cmp_text_asc) sortTim(facial_hair_styles_female_list, /proc/cmp_text_asc) //Body markings paths = subtypesof(/datum/sprite_accessory/marking) for(var/path in paths) var/datum/sprite_accessory/marking/M = new path() body_marking_styles_list[M.name] = M sortTim(body_marking_styles_list, /proc/cmp_text_asc) //Disability datums paths = subtypesof(/datum/character_disabilities) for(var/path in paths) var/datum/character_disabilities/T = new path() chargen_disabilities_list[T.name] = T sortTim(chargen_disabilities_list, /proc/cmp_text_asc) //List of job. I can't believe this was calculated multiple times per tick! paths = subtypesof(/datum/job) paths -= exclude_jobs for(var/T in paths) var/datum/job/J = new T joblist[J.title] = J //Languages and species. paths = subtypesof(/datum/language) for(var/T in paths) var/datum/language/L = new T all_languages[L.name] = L for (var/language_name in all_languages) var/datum/language/L = all_languages[language_name] if(!(L.flags & NONGLOBAL)) language_keys[lowertext(L.key)] = L var/rkey = 0 paths = subtypesof(/datum/species) for(var/T in paths) rkey++ var/datum/species/S = new T S.race_key = rkey //Used in mob icon caching. if(length(S.autohiss_basic_map) || length(S.autohiss_extra_map) || length(S.autohiss_basic_extend) || length(S.autohiss_extra_extend)) S.has_autohiss = TRUE all_species[S.name] = S sortTim(all_species, /proc/cmp_text_asc) // The other lists are generated *after* we sort the main one so they don't need sorting too. for (var/thing in all_species) var/datum/species/S = all_species[thing] if(!(S.spawn_flags & IS_RESTRICTED) && S.category_name) if(!length(playable_species[S.category_name])) playable_species[S.category_name] = list() playable_species[S.category_name] += S.name if(S.spawn_flags & IS_WHITELISTED) whitelisted_species += S.name //Posters paths = subtypesof(/datum/poster) for(var/T in paths) var/datum/poster/P = new T poster_designs += P return 1 var/global/static/list/correct_punctuation = list("!" = TRUE, "." = TRUE, "?" = TRUE, "-" = TRUE, "~" = TRUE, "*" = TRUE, "/" = TRUE, ">" = TRUE, "\"" = TRUE, "'" = TRUE, "," = TRUE, ":" = TRUE, ";" = TRUE, "\"" = TRUE) /* // Uncomment to debug chemical reaction list. /client/verb/debug_chemical_list() for (var/reaction in SSchemistry.chemical_reactions) . += "SSchemistry.chemical_reactions\[\"[reaction]\"\] = \"[SSchemistry.chemical_reactions[reaction]]\"\n" if(islist(SSchemistry.chemical_reactions[reaction])) var/list/L = SSchemistry.chemical_reactions[reaction] for(var/t in L) . += " has: [t]\n" world << . */ //*** params cache /* Ported from bay12, this seems to be used to store and retrieve 2D vectors as strings, as well as decoding them into a number */ var/global/list/paramslist_cache = list() #define cached_key_number_decode(key_number_data) cached_params_decode(key_number_data, /proc/key_number_decode) #define cached_number_list_decode(number_list_data) cached_params_decode(number_list_data, /proc/number_list_decode) /proc/cached_params_decode(var/params_data, var/decode_proc) . = paramslist_cache[params_data] if(!.) . = call(decode_proc)(params_data) paramslist_cache[params_data] = . /proc/key_number_decode(var/key_number_data) var/list/L = params2list(key_number_data) for(var/key in L) L[key] = text2num(L[key]) return L /proc/number_list_decode(var/number_list_data) var/list/L = params2list(number_list_data) for(var/i in 1 to L.len) L[i] = text2num(L[i]) return L