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Aurora.3/code/_helpers/global_lists.dm
2023-04-29 09:16:47 +00:00

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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/station_turfs = list()
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_species_short_names = 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", "Rucksack", "Pocketbook")
var/global/list/backbagstyles = list("Job-specific", "Generic", "Faction-specific")
var/global/list/backbagcolors = list("None", "Blue", "Green", "Navy", "Tan", "Khaki", "Black", "Olive", "Auburn", "Brown")
var/global/list/backbagstrap = list("Hidden", "Thin", "Normal", "Thick")
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", "Sleek 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()
// cache for clothing species adaptability
var/global/list/contained_clothing_species_adaption_cache = 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, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(hair_styles_male_list, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(hair_styles_female_list, GLOBAL_PROC_REF(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, GLOBAL_PROC_REF(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, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(facial_hair_styles_male_list, GLOBAL_PROC_REF(cmp_text_asc))
sortTim(facial_hair_styles_female_list, GLOBAL_PROC_REF(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, GLOBAL_PROC_REF(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, GLOBAL_PROC_REF(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
all_species_short_names |= S.short_name
sortTim(all_species, GLOBAL_PROC_REF(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