mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-31 00:49:06 +01:00
- Adds new standardised proc for power usage as Cyborg - Each component now uses different amount of power. Some components use "idle" power (camera), which means constant load. Other components use "active" power, which is single-time burst load.. Example: Actuator. - Power usage is directly proportional to work done. Moving cyborg uses more power than still cyborg. - Information in Status tab changed. Now it only shows percentage of remaining charge, as well as cell rating and cell load (W)
410 lines
11 KiB
Plaintext
410 lines
11 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/proc/dopage(src,target)
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var/href_list
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var/href
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href_list = params2list("src=\ref[src]&[target]=1")
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href = "src=\ref[src];[target]=1"
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src:temphtml = null
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src:Topic(href, href_list)
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return null
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/proc/get_area(O)
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var/atom/location = O
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var/i
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for(i=1, i<=20, i++)
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if(isarea(location))
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return location
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else if (istype(location))
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location = location.loc
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else
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return null
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return 0
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/proc/get_area_name(N) //get area by its name
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for(var/area/A in world)
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if(A.name == N)
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return A
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return 0
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/proc/in_range(source, user)
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if(get_dist(source, user) <= 1)
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return 1
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return 0 //not in range and not telekinetic
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// Like view but bypasses luminosity check
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/proc/hear(var/range, var/atom/source)
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var/lum = source.luminosity
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source.luminosity = 6
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var/list/heard = view(range, source)
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source.luminosity = lum
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return heard
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//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
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//They should approximate pythagoras theorem well enough for our needs.
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#define k1 0.934
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#define k2 0.427
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/proc/cheap_hypotenuse(Ax,Ay,Bx,By) // T is just the second atom to check distance to center with
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var/dx = abs(Ax - Bx) //sides of right-angled triangle
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var/dy = abs(Ay - By)
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if(dx>=dy) return (k1*dx) + (k2*dy) //No sqrt or powers :)
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else return (k1*dx) + (k2*dy)
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#undef k1
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#undef k2
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/proc/circlerange(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/atom/T in range(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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//turfs += centerturf
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return turfs
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/proc/circleview(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/atoms = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/atom/A in view(radius, centerturf))
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var/dx = A.x - centerturf.x
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var/dy = A.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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atoms += A
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//turfs += centerturf
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return atoms
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/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
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var/dx = Loc1.x - Loc2.x
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var/dy = Loc1.y - Loc2.y
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var/dist = sqrt(dx**2 + dy**2)
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return dist
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/proc/circlerangeturfs(center=usr,radius=3)
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/turf/T in range(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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return turfs
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/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
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var/turf/centerturf = get_turf(center)
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var/list/turfs = new/list()
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var/rsq = radius * (radius+0.5)
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for(var/turf/T in view(radius, centerturf))
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var/dx = T.x - centerturf.x
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var/dy = T.y - centerturf.y
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if(dx*dx + dy*dy <= rsq)
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turfs += T
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return turfs
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//var/debug_mob = 0
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// Will recursively loop through an atom's contents and check for mobs, then it will loop through every atom in that atom's contents.
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// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
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// being unable to hear people due to being in a box within a bag.
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/proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/recursion_limit = 3, var/client_check = 1, var/sight_check = 1, var/include_radio = 1)
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//debug_mob += O.contents.len
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if(!recursion_limit)
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return L
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for(var/atom/A in O.contents)
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if(ismob(A))
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var/mob/M = A
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if(client_check && !M.client)
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L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
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continue
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if(sight_check && !isInSight(A, O))
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continue
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L |= M
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//world.log << "[recursion_limit] = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])"
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else if(include_radio && istype(A, /obj/item/device/radio))
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if(sight_check && !isInSight(A, O))
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continue
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L |= A
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if(isobj(A) || ismob(A))
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L |= recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
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return L
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// The old system would loop through lists for a total of 5000 per function call, in an empty server.
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// This new system will loop at around 1000 in an empty server.
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/proc/get_mobs_in_view(var/R, var/atom/source)
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// Returns a list of mobs in range of R from source. Used in radio and say code.
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var/turf/T = get_turf(source)
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var/list/hear = list()
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if(!T)
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return hear
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var/list/range = hear(R, T)
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for(var/atom/A in range)
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if(ismob(A))
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var/mob/M = A
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if(M.client)
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hear += M
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//world.log << "Start = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])"
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else if(istype(A, /obj/item/device/radio))
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hear += A
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if(isobj(A) || ismob(A))
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hear |= recursive_mob_check(A, hear, 3, 1, 0, 1)
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return hear
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/proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios)
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set background = 1
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. = list()
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// Returns a list of mobs who can hear any of the radios given in @radios
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var/list/speaker_coverage = list()
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for(var/obj/item/device/radio/R in radios)
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if(R)
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//Cyborg checks. Receiving message uses a bit of cyborg's charge.
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var/obj/item/device/radio/borg/BR = R
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if(istype(BR) && BR.myborg)
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var/mob/living/silicon/robot/borg = BR.myborg
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var/datum/robot_component/CO = borg.get_component("radio")
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if(!CO)
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continue //No radio component (Shouldn't happen)
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if(!borg.is_component_functioning("radio") || !borg.cell_use_power(CO.active_usage))
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continue //No power.
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var/turf/speaker = get_turf(R)
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if(speaker)
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for(var/turf/T in hear(R.canhear_range,speaker))
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speaker_coverage[T] = T
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// Try to find all the players who can hear the message
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for(var/i = 1; i <= player_list.len; i++)
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var/mob/M = player_list[i]
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if(M)
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var/turf/ear = get_turf(M)
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if(ear)
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// Ghostship is magic: Ghosts can hear radio chatter from anywhere
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if(speaker_coverage[ear] || (istype(M, /mob/dead/observer) && (M.client) && (M.client.prefs.toggles & CHAT_GHOSTRADIO)))
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. |= M // Since we're already looping through mobs, why bother using |= ? This only slows things down.
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return .
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#define SIGN(X) ((X<0)?-1:1)
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proc
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inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
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var/turf/T
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if(X1==X2)
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if(Y1==Y2)
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return 1 //Light cannot be blocked on same tile
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else
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var/s = SIGN(Y2-Y1)
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Y1+=s
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while(Y1!=Y2)
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T=locate(X1,Y1,Z)
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if(T.opacity)
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return 0
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Y1+=s
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else
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var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
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var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
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var/signX = SIGN(X2-X1)
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var/signY = SIGN(Y2-Y1)
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if(X1<X2)
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b+=m
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while(X1!=X2 || Y1!=Y2)
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if(round(m*X1+b-Y1))
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Y1+=signY //Line exits tile vertically
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else
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X1+=signX //Line exits tile horizontally
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T=locate(X1,Y1,Z)
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if(T.opacity)
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return 0
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return 1
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#undef SIGN
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proc/isInSight(var/atom/A, var/atom/B)
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var/turf/Aturf = get_turf(A)
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var/turf/Bturf = get_turf(B)
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if(!Aturf || !Bturf)
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return 0
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if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
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return 1
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else
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return 0
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/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
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//returns only NORTH, SOUTH, EAST, or WEST
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var/dx = finish.x - start.x
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var/dy = finish.y - start.y
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if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
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if(dy > 0)
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return get_step(start, SOUTH)
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else
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return get_step(start, NORTH)
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else
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if(dx > 0)
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return get_step(start, WEST)
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else
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return get_step(start, EAST)
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/proc/get_mob_by_key(var/key)
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for(var/mob/M in mob_list)
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if(M.ckey == lowertext(key))
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return M
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return null
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// Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer.
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/proc/get_active_candidates(var/buffer = 1)
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var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
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var/i = 0
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while(candidates.len <= 0 && i < 5)
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for(var/mob/dead/observer/G in player_list)
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if(((G.client.inactivity/10)/60) <= buffer + i) // the most active players are more likely to become an alien
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G.key
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i++
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return candidates
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// Same as above but for alien candidates.
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/proc/get_alien_candidates()
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var/list/candidates = list() //List of candidate KEYS to assume control of the new larva ~Carn
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var/i = 0
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while(candidates.len <= 0 && i < 5)
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for(var/mob/dead/observer/G in player_list)
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if(G.client.prefs.be_special & BE_ALIEN)
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if(((G.client.inactivity/10)/60) <= ALIEN_SELECT_AFK_BUFFER + i) // the most active players are more likely to become an alien
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if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
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candidates += G.key
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i++
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return candidates
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/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
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if(!isobj(O)) O = new /obj/screen/text()
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O.maptext = maptext
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O.maptext_height = maptext_height
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O.maptext_width = maptext_width
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O.screen_loc = screen_loc
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return O
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/proc/Show2Group4Delay(obj/O, list/group, delay=0)
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if(!isobj(O)) return
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if(!group) group = clients
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for(var/client/C in group)
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C.screen += O
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if(delay)
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spawn(delay)
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for(var/client/C in group)
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C.screen -= O
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datum/projectile_data
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var/src_x
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var/src_y
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var/time
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var/distance
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var/power_x
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var/power_y
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var/dest_x
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var/dest_y
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/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
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var/power_x, var/power_y, var/dest_x, var/dest_y)
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src.src_x = src_x
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src.src_y = src_y
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src.time = time
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src.distance = distance
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src.power_x = power_x
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src.power_y = power_y
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src.dest_x = dest_x
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src.dest_y = dest_y
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/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
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// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
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// rotated at [rotation] and with the power of [power]
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// Thanks to VistaPOWA for this function
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var/power_x = power * cos(angle)
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var/power_y = power * sin(angle)
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var/time = 2* power_y / 10 //10 = g
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var/distance = time * power_x
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var/dest_x = src_x + distance*sin(rotation);
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var/dest_y = src_y + distance*cos(rotation);
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return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
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/proc/GetRedPart(const/hexa)
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return hex2num(copytext(hexa,2,4))
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/proc/GetGreenPart(const/hexa)
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return hex2num(copytext(hexa,4,6))
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/proc/GetBluePart(const/hexa)
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return hex2num(copytext(hexa,6,8))
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/proc/GetHexColors(const/hexa)
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return list(
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GetRedPart(hexa),
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GetGreenPart(hexa),
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GetBluePart(hexa)
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)
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/proc/MixColors(const/list/colors)
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var/list/reds = list()
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var/list/blues = list()
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var/list/greens = list()
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var/list/weights = list()
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for (var/i = 0, ++i <= colors.len)
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reds.Add(GetRedPart(colors[i]))
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blues.Add(GetBluePart(colors[i]))
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greens.Add(GetGreenPart(colors[i]))
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weights.Add(1)
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var/r = mixOneColor(weights, reds)
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var/g = mixOneColor(weights, greens)
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var/b = mixOneColor(weights, blues)
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return rgb(r,g,b) |