Files
Aurora.3/code/defines/procs/gamehelpers.dm
caelaislinn f1782ec017 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	code/WorkInProgress/Cael_Aislinn/energy_field.dm
	code/WorkInProgress/Cael_Aislinn/external_shield_gen.dm
	code/WorkInProgress/Cael_Aislinn/shield_capacitor.dm

Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-16 12:02:29 +10:00

417 lines
9.5 KiB
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
/proc/dopage(src,target)
var/href_list
var/href
href_list = params2list("src=\ref[src]&[target]=1")
href = "src=\ref[src];[target]=1"
src:temphtml = null
src:Topic(href, href_list)
return null
/proc/get_area(O)
var/atom/location = O
var/i
for(i=1, i<=20, i++)
if(isarea(location))
return location
else if (istype(location))
location = location.loc
else
return null
return 0
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
if(A.name == N)
return A
return 0
/proc/get_random_turf(var/atom/A, var/list/L)
while(L.len > 0)
var/dir = pick(L)
L -= dir
var/turf/T = get_step(A,dir)
var/possible = 1
if(T.density == 0)
for(var/obj/I in T)
if(I.density == 1)
possible = 0
break
if(possible)
return T
return
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/get_mobs_in_view(var/R, var/atom/source)
// Returns a list of mobs in range of R from source. Used in radio and say code.
var/turf/T = get_turf(source)
var/list/hear = hearers(R, T)
var/list/V = range(R, T)
// Search for closets:
for(var/obj/structure/closet/C in V)
for(var/mob/M in C.contents)
if(isInSight(source,C))
if(M.client)
hear += M
// Cryos:
for(var/obj/machinery/atmospherics/unary/cryo_cell/C in V)
if(C.occupant)
if(isInSight(source,C))
if(C.occupant.client)
hear += C.occupant
// Intelicards
for(var/obj/item/device/aicard/C in V)
for(var/mob/living/silicon/ai/M in C)
if(isInSight(source,C))
if(M.client)
hear += M
// Kind of a hacky fix, but should fix most cases without undo issues.
for(var/mob/M as mob in V)
for(var/obj/item/device/aicard/C in M.contents)
for(var/mob/living/silicon/ai/A in C)
if(isInSight(source,A))
if(A.client)
hear += A
// Soulstones
for(var/obj/item/device/soulstone/C in V)
for(var/mob/living/simple_animal/shade/M in C)
if(isInSight(source,C))
if(M.client)
hear += M
// Kind of a hacky fix, but should fix most cases without undo issues.
for(var/mob/M as mob in V)
for(var/obj/item/device/soulstone/C in M.contents)
for(var/mob/living/simple_animal/shade/A in C)
if(isInSight(source,A))
if(A.client)
hear += A
// Brains/MMIs/pAIs
for(var/mob/living/carbon/brain/C in world)
if(get_turf(C) in V)
if(isInSight(source,C))
hear += C
for(var/mob/living/silicon/pai/C in world)
if(get_turf(C) in V)
if(isInSight(source,C))
hear += C
// Parasites(e.g. Meme)
for(var/mob/living/carbon/C in V)
for(var/mob/M in C.parasites)
hear += M
/* -- Handled above. WHY IS THIS HERE? WHYYYYYYY
// Personal AIs
for(var/obj/item/device/paicard/C in V)
if(C.pai)
if(isInSight(source,C))
if(C.pai.client)
hear += C.pai
*/
// Exosuits
for(var/obj/mecha/C in V)
if(C.occupant)
if(isInSight(source,C))
if(C.occupant.client)
hear += C.occupant
// Disposal Machines
for(var/obj/machinery/disposal/C in V)
for(var/mob/M in C.contents)
if(isInSight(source,C))
if(M.client)
hear += M
//Borg rechargers
for(var/obj/machinery/recharge_station/C in V)
if(C.occupant)
if(isInSight(source,C))
if(C.occupant.client)
hear += C.occupant
for(var/obj/item/device/radio/theradio in V)
if(isInSight(source,theradio))
hear += theradio
return hear
#define SIGN(X) ((X<0)?-1:1)
proc
inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0
proc/doafterattack(obj/target , obj/source)
if (istype(target, /obj/item/weapon/storage/ ))
return 0
else if (locate (/obj/structure/table, source.loc))
return 0
else if (!istype(target.loc, /turf/))
return 0
else
return 1
proc/check_can_reach(atom/user, atom/target)
if(!in_range(user,target))
return 0
return CanReachThrough(get_turf(user), get_turf(target), target)
//cael - not sure if there's an equivalent proc, but if there is i couldn't find it
//searches to see if M contains O somewhere
proc/is_carrying(var/M as mob, var/O as obj)
while(!istype(O,/area))
if(O:loc == M)
return 1
O = O:loc
return 0
//hackcopy from a ZAS function, first created for use with intertial_damper/new shielding
proc/CircleFloodFill(turf/start, var/radius = 3)
if(!istype(start))
return list()
var
list
open = list(start)
closed = list()
possibles = circlerange(start,radius)
while(open.len)
for(var/turf/T in open)
//Stop if there's a door, even if it's open. These are handled by indirect connection.
if(!T.HasDoor())
for(var/d in cardinal)
var/turf/O = get_step(T,d)
//Simple pass check.
if(O.ZCanPass(T, 1) && !(O in open) && !(O in closed) && O in possibles)
open += O
open -= T
closed += T
return closed
//floods in a square area, flowing around any shielding but including all other turf types
//created initially for explosion / shield interaction
proc/ExplosionFloodFill(turf/start, var/radius = 3)
if(!istype(start))
return list()
var
list
open = list(start)
closed = list()
possibles = range(start,radius)
while(open.len)
for(var/turf/T in open)
for(var/turf/O in range(T,1))
if( !(O in possibles) || O in open || O in closed )
continue
var/shield_here = 0
for(var/obj/effect/energy_field/E in O)
if(E.density)
shield_here = 1
break
if(!shield_here)
open += O
open -= T
closed += T
return closed
/*
/obj/machinery/shield_gen/external/get_shielded_turfs()
var
list
open = list(get_turf(src))
closed = list()
while(open.len)
for(var/turf/T in open)
for(var/turf/O in orange(1, T))
if(get_dist(O,src) > field_radius)
continue
var/add_this_turf = 0
if(istype(O,/turf/space))
for(var/turf/simulated/G in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in orange(1, O))
add_this_turf = 1
break
for(var/obj/structure/S in O)
add_this_turf = 0
break
if(add_this_turf && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed
*/
//floods in a circular area, flowing around any shielding but including all other turf types
//created initially for explosion / shield interaction
proc/ExplosionCircleFloodFill(turf/start, var/radius = 3)
if(!istype(start))
return list()
var
list
open = list(start)
closed = list()
possibles = circlerange(start,radius)
while(open.len)
for(var/turf/T in open)
for(var/turf/O in range(T,1))
if(get_dist(O,start) > radius)
continue
if( !(O in possibles) || O in open || O in closed )
continue
var/shield_here = 0
for(var/obj/effect/energy_field/E in O)
if(E.density)
shield_here = 1
break
if(!shield_here && (O in possibles) && !(O in open) && !(O in closed))
open += O
open -= T
closed += T
return closed