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Aurora.3/code/_helpers/global_lists.dm
2022-03-05 13:00:51 +01:00

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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/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