///Time before being allowed to select a new cult leader again #define CULT_POLL_WAIT 240 SECONDS /// Returns either the error landmark or the location of the room. Needless to say, if this is used, it means things have gone awry. #define GET_ERROR_ROOM ((locate(/obj/effect/landmark/error) in GLOB.landmarks_list) || locate(4,4,1)) ///Returns the name of the area the atom is in /proc/get_area_name(atom/checked_atom, format_text = FALSE) var/area/checked_area = isarea(checked_atom) ? checked_atom : get_area(checked_atom) if(!checked_area) return null return format_text ? format_text(checked_area.name) : checked_area.name //We used to use linear regression to approximate the answer, but Mloc realized this was actually faster. //And lo and behold, it is, and it's more accurate to boot. ///Calculate the hypotenuse cheaply (this should be in maths.dm) /proc/cheap_hypotenuse(Ax, Ay, Bx, By) return sqrt(abs(Ax - Bx) ** 2 + abs(Ay - By) ** 2) //A squared + B squared = C squared /** recursive_organ_check * inputs: first_object (object to start with) * outputs: * description: A pseudo-recursive loop based off of the recursive mob check, this check looks for any organs held * within 'first_object', toggling their frozen flag. This check excludes items held within other safe organ * storage units, so that only the lowest level of container dictates whether we do or don't decompose */ /proc/recursive_organ_check(atom/first_object) var/list/processing_list = list(first_object) var/list/processed_list = list() var/index = 1 var/obj/item/organ/found_organ while(index <= length(processing_list)) var/atom/object_to_check = processing_list[index] if(isorgan(object_to_check)) found_organ = object_to_check found_organ.organ_flags ^= ORGAN_FROZEN else if(iscarbon(object_to_check)) var/mob/living/carbon/mob_to_check = object_to_check for(var/organ in mob_to_check.internal_organs) found_organ = organ found_organ.organ_flags ^= ORGAN_FROZEN for(var/atom/contained_to_check in object_to_check) //objects held within other objects are added to the processing list, unless that object is something that can hold organs safely if(!processed_list[contained_to_check] && !istype(contained_to_check, /obj/structure/closet/crate/freezer) && !istype(contained_to_check, /obj/structure/closet/secure_closet/freezer)) processing_list+= contained_to_check index++ processed_list[object_to_check] = object_to_check return ///Tries to move an atom to an adjacent turf, return TRUE if successful /proc/try_move_adjacent(atom/movable/atom_to_move, trydir) var/turf/atom_turf = get_turf(atom_to_move) if(trydir) if(atom_to_move.Move(get_step(atom_turf, trydir))) return TRUE for(var/direction in (GLOB.cardinals-trydir)) if(atom_to_move.Move(get_step(atom_turf, direction))) return TRUE return FALSE ///Return the mob type that is being controlled by a ckey /proc/get_mob_by_key(key) var/ckey = ckey(key) for(var/player in GLOB.player_list) var/mob/player_mob = player if(player_mob.ckey == ckey) return player_mob return null ///Returns true if the mob that a player is controlling is alive /proc/considered_alive(datum/mind/player_mind, enforce_human = TRUE) if(player_mind?.current) if(enforce_human) var/mob/living/carbon/human/player_mob if(ishuman(player_mind.current)) player_mob = player_mind.current return player_mind.current.stat != DEAD && !issilicon(player_mind.current) && !isbrain(player_mind.current) && (!player_mob || player_mob.dna.species.id != SPECIES_ZOMBIE) else if(isliving(player_mind.current)) return player_mind.current.stat != DEAD return FALSE /** * Exiled check * * Checks if the current body of the mind has an exile implant and is currently in * an away mission. Returns FALSE if any of those conditions aren't met. */ /proc/considered_exiled(datum/mind/player_mind) if(!ishuman(player_mind?.current)) return FALSE for(var/obj/item/implant/implant_check in player_mind.current.implants) if(istype(implant_check, /obj/item/implant/exile && player_mind.current.onAwayMission())) return TRUE ///Checks if a player is considered AFK /proc/considered_afk(datum/mind/player_mind) return !player_mind || !player_mind.current || !player_mind.current.client || player_mind.current.client.is_afk() ///Return an object with a new maptext (not currently in use) /proc/screen_text(obj/object_to_change, maptext = "", screen_loc = "CENTER-7,CENTER-7", maptext_height = 480, maptext_width = 480) if(!isobj(object_to_change)) object_to_change = new /atom/movable/screen/text() object_to_change.maptext = MAPTEXT(maptext) object_to_change.maptext_height = maptext_height object_to_change.maptext_width = maptext_width object_to_change.screen_loc = screen_loc return object_to_change /// Removes an image from a client's `.images`. Useful as a callback. /proc/remove_image_from_client(image/image_to_remove, client/remove_from) remove_from?.images -= image_to_remove ///Like remove_image_from_client, but will remove the image from a list of clients /proc/remove_images_from_clients(image/image_to_remove, list/show_to) for(var/client/remove_from in show_to) remove_from.images -= image_to_remove ///Add an image to a list of clients and calls a proc to remove it after a duration /proc/flick_overlay(image/image_to_show, list/show_to, duration) for(var/client/add_to in show_to) add_to.images += image_to_show addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(remove_images_from_clients), image_to_show, show_to), duration, TIMER_CLIENT_TIME) ///wrapper for flick_overlay(), flicks to everyone who can see the target atom /proc/flick_overlay_view(image/image_to_show, atom/target, duration) var/list/viewing = list() for(var/mob/viewer as anything in viewers(target)) if(viewer.client) viewing += viewer.client flick_overlay(image_to_show, viewing, duration) ///Get active players who are playing in the round /proc/get_active_player_count(alive_check = 0, afk_check = 0, human_check = 0) var/active_players = 0 for(var/i = 1; i <= GLOB.player_list.len; i++) var/mob/player_mob = GLOB.player_list[i] if(!player_mob?.client) continue if(alive_check && player_mob.stat) continue else if(afk_check && player_mob.client.is_afk()) continue else if(human_check && !ishuman(player_mob)) continue else if(isnewplayer(player_mob)) // exclude people in the lobby continue else if(isobserver(player_mob)) // Ghosts are fine if they were playing once (didn't start as observers) var/mob/dead/observer/ghost_player = player_mob if(ghost_player.started_as_observer) // Exclude people who started as observers continue active_players++ return active_players ///Show the poll window to the candidate mobs /proc/show_candidate_poll_window(mob/candidate_mob, poll_time, question, list/candidates, ignore_category, time_passed, flashwindow = TRUE) set waitfor = 0 // Universal opt-out for all players. if ((!candidate_mob.client.prefs.read_preference(/datum/preference/toggle/ghost_roles))) return // Opt-out for admins whom are currently adminned. if ((!candidate_mob.client.prefs.read_preference(/datum/preference/toggle/ghost_roles_as_admin)) && candidate_mob.client.holder) return SEND_SOUND(candidate_mob, 'sound/misc/notice2.ogg') //Alerting them to their consideration if(flashwindow) window_flash(candidate_mob.client) var/list/answers = ignore_category ? list("Yes", "No", "Never for this round") : list("Yes", "No") switch(tgui_alert(candidate_mob, question, "A limited-time offer!", answers, poll_time, autofocus = FALSE)) if("Yes") to_chat(candidate_mob, span_notice("Choice registered: Yes.")) if(time_passed + poll_time <= world.time) to_chat(candidate_mob, span_danger("Sorry, you answered too late to be considered!")) SEND_SOUND(candidate_mob, 'sound/machines/buzz-sigh.ogg') candidates -= candidate_mob else candidates += candidate_mob if("No") to_chat(candidate_mob, span_danger("Choice registered: No.")) candidates -= candidate_mob if("Never for this round") var/list/ignore_list = GLOB.poll_ignore[ignore_category] if(!ignore_list) GLOB.poll_ignore[ignore_category] = list() GLOB.poll_ignore[ignore_category] += candidate_mob.ckey to_chat(candidate_mob, span_danger("Choice registered: Never for this round.")) candidates -= candidate_mob else candidates -= candidate_mob ///Wrapper to send all ghosts the poll to ask them if they want to be considered for a mob. /proc/poll_ghost_candidates(question, jobban_type, be_special_flag = 0, poll_time = 300, ignore_category = null, flashwindow = TRUE) var/list/candidates = list() if(!(GLOB.ghost_role_flags & GHOSTROLE_STATION_SENTIENCE)) return candidates for(var/mob/dead/observer/ghost_player in GLOB.player_list) candidates += ghost_player return poll_candidates(question, jobban_type, be_special_flag, poll_time, ignore_category, flashwindow, candidates) ///Calls the show_candidate_poll_window() to all eligible ghosts /proc/poll_candidates(question, jobban_type, be_special_flag = 0, poll_time = 300, ignore_category = null, flashwindow = TRUE, list/group = null) var/time_passed = world.time if (!question) question = "Would you like to be a special role?" var/list/result = list() for(var/mob/candidate_mob as anything in group) if(!candidate_mob.key || !candidate_mob.client || (ignore_category && GLOB.poll_ignore[ignore_category] && (candidate_mob.ckey in GLOB.poll_ignore[ignore_category]))) continue //SKYRAT EDIT ADDITION BEGIN if(is_banned_from(candidate_mob.ckey, BAN_GHOST_TAKEOVER)) to_chat(candidate_mob, "There was a ghost prompt for: [question], unfortunately you are banned from ghost takeovers.") continue //SKYRAT EDIT END if(be_special_flag) if(!(candidate_mob.client.prefs) || !(be_special_flag in candidate_mob.client.prefs.be_special)) continue var/required_time = GLOB.special_roles[be_special_flag] || 0 if (candidate_mob.client && candidate_mob.client.get_remaining_days(required_time) > 0) continue if(jobban_type) if(is_banned_from(candidate_mob.ckey, list(jobban_type, ROLE_SYNDICATE)) || QDELETED(candidate_mob)) continue show_candidate_poll_window(candidate_mob, poll_time, question, result, ignore_category, time_passed, flashwindow) sleep(poll_time) //Check all our candidates, to make sure they didn't log off or get deleted during the wait period. for(var/mob/asking_mob in result) if(!asking_mob.key || !asking_mob.client) result -= asking_mob list_clear_nulls(result) return result /** * Returns a list of ghosts that are eligible to take over and wish to be considered for a mob. * * Arguments: * * question - question to show players as part of poll * * jobban_type - Type of jobban to use to filter out potential candidates. * * be_special_flag - The required role that the player has to have enabled to see the prompt. * * poll_time - Length of time in deciseconds that the poll input box exists before closing. * * target_mob - The mob that is being polled for. * * ignore_category - The notification preference that hides the prompt. */ /proc/poll_candidates_for_mob(question, jobban_type, be_special_flag = 0, poll_time = 30 SECONDS, mob/target_mob, ignore_category = null) var/static/list/mob/currently_polling_mobs = list() if(currently_polling_mobs.Find(target_mob)) return list() currently_polling_mobs += target_mob var/list/possible_candidates = poll_ghost_candidates(question, jobban_type, be_special_flag, poll_time, ignore_category) currently_polling_mobs -= target_mob if(!target_mob || QDELETED(target_mob) || !target_mob.loc) return list() return possible_candidates /** * Returns a list of ghosts that are eligible to take over and wish to be considered for a mob. * * Arguments: * * question - question to show players as part of poll * * jobban_type - Type of jobban to use to filter out potential candidates. * * be_special_flag - The required role that the player has to have enabled to see the prompt. * * poll_time - Length of time in deciseconds that the poll input box exists before closing. * * mobs - The list of mobs being polled for. This list is mutated and invalid mobs are removed from it before the proc returns. * * ignore_category - The notification preference that hides the prompt. */ /proc/poll_candidates_for_mobs(question, jobban_type, be_special_flag = 0, poll_time = 30 SECONDS, list/mobs, ignore_category = null) var/list/candidate_list = poll_ghost_candidates(question, jobban_type, be_special_flag, poll_time, ignore_category) for(var/mob/potential_mob as anything in mobs) if(QDELETED(potential_mob) || !potential_mob.loc) mobs -= potential_mob if(!length(mobs)) return list() return candidate_list ///Uses stripped down and bastardized code from respawn character /proc/make_body(mob/dead/observer/ghost_player) if(!ghost_player || !ghost_player.key) return //First we spawn a dude. var/mob/living/carbon/human/new_character = new//The mob being spawned. SSjob.SendToLateJoin(new_character) ghost_player.client.prefs.safe_transfer_prefs_to(new_character) new_character.dna.update_dna_identity() new_character.key = ghost_player.key return new_character ///sends a whatever to all playing players; use instead of to_chat(world, where needed) /proc/send_to_playing_players(thing) for(var/player_mob in GLOB.player_list) if(player_mob && !isnewplayer(player_mob)) to_chat(player_mob, thing) ///Flash the window of a player /proc/window_flash(client/flashed_client, ignorepref = FALSE) if(ismob(flashed_client)) var/mob/player_mob = flashed_client if(player_mob.client) flashed_client = player_mob.client if(!flashed_client || (!flashed_client.prefs.read_preference(/datum/preference/toggle/window_flashing) && !ignorepref)) return winset(flashed_client, "mainwindow", "flash=5") ///Recursively checks if an item is inside a given type, even through layers of storage. Returns the atom if it finds it. /proc/recursive_loc_check(atom/movable/target, type) var/atom/atom_to_find = target if(istype(atom_to_find, type)) return atom_to_find while(!istype(atom_to_find.loc, type)) if(!atom_to_find.loc) return atom_to_find = atom_to_find.loc return atom_to_find.loc ///Send a message in common radio when a player arrives /proc/announce_arrival(mob/living/carbon/human/character, rank) if(!SSticker.IsRoundInProgress() || QDELETED(character)) return var/area/player_area = get_area(character) deadchat_broadcast(" has arrived at the station at [player_area.name].", "[character.real_name] ([rank])", follow_target = character, message_type=DEADCHAT_ARRIVALRATTLE) if(!character.mind) return if(!GLOB.announcement_systems.len) return if(!(character.mind.assigned_role.job_flags & JOB_ANNOUNCE_ARRIVAL)) return var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems) announcer.announce("ARRIVAL", character.real_name, rank, list()) //make the list empty to make it announce it in common ///Check if the turf pressure allows specialized equipment to work /proc/lavaland_equipment_pressure_check(turf/turf_to_check) . = FALSE if(!istype(turf_to_check)) return var/datum/gas_mixture/environment = turf_to_check.return_air() if(!istype(environment)) return var/pressure = environment.return_pressure() if(pressure <= LAVALAND_EQUIPMENT_EFFECT_PRESSURE) . = TRUE ///Find an obstruction free turf that's within the range of the center. Can also condition on if it is of a certain area type. /proc/find_obstruction_free_location(range, atom/center, area/specific_area) var/list/possible_loc = list() for(var/turf/found_turf as anything in RANGE_TURFS(range, center)) // We check if both the turf is a floor, and that it's actually in the area. // We also want a location that's clear of any obstructions. if (specific_area && !istype(get_area(found_turf), specific_area)) continue if (!isgroundlessturf(found_turf) && !found_turf.is_blocked_turf()) possible_loc.Add(found_turf) // Need at least one free location. if (possible_loc.len < 1) return FALSE return pick(possible_loc) ///Prevents power_failure message spam if a traitor purchases repeatedly. GLOBAL_VAR_INIT(power_failure_message_cooldown, 0) ///Disable power in the station APCs /proc/power_fail(duration_min, duration_max) var/message_cooldown for(var/obj/machinery/power/apc/current_apc as anything in GLOB.apcs_list) if(!current_apc.cell || !SSmapping.level_trait(current_apc.z, ZTRAIT_STATION)) continue var/area/apc_area = current_apc.area if(GLOB.typecache_powerfailure_safe_areas[apc_area.type]) continue var/duration = rand(duration_min,duration_max) message_cooldown = max(duration, message_cooldown) current_apc.energy_fail(duration) GLOB.power_failure_message_cooldown = world.time + message_cooldown /** * Sends a round tip to a target. If selected_tip is null, a random tip will be sent instead (5% chance of it being silly). * Tips that starts with the @ character won't be html encoded. That's necessary for any tip containing markup tags, * just make sure they don't also have html characters like <, > and ' which will be garbled. */ /proc/send_tip_of_the_round(target, selected_tip) var/message if(selected_tip) message = selected_tip else var/list/randomtips = world.file2list("strings/tips.txt") var/list/memetips = world.file2list("strings/sillytips.txt") if(randomtips.len && prob(95)) message = pick(randomtips) else if(memetips.len) message = pick(memetips) if(!message) return if(message[1] != "@") message = html_encode(message) else message = copytext(message, 2) to_chat(target, span_purple(examine_block("Tip of the round: [message]")))