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* Medical/Security records now use the max/min age. * merge conflict * Refactors crew records (#72725) I have attempted or otherwise started this project at least 4 times. I am sick of it being on my calendar. The code needs it. I need it. - This makes crew records a proper datum rather than assigning properties record.fields. - General, medical, and security records are merged. - Did some slight refactoring here and there for things that looked obvious. - Wanted states are now defined (and you can suspect someone through sechud) - pAI (unrelated but annoying) had some poorly named exported types that i made more specific - Job icons are moved back to the JS side (I wanted to get icons for initial rank without passing trim) <details> <summary>previews</summary> Editable fields & security console  Medical records  Look and feel of the more current version  </details> TGUI'd some of the worst UIs in the game. Creating new records is made much simpler. Manifest_inject is made readable. Probably bug fixes 🆑 refactor: Crew records have been refactored. refactor: Medical records -> TGUI refactor: Security records -> TGUI refactor: Warrants console -> TGUI qol: Players are now alerted when their fines are paid off. qol: Cleaned up sec hud examination text. qol: Adding and deleting crimes is easier. qol: Writing crimes in the console sets players to arrest. qol: You can now mark someone as a suspect through sec hud. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * I've got something that now actually works Just got to incorporate the records into what players can actually see. * Turns out that client has already been transferred after all * Adds the past records in the TGUI records (they're kinda ugly but it works, so y'know) * Whoops * Hate you too sometimes Prettier * Fixes ghost roles using LITERAL records, which caused problems * Fixes the leaks caused by ghost roles not getting their name right because of the stupid freaking special() proc * I hate list operations man they're so stupid * Fixes the stars on the crew manifest! --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
173 lines
5.5 KiB
Plaintext
173 lines
5.5 KiB
Plaintext
/proc/cmp_numeric_dsc(a,b)
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return b - a
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/proc/cmp_numeric_asc(a,b)
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return a - b
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/proc/cmp_text_asc(a,b)
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return sorttext(b,a)
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/proc/cmp_text_dsc(a,b)
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return sorttext(a,b)
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/proc/cmp_name_asc(atom/a, atom/b)
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return sorttext(b.name, a.name)
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/proc/cmp_name_dsc(atom/a, atom/b)
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return sorttext(a.name, b.name)
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/proc/cmp_records_asc(datum/record/a, datum/record/b)
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return sorttext(b.name, a.name)
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/proc/cmp_records_dsc(datum/record/a, datum/record/b)
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return sorttext(a.name, b.name)
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// Datum cmp with vars is always slower than a specialist cmp proc, use your judgement.
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/proc/cmp_datum_numeric_asc(datum/a, datum/b, variable)
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return cmp_numeric_asc(a.vars[variable], b.vars[variable])
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/proc/cmp_datum_numeric_dsc(datum/a, datum/b, variable)
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return cmp_numeric_dsc(a.vars[variable], b.vars[variable])
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/proc/cmp_datum_text_asc(datum/a, datum/b, variable)
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return sorttext(b.vars[variable], a.vars[variable])
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/proc/cmp_datum_text_dsc(datum/a, datum/b, variable)
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return sorttext(a.vars[variable], b.vars[variable])
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/proc/cmp_ckey_asc(client/a, client/b)
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return sorttext(b.ckey, a.ckey)
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/proc/cmp_ckey_dsc(client/a, client/b)
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return sorttext(a.ckey, b.ckey)
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/proc/cmp_playtime_asc(client/a, client/b)
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return cmp_numeric_asc(a.get_exp_living(TRUE), b.get_exp_living(TRUE))
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/proc/cmp_playtime_dsc(client/a, client/b)
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return cmp_numeric_asc(a.get_exp_living(TRUE), b.get_exp_living(TRUE))
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/proc/cmp_subsystem_init(datum/controller/subsystem/a, datum/controller/subsystem/b)
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return initial(b.init_order) - initial(a.init_order) //uses initial() so it can be used on types
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/proc/cmp_subsystem_display(datum/controller/subsystem/a, datum/controller/subsystem/b)
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return sorttext(b.name, a.name)
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/proc/cmp_subsystem_priority(datum/controller/subsystem/a, datum/controller/subsystem/b)
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return a.priority - b.priority
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/proc/cmp_filter_data_priority(list/A, list/B)
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return A["priority"] - B["priority"]
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/proc/cmp_timer(datum/timedevent/a, datum/timedevent/b)
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return a.timeToRun - b.timeToRun
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/proc/cmp_ruincost_priority(datum/map_template/ruin/A, datum/map_template/ruin/B)
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return initial(A.cost) - initial(B.cost)
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/proc/cmp_qdel_item_time(datum/qdel_item/A, datum/qdel_item/B)
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. = B.hard_delete_time - A.hard_delete_time
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if (!.)
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. = B.destroy_time - A.destroy_time
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if (!.)
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. = B.failures - A.failures
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if (!.)
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. = B.qdels - A.qdels
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/proc/cmp_generic_stat_item_time(list/A, list/B)
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. = B[STAT_ENTRY_TIME] - A[STAT_ENTRY_TIME]
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if (!.)
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. = B[STAT_ENTRY_COUNT] - A[STAT_ENTRY_COUNT]
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/proc/cmp_profile_avg_time_dsc(list/A, list/B)
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return (B[PROFILE_ITEM_TIME]/(B[PROFILE_ITEM_COUNT] || 1)) - (A[PROFILE_ITEM_TIME]/(A[PROFILE_ITEM_COUNT] || 1))
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/proc/cmp_profile_time_dsc(list/A, list/B)
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return B[PROFILE_ITEM_TIME] - A[PROFILE_ITEM_TIME]
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/proc/cmp_profile_count_dsc(list/A, list/B)
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return B[PROFILE_ITEM_COUNT] - A[PROFILE_ITEM_COUNT]
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/proc/cmp_atom_layer_asc(atom/A,atom/B)
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if(A.plane != B.plane)
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return A.plane - B.plane
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else
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return A.layer - B.layer
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/proc/cmp_advdisease_resistance_asc(datum/disease/advance/A, datum/disease/advance/B)
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return A.totalResistance() - B.totalResistance()
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/proc/cmp_quirk_asc(datum/quirk/A, datum/quirk/B)
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var/a_sign = SIGN(initial(A.value) * -1)
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var/b_sign = SIGN(initial(B.value) * -1)
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// Neutral traits go last.
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if(a_sign == 0)
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a_sign = 2
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if(b_sign == 0)
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b_sign = 2
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var/a_name = initial(A.name)
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var/b_name = initial(B.name)
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if(a_sign != b_sign)
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return a_sign - b_sign
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else
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return sorttext(b_name, a_name)
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/proc/cmp_job_display_asc(datum/job/A, datum/job/B)
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return A.display_order - B.display_order
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/proc/cmp_department_display_asc(datum/job_department/A, datum/job_department/B)
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return A.display_order - B.display_order
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/proc/cmp_reagents_asc(datum/reagent/a, datum/reagent/b)
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return sorttext(initial(b.name),initial(a.name))
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/proc/cmp_typepaths_asc(A, B)
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return sorttext("[B]","[A]")
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/proc/cmp_pdaname_asc(obj/item/modular_computer/A, obj/item/modular_computer/B)
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return sorttext(B?.saved_identification, A?.saved_identification)
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/proc/cmp_pdajob_asc(obj/item/modular_computer/A, obj/item/modular_computer/B)
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return sorttext(B?.saved_job, A?.saved_job)
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/proc/cmp_num_string_asc(A, B)
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return text2num(A) - text2num(B)
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/proc/cmp_mob_realname_dsc(mob/A,mob/B)
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return sorttext(A.real_name,B.real_name)
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/// Orders bodyparts by their body_part value, ascending.
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/proc/cmp_bodypart_by_body_part_asc(obj/item/bodypart/limb_one, obj/item/bodypart/limb_two)
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return limb_one.body_part - limb_two.body_part
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/// Orders by integrated circuit weight
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/proc/cmp_port_order_asc(datum/port/compare1, datum/port/compare2)
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return compare1.order - compare2.order
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/// Orders by uplink category weight
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/proc/cmp_uplink_category_desc(datum/uplink_category/compare1, datum/uplink_category/compare2)
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return initial(compare2.weight) - initial(compare1.weight)
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/**
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* Sorts crafting recipe requirements before the crafting recipe is inserted into GLOB.crafting_recipes
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*
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* Prioritises [/datum/reagent] to ensure reagent requirements are always processed first when crafting.
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* This prevents any reagent_containers from being consumed before the reagents they contain, which can
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* lead to runtimes and item duplication when it happens.
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*/
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/proc/cmp_crafting_req_priority(A, B)
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var/lhs
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var/rhs
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lhs = ispath(A, /datum/reagent) ? 0 : 1
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rhs = ispath(B, /datum/reagent) ? 0 : 1
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return lhs - rhs
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/// Orders heretic knowledge by priority
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/proc/cmp_heretic_knowledge(datum/heretic_knowledge/knowledge_a, datum/heretic_knowledge/knowledge_b)
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return initial(knowledge_b.priority) - initial(knowledge_a.priority)
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