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Bubberstation/code/_globalvars/lists/mobs.dm
SkyratBot 1f753d5d4c [MIRROR] Refactors crew records (#72725) + Medical/Security records now use the max/min age. [MDB IGNORE] (#19078)
* 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

![CM6d74brnC](https://user-images.githubusercontent.com/42397676/213950290-af6cfd76-eb8b-48e9-b792-925949311d9a.gif)

Medical records

![bFJErsvOaN](https://user-images.githubusercontent.com/42397676/214132534-59af1f8c-9920-4b51-8b27-297103649962.gif)

Look and feel of the more current version

![cxGruQsJpP](https://user-images.githubusercontent.com/42397676/214132611-0134eef0-e74c-4fad-9cde-328ff7c06165.gif)

</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>
2023-02-28 14:14:24 -05:00

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GLOBAL_LIST_EMPTY(clients) //all clients
GLOBAL_LIST_EMPTY(admins) //all clients whom are admins
GLOBAL_PROTECT(admins)
GLOBAL_LIST_EMPTY(deadmins) //all ckeys who have used the de-admin verb.
GLOBAL_LIST_EMPTY(directory) //all ckeys with associated client
GLOBAL_LIST_EMPTY(stealthminID) //reference list with IDs that store ckeys, for stealthmins
GLOBAL_LIST_INIT(dangerous_turfs, typecacheof(list(
/turf/open/lava,
/turf/open/chasm,
/turf/open/space,
/turf/open/openspace)))
//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
GLOBAL_LIST_EMPTY(player_list) //all mobs **with clients attached**.
GLOBAL_LIST_EMPTY(keyloop_list) //as above but can be limited to boost performance
GLOBAL_LIST_EMPTY(mob_list) //all mobs, including clientless
GLOBAL_LIST_EMPTY(mob_directory) //mob_id -> mob
GLOBAL_LIST_EMPTY(alive_mob_list) //all alive mobs, including clientless. Excludes /mob/dead/new_player
GLOBAL_LIST_EMPTY(suicided_mob_list) //contains a list of all mobs that suicided, including their associated ghosts.
GLOBAL_LIST_EMPTY(drones_list)
GLOBAL_LIST_EMPTY(dead_mob_list) //all dead mobs, including clientless. Excludes /mob/dead/new_player
GLOBAL_LIST_EMPTY(joined_player_list) //all ckeys that have joined the game at round-start or as a latejoin.
GLOBAL_LIST_EMPTY(new_player_list) //all /mob/dead/new_player, in theory all should have clients and those that don't are in the process of spawning and get deleted when done.
GLOBAL_LIST_EMPTY(pre_setup_antags) //minds that have been picked as antag by the gamemode. removed as antag datums are set.
GLOBAL_LIST_EMPTY(silicon_mobs) //all silicon mobs
GLOBAL_LIST_EMPTY(mob_living_list) //all instances of /mob/living and subtypes
GLOBAL_LIST_EMPTY(carbon_list) //all instances of /mob/living/carbon and subtypes, notably does not contain brains or simple animals
GLOBAL_LIST_EMPTY(human_list) //all instances of /mob/living/carbon/human and subtypes
GLOBAL_LIST_EMPTY(ai_list)
GLOBAL_LIST_EMPTY(pai_list)
GLOBAL_LIST_EMPTY(available_ai_shells)
GLOBAL_LIST_INIT(simple_animals, list(list(),list(),list(),list())) // One for each AI_* status define
GLOBAL_LIST_EMPTY(spidermobs) //all sentient spider mobs
GLOBAL_LIST_EMPTY(bots_list)
GLOBAL_LIST_EMPTY(aiEyes)
GLOBAL_LIST_EMPTY(suit_sensors_list) //all people with suit sensors on
/// All alive mobs with clients.
GLOBAL_LIST_EMPTY(alive_player_list)
/// All dead mobs with clients. Does not include observers.
GLOBAL_LIST_EMPTY(dead_player_list)
/// All alive antags with clients.
GLOBAL_LIST_EMPTY(current_living_antags)
/// All observers with clients that joined as observers.
GLOBAL_LIST_EMPTY(current_observers_list)
///underages who have been reported to security for trying to buy things they shouldn't, so they can't spam
GLOBAL_LIST_EMPTY(narcd_underages)
GLOBAL_LIST_EMPTY(language_datum_instances)
GLOBAL_LIST_EMPTY(all_languages)
GLOBAL_LIST_EMPTY(sentient_disease_instances)
GLOBAL_LIST_EMPTY(latejoin_ai_cores)
GLOBAL_LIST_EMPTY(mob_config_movespeed_type_lookup)
GLOBAL_LIST_EMPTY(emote_list)
GLOBAL_LIST_INIT(construct_radial_images, list(
CONSTRUCT_JUGGERNAUT = image(icon = 'icons/mob/nonhuman-player/cult.dmi', icon_state = "juggernaut"),
CONSTRUCT_WRAITH = image(icon = 'icons/mob/nonhuman-player/cult.dmi', icon_state = "wraith"),
CONSTRUCT_ARTIFICER = image(icon = 'icons/mob/nonhuman-player/cult.dmi', icon_state = "artificer")
))
/proc/update_config_movespeed_type_lookup(update_mobs = TRUE)
var/list/mob_types = list()
var/list/entry_value = CONFIG_GET(keyed_list/multiplicative_movespeed)
for(var/path in entry_value)
var/value = entry_value[path]
if(!value)
continue
for(var/subpath in typesof(path))
mob_types[subpath] = value
GLOB.mob_config_movespeed_type_lookup = mob_types
if(update_mobs)
update_mob_config_movespeeds()
/proc/update_mob_config_movespeeds()
for(var/i in GLOB.mob_list)
var/mob/M = i
M.update_config_movespeed()
/proc/init_emote_list()
. = list()
for(var/path in subtypesof(/datum/emote))
var/datum/emote/E = new path()
if(E.key)
if(!.[E.key])
.[E.key] = list(E)
else
.[E.key] += E
else if(E.message) //Assuming all non-base emotes have this
stack_trace("Keyless emote: [E.type]")
if(E.key_third_person) //This one is optional
if(!.[E.key_third_person])
.[E.key_third_person] = list(E)
else
.[E.key_third_person] |= E
/proc/get_crewmember_minds()
var/list/minds = list()
for(var/datum/record/locked/target in GLOB.manifest.locked)
var/datum/mind/mind = target.mind_ref
if(mind)
minds += mind
return minds