//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/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/ai_list = list() //List of all AIs, including clientless var/global/list/living_mob_list = list() //List of all alive mobs, including clientless. Excludes /mob/new_player var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless. Excludes /mob/new_player var/global/list/observer_mob_list = list() //List of all /mob/observer/dead, including clientless. var/global/list/listening_objects = list() //List of all objects which care about receiving messages (communicators, radios, etc) var/global/list/cleanbot_reserved_turfs = list() //List of all turfs currently targeted by some cleanbot var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time var/global/list/landmarks_list = list() //list of all landmarks created var/global/list/event_triggers = list() //Associative list of creator_ckey:list(landmark references) for event triggers var/global/list/surgery_steps = list() //list of all surgery steps |BS12 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 #define all_genders_define_list list(MALE,FEMALE,PLURAL,NEUTER,HERM) //VOREStaton Edit #define all_genders_text_list list("Male","Female","Plural","Neuter","Herm") //VOREStation Edit var/list/mannequins_ // Times that players are allowed to respawn ("ckey" = world.time) GLOBAL_LIST_EMPTY(respawn_timers) // Holomaps var/global/list/holomap_markers = list() var/global/list/mapping_units = list() var/global/list/mapping_beacons = 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/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() //stores /datum/sprite_accessory/marking indexed by name var/global/list/body_marking_nopersist_list = list() // Body marking styles, minus non-genetic markings and augments var/global/list/ear_styles_list = list() // Stores /datum/sprite_accessory/ears indexed by type var/global/list/tail_styles_list = list() // Stores /datum/sprite_accessory/tail indexed by type var/global/list/wing_styles_list = list() // Stores /datum/sprite_accessory/wing indexed by type GLOBAL_LIST_INIT(custom_species_bases, new) // Species that can be used for a Custom Species icon base //Underwear var/datum/category_collection/underwear/global_underwear = new() //Backpacks var/global/list/backbaglist = list("Nothing", "Backpack", "Satchel", "Satchel Alt", "Messenger Bag", "Sports Bag", "Strapless Satchel") //VOREStation edit var/global/list/pdachoicelist = list("Default", "Slim", "Old", "Rugged", "Holographic", "Wrist-Bound","Slider", "Vintage") var/global/list/exclude_jobs = list(/datum/job/ai,/datum/job/cyborg) // Visual nets var/list/datum/visualnet/visual_nets = list() var/datum/visualnet/camera/cameranet = new() var/datum/visualnet/cult/cultnet = new() // Runes var/global/list/rune_list = new() 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) // Ores (for mining) GLOBAL_LIST_EMPTY(ore_data) GLOBAL_LIST_EMPTY(alloy_data) // Strings which corraspond to bodypart covering flags, useful for outputting what something covers. var/global/list/string_part_flags = list( "head" = HEAD, "face" = FACE, "eyes" = EYES, "upper body" = UPPER_TORSO, "lower body" = LOWER_TORSO, "legs" = LEGS, "feet" = FEET, "arms" = ARMS, "hands" = HANDS ) // Strings which corraspond to slot flags, useful for outputting what slot something is. var/global/list/string_slot_flags = list( "back" = SLOT_BACK, "face" = SLOT_MASK, "waist" = SLOT_BELT, "ID slot" = SLOT_ID, "ears" = SLOT_EARS, "eyes" = SLOT_EYES, "hands" = SLOT_GLOVES, "head" = SLOT_HEAD, "feet" = SLOT_FEET, "exo slot" = SLOT_OCLOTHING, "body" = SLOT_ICLOTHING, "uniform" = SLOT_TIE, "holster" = SLOT_HOLSTER ) GLOBAL_LIST_EMPTY(mannequins) /proc/get_mannequin(var/ckey = "NULL") var/mob/living/carbon/human/dummy/mannequin/M = GLOB.mannequins[ckey] if(!istype(M)) GLOB.mannequins[ckey] = new /mob/living/carbon/human/dummy/mannequin(null) M = GLOB.mannequins[ckey] return M /proc/del_mannequin(var/ckey = "NULL") GLOB.mannequins-= ckey ////////////////////////// /////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 //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 //Body markings - Initialise all /datum/sprite_accessory/marking into an list indexed by marking name 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 if(!M.genetic) body_marking_nopersist_list[M.name] = M //Surgery Steps - Initialize all /datum/surgery_step into a list paths = subtypesof(/datum/surgery_step) for(var/T in paths) var/datum/surgery_step/S = new T surgery_steps += S sort_surgeries() //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 paths = subtypesof(/datum/language) for(var/T in paths) var/datum/language/L = new T if (isnull(GLOB.all_languages[L.name])) GLOB.all_languages[L.name] = L else log_debug("Language name conflict! [T] is named [L.name], but that is taken by [GLOB.all_languages[L.name].type]") if(isnull(GLOB.language_name_conflicts[L.name])) GLOB.language_name_conflicts[L.name] = list(GLOB.all_languages[L.name]) GLOB.language_name_conflicts[L.name] += L for (var/language_name in GLOB.all_languages) var/datum/language/L = GLOB.all_languages[language_name] if(!(L.flags & NONGLOBAL)) if(isnull(GLOB.language_keys[L.key])) GLOB.language_keys[L.key] = L else log_debug("Language key conflict! [L] has key [L.key], but that is taken by [(GLOB.language_keys[L.key])]") if(isnull(GLOB.language_key_conflicts[L.key])) GLOB.language_key_conflicts[L.key] = list(GLOB.language_keys[L.key]) GLOB.language_key_conflicts[L.key] += L //Species var/rkey = 0 paths = subtypesof(/datum/species) for(var/T in paths) rkey++ var/datum/species/S = T if(!initial(S.name)) continue S = new T S.race_key = rkey //Used in mob icon caching. GLOB.all_species[S.name] = S //Shakey shakey shake sortTim(GLOB.all_species, GLOBAL_PROC_REF(cmp_species), associative = TRUE) //Split up the rest for(var/speciesname in GLOB.all_species) var/datum/species/S = GLOB.all_species[speciesname] if(!(S.spawn_flags & SPECIES_IS_RESTRICTED)) GLOB.playable_species += S.name if(S.spawn_flags & SPECIES_IS_WHITELISTED) GLOB.whitelisted_species += S.name // Suit cyclers paths = subtypesof(/datum/suit_cycler_choice/department) for(var/datum/suit_cycler_choice/SCC as anything in paths) if(!initial(SCC.name)) continue GLOB.suit_cycler_departments += new SCC() paths = subtypesof(/datum/suit_cycler_choice/species) for(var/datum/suit_cycler_choice/SCC as anything in paths) if(!initial(SCC.name)) continue GLOB.suit_cycler_species += new SCC() paths = subtypesof(/datum/suit_cycler_choice/department/emag) for(var/datum/suit_cycler_choice/SCC as anything in paths) if(!initial(SCC.name)) continue GLOB.suit_cycler_emagged += new SCC() //Ores paths = subtypesof(/ore) for(var/oretype in paths) var/ore/OD = new oretype() GLOB.ore_data[OD.name] = OD paths = subtypesof(/datum/alloy) for(var/alloytype in paths) GLOB.alloy_data += new alloytype() //Closet appearances GLOB.closet_appearances = decls_repository.get_decls_of_type(/decl/closet_appearance) paths = subtypesof(/datum/sprite_accessory/ears) for(var/path in paths) var/obj/item/clothing/head/instance = new path() ear_styles_list[path] = instance // Custom Tails paths = subtypesof(/datum/sprite_accessory/tail) - /datum/sprite_accessory/tail/taur for(var/path in paths) var/datum/sprite_accessory/tail/instance = new path() tail_styles_list[path] = instance // Custom Wings paths = subtypesof(/datum/sprite_accessory/wing) for(var/path in paths) var/datum/sprite_accessory/wing/instance = new path() wing_styles_list[path] = instance // VOREStation Add - Vore Modes! paths = typesof(/datum/digest_mode) for(var/T in paths) var/datum/digest_mode/DM = new T GLOB.digest_modes[DM.id] = DM // VOREStation Add End init_crafting_recipes(GLOB.crafting_recipes) /* // Custom species traits paths = subtypesof(/datum/trait) for(var/path in paths) var/datum/trait/instance = new path() if(!instance.name) continue //A prototype or something var/cost = instance.cost traits_costs[path] = cost all_traits[path] = instance switch(cost) if(-INFINITY to -0.1) negative_traits[path] = instance if(0) neutral_traits[path] = instance if(0.1 to INFINITY) positive_traits[path] = instance */ // Custom species icon bases var/list/blacklisted_icons = list(SPECIES_CUSTOM,SPECIES_PROMETHEAN) //VOREStation Edit var/list/whitelisted_icons = list(SPECIES_FENNEC,SPECIES_XENOHYBRID, SPECIES_SHADEKIN) //CHOMPedit for(var/species_name in GLOB.playable_species) if(species_name in blacklisted_icons) continue var/datum/species/S = GLOB.all_species[species_name] if(S.spawn_flags & SPECIES_IS_WHITELISTED) continue GLOB.custom_species_bases += species_name for(var/species_name in whitelisted_icons) GLOB.custom_species_bases += species_name return 1 // Hooks must return 1 /// Inits the crafting recipe list, sorting crafting recipe requirements in the process. /proc/init_crafting_recipes(list/crafting_recipes) for(var/path in subtypesof(/datum/crafting_recipe)) var/datum/crafting_recipe/recipe = new path() recipe.reqs = sortList(recipe.reqs, GLOBAL_PROC_REF(cmp_crafting_req_priority)) crafting_recipes += recipe return crafting_recipes /* // Uncomment to debug chemical reaction list. /client/verb/debug_chemical_list() for (var/reaction in chemical_reactions_list) . += "chemical_reactions_list\[\"[reaction]\"\] = \"[chemical_reactions_list[reaction]]\"\n" if(islist(chemical_reactions_list[reaction])) var/list/L = chemical_reactions_list[reaction] for(var/t in L) . += " has: [t]\n" to_world(.) */ //Hexidecimal numbers var/global/list/hexNums = list("0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F") /* // Many global vars aren't GLOB type. This puts them there to be more easily inspected. GLOBAL_LIST_EMPTY(legacy_globals) /proc/populate_legacy_globals() //Note: these lists cannot be changed to a new list anywhere in code! //If they are, these will cause the old list to stay around! //Check by searching for " =" in the entire codebase GLOB.legacy_globals["player_list"] = player_list GLOB.legacy_globals["mob_list"] = mob_list GLOB.legacy_globals["human_mob_list"] = human_mob_list GLOB.legacy_globals["silicon_mob_list"] = silicon_mob_list GLOB.legacy_globals["ai_list"] = ai_list GLOB.legacy_globals["living_mob_list"] = living_mob_list GLOB.legacy_globals["dead_mob_list"] = dead_mob_list GLOB.legacy_globals["observer_mob_list"] = observer_mob_list GLOB.legacy_globals["listening_objects"] = listening_objects GLOB.legacy_globals["cleanbot_reserved_turfs"] = cleanbot_reserved_turfs GLOB.legacy_globals["cable_list"] = cable_list GLOB.legacy_globals["landmarks_list"] = landmarks_list GLOB.legacy_globals["event_triggers"] = event_triggers GLOB.legacy_globals["side_effects"] = side_effects GLOB.legacy_globals["mechas_list"] = mechas_list GLOB.legacy_globals["mannequins_"] = mannequins_ //visual nets GLOB.legacy_globals["visual_nets"] = visual_nets GLOB.legacy_globals["cameranet"] = cameranet GLOB.legacy_globals["cultnet"] = cultnet GLOB.legacy_globals["item_tf_spawnpoints"] = item_tf_spawnpoints GLOB.legacy_globals["existing_solargrubs"] = existing_solargrubs */