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Split a bunch of procs in helpers.dm into new files: -helper_list -helper_text -helper_type2type These files are sorted into groups internally. Hopefully people will make it easier for people to find useful procs. I've added comments to a good chunk of these procs as well explaining what they do. I've removed a few unused or unnecessary procs and fixed up a couple that were not working as intended. I've also moved a mob proc 'get_equipped_items()' into mob/inventory. All of the non-helper.dm files (besides mob/inventory.dm) are the result of fixing duplicate procs. It seems that there used to be text searching procs where one was case sensitive and one was not, and at some point someone removed the case-sensitivity of the case sensitive procs. I've re-added the case-sensitivity and as a result, I've had to go through extra files and ensure that they were calling the proper proc. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4341 316c924e-a436-60f5-8080-3fe189b3f50e
1162 lines
34 KiB
Plaintext
1162 lines
34 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* A large number of misc global procs.
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*/
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//Inverts the colour of an HTML string
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/proc/invertHTML(HTMLstring)
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if (!( istext(HTMLstring) ))
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CRASH("Given non-text argument!")
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return
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else
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if (length(HTMLstring) != 7)
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CRASH("Given non-HTML argument!")
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return
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var/textr = copytext(HTMLstring, 2, 4)
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var/textg = copytext(HTMLstring, 4, 6)
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var/textb = copytext(HTMLstring, 6, 8)
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var/r = hex2num(textr)
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var/g = hex2num(textg)
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var/b = hex2num(textb)
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textr = num2hex(255 - r)
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textg = num2hex(255 - g)
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textb = num2hex(255 - b)
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if (length(textr) < 2)
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textr = text("0[]", textr)
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if (length(textg) < 2)
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textr = text("0[]", textg)
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if (length(textb) < 2)
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textr = text("0[]", textb)
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return text("#[][][]", textr, textg, textb)
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return
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//Returns the middle-most value
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/proc/dd_range(var/low, var/high, var/num)
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return max(low,min(high,num))
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//Returns whether or not A is the middle most value
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/proc/InRange(var/A, var/lower, var/upper)
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if(A < lower) return 0
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if(A > upper) return 0
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return 1
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/proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams.
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if(!start || !end) return 0
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var/dy
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var/dx
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dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y)
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dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x)
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if(!dy)
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return (dx>=0)?90:270
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.=arctan(dx/dy)
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if(dy<0)
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.+=180
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else if(dx<0)
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.+=360
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//Returns location. Returns null if no location was found.
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/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
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/*
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Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
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Random error in tile placement x, error in tile placement y, and block offset.
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Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
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Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
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Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
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*/
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var/dirx = 0//Generic location finding variable.
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var/diry = 0
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var/xoffset = 0//Generic counter for offset location.
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var/yoffset = 0
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var/b1xerror = 0//Generic placing for point A in box. The lower left.
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var/b1yerror = 0
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var/b2xerror = 0//Generic placing for point B in box. The upper right.
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var/b2yerror = 0
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errorx = abs(errorx)//Error should never be negative.
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errory = abs(errory)
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//var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes.
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switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot.
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//Directs on what values need modifying.
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if(1)//North
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diry+=distance
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yoffset+=eoffsety
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xoffset+=eoffsetx
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b1xerror-=errorx
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b1yerror-=errory
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b2xerror+=errorx
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b2yerror+=errory
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if(2)//South
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diry-=distance
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yoffset-=eoffsety
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xoffset+=eoffsetx
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b1xerror-=errorx
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b1yerror-=errory
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b2xerror+=errorx
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b2yerror+=errory
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if(4)//East
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dirx+=distance
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yoffset+=eoffsetx//Flipped.
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xoffset+=eoffsety
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b1xerror-=errory//Flipped.
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b1yerror-=errorx
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b2xerror+=errory
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b2yerror+=errorx
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if(8)//West
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dirx-=distance
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yoffset-=eoffsetx//Flipped.
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xoffset+=eoffsety
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b1xerror-=errory//Flipped.
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b1yerror-=errorx
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b2xerror+=errory
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b2yerror+=errorx
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var/turf/destination=locate(location.x+dirx,location.y+diry,location.z)
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if(destination)//If there is a destination.
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if(errorx||errory)//If errorx or y were specified.
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var/destination_list[] = list()//To add turfs to list.
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//destination_list = new()
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/*This will draw a block around the target turf, given what the error is.
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Specifying the values above will basically draw a different sort of block.
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If the values are the same, it will be a square. If they are different, it will be a rectengle.
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In either case, it will center based on offset. Offset is position from center.
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Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport,
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the offset should remain positioned in relation to destination.*/
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var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center.
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//Now to find a box from center location and make that our destination.
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for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) ))
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if(density&&T.density) continue//If density was specified.
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if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map.
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if(T.y>world.maxy || T.y<1) continue
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destination_list += T
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if(destination_list.len)
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destination = pick(destination_list)
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else return
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else//Same deal here.
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if(density&&destination.density) return
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if(destination.x>world.maxx || destination.x<1) return
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if(destination.y>world.maxy || destination.y<1) return
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else return
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return destination
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/proc/LinkBlocked(turf/A, turf/B)
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if(A == null || B == null) return 1
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var/adir = get_dir(A,B)
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var/rdir = get_dir(B,A)
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if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
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var/iStep = get_step(A,adir&(NORTH|SOUTH))
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if(!LinkBlocked(A,iStep) && !LinkBlocked(iStep,B)) return 0
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var/pStep = get_step(A,adir&(EAST|WEST))
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if(!LinkBlocked(A,pStep) && !LinkBlocked(pStep,B)) return 0
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return 1
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if(DirBlocked(A,adir)) return 1
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if(DirBlocked(B,rdir)) return 1
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return 0
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/proc/DirBlocked(turf/loc,var/dir)
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for(var/obj/structure/window/D in loc)
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if(!D.density) continue
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if(D.dir == SOUTHWEST) return 1
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if(D.dir == dir) return 1
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for(var/obj/machinery/door/D in loc)
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if(!D.density) continue
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if(istype(D, /obj/machinery/door/window))
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if((dir & SOUTH) && (D.dir & (EAST|WEST))) return 1
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if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return 1
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else return 1 // it's a real, air blocking door
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return 0
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/proc/TurfBlockedNonWindow(turf/loc)
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for(var/obj/O in loc)
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if(O.density && !istype(O, /obj/structure/window))
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return 1
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return 0
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/proc/sign(x)
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return x!=0?x/abs(x):0
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/proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm
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var/px=M.x //starting x
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var/py=M.y
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var/line[] = list(locate(px,py,M.z))
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var/dx=N.x-px //x distance
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var/dy=N.y-py
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var/dxabs=abs(dx)//Absolute value of x distance
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var/dyabs=abs(dy)
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var/sdx=sign(dx) //Sign of x distance (+ or -)
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var/sdy=sign(dy)
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var/x=dxabs>>1 //Counters for steps taken, setting to distance/2
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var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast.
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var/j //Generic integer for counting
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if(dxabs>=dyabs) //x distance is greater than y
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for(j=0;j<dxabs;j++)//It'll take dxabs steps to get there
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y+=dyabs
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if(y>=dxabs) //Every dyabs steps, step once in y direction
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y-=dxabs
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py+=sdy
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px+=sdx //Step on in x direction
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line+=locate(px,py,M.z)//Add the turf to the list
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else
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for(j=0;j<dyabs;j++)
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x+=dxabs
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if(x>=dyabs)
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x-=dyabs
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px+=sdx
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py+=sdy
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line+=locate(px,py,M.z)
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return line
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//Returns whether or not a player is a guest using their ckey as an input
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/proc/IsGuestKey(key)
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if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx
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return 0
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var/i, ch, len = length(key)
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for (i = 7, i <= len, ++i)
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ch = text2ascii(key, i)
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if (ch < 48 || ch > 57)
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return 0
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return 1
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//Ensure the frequency is within bounds of what it should be sending/recieving at
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/proc/sanitize_frequency(var/f)
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f = round(f)
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f = max(1441, f) // 144.1
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f = min(1489, f) // 148.9
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if ((f % 2) == 0) //Ensure the last digit is an odd number
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f += 1
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return f
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//Turns 1479 into 147.9
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/proc/format_frequency(var/f)
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return "[round(f / 10)].[f % 10]"
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//Handles giving an AI its name
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/proc/ainame(var/mob/M as mob)
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var/randomname = M.name
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var/time_passed = world.time//Pretty basic but it'll do. It's still possible to bypass this by return ainame().
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var/newname
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var/iterations = 0
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while(!newname)
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switch(iterations)
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if(0)
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if(1 to 5) M << "<font color='red'>Invalid name. Your name should be at least 4 alphanumeric characters but under [MAX_NAME_LEN] characters long. It may only contain the characters A-Z, a-z, 0-9, -, ' and .</font>"
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else break
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newname = reject_bad_name(input(M,"You are the AI. Would you like to change your name to something else?", "Name change",randomname),1)
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iterations++
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if((world.time-time_passed)>300)//If more than 20 game seconds passed.
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M << "You took too long to decide. Default name selected."
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return
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if(newname)
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if( newname == "Inactive AI" || findtext(newname,"cyborg") ) //To prevent common meta-gaming name-choices
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M << "That name is reserved."
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return
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for (var/mob/living/silicon/ai/A in player_list)
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if (A.real_name == newname && newname!=randomname)
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M << "There's already an AI with that name."
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return
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M.real_name = newname
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M.name = newname
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M.original_name = newname
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//Handles givving the Clown his/her name
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/proc/clname(var/mob/M as mob) //--All praise goes to NEO|Phyte, all blame goes to DH, and it was Cindi-Kate's idea
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var/randomname = pick(clown_names)
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var/newname = copytext(sanitize(input(M,"You are the clown. Would you like to change your name to something else?", "Name change",randomname)),1,MAX_NAME_LEN)
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var/oldname = M.real_name
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if (!newname)
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newname = randomname
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else
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var/badname = 0
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newname = trim_right(trim_left(newname)) // " Abe Butts " becomes "Abe Butts"
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switch(newname)
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if("Unknown") badname = 1
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if("floor") badname = 1
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if("wall") badname = 1
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if("r-wall") badname = 1
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if("space") badname = 1
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if("_") badname = 1
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if(badname)
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M << "That name is reserved."
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return clname(M)
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for (var/mob/A in player_list)
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if(A.real_name == newname)
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M << "That name is reserved."
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return clname(M)
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M.real_name = newname
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M.name = newname
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M.original_name = newname
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for (var/obj/item/device/pda/pda in M.contents)
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if (pda.owner == oldname)
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pda.owner = newname
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pda.name = "PDA-[newname] ([pda.ownjob])"
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break
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for(var/obj/item/weapon/card/id/id in M.contents)
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if(id.registered_name == oldname)
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id.registered_name = newname
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id.name = "[id.registered_name]'s ID Card ([id.assignment])"
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break
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//Picks a string of symbols to display as the law number for hacked or ion laws
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/proc/ionnum()
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return "[pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"
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//When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave.
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/proc/freeborg()
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var/select = null
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var/list/names = list()
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var/list/borgs = list()
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var/list/namecounts = list()
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for (var/mob/living/silicon/robot/A in player_list)
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var/name = A.real_name
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if (A.stat == 2)
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continue
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if (A.connected_ai)
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continue
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else
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if(A.module)
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name += " ([A.module.name])"
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names.Add(name)
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namecounts[name] = 1
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borgs[name] = A
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if (borgs.len)
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select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs
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return borgs[select]
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//When a borg is activated, it can choose which AI it wants to be slaved to
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/proc/activeais()
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var/select = null
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var/list/names = list()
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var/list/ais = list()
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var/list/namecounts = list()
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for (var/mob/living/silicon/ai/A in player_list)
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var/name = A.real_name
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if (A.stat == 2)
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continue
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if (A.control_disabled == 1)
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continue
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else
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names.Add(name)
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namecounts[name] = 1
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ais[name] = A
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if (ais.len)
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select = input("AI signals detected:", "AI selection") in ais
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return ais[select]
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//Returns a list of all mobs with their name
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/proc/getmobs()
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var/list/mobs = sortmobs()
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var/list/names = list()
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var/list/creatures = list()
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var/list/namecounts = list()
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for(var/mob/M in mobs)
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var/name = M.name
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if (name in names)
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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if (M.real_name && M.real_name != M.name)
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name += " \[[M.real_name]\]"
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if (M.stat == 2)
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if(istype(M, /mob/dead/observer/))
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name += " \[ghost\]"
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else
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name += " \[dead\]"
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creatures[name] = M
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return creatures
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//Orders mobs by type
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/proc/sortmobs()
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var/list/moblist = list()
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for(var/mob/living/silicon/ai/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/silicon/pai/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/silicon/robot/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/carbon/human/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/carbon/brain/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/carbon/alien/M in mob_list)
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moblist.Add(M)
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for(var/mob/dead/observer/M in mob_list)
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moblist.Add(M)
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for(var/mob/new_player/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/carbon/monkey/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/carbon/metroid/M in mob_list)
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moblist.Add(M)
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for(var/mob/living/simple_animal/M in mob_list)
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moblist.Add(M)
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// for(var/mob/living/silicon/hivebot/M in world)
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// mob_list.Add(M)
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// for(var/mob/living/silicon/hive_mainframe/M in world)
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// mob_list.Add(M)
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return moblist
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//E = MC^2
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/proc/convert2energy(var/M)
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var/E = M*(SPEED_OF_LIGHT_SQ)
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return E
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//M = E/C^2
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/proc/convert2mass(var/E)
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var/M = E/(SPEED_OF_LIGHT_SQ)
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return M
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//Forces a variable to be posative
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/proc/modulus(var/M)
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if(M >= 0)
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return M
|
|
if(M < 0)
|
|
return -M
|
|
|
|
|
|
/proc/key_name(var/whom, var/include_link = null, var/include_name = 1)
|
|
var/mob/the_mob = null
|
|
var/client/the_client = null
|
|
var/the_key = ""
|
|
|
|
if (isnull(whom))
|
|
return "*null*"
|
|
else if (istype(whom, /client))
|
|
the_client = whom
|
|
the_mob = the_client.mob
|
|
the_key = the_client.key
|
|
else if (ismob(whom))
|
|
the_mob = whom
|
|
the_client = the_mob.client
|
|
the_key = the_mob.key
|
|
else if (istype(whom, /datum))
|
|
var/datum/the_datum = whom
|
|
return "*invalid:[the_datum.type]*"
|
|
else
|
|
return "*invalid*"
|
|
|
|
var/text = ""
|
|
|
|
if (!the_key)
|
|
text += "*no client*"
|
|
else
|
|
var/linked = 1
|
|
if (include_link && !isnull(the_mob))
|
|
if (istext(include_link))
|
|
text += "<a href=\"byond://?src=[include_link];priv_msg=\ref[the_client]\">"
|
|
else
|
|
if(ismob(include_link))
|
|
var/mob/MM = include_link
|
|
if(MM.client)
|
|
text += "<a href=\"byond://?src=\ref[MM.client];priv_msg=\ref[the_client]\">"
|
|
else
|
|
linked = 0
|
|
else if (istype(include_link, /client))
|
|
text += "<a href=\"byond://?src=\ref[include_link];priv_msg=\ref[the_client]\">"
|
|
else
|
|
linked = 0
|
|
|
|
if (the_client && the_client.holder && the_client.stealth && !include_name)
|
|
text += "Administrator"
|
|
else
|
|
text += "[the_key]"
|
|
|
|
if (!isnull(include_link) && !isnull(the_mob))
|
|
if(linked)
|
|
text += "</a>"
|
|
else
|
|
text += " (DC)"
|
|
|
|
if (include_name && !isnull(the_mob))
|
|
if (the_mob.real_name)
|
|
text += "/([the_mob.real_name])"
|
|
else if (the_mob.name)
|
|
text += "/([the_mob.name])"
|
|
|
|
return text
|
|
|
|
/proc/key_name_admin(var/whom, var/include_name = 1)
|
|
return key_name(whom, "%admin_ref%", include_name)
|
|
|
|
|
|
// Registers the on-close verb for a browse window (client/verb/.windowclose)
|
|
// this will be called when the close-button of a window is pressed.
|
|
//
|
|
// This is usually only needed for devices that regularly update the browse window,
|
|
// e.g. canisters, timers, etc.
|
|
//
|
|
// windowid should be the specified window name
|
|
// e.g. code is : user << browse(text, "window=fred")
|
|
// then use : onclose(user, "fred")
|
|
//
|
|
// Optionally, specify the "ref" parameter as the controlled atom (usually src)
|
|
// to pass a "close=1" parameter to the atom's Topic() proc for special handling.
|
|
// Otherwise, the user mob's machine var will be reset directly.
|
|
//
|
|
/proc/onclose(mob/user, windowid, var/atom/ref=null)
|
|
if(!user.client) return
|
|
var/param = "null"
|
|
if(ref)
|
|
param = "\ref[ref]"
|
|
|
|
winset(user, windowid, "on-close=\".windowclose [param]\"")
|
|
|
|
//world << "OnClose [user]: [windowid] : ["on-close=\".windowclose [param]\""]"
|
|
|
|
|
|
// the on-close client verb
|
|
// called when a browser popup window is closed after registering with proc/onclose()
|
|
// if a valid atom reference is supplied, call the atom's Topic() with "close=1"
|
|
// otherwise, just reset the client mob's machine var.
|
|
//
|
|
/client/verb/windowclose(var/atomref as text)
|
|
set hidden = 1 // hide this verb from the user's panel
|
|
set name = ".windowclose" // no autocomplete on cmd line
|
|
|
|
//world << "windowclose: [atomref]"
|
|
if(atomref!="null") // if passed a real atomref
|
|
var/hsrc = locate(atomref) // find the reffed atom
|
|
var/href = "close=1"
|
|
if(hsrc)
|
|
//world << "[src] Topic [href] [hsrc]"
|
|
usr = src.mob
|
|
src.Topic(href, params2list(href), hsrc) // this will direct to the atom's
|
|
return // Topic() proc via client.Topic()
|
|
|
|
// no atomref specified (or not found)
|
|
// so just reset the user mob's machine var
|
|
if(src && src.mob)
|
|
//world << "[src] was [src.mob.machine], setting to null"
|
|
src.mob.machine = null
|
|
return
|
|
|
|
//Will return the location of the turf an atom is ultimatly sitting on
|
|
/proc/get_turf_loc(var/atom/movable/M) //gets the location of the turf that the atom is on, or what the atom is in is on, etc
|
|
//in case they're in a closet or sleeper or something
|
|
var/atom/loc = M.loc
|
|
while(!istype(loc, /turf/))
|
|
loc = loc.loc
|
|
return loc
|
|
|
|
// returns the turf located at the map edge in the specified direction relative to A
|
|
// used for mass driver
|
|
/proc/get_edge_target_turf(var/atom/A, var/direction)
|
|
|
|
var/turf/target = locate(A.x, A.y, A.z)
|
|
if(!A || !target)
|
|
return 0
|
|
//since NORTHEAST == NORTH & EAST, etc, doing it this way allows for diagonal mass drivers in the future
|
|
//and isn't really any more complicated
|
|
|
|
// Note diagonal directions won't usually be accurate
|
|
if(direction & NORTH)
|
|
target = locate(target.x, world.maxy, target.z)
|
|
if(direction & SOUTH)
|
|
target = locate(target.x, 1, target.z)
|
|
if(direction & EAST)
|
|
target = locate(world.maxx, target.y, target.z)
|
|
if(direction & WEST)
|
|
target = locate(1, target.y, target.z)
|
|
|
|
return target
|
|
|
|
// returns turf relative to A in given direction at set range
|
|
// result is bounded to map size
|
|
// note range is non-pythagorean
|
|
// used for disposal system
|
|
/proc/get_ranged_target_turf(var/atom/A, var/direction, var/range)
|
|
|
|
var/x = A.x
|
|
var/y = A.y
|
|
if(direction & NORTH)
|
|
y = min(world.maxy, y + range)
|
|
if(direction & SOUTH)
|
|
y = max(1, y - range)
|
|
if(direction & EAST)
|
|
x = min(world.maxx, x + range)
|
|
if(direction & WEST)
|
|
x = max(1, x - range)
|
|
|
|
return locate(x,y,A.z)
|
|
|
|
|
|
// returns turf relative to A offset in dx and dy tiles
|
|
// bound to map limits
|
|
/proc/get_offset_target_turf(var/atom/A, var/dx, var/dy)
|
|
var/x = min(world.maxx, max(1, A.x + dx))
|
|
var/y = min(world.maxy, max(1, A.y + dy))
|
|
return locate(x,y,A.z)
|
|
|
|
//Makes sure MIDDLE is between LOW and HIGH. If not, it adjusts it. Returns the adjusted value.
|
|
/proc/between(var/low, var/middle, var/high)
|
|
return max(min(middle, high), low)
|
|
|
|
proc/arctan(x)
|
|
var/y=arcsin(x/sqrt(1+x*x))
|
|
return y
|
|
|
|
//returns random gauss number
|
|
proc/GaussRand(var/sigma)
|
|
var/x,y,rsq
|
|
do
|
|
x=2*rand()-1
|
|
y=2*rand()-1
|
|
rsq=x*x+y*y
|
|
while(rsq>1 || !rsq)
|
|
return sigma*y*sqrt(-2*log(rsq)/rsq)
|
|
|
|
//returns random gauss number, rounded to 'roundto'
|
|
proc/GaussRandRound(var/sigma,var/roundto)
|
|
return round(GaussRand(sigma),roundto)
|
|
|
|
proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,flick_anim as text,sleeptime = 0,direction as num)
|
|
//This proc throws up either an icon or an animation for a specified amount of time.
|
|
//The variables should be apparent enough.
|
|
var/atom/movable/overlay/animation = new(location)
|
|
if(direction)
|
|
animation.dir = direction
|
|
animation.icon = a_icon
|
|
animation.layer = target:layer+1
|
|
if(a_icon_state)
|
|
animation.icon_state = a_icon_state
|
|
else
|
|
animation.icon_state = "blank"
|
|
animation.master = target
|
|
flick(flick_anim, animation)
|
|
sleep(max(sleeptime, 15))
|
|
del(animation)
|
|
|
|
//Will return the contents of an atom recursivly to a depth of 'searchDepth'
|
|
/atom/proc/GetAllContents(searchDepth = 5)
|
|
var/list/toReturn = list()
|
|
|
|
for(var/atom/part in contents)
|
|
toReturn += part
|
|
if(part.contents.len && searchDepth)
|
|
toReturn += part.GetAllContents(searchDepth - 1)
|
|
|
|
return toReturn
|
|
|
|
//Step-towards method of determining whether one atom can see another. Similar to viewers()
|
|
/proc/can_see(var/atom/source, var/atom/target, var/length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
|
|
var/turf/current = get_turf(source)
|
|
var/turf/target_turf = get_turf(target)
|
|
var/steps = 0
|
|
|
|
while(current != target_turf)
|
|
if(steps > length) return 0
|
|
if(current.opacity) return 0
|
|
for(var/atom/A in current)
|
|
if(A.opacity) return 0
|
|
current = get_step_towards(current, target_turf)
|
|
steps++
|
|
|
|
return 1
|
|
|
|
/proc/is_blocked_turf(var/turf/T)
|
|
var/cant_pass = 0
|
|
if(T.density) cant_pass = 1
|
|
for(var/atom/A in T)
|
|
if(A.density)//&&A.anchored
|
|
cant_pass = 1
|
|
return cant_pass
|
|
|
|
/proc/get_step_towards2(var/atom/ref , var/atom/trg)
|
|
var/base_dir = get_dir(ref, get_step_towards(ref,trg))
|
|
var/turf/temp = get_step_towards(ref,trg)
|
|
|
|
if(is_blocked_turf(temp))
|
|
var/dir_alt1 = turn(base_dir, 90)
|
|
var/dir_alt2 = turn(base_dir, -90)
|
|
var/turf/turf_last1 = temp
|
|
var/turf/turf_last2 = temp
|
|
var/free_tile = null
|
|
var/breakpoint = 0
|
|
|
|
while(!free_tile && breakpoint < 10)
|
|
if(!is_blocked_turf(turf_last1))
|
|
free_tile = turf_last1
|
|
break
|
|
if(!is_blocked_turf(turf_last2))
|
|
free_tile = turf_last2
|
|
break
|
|
turf_last1 = get_step(turf_last1,dir_alt1)
|
|
turf_last2 = get_step(turf_last2,dir_alt2)
|
|
breakpoint++
|
|
|
|
if(!free_tile) return get_step(ref, base_dir)
|
|
else return get_step_towards(ref,free_tile)
|
|
|
|
else return get_step(ref, base_dir)
|
|
|
|
/proc/do_mob(var/mob/user , var/mob/target, var/time = 30) //This is quite an ugly solution but i refuse to use the old request system.
|
|
if(!user || !target) return 0
|
|
var/user_loc = user.loc
|
|
var/target_loc = target.loc
|
|
var/holding = user.get_active_hand()
|
|
sleep(time)
|
|
if(!user || !target) return 0
|
|
if ( user.loc == user_loc && target.loc == target_loc && user.get_active_hand() == holding && !( user.stat ) && ( !user.stunned && !user.weakened && !user.paralysis && !user.lying ) )
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
/proc/do_after(var/mob/user as mob, delay as num, var/numticks = 5, var/needhand = 1)
|
|
if(!user || isnull(user))
|
|
return 0
|
|
if(numticks == 0)
|
|
return 0
|
|
|
|
var/delayfraction = round(delay/numticks)
|
|
var/turf/T = user.loc
|
|
var/holding = user.get_active_hand()
|
|
|
|
for(var/i = 0, i<numticks, i++)
|
|
sleep(delayfraction)
|
|
|
|
if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
|
|
return 0
|
|
if(!user || user.stat || user.weakened || user.stunned || !(user.loc == T))
|
|
return 0
|
|
|
|
return 1
|
|
|
|
//Takes: Anything that could possibly have variables and a varname to check.
|
|
//Returns: 1 if found, 0 if not.
|
|
/proc/hasvar(var/datum/A, var/varname)
|
|
if(A.vars.Find(lowertext(varname))) return 1
|
|
else return 0
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all areas of that type in the world.
|
|
/proc/get_areas(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/areas = new/list()
|
|
for(var/area/N in world)
|
|
if(istype(N, areatype)) areas += N
|
|
return areas
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all turfs in areas of that type of that type in the world.
|
|
/proc/get_area_turfs(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/turfs = new/list()
|
|
for(var/area/N in world)
|
|
if(istype(N, areatype))
|
|
for(var/turf/T in N) turfs += T
|
|
return turfs
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all atoms (objs, turfs, mobs) in areas of that type of that type in the world.
|
|
/proc/get_area_all_atoms(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/atoms = new/list()
|
|
for(var/area/N in world)
|
|
if(istype(N, areatype))
|
|
for(var/atom/A in N)
|
|
atoms += A
|
|
return atoms
|
|
|
|
/datum/coords //Simple datum for storing coordinates.
|
|
var/x_pos = null
|
|
var/y_pos = null
|
|
var/z_pos = null
|
|
|
|
/area/proc/move_contents_to(var/area/A, var/turftoleave=null, var/direction = null)
|
|
//Takes: Area. Optional: turf type to leave behind.
|
|
//Returns: Nothing.
|
|
//Notes: Attempts to move the contents of one area to another area.
|
|
// Movement based on lower left corner. Tiles that do not fit
|
|
// into the new area will not be moved.
|
|
|
|
if(!A || !src) return 0
|
|
|
|
var/list/turfs_src = get_area_turfs(src.type)
|
|
var/list/turfs_trg = get_area_turfs(A.type)
|
|
|
|
var/src_min_x = 0
|
|
var/src_min_y = 0
|
|
for (var/turf/T in turfs_src)
|
|
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
|
|
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
|
|
|
|
var/trg_min_x = 0
|
|
var/trg_min_y = 0
|
|
for (var/turf/T in turfs_trg)
|
|
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
|
|
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
|
|
|
|
var/list/refined_src = new/list()
|
|
for(var/turf/T in turfs_src)
|
|
refined_src += T
|
|
refined_src[T] = new/datum/coords
|
|
var/datum/coords/C = refined_src[T]
|
|
C.x_pos = (T.x - src_min_x)
|
|
C.y_pos = (T.y - src_min_y)
|
|
|
|
var/list/refined_trg = new/list()
|
|
for(var/turf/T in turfs_trg)
|
|
refined_trg += T
|
|
refined_trg[T] = new/datum/coords
|
|
var/datum/coords/C = refined_trg[T]
|
|
C.x_pos = (T.x - trg_min_x)
|
|
C.y_pos = (T.y - trg_min_y)
|
|
|
|
var/list/fromupdate = new/list()
|
|
var/list/toupdate = new/list()
|
|
|
|
moving:
|
|
for (var/turf/T in refined_src)
|
|
var/datum/coords/C_src = refined_src[T]
|
|
for (var/turf/B in refined_trg)
|
|
var/datum/coords/C_trg = refined_trg[B]
|
|
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
|
|
|
|
var/old_dir1 = T.dir
|
|
var/old_icon_state1 = T.icon_state
|
|
var/old_icon1 = T.icon
|
|
|
|
var/turf/X = new T.type(B)
|
|
X.dir = old_dir1
|
|
X.icon_state = old_icon_state1
|
|
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
|
|
|
|
/* Quick visual fix for some weird shuttle corner artefacts when on transit space tiles */
|
|
if(direction && findtext(X.icon_state, "swall_s"))
|
|
|
|
// Spawn a new shuttle corner object
|
|
var/obj/corner = new()
|
|
corner.loc = X
|
|
corner.density = 1
|
|
corner.anchored = 1
|
|
corner.icon = X.icon
|
|
corner.icon_state = dd_replacetext(X.icon_state, "_s", "_f")
|
|
corner.tag = "delete me"
|
|
corner.name = "wall"
|
|
|
|
// Find a new turf to take on the property of
|
|
var/turf/nextturf = get_step(corner, direction)
|
|
if(!nextturf || !istype(nextturf, /turf/space))
|
|
nextturf = get_step(corner, turn(direction, 180))
|
|
|
|
|
|
// Take on the icon of a neighboring scrolling space icon
|
|
X.icon = nextturf.icon
|
|
X.icon_state = nextturf.icon_state
|
|
|
|
|
|
for(var/obj/O in T)
|
|
|
|
// Reset the shuttle corners
|
|
if(O.tag == "delete me")
|
|
X.icon = 'icons/turf/shuttle.dmi'
|
|
X.icon_state = dd_replacetext(O.icon_state, "_f", "_s") // revert the turf to the old icon_state
|
|
X.name = "wall"
|
|
del(O) // prevents multiple shuttle corners from stacking
|
|
continue
|
|
if(!istype(O,/obj)) continue
|
|
O.loc = X
|
|
for(var/mob/M in T)
|
|
if(!istype(M,/mob)) continue
|
|
M.loc = X
|
|
|
|
var/area/AR = X.loc
|
|
|
|
if(AR.sd_lighting)
|
|
X.opacity = !X.opacity
|
|
X.sd_SetOpacity(!X.opacity)
|
|
|
|
toupdate += X
|
|
|
|
if(turftoleave)
|
|
var/turf/ttl = new turftoleave(T)
|
|
|
|
var/area/AR2 = ttl.loc
|
|
|
|
if(AR2.sd_lighting)
|
|
ttl.opacity = !ttl.opacity
|
|
ttl.sd_SetOpacity(!ttl.opacity)
|
|
|
|
fromupdate += ttl
|
|
|
|
else
|
|
T.ReplaceWithSpace()
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
var/list/doors = new/list()
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
for(var/obj/machinery/door/D2 in T1)
|
|
doors += D2
|
|
if(T1.parent)
|
|
air_master.groups_to_rebuild += T1.parent
|
|
else
|
|
air_master.tiles_to_update += T1
|
|
|
|
if(fromupdate.len)
|
|
for(var/turf/simulated/T2 in fromupdate)
|
|
for(var/obj/machinery/door/D2 in T2)
|
|
doors += D2
|
|
if(T2.parent)
|
|
air_master.groups_to_rebuild += T2.parent
|
|
else
|
|
air_master.tiles_to_update += T2
|
|
|
|
for(var/obj/O in doors)
|
|
O:update_nearby_tiles(1)
|
|
|
|
|
|
|
|
proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
|
|
if(!original)
|
|
return null
|
|
|
|
var/obj/O = null
|
|
|
|
if(sameloc)
|
|
O=new original.type(original.loc)
|
|
else
|
|
O=new original.type(locate(0,0,0))
|
|
|
|
if(perfectcopy)
|
|
if((O) && (original))
|
|
for(var/V in original.vars)
|
|
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key")))
|
|
O.vars[V] = original.vars[V]
|
|
return O
|
|
|
|
|
|
/area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 )
|
|
//Takes: Area. Optional: If it should copy to areas that don't have plating
|
|
//Returns: Nothing.
|
|
//Notes: Attempts to move the contents of one area to another area.
|
|
// Movement based on lower left corner. Tiles that do not fit
|
|
// into the new area will not be moved.
|
|
|
|
if(!A || !src) return 0
|
|
|
|
var/list/turfs_src = get_area_turfs(src.type)
|
|
var/list/turfs_trg = get_area_turfs(A.type)
|
|
|
|
var/src_min_x = 0
|
|
var/src_min_y = 0
|
|
for (var/turf/T in turfs_src)
|
|
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
|
|
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
|
|
|
|
var/trg_min_x = 0
|
|
var/trg_min_y = 0
|
|
for (var/turf/T in turfs_trg)
|
|
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
|
|
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
|
|
|
|
var/list/refined_src = new/list()
|
|
for(var/turf/T in turfs_src)
|
|
refined_src += T
|
|
refined_src[T] = new/datum/coords
|
|
var/datum/coords/C = refined_src[T]
|
|
C.x_pos = (T.x - src_min_x)
|
|
C.y_pos = (T.y - src_min_y)
|
|
|
|
var/list/refined_trg = new/list()
|
|
for(var/turf/T in turfs_trg)
|
|
refined_trg += T
|
|
refined_trg[T] = new/datum/coords
|
|
var/datum/coords/C = refined_trg[T]
|
|
C.x_pos = (T.x - trg_min_x)
|
|
C.y_pos = (T.y - trg_min_y)
|
|
|
|
var/list/toupdate = new/list()
|
|
|
|
var/copiedobjs = list()
|
|
|
|
|
|
moving:
|
|
for (var/turf/T in refined_src)
|
|
var/datum/coords/C_src = refined_src[T]
|
|
for (var/turf/B in refined_trg)
|
|
var/datum/coords/C_trg = refined_trg[B]
|
|
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
|
|
|
|
var/old_dir1 = T.dir
|
|
var/old_icon_state1 = T.icon_state
|
|
var/old_icon1 = T.icon
|
|
|
|
if(platingRequired)
|
|
if(istype(B, /turf/space))
|
|
continue moving
|
|
|
|
var/turf/X = new T.type(B)
|
|
X.dir = old_dir1
|
|
X.icon_state = old_icon_state1
|
|
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
|
|
|
|
|
|
var/list/objs = new/list()
|
|
var/list/newobjs = new/list()
|
|
var/list/mobs = new/list()
|
|
var/list/newmobs = new/list()
|
|
|
|
for(var/obj/O in T)
|
|
|
|
if(!istype(O,/obj))
|
|
continue
|
|
|
|
objs += O
|
|
|
|
|
|
for(var/obj/O in objs)
|
|
newobjs += DuplicateObject(O , 1)
|
|
|
|
|
|
for(var/obj/O in newobjs)
|
|
O.loc = X
|
|
|
|
for(var/mob/M in T)
|
|
|
|
if(!istype(M,/mob))
|
|
continue
|
|
|
|
mobs += M
|
|
|
|
for(var/mob/M in mobs)
|
|
newmobs += DuplicateObject(M , 1)
|
|
|
|
for(var/mob/M in newmobs)
|
|
M.loc = X
|
|
|
|
copiedobjs += newobjs
|
|
copiedobjs += newmobs
|
|
|
|
|
|
|
|
for(var/V in T.vars)
|
|
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity", "sd_light_spill",)))
|
|
X.vars[V] = T.vars[V]
|
|
|
|
var/area/AR = X.loc
|
|
|
|
if(AR.sd_lighting)
|
|
X.opacity = !X.opacity
|
|
X.sd_SetOpacity(!X.opacity)
|
|
|
|
toupdate += X
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
|
|
|
|
|
|
var/list/doors = new/list()
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
for(var/obj/machinery/door/D2 in T1)
|
|
doors += D2
|
|
if(T1.parent)
|
|
air_master.groups_to_rebuild += T1.parent
|
|
else
|
|
air_master.tiles_to_update += T1
|
|
|
|
for(var/obj/O in doors)
|
|
O:update_nearby_tiles(1)
|
|
|
|
|
|
|
|
|
|
return copiedobjs
|
|
|
|
|
|
|
|
proc/get_cardinal_dir(atom/A, atom/B)
|
|
var/dx = abs(B.x - A.x)
|
|
var/dy = abs(B.y - A.y)
|
|
return get_dir(A, B) & (rand() * (dx+dy) < dy ? 3 : 12)
|
|
|
|
//chances are 1:value. anyprob(1) will always return true
|
|
proc/anyprob(value)
|
|
return (rand(1,value)==value)
|
|
|
|
proc/view_or_range(distance = world.view , center = usr , type)
|
|
switch(type)
|
|
if("view")
|
|
. = view(distance,center)
|
|
if("range")
|
|
. = range(distance,center)
|
|
return
|
|
|
|
proc/oview_or_orange(distance = world.view , center = usr , type)
|
|
switch(type)
|
|
if("view")
|
|
. = oview(distance,center)
|
|
if("range")
|
|
. = orange(distance,center)
|
|
return
|
|
|
|
proc/get_mob_with_client_list()
|
|
var/list/mobs = list()
|
|
for(var/mob/M in world)
|
|
if (M.client)
|
|
mobs += M
|
|
return mobs
|
|
|
|
/atom/proc/transfer_fingerprints_to(var/atom/A)
|
|
if(!istype(A.fingerprints,/list))
|
|
A.fingerprints = list()
|
|
if(!istype(A.fingerprintshidden,/list))
|
|
A.fingerprintshidden = list()
|
|
A.fingerprints |= fingerprints //detective
|
|
A.fingerprintshidden |= fingerprintshidden //admin
|
|
A.fingerprintslast = fingerprintslast |