mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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1312 lines
38 KiB
Plaintext
1312 lines
38 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 = 7, ch, len = length(key)
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if(copytext(key, 7, 8) == "W") //webclient
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i++
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for (, 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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//This will update a mob's name, real_name, mind.name, data_core records, pda and id
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//Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
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/mob/proc/fully_replace_character_name(var/oldname,var/newname)
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if(!newname) return 0
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real_name = newname
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name = newname
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if(mind)
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mind.name = newname
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if(dna)
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dna.real_name = real_name
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if(oldname)
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//update the datacore records! This is goig to be a bit costly.
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for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
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for(var/datum/data/record/R in L)
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if(R.fields["name"] == oldname)
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R.fields["name"] = newname
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break
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//update our pda and id if we have them on our person
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var/list/searching = GetAllContents(searchDepth = 3)
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var/search_id = 1
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var/search_pda = 1
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for(var/A in searching)
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if( search_id && istype(A,/obj/item/weapon/card/id) )
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var/obj/item/weapon/card/id/ID = A
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if(ID.registered_name == oldname)
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ID.registered_name = newname
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ID.name = "[newname]'s ID Card ([ID.assignment])"
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if(!search_pda) break
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search_id = 0
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else if( search_pda && istype(A,/obj/item/device/pda) )
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var/obj/item/device/pda/PDA = A
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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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if(!search_id) break
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search_pda = 0
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return 1
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//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
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//Last modified by Carn
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/mob/proc/rename_self(var/role, var/allow_numbers=0)
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spawn(0)
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var/oldname = real_name
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var/time_passed = world.time
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var/newname
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for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
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newname = input(src,"You are \a [role]. Would you like to change your name to something else?", "Name change",oldname) as text
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if((world.time-time_passed)>3000)
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return //took too long
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newname = sanitizeName(newname, ,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters.
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for(var/mob/living/M in player_list)
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if(M == src)
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continue
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if(!newname || M.real_name == newname)
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newname = null
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break
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if(newname)
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break //That's a suitable name!
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src << "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken."
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if(!newname) //we'll stick with the oldname then
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return
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if(cmptext("ai",role))
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if(isAI(src))
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var/mob/living/silicon/ai/A = src
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oldname = null//don't bother with the records update crap
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//world << "<b>[newname] is the AI!</b>"
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//world << sound('sound/AI/newAI.ogg')
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// Set eyeobj name
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A.SetName(newname)
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fully_replace_character_name(oldname,newname)
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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/borgs = list()
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for (var/mob/living/silicon/robot/A in player_list)
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if (A.stat == 2 || A.connected_ai || A.scrambledcodes || istype(A,/mob/living/silicon/robot/drone))
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continue
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var/name = "[A.real_name] ([A.modtype] [A.braintype])"
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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/active_ais()
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. = list()
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for(var/mob/living/silicon/ai/A in living_mob_list)
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if(A.stat == DEAD)
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continue
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if(A.control_disabled == 1)
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continue
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. += A
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return .
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//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
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/proc/select_active_ai_with_fewest_borgs()
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var/mob/living/silicon/ai/selected
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var/list/active = active_ais()
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for(var/mob/living/silicon/ai/A in active)
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if(!selected || (selected.connected_robots.len > A.connected_robots.len))
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selected = A
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return selected
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/proc/select_active_ai(var/mob/user)
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var/list/ais = active_ais()
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if(ais.len)
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if(user) . = input(usr,"AI signals detected:", "AI selection") in ais
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else . = pick(ais)
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return .
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/proc/get_sorted_mobs()
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var/list/old_list = getmobs()
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var/list/AI_list = list()
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var/list/Dead_list = list()
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var/list/keyclient_list = list()
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var/list/key_list = list()
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var/list/logged_list = list()
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for(var/named in old_list)
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var/mob/M = old_list[named]
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if(issilicon(M))
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AI_list |= M
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else if(isobserver(M) || M.stat == 2)
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Dead_list |= M
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else if(M.key && M.client)
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keyclient_list |= M
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else if(M.key)
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key_list |= M
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else
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logged_list |= M
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old_list.Remove(named)
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var/list/new_list = list()
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new_list += AI_list
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new_list += keyclient_list
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new_list += key_list
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new_list += logged_list
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new_list += Dead_list
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return new_list
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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 then by name
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/proc/sortmobs()
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var/list/moblist = list()
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var/list/sortmob = sortAtom(mob_list)
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for(var/mob/eye/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/ai/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/pai/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/robot/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/human/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/brain/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/alien/M in sortmob)
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moblist.Add(M)
|
|
for(var/mob/dead/observer/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/new_player/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/carbon/slime/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/simple_animal/M in sortmob)
|
|
moblist.Add(M)
|
|
// for(var/mob/living/silicon/hivebot/M in world)
|
|
// mob_list.Add(M)
|
|
// for(var/mob/living/silicon/hive_mainframe/M in world)
|
|
// mob_list.Add(M)
|
|
return moblist
|
|
|
|
//Forces a variable to be posative
|
|
/proc/modulus(var/M)
|
|
if(M >= 0)
|
|
return M
|
|
if(M < 0)
|
|
return -M
|
|
|
|
// 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)
|
|
|
|
//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/delay, var/numticks = 5, var/needhand = 1) //This is quite an ugly solution but i refuse to use the old request system.
|
|
if(!user || !target) return 0
|
|
if(numticks == 0) return 0
|
|
|
|
var/delayfraction = round(delay/numticks)
|
|
var/original_user_loc = user.loc
|
|
var/original_target_loc = target.loc
|
|
var/holding = user.get_active_hand()
|
|
|
|
for(var/i = 0, i<numticks, i++)
|
|
sleep(delayfraction)
|
|
|
|
if(!user || user.stat || user.weakened || user.stunned || user.loc != original_user_loc)
|
|
return 0
|
|
if(!target || target.loc != original_target_loc)
|
|
return 0
|
|
if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
|
|
return 0
|
|
|
|
return 1
|
|
|
|
/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/original_loc = user.loc
|
|
var/holding = user.get_active_hand()
|
|
|
|
for(var/i = 0, i<numticks, i++)
|
|
sleep(delayfraction)
|
|
|
|
if(!user || user.stat || user.weakened || user.stunned || user.loc != original_loc)
|
|
return 0
|
|
if(needhand && !(user.get_active_hand() == holding)) //Sometimes you don't want the user to have to keep their active hand
|
|
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
|
|
|
|
//Returns: all the areas in the world
|
|
/proc/return_areas()
|
|
var/list/area/areas = list()
|
|
for(var/area/A in world)
|
|
areas += A
|
|
return areas
|
|
|
|
//Returns: all the areas in the world, sorted.
|
|
/proc/return_sorted_areas()
|
|
return sortAtom(return_areas())
|
|
|
|
//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 = B.ChangeTurf(T.type)
|
|
X.set_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/turf/simulated/ST = T
|
|
if(istype(ST) && ST.zone)
|
|
var/turf/simulated/SX = X
|
|
if(!SX.air)
|
|
SX.make_air()
|
|
SX.air.copy_from(ST.zone.air)
|
|
ST.zone.remove(ST)
|
|
|
|
/* 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 = 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 = replacetext(O.icon_state, "_f", "_s") // revert the turf to the old icon_state
|
|
X.name = "wall"
|
|
qdel(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) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
|
|
M.loc = X
|
|
|
|
// var/area/AR = X.loc
|
|
|
|
// if(AR.lighting_use_dynamic) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
|
// X.opacity = !X.opacity
|
|
// X.SetOpacity(!X.opacity)
|
|
|
|
toupdate += X
|
|
|
|
if(turftoleave)
|
|
fromupdate += T.ChangeTurf(turftoleave)
|
|
else
|
|
T.ChangeTurf(get_base_turf(T.z))
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
|
|
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.
|
|
|
|
// Does *not* affect gases etc; copied turfs will be changed via ChangeTurf, and the dir, icon, and icon_state copied. All other vars will remain default.
|
|
|
|
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, get_base_turf(B.z)))
|
|
continue moving
|
|
|
|
var/turf/X = B
|
|
X.ChangeTurf(T.type)
|
|
X.set_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) || istype(M, /mob/eye)) continue // If we need to check for more mobs, I'll add a variable
|
|
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
|
|
|
|
// var/area/AR = X.loc
|
|
|
|
// if(AR.lighting_use_dynamic)
|
|
// X.opacity = !X.opacity
|
|
// X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
|
|
|
toupdate += X
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
|
|
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
air_master.mark_for_update(T1)
|
|
|
|
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 mob_list)
|
|
if (M.client)
|
|
mobs += M
|
|
return mobs
|
|
|
|
|
|
/proc/parse_zone(zone)
|
|
if(zone == "r_hand") return "right hand"
|
|
else if (zone == "l_hand") return "left hand"
|
|
else if (zone == "l_arm") return "left arm"
|
|
else if (zone == "r_arm") return "right arm"
|
|
else if (zone == "l_leg") return "left leg"
|
|
else if (zone == "r_leg") return "right leg"
|
|
else if (zone == "l_foot") return "left foot"
|
|
else if (zone == "r_foot") return "right foot"
|
|
else if (zone == "l_hand") return "left hand"
|
|
else if (zone == "r_hand") return "right hand"
|
|
else if (zone == "l_foot") return "left foot"
|
|
else if (zone == "r_foot") return "right foot"
|
|
else return zone
|
|
|
|
//gets the turf the atom is located in (or itself, if it is a turf).
|
|
//returns null if the atom is not in a turf.
|
|
/proc/get_turf(atom/location)
|
|
while(location)
|
|
if(isturf(location))
|
|
return location
|
|
location = location.loc
|
|
return null
|
|
|
|
/proc/get(atom/loc, type)
|
|
while(loc)
|
|
if(istype(loc, type))
|
|
return loc
|
|
loc = loc.loc
|
|
return null
|
|
|
|
/proc/get_turf_or_move(turf/location)
|
|
return get_turf(location)
|
|
|
|
|
|
//Quick type checks for some tools
|
|
var/global/list/common_tools = list(
|
|
/obj/item/stack/cable_coil,
|
|
/obj/item/weapon/wrench,
|
|
/obj/item/weapon/weldingtool,
|
|
/obj/item/weapon/screwdriver,
|
|
/obj/item/weapon/wirecutters,
|
|
/obj/item/device/multitool,
|
|
/obj/item/weapon/crowbar)
|
|
|
|
/proc/istool(O)
|
|
if(O && is_type_in_list(O, common_tools))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/iswrench(O)
|
|
if(istype(O, /obj/item/weapon/wrench))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/iswelder(O)
|
|
if(istype(O, /obj/item/weapon/weldingtool))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/iscoil(O)
|
|
if(istype(O, /obj/item/stack/cable_coil))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/iswirecutter(O)
|
|
if(istype(O, /obj/item/weapon/wirecutters))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/isscrewdriver(O)
|
|
if(istype(O, /obj/item/weapon/screwdriver))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/ismultitool(O)
|
|
if(istype(O, /obj/item/device/multitool))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/iscrowbar(O)
|
|
if(istype(O, /obj/item/weapon/crowbar))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/iswire(O)
|
|
if(istype(O, /obj/item/stack/cable_coil))
|
|
return 1
|
|
return 0
|
|
|
|
proc/is_hot(obj/item/W as obj)
|
|
switch(W.type)
|
|
if(/obj/item/weapon/weldingtool)
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(WT.isOn())
|
|
return 3800
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/flame/lighter)
|
|
if(W:lit)
|
|
return 1500
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/flame/match)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/clothing/mask/smokable/cigarette)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/pickaxe/plasmacutter)
|
|
return 3800
|
|
if(/obj/item/weapon/melee/energy)
|
|
return 3500
|
|
else
|
|
return 0
|
|
|
|
return 0
|
|
|
|
//Whether or not the given item counts as sharp in terms of dealing damage
|
|
/proc/is_sharp(obj/O as obj)
|
|
if (!O) return 0
|
|
if (O.sharp) return 1
|
|
if (O.edge) return 1
|
|
return 0
|
|
|
|
//Whether or not the given item counts as cutting with an edge in terms of removing limbs
|
|
/proc/has_edge(obj/O as obj)
|
|
if (!O) return 0
|
|
if (O.edge) return 1
|
|
return 0
|
|
|
|
//Returns 1 if the given item is capable of popping things like balloons, inflatable barriers, or cutting police tape.
|
|
/proc/can_puncture(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
|
if(!W) return 0
|
|
if(W.sharp) return 1
|
|
return ( \
|
|
W.sharp || \
|
|
istype(W, /obj/item/weapon/screwdriver) || \
|
|
istype(W, /obj/item/weapon/pen) || \
|
|
istype(W, /obj/item/weapon/weldingtool) || \
|
|
istype(W, /obj/item/weapon/flame/lighter/zippo) || \
|
|
istype(W, /obj/item/weapon/flame/match) || \
|
|
istype(W, /obj/item/clothing/mask/smokable/cigarette) || \
|
|
istype(W, /obj/item/weapon/shovel) \
|
|
)
|
|
|
|
/proc/is_surgery_tool(obj/item/W as obj)
|
|
return ( \
|
|
istype(W, /obj/item/weapon/scalpel) || \
|
|
istype(W, /obj/item/weapon/hemostat) || \
|
|
istype(W, /obj/item/weapon/retractor) || \
|
|
istype(W, /obj/item/weapon/cautery) || \
|
|
istype(W, /obj/item/weapon/bonegel) || \
|
|
istype(W, /obj/item/weapon/bonesetter)
|
|
)
|
|
|
|
//check if mob is lying down on something we can operate him on.
|
|
/proc/can_operate(mob/living/carbon/M)
|
|
return (M.lying && \
|
|
locate(/obj/machinery/optable, M.loc) || \
|
|
(locate(/obj/structure/bed/roller, M.loc) && prob(75)) || \
|
|
(locate(/obj/structure/table/, M.loc) && prob(66)))
|
|
|
|
/proc/reverse_direction(var/dir)
|
|
switch(dir)
|
|
if(NORTH)
|
|
return SOUTH
|
|
if(NORTHEAST)
|
|
return SOUTHWEST
|
|
if(EAST)
|
|
return WEST
|
|
if(SOUTHEAST)
|
|
return NORTHWEST
|
|
if(SOUTH)
|
|
return NORTH
|
|
if(SOUTHWEST)
|
|
return NORTHEAST
|
|
if(WEST)
|
|
return EAST
|
|
if(NORTHWEST)
|
|
return SOUTHEAST
|
|
|
|
/*
|
|
Checks if that loc and dir has a item on the wall
|
|
*/
|
|
var/list/WALLITEMS = list(
|
|
"/obj/machinery/power/apc", "/obj/machinery/alarm", "/obj/item/device/radio/intercom",
|
|
"/obj/structure/extinguisher_cabinet", "/obj/structure/reagent_dispensers/peppertank",
|
|
"/obj/machinery/status_display", "/obj/machinery/requests_console", "/obj/machinery/light_switch", "/obj/effect/sign",
|
|
"/obj/machinery/newscaster", "/obj/machinery/firealarm", "/obj/structure/noticeboard", "/obj/machinery/door_control",
|
|
"/obj/machinery/computer/security/telescreen", "/obj/machinery/embedded_controller/radio/simple_vent_controller",
|
|
"/obj/item/weapon/storage/secure/safe", "/obj/machinery/door_timer", "/obj/machinery/flasher", "/obj/machinery/keycard_auth",
|
|
"/obj/structure/mirror", "/obj/structure/closet/fireaxecabinet", "/obj/machinery/computer/security/telescreen/entertainment"
|
|
)
|
|
/proc/gotwallitem(loc, dir)
|
|
for(var/obj/O in loc)
|
|
for(var/item in WALLITEMS)
|
|
if(istype(O, text2path(item)))
|
|
//Direction works sometimes
|
|
if(O.dir == dir)
|
|
return 1
|
|
|
|
//Some stuff doesn't use dir properly, so we need to check pixel instead
|
|
switch(dir)
|
|
if(SOUTH)
|
|
if(O.pixel_y > 10)
|
|
return 1
|
|
if(NORTH)
|
|
if(O.pixel_y < -10)
|
|
return 1
|
|
if(WEST)
|
|
if(O.pixel_x > 10)
|
|
return 1
|
|
if(EAST)
|
|
if(O.pixel_x < -10)
|
|
return 1
|
|
|
|
|
|
//Some stuff is placed directly on the wallturf (signs)
|
|
for(var/obj/O in get_step(loc, dir))
|
|
for(var/item in WALLITEMS)
|
|
if(istype(O, text2path(item)))
|
|
if(O.pixel_x == 0 && O.pixel_y == 0)
|
|
return 1
|
|
return 0
|
|
|
|
/proc/format_text(text)
|
|
return replacetext(replacetext(text,"\proper ",""),"\improper ","")
|
|
|
|
/proc/topic_link(var/datum/D, var/arglist, var/content)
|
|
if(istype(arglist,/list))
|
|
arglist = list2params(arglist)
|
|
return "<a href='?src=\ref[D];[arglist]'>[content]</a>"
|
|
|
|
/proc/get_random_colour(var/simple, var/lower, var/upper)
|
|
var/colour
|
|
if(simple)
|
|
colour = pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))
|
|
else
|
|
for(var/i=1;i<=3;i++)
|
|
var/temp_col = "[num2hex(rand(lower,upper))]"
|
|
if(length(temp_col )<2)
|
|
temp_col = "0[temp_col]"
|
|
colour += temp_col
|
|
return colour
|
|
|
|
var/mob/dview/dview_mob = new
|
|
|
|
//Version of view() which ignores darkness, because BYOND doesn't have it.
|
|
/proc/dview(var/range = world.view, var/center, var/invis_flags = 0)
|
|
if(!center)
|
|
return
|
|
|
|
dview_mob.loc = center
|
|
|
|
dview_mob.see_invisible = invis_flags
|
|
|
|
. = view(range, dview_mob)
|
|
dview_mob.loc = null
|
|
|
|
/mob/dview
|
|
invisibility = 101
|
|
density = 0
|
|
|
|
anchored = 1
|
|
simulated = 0
|
|
|
|
see_in_dark = 1e6
|
|
|
|
/atom/proc/get_light_and_color(var/atom/origin)
|
|
if(origin)
|
|
color = origin.color
|
|
set_light(origin.light_range, origin.light_power, origin.light_color)
|
|
|
|
/mob/dview/New()
|
|
..()
|
|
// We don't want to be in any mob lists; we're a dummy not a mob.
|
|
mob_list -= src
|
|
if(stat == DEAD)
|
|
dead_mob_list -= src
|
|
else
|
|
living_mob_list -= src
|