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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-22 04:24:20 +01:00
Optimized and refactored list2text, text2list, and replacetext.
Also fixed some grammar in the station blueprint code. Conflicts: code/game/objects/items/blueprints.dm code/game/objects/items/devices/uplinks.dm code/modules/admin/verbs/debug.dm code/modules/clothing/masks/gasmask.dm code/modules/detectivework/scanner.dm code/modules/flufftext/TextFilters.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/silicon/ai/say.dm Conflicts: code/modules/admin/verbs/debug.dm code/modules/detectivework/scanner.dm
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@@ -1,6 +1,6 @@
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/obj/item/blueprints
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name = "station blueprints"
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desc = "Blueprints of the station. There's stamp \"Classified\" and several coffee stains on it."
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desc = "Blueprints of the station. There is a \"Classified\" stamp and several coffee stains on it."
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icon = 'icons/obj/items.dmi'
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icon_state = "blueprints"
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attack_verb = list("attacked", "bapped", "hit")
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@@ -21,7 +21,7 @@
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/obj/item/blueprints/attack_self(mob/M as mob)
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if (!istype(M,/mob/living/carbon/human))
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M << "This is stack of useless pieces of harsh paper." //monkeys cannot into projecting
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M << "This stack of blue paper means nothing to you." //monkeys cannot into projecting
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return
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interact()
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return
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@@ -53,18 +53,18 @@
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switch (get_area_type())
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if (AREA_SPACE)
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text += {"
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<p>According this blueprints you are in <b>open space</b> now.</p>
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<p>According the blueprints, you are now in <b>outer space</b>. Hold your breath.</p>
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<p><a href='?src=\ref[src];action=create_area'>Mark this place as new area.</a></p>
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"}
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if (AREA_STATION)
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text += {"
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<p>According this blueprints you are in <b>[A.name]</b> now.</p>
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<p>According the blueprints, you are now in <b>\"[A.name]\"</b>.</p>
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<p>You may <a href='?src=\ref[src];action=edit_area'>
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move an amendment</a> to the drawing.</p>
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"}
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if (AREA_SPECIAL)
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text += {"
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<p>This place isn't noted on these blueprints.</p>
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<p>This place isn't noted on the blueprint.</p>
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"}
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else
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return
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@@ -105,20 +105,20 @@ move an amendment</a> to the drawing.</p>
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if(!istype(res,/list))
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switch(res)
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if(ROOM_ERR_SPACE)
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usr << "\red New area must be complete airtight!"
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usr << "\red The new area must be completely airtight!"
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return
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if(ROOM_ERR_TOOLARGE)
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usr << "\red New area too large!"
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usr << "\red The new area too large!"
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return
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else
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usr << "\red Error! Please notify administration!"
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return
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var/list/turf/turfs = res
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var/str = trim(stripped_input(usr,"New area title","Blueprints editing", "", MAX_NAME_LEN))
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var/str = trim(stripped_input(usr,"New area name:","Blueprint Editing", "", MAX_NAME_LEN))
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if(!str || !length(str)) //cancel
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return
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if(length(str) > 50)
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usr << "\red Text too long."
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usr << "\red Name too long."
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return
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var/area/A = new
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A.name = str
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@@ -153,8 +153,8 @@ move an amendment</a> to the drawing.</p>
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/obj/item/blueprints/proc/edit_area()
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var/area/A = get_area()
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//world << "DEBUG: edit_area"
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var/prevname = A.name
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var/str = trim(stripped_input(usr,"New area title","Blueprints editing", prevname, MAX_NAME_LEN))
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var/prevname = "[A.name]"
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var/str = trim(stripped_input(usr,"New area name:","Blueprint Editing", prevname, MAX_NAME_LEN))
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if(!str || !length(str) || str==prevname) //cancel
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return
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if(length(str) > 50)
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@@ -100,7 +100,7 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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if (href_list["buy_item"])
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var/item = href_list["buy_item"]
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var/list/split = stringsplit(item, ":") // throw away variable
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var/list/split = text2list(item, ":") // throw away variable
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if(split.len == 2)
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// Collect category and number
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@@ -594,7 +594,7 @@ obj/structure/ex_act(severity)
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if(text in direction_table)
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return direction_table[text]
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var/list/split_text = stringsplit(text, "-")
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var/list/split_text = text2list(text, "-")
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// If the first token is D, the icon_state represents
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// a purely decorative tube, and doesn't actually
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