# Coding Requirements Coders are expected to follow these specifications in order to make everyone's lives easier. It'll save both your time and ours, by making sure you don't have to make any changes and we don't have to ask you to. ## Object Oriented Code As BYOND's Dream Maker (henceforth "DM") is an object-oriented language, code must be object-oriented when possible in order to be more flexible when adding content to it. If you don't know what "object-oriented" means, we highly recommend you do some light research to grasp the basics. ## Use absolute pathing DM will allow you nest almost any type keyword into a block, as in the following: ```dm datum datum1 var varname1 = 1 varname2 static varname3 varname4 proc proc1() code proc2() code datum2 varname1 = 0 proc proc3() code proc2() ..() code ``` The use of this format is **not** allowed in this project, as it makes finding definitions via full text searching next to impossible. The only exception is the variables of an object may be nested to the object, but must not nest further. The previous code made compliant: ```dm /datum/datum1 var/varname1 = 1 var/varname2 var/static/varname3 var/static/varname4 /datum/datum1/proc/proc1() code /datum/datum1/proc/proc2() code /datum/datum1/datum2 varname1 = 0 /datum/datum1/datum2/proc/proc3() code /datum/datum1/datum2/proc2() ..() code ``` ## Do not compare boolean values to `TRUE` or `FALSE` Do not compare boolean values to `TRUE` or `FALSE`. For `TRUE` you should just check if there's a value in that address. For `FALSE` you should use the `!` operator. An exception is made to this when working with JavaScript or other external languages. If a function/variable can contain more values beyond `null` or 0 or `TRUE`, use numbers and defines instead of true/false comparisons. ```dm // Bad var/thing = pick(TRUE, FALSE) if(thing == TRUE) return "bleh" var/other_thing = pick(TRUE, FALSE) if(other_thing == FALSE) return "meh" // Good var/thing = pick(TRUE, FALSE) if(thing) return "bleh" var/other_thing = pick(TRUE, FALSE) if(!other_thing) return "meh" ``` ## Use `pick(x, y, z)`, not `pick(list(x, y, z))` `pick()` takes a fixed set of options. Wrapping them in a list is redundant and slightly less efficient. ```dm // Bad var/text = pick(list("test_1", "test_2", "test_3")) to_chat(world, text) // Good var/text = pick("test_1", "test_2", "test_3") to_chat(world, text) ``` ## User Interfaces All new user interfaces in the game must be created using the TGUI framework. Documentation can be found inside the [`tgui/docs`][tgui_docs] folder, and the [`README.md`][tgui_readme] file. This is to ensure all ingame UIs are snappy and responsive. An exception is made for user interfaces which are purely for OOC actions (Such as character creation, or anything admin related) [tgui_docs]: https://github.com/ParadiseSS13/Paradise/tree/master/tgui/docs [tgui_readme]: https://github.com/ParadiseSS13/Paradise/blob/master/tgui/README.md ## No overriding type safety checks The use of the [`:`][colon] "runtime search" operator to override type safety checks is not allowed. Variables must be casted to the proper type. [colon]: http://www.byond.com/docs/ref/#/operator/: ## Do not chain proc calls and variable access The use of the pointer operator, `.`, should not be used to access the return values of functions directly. This can cause unintended behavior and is difficult to read. ```dm //Bad var/our_x = get_turf(thing).x //Good var/turf/our_turf = get_turf(thing) var/our_x = our_turf.x ``` ## Type paths must begin with a / e.g.: `/datum/thing`, not `datum/thing` ## Datum type paths must began with "datum" In DM, this is optional, but omitting it makes finding definitions harder. To be specific, you can declare the path `/arbitrary`, but it will still be, in actuality, `/datum/arbitrary`. Write your code to reflect this. ## Do not use list operators in strings The use of list operators to augment strings is not allowed. This is roughly 10 times slower than using a list with a Join() Function. ```dm //Bad var/text = "text" text += "More text" to_chat(world, text) //Good var/list/text = list("text") text += "More text" to_chat(world, text.Join("")) ``` ## Do not use text/string based type paths It is rarely allowed to put type paths in a text format, as there are no compile errors if the type path no longer exists. Here is an example: ```dm //Bad var/path_type = "/obj/item/baseball_bat" //Good var/path_type = /obj/item/baseball_bat ``` ## Do not use `\The` The `\The` macro doesn't actually do anything when used in the format `\The [atom reference]`. Directly referencing an atom in an embedded string will automatically prefix `The` or `the` to it as appropriate. As an extension, when referencing an atom, don't use `[atom.name]`, use `[atom]`. The only exception to this rule is when dealing with items "belonging" to a mob, in which case you should use `[mob]'s [atom.name]` to avoid `The` ever forming. ```dm //Bad var/atom/A "\The [A]" //Good var/atom/A "[A]" ``` ## Use the pronoun library instead of `\his` macros We have a system in [`code/__HELPERS/pronouns.dm`][pronouns] for addressing all forms of pronouns. This is useful in a number of ways; - BYOND's `\his` macro can be unpredictable on what object it references. Take this example: `"[user] waves \his [user.weapon] around, hitting \his opponents!"`. This will end up referencing the user's gender in the first occurrence, but what about the second? It'll actually print the gender set on the weapon he's carrying, which is unintended - and there's no way around this. - It always prints the real `gender` variable of the atom it's referencing. This can lead to exposing a mob's gender even when their face is covered, which would normally prevent it's gender from being printed. The way to avoid these problems is to use the pronoun system. Instead of `"[user] waves \his arms."`, you can do `"[user] waves [user.p_their()] arms."` ```dm //Bad "[H] waves \his hands!" "[user] waves \his [user.weapon] around, hitting \his opponents!" //Good "[H] waves [H.p_their()] hands!" "[user] waves [H.p_their()] [user.weapon] around, hitting [H.p_their()] opponents!"` ``` [pronouns]: https://github.com/ParadiseSS13/Paradise/blob/master/code/__HELPERS/pronouns.dm ## Use `[A.UID()]` over `\ref[A]` BYOND has a system to pass "soft references" to datums, using the format `"\ref[datum]"` inside a string. This allows you to find the object just based off of a text string, which is especially useful when dealing with the bridge between BYOND code and HTML/JS in UIs. It's resolved back into an object reference by using `locate("\ref[datum]")` when the code comes back to BYOND. The issue with this is that `locate()` can return a unexpected datum if the original datum has been deleted - BYOND recycles the references. UID's are actually unique; they work off of a global counter and are not recycled. Each datum has one assigned to it when it's created, which can be accessed by [`[datum.UID()]`][duid]. You can use this as a snap-in replacement for `\ref` by changing any `locate(ref)` calls in your code to `locateUID(ref)`. Usage of this system is mandatory for any `Topic()` calls, and will produce errors in Dream Daemon if it's not used. ```dm //Bad "Link!" //Good "Link!" ``` [duid]: https://codedocs.paradisestation.org/datum.html#proc/UID ## Use `var/name` format when declaring variables While DM allows other ways of declaring variables, this one should be used for consistency. ## Tabs, not spaces You must use tabs to indent your code, **not spaces**. You may use spaces to align text, but you should tab to the block level first, then add the remaining spaces. ## No hacky code Hacky code, such as adding specific checks (ex: `istype(src, /obj/whatever)`), is highly discouraged and only allowed when there is **_no_** other option. (Pro-tip: 'I couldn't immediately think of a proper way so thus there must be no other option' is not gonna cut it here! If you can't think of anything else, say that outright and admit that you need help with it. Maintainers, PR Reviewers, and other contributors who can help you exist for exactly that reason.) You can avoid hacky code by using object-oriented methodologies, such as overriding a function (called "procs" in DM) or sectioning code into functions and then overriding them as required. The same also applies to bugfixes - If an invalid value is being passed into a proc from something that shouldn't have that value, don't fix it on the proc itself, fix it at its origin! (Where feasible) ## No duplicated code Copying code from one place to another may be suitable for small, short-time projects, but Paradise is a long-term project and highly discourages this. Instead you can use object orientation, or simply placing repeated code in a function, to obey this specification easily. ## Startup/Runtime tradeoffs with lists and the "hidden" init proc First, read the comments in [this BYOND thread](http://www.byond.com/forum/?post=2086980&page=2#comment19776775), starting where the link takes you. There are two key points here: 1. Defining a list in the variable's definition calls a hidden proc - init. If you have to define a list at startup, do so in `New()` (or preferably `Initialize()`) and avoid the overhead of a second call (`init()` and then `New()`) 2. It also consumes more memory to the point where the list is actually required, even if the object in question may never use it! Remember: although this tradeoff makes sense in many cases, it doesn't cover them all. Think carefully about your addition before deciding if you need to use it. ## Prefer `Initialize()` over `New()` for atoms Our game controller is pretty good at handling long operations and lag, but it can't control what happens when the map is loaded, which calls `New()` for all atoms on the map. If you're creating a new atom, use the `Initialize()` proc to do what you would normally do in `New()`. This cuts down on the number of proc calls needed when the world is loaded. While we normally encourage (and in some cases, even require) bringing out of date code up to date when you make unrelated changes near the out of date code, that is not the case for `New()` -> `Initialize()` conversions. These systems are generally more dependent on parent and children procs, so unrelated random conversions of existing things can cause bugs that take months to figure out. ## No implicit `var/` When you declare a parameter in a proc, the `var/` is implicit. Do not include any implicit `var/` when declaring a variable. ```dm //Bad /obj/item/proc1(var/mob/input1, var/input2) code //Good /obj/item/proc1(mob/input1, input2) code ``` ## No magic numbers or strings This means stuff like having a "mode" variable for an object set to "1" or "2" with no clear indicator of what that means. Make these #defines with a name that more clearly states what it's for. For instance: ```dm //Bad /datum/proc/do_the_thing(thing_to_do) switch(thing_to_do) if(1) do_stuff() if(2) do_other_stuff() ``` There's no indication of what "1" and "2" mean! Instead, you should do something like this: ```dm //Good #define DO_THE_THING_REALLY_HARD 1 #define DO_THE_THING_EFFICIENTLY 2 /datum/proc/do_the_thing(thing_to_do) switch(thing_to_do) if(DO_THE_THING_REALLY_HARD) do_stuff() if(DO_THE_THING_EFFICIENTLY) do_other_stuff() ``` This is clearer and enhances readability of your code! Get used to doing it! ## Control statements - All control statements comparing a variable to a number should use the formula of `thing` `operator` `number`, not the reverse (e.g. `if(count <= 10)` not `if(10 >= count)`) - All control statements must be spaced as `if()`, with the brackets touching the keyword. - All control statements must not contain code on the same line as the statement. ```dm //Bad if(x) return //Good if(x) return ``` ## Player Output Due to the use of "TGchat", Paradise requires a special syntax for outputting text messages to players. Instead of `mob << "message"`, you must use `to_chat(mob, "message")`. Failure to do so will lead to your code not working. ## Use guard clauses _Guard clauses_ are early returns in a proc for specific conditions. This is preferred wrapping most of a proc's behavior in an in-block, as procs will often check a handful of early conditions to bail out on. This is bad: ```dm /datum/datum1/proc/proc1() if(thing1) if(!thing2) if(thing3 == 30) do stuff ``` This is good: ```dm /datum/datum1/proc/proc1() if(!thing1) return if(thing2) return if(thing3 != 30) return do stuff ``` This prevents nesting levels from getting deeper then they need to be. ## Use `addtimer()` instead of `sleep()` or `spawn()` If you need to call a proc after a set amount of time, use `addtimer()` instead of `spawn()` / `sleep()` where feasible. Though more complex, this method has greater performance. Additionally, unlike `spawn()` or `sleep()`, it can be cancelled. For more details, see [https://github.com/tgstation/tgstation/pull/22933](https://github.com/tgstation/tgstation/pull/22933). Look for code examples on how to properly use it. ```dm //Bad /datum/datum1/proc/proc1(target) spawn(5 SECONDS) target.dothing(arg1, arg2, arg3) //Good /datum/datum1/proc/proc1(target) addtimer(CALLBACK(target, PROC_REF(dothing), arg1, arg2, arg3), 5 SECONDS) ``` ## Signals Signals are a slightly more advanced topic, but are often useful for attaching external behavior to objects that should be triggered when a specific event occurs. When defining procs that should be called by signals, you must include `SIGNAL_HANDLER` after the proc header. This ensures that no sleeping code can be called from within a signal handler, as that can cause problems with the signal system. Since callbacks can be connected to many signals with `RegisterSignal`, it can be difficult to pin down the source that a callback is invoked from. Any new `SIGNAL_HANDLER` should be followed by a comment listing the signals that the proc is expected to be invoked for. If there are multiple signals to be handled, separate them with a `+`. ```dm /atom/movable/proc/when_moved(atom/movable/A) SIGNAL_HANDLER // COMSIG_MOVABLE_MOVED do_something() /datum/component/foo/proc/on_enter(datum/source, atom/enterer) SIGNAL_HANDLER // COMSIG_ATOM_ENTERED + COMSIG_ATOM_INITIALIZED_ON do_something_else() ``` If your proc does have something that needs to sleep (such as a `do_after()`), do not simply omit the `SIGNAL_HANDLER`. Instead, call the sleeping code with `INVOKE_ASYNC` from within the signal handling function. ```dm /atom/movable/proc/when_moved(atom/movable/A) SIGNAL_HANDLER // COMSIG_MOVABLE_MOVED INVOKE_ASYNC(src, PROC_REF(thing_that_sleeps), arg1) ``` ## Operators ### Spacing of operators - Operators that should be separated by spaces: - Boolean and logic operators like `&&`, `||` `<`, `>`, `==`, etc. (But not `!`) - Bitwise AND `&` and OR `|`. - Argument separator operators like `,`. (and `;` when used in a forloop) - Assignment operators like `=` or `+=` or the like. - Math operators like `+`, `-`, `/`, or `*`. - Operators that should NOT be separated by spaces: - Access operators like `.` and `:`. - Parentheses `()`. - Logical not `!`. ### Use of operators - Bitwise ANDs (`&`) should be written as `bitfield & bitflag` NEVER `bitflag & bitfield`. Both are valid, but the latter is confusing and nonstandard. - Associated lists declarations must have their key value quoted if it's a string. ```dm //Bad list(a = "b") //Good list("a" = "b") ``` ### Bitflags Bitshift operators are mandatory, opposed to directly typing out the value: ```dm #define MACRO_ONE (1<<0) #define MACRO_TWO (1<<1) #define MACRO_THREE (1<<2) ``` Is accepted, whereas the following is not: ```dm #define MACRO_ONE 1 #define MACRO_TWO 2 #define MACRO_THREE 4 ``` While it may initially look intimidating, `(1<Arbitrary text") //Good user.visible_message("Arbitrary text") ``` - You should not use color macros (`\red, \blue, \green, \black`) to color text, instead, you should use span classes. `Red text`, `Blue text`. ```dm //Bad to_chat(user, "\red Red text \black Black text") //Good to_chat(user, "Red textBlack text") ``` - To use variables in strings, you should **never** use the `text()` operator, use embedded expressions directly in the string. ```dm //Bad to_chat(user, text("[] is leaking []!", name, liquid_type)) //Good to_chat(user, "[name] is leaking [liquid_type]!") ``` - To reference a variable/proc on the src object, you should **not** use `src.var`/`src.proc()`. The `src.` in these cases is implied, so you should just use `var`/`proc()`. ```dm //Bad var/user = src.interactor src.fill_reserves(user) //Good var/user = interactor fill_reserves(user) ``` ## Develop Secure Code - Player input must always be escaped safely. We recommend you use `stripped_input()` in all cases where you would use input. Essentially, just always treat input from players as inherently malicious and design with that use case in mind. - Calls to the database must be escaped properly; use proper parameters (values starting with a `:`). You can then replace these with a list of parameters, and these will be properly escaped during the query, and prevent any SQL injection. ```dm //Bad var/datum/db_query/query_watch = SSdbcore.NewQuery("SELECT reason FROM [format_table_name("watch")] WHERE ckey='[target_ckey]'") //Good var/datum/db_query/query_watch = SSdbcore.NewQuery("SELECT reason FROM [format_table_name("watch")] WHERE ckey=:target_ckey", list( "target_ckey" = target_ckey )) // Note the use of parameters on the above line and :target_ckey in the query. ``` - All calls to topics must be checked for correctness. Topic href calls can be easily faked by clients, so you should ensure that the call is valid for the state the item is in. Do not rely on the UI code to provide only valid topic calls, because it won't. - Information that players could use to metagame (that is, to identify round information and/or antagonist type via information that would not be available to them in character) should be kept as administrator-only. - Where you have code that can cause large-scale modification and _FUN_, make sure you start it out locked behind one of the default admin roles - use common sense to determine which role fits the level of damage a function could do. ## Files - Because runtime errors do not give the full path, try to avoid having files with the same name across folders. - File names should not be mixed case, or contain spaces or any character that would require escaping in a URI. - Files and path accessed and referenced by code above simply being `#include`d should be strictly lowercase to avoid issues on filesystems where case matters. ### Modular Code in a File - Code should be modular where possible; if you are working on a new addition, then strongly consider putting it in its own file unless it makes sense to put it with similar ones (e.g. a new tool would go in the `tools.dm` file). - Our codebase also has support for checking files so that they only contain one specific typepath, including none of its subtypes. This can be done by adding a specific header at the beginning of the file, which the CI will look for when running. An example can be seen below. You can also run this test locally using `/tools/ci/restrict_file_types.py` ```dm RESTRICT_TYPE(/datum/foo) /datum/proc/do_thing() // Error: '/datum' proc found in a file restricted to '/datum/foo' /datum/foo /datum/foo/do_thing() /datum/foo/bar // Error: '/datum/foo/bar' type definition found in a file restricted to '/datum/foo' /datum/foo/bar/do_thing() // Error: '/datum/foo/bar' proc found in a file restricted to '/datum/foo' ``` ## SQL - Do not use the shorthand SQL insert format (where no column names are specified) because it unnecessarily breaks all queries on minor column changes and prevents using these tables for tracking outside related info such as in a connected site/forum. - Use parameters for queries, as mentioned above in [Develop Secure Code](#develop-secure-code). - Always check your queries for success with `if(!query.warn_execute())`. By using this standard format, you can ensure the correct log messages are used. - Always `qdel()` your queries after you are done with them. This cleans up the results and helps things run smoother. - All changes to the database's layout (schema) must be specified in the database changelog in SQL, as well as reflected in the schema file. - Any time the schema is changed, the `SQL_VERSION` defines must be incremented, as well as the example config, with an appropriate conversion kit placed in the `SQL/updates` folder. - Queries must never specify the database, be it in code, or in text files in the repo. ## Dream Maker Quirks/Tricks Like all languages, Dream Maker has its quirks and some of them are beneficial to us. ### In-To for-loops `for(var/i = 1, i <= some_value, i++)` is a fairly standard way to write an incremental for loop in most languages (especially those in the C family), but DM's `for(var/i in 1 to some_value)` syntax is oddly faster than its implementation of the former syntax; where possible, it's advised to use DM's syntax. (Note, the `to` keyword is inclusive, so it automatically defaults to replacing `<=`; if you want `<` then you should write it as `1 to some_value-1`). **However**, if either `some_value` or `i` changes within the body of the for (underneath the `for(...)` header) or if you are looping over a list **and** changing the length of the list, then you can **not** use this type of for-loop! ### `for(var/A in list)` VS `for(var/i in 1 to length(list))` The former is faster than the latter, as shown by the following profile results: ![](./images/for_loop_timing.png) Code used for the test: ```dm var/list/numbers_to_use = list() proc/initialize_shit() for(var/i in 1 to 1000000) numbers_to_use += rand(1,100000) proc/old_loop_method() for(var/i in numbers_to_use) var/numvar = i proc/new_loop_method() for(var/i in 1 to numbers_to_use.len) var/numvar = numbers_to_use[i] ``` ### `istype()`-less `for` loops A name for a differing syntax for writing for-each style loops in DM. It's **not** DM's standard syntax, hence why this is considered a quirk. Take a look at this: ```dm var/list/bag_of_items = list(sword1, apple, coinpouch, sword2, sword3) var/obj/item/sword/best_sword for(var/obj/item/sword/S in bag_of_items) if(!best_sword || S.damage > best_sword.damage) best_sword = S ``` The above is a simple proc for checking all swords in a container and returning the one with the highest damage, and it uses DM's standard syntax for a for-loop by specifying a type in the variable of the for's header that DM interprets as a type to filter by. It performs this filter using `istype()` (or some internal-magic similar to `istype()` - this is BYOND, after all). This is fine in its current state for `bag_of_items`, but if `bag_of_items` contained ONLY swords, or only SUBTYPES of swords, then the above is inefficient. For example: ```dm var/list/bag_of_swords = list(sword1, sword2, sword3, sword4) var/obj/item/sword/best_sword for(var/obj/item/sword/S in bag_of_swords) if(!best_sword || S.damage > best_sword.damage) best_sword = S ``` The above code specifies a type for DM to filter by. With the previous example that's perfectly fine, we only want swords, but if the bag only contains swords? Is DM still going to try to filter because we gave it a type to filter by? YES, and here comes the inefficiency. Wherever a list (or other container, such as an atom (in which case you're technically accessing their special contents list, but that's irrelevant)) contains datums of the same datatype or subtypes of the datatype you require for your loop's body, you can circumvent DM's filtering and automatic `istype()` checks by writing the loop as such: ```dm var/list/bag_of_swords = list(sword, sword, sword, sword) var/obj/item/sword/best_sword for(var/s in bag_of_swords) var/obj/item/sword/S = s if(!best_sword || S.damage > best_sword.damage) best_sword = S ``` Of course, if the list contains data of a mixed type, then the above optimisation is **dangerous**, as it will blindly typecast all data in the list as the specified type, even if it isn't really that type, causing runtime errors (aka your shit won't work if this happens). ### Dot variable Like other languages in the C family, DM has a `.` or "Dot" operator, used for accessing variables/members/functions of an object instance. eg: ```dm var/mob/living/carbon/human/H = YOU_THE_READER H.gib() ``` However, DM also has a dot _variable_, accessed just as `.` on its own, defaulting to a value of null. Now, what's special about the dot operator is that it is automatically returned (as in the `return` statement) at the end of a proc, provided the proc does not already manually return (`return count` for example.) Why is this special? With `.` being everpresent in every proc, can we use it as a temporary variable? Of course we can! However, the `.` operator cannot replace a typecasted variable - it can hold data any other var in DM can, it just can't be accessed as one, although the `.` operator is compatible with a few operators that look weird but work perfectly fine, such as: `.++` for incrementing `.'s` value, or `.[1]` for accessing the first element of `.`, provided that it's a list. ### Globals versus static DM has a var keyword, called `global`. This var keyword is for vars inside of types. For instance: ```dm /mob var/global/thing = TRUE ``` This does **not** mean that you can access it everywhere like a global var. Instead, it means that that var will only exist once for all instances of its type, in this case that var will only exist once for all mobs - it's shared across everything in its type. (Much more like the keyword `static` in other languages like PHP/C++/C#/Java) Isn't that confusing? There is also an undocumented keyword called `static` that has the same behaviour as global but more correctly describes BYOND's behaviour. Therefore, we always use static instead of global where we need it, as it reduces suprise when reading BYOND code. ### Global Vars All new global vars must use the defines in [`code/__DEFINES/_globals.dm`][globals]. Basic usage is as follows: To declare a global var: ```dm GLOBAL_VAR(my_global_here) ``` To access it: ```dm GLOB.my_global_here = X ``` There are a few other defines that do other things. `GLOBAL_REAL` shouldn't be used unless you know exactly what you're doing. `GLOBAL_VAR_INIT` allows you to set an initial value on the var, like `GLOBAL_VAR_INIT(number_one, 1)`. `GLOBAL_LIST_INIT` allows you to define a list global var with an initial value, etc. [globals]: https://github.com/ParadiseSS13/Paradise/blob/master/code/__DEFINES/_globals.dm