#define NUM_E 2.71828183 #define PI 3.1415 #define SQRT_2 1.41421356237 #define INFINITY 1e31 //closer than enough #define SHORT_REAL_LIMIT 16777216 //"fancy" math for calculating time in ms from tick_usage percentage and the length of ticks //percent_of_tick_used * (ticklag * 100(to convert to ms)) / 100(percent ratio) //collapsed to percent_of_tick_used * tick_lag #define TICK_DELTA_TO_MS(percent_of_tick_used) ((percent_of_tick_used) * world.tick_lag) #define TICK_USAGE_TO_MS(starting_tickusage) (TICK_DELTA_TO_MS(TICK_USAGE_REAL - starting_tickusage)) #define PERCENT(val) (round((val)*100, 0.1)) #define CLAMP01(x) (clamp(x, 0, 1)) //time of day but automatically adjusts to the server going into the next day within the same round. //for when you need a reliable time number that doesn't depend on byond time. #define REALTIMEOFDAY (world.timeofday + (MIDNIGHT_ROLLOVER * MIDNIGHT_ROLLOVER_CHECK)) #define MIDNIGHT_ROLLOVER_CHECK ( GLOB.rollovercheck_last_timeofday != world.timeofday ? update_midnight_rollover() : GLOB.midnight_rollovers ) #define SIMPLE_SIGN(X) ((X) < 0 ? -1 : 1) #define SIGN(x) ( (x)!=0 ? (x) / abs(x) : 0 ) #define CEILING(x, y) ( -round(-(x) / (y)) * (y) ) // round() acts like floor(x, 1) by default but can't handle other values #define FLOOR(x, y) ( round((x) / (y)) * (y) ) // Similar to clamp but the bottom rolls around to the top and vice versa. min is inclusive, max is exclusive #define WRAP(val, min, max) clamp(( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) ),min,max) // Real modulus that handles decimals #define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) ) // Cotangent #define COT(x) (1 / tan(x)) // Secant #define SEC(x) (1 / cos(x)) // Cosecant #define CSC(x) (1 / sin(x)) #define ATAN2(x, y) ( !(x) && !(y) ? 0 : (y) >= 0 ? arccos((x) / sqrt((x)*(x) + (y)*(y))) : -arccos((x) / sqrt((x)*(x) + (y)*(y))) ) #define HYPOTENUSE(Ax, Ay, Bx, By) (sqrt(((Ax) - (Bx))**2 + ((Ay) - (By))**2)) // Greatest Common Divisor - Euclid's algorithm /proc/Gcd(a, b) return b ? Gcd(b, (a) % (b)) : a // Least Common Multiple #define Lcm(a, b) (abs(a) / Gcd(a, b) * abs(b)) #define INVERSE(x) ( 1/(x) ) // Used for calculating the radioactive strength falloff #define INVERSE_SQUARE(initial_strength,cur_distance,initial_distance) ( (initial_strength)*((initial_distance)**2/(cur_distance)**2) ) #define ISABOUTEQUAL(a, b, deviation) (deviation ? abs((a) - (b)) <= deviation : abs((a) - (b)) <= 0.1) #define ISEVEN(x) (x % 2 == 0) #define ISODD(x) (x % 2 != 0) // Returns true if val is from min to max, inclusive. #define ISINRANGE(val, min, max) (min <= val && val <= max) // Same as above, exclusive. #define ISINRANGE_EX(val, min, max) (min < val && val < max) #define ISINTEGER(x) (round(x) == x) #define ISMULTIPLE(x, y) ((x) % (y) == 0) // Performs a linear interpolation between a and b. // Note that amount=0 returns a, amount=1 returns b, and // amount=0.5 returns the mean of a and b. #define LERP(a, b, amount) ( amount ? ((a) + ((b) - (a)) * (amount)) : a ) // Returns the nth root of x. #define ROOT(n, x) ((x) ** (1 / (n))) // The quadratic formula. Returns a list with the solutions, or an empty list // if they are imaginary. /proc/SolveQuadratic(a, b, c) ASSERT(a) . = list() var/d = b*b - 4 * a * c var/bottom = 2 * a if(d < 0) return var/root = sqrt(d) . += (-b + root) / bottom if(!d) return . += (-b - root) / bottom #define TODEGREES(radians) ((radians) * 57.2957795) #define TORADIANS(degrees) ((degrees) * 0.0174532925) /// Gets shift x that would be required the bitflag (1< dec? -dec : inc //A logarithm that converts an integer to a number scaled between 0 and 1. //Currently, this is used for hydroponics-produce sprite transforming, but could be useful for other transform functions. #define TRANSFORM_USING_VARIABLE(input, max) ( sin((90*(input))/(max))**2 ) //converts a uniform distributed random number into a normal distributed one //since this method produces two random numbers, one is saved for subsequent calls //(making the cost negligble for every second call) //This will return +/- decimals, situated about mean with standard deviation stddev //68% chance that the number is within 1stddev //95% chance that the number is within 2stddev //98% chance that the number is within 3stddev...etc #define ACCURACY 10000 /proc/gaussian(mean, stddev) var/static/gaussian_next var/R1;var/R2;var/working if(gaussian_next != null) R1 = gaussian_next gaussian_next = null else do R1 = rand(-ACCURACY,ACCURACY)/ACCURACY R2 = rand(-ACCURACY,ACCURACY)/ACCURACY working = R1*R1 + R2*R2 while(working >= 1 || working==0) working = sqrt(-2 * log(working) / working) R1 *= working gaussian_next = R2 * working return (mean + stddev * R1) #undef ACCURACY /proc/get_turf_in_angle(angle, turf/starting, increments) var/pixel_x = 0 var/pixel_y = 0 for(var/i in 1 to increments) pixel_x += sin(angle)+16*sin(angle)*2 pixel_y += cos(angle)+16*cos(angle)*2 var/new_x = starting.x var/new_y = starting.y while(pixel_x > 16) pixel_x -= 32 new_x++ while(pixel_x < -16) pixel_x += 32 new_x-- while(pixel_y > 16) pixel_y -= 32 new_y++ while(pixel_y < -16) pixel_y += 32 new_y-- new_x = clamp(new_x, 0, world.maxx) new_y = clamp(new_y, 0, world.maxy) return locate(new_x, new_y, starting.z) // Returns a list where [1] is all x values and [2] is all y values that overlap between the given pair of rectangles /proc/get_overlap(x1, y1, x2, y2, x3, y3, x4, y4) var/list/region_x1 = list() var/list/region_y1 = list() var/list/region_x2 = list() var/list/region_y2 = list() // These loops create loops filled with x/y values that the boundaries inhabit // ex: list(5, 6, 7, 8, 9) for(var/i in min(x1, x2) to max(x1, x2)) region_x1["[i]"] = TRUE for(var/i in min(y1, y2) to max(y1, y2)) region_y1["[i]"] = TRUE for(var/i in min(x3, x4) to max(x3, x4)) region_x2["[i]"] = TRUE for(var/i in min(y3, y4) to max(y3, y4)) region_y2["[i]"] = TRUE return list(region_x1 & region_x2, region_y1 & region_y2) #define EXP_DISTRIBUTION(desired_mean) ( -(1/(1/desired_mean)) * log(rand(1, 1000) * 0.001) ) #define LORENTZ_DISTRIBUTION(x, s) ( s*tan(TODEGREES(PI*(rand()-0.5))) + x ) #define LORENTZ_CUMULATIVE_DISTRIBUTION(x, y, s) ( (1/PI)*TORADIANS(arctan((x-y)/s)) + 1/2 ) #define RULE_OF_THREE(a, b, x) ((a*x)/b) // ) /proc/RaiseToPower(num, power) if(!power) return 1 return (power-- > 1 ? num * RaiseToPower(num, power) : num) // oof, what a mouthful // Used in status_procs' "adjust" to let them modify a status effect by a given // amount, without inadverdently increasing it in the wrong direction /proc/directional_bounded_sum(orig_val, modifier, bound_lower, bound_upper) var/new_val = orig_val + modifier if(modifier > 0) if(new_val > bound_upper) new_val = max(orig_val, bound_upper) else if(modifier < 0) if(new_val < bound_lower) new_val = min(orig_val, bound_lower) return new_val // sqrt, but if you give it a negative number, you get 0 instead of a runtime /proc/sqrtor0(num) if(num < 0) return 0 return sqrt(num) /proc/round_down(num) if(round(num) != num) return round(num--) else return num /// Checks if a number is an integer, or a float #define IS_INT(x) (x == round(x)) // Gives you the percent of two inputs #define PERCENT_OF(val1, val2) (val1 * (val2 / 100)) #define num2hex(X, len) uppertext(num2text(X, len, 16))