/proc/is_level_reachable(z) return check_level_trait(z, REACHABLE) /proc/is_station_level(z) return check_level_trait(z, STATION_LEVEL) /proc/is_station_contact(z) return check_level_trait(z, STATION_CONTACT) /proc/is_teleport_allowed(z) return !check_level_trait(z, BLOCK_TELEPORT) /proc/is_admin_level(z) return check_level_trait(z, ADMIN_LEVEL) /proc/is_away_level(z) return check_level_trait(z, AWAY_LEVEL) /proc/is_mining_level(z) return check_level_trait(z, ORE_LEVEL) /proc/is_ai_allowed(z) return check_level_trait(z, AI_OK) /proc/level_blocks_magic(z) return check_level_trait(z, IMPEDES_MAGIC) /proc/level_boosts_signal(z) return check_level_trait(z, BOOSTS_SIGNAL) // Used for the nuke disk, or for checking if players survived through xenos /proc/is_secure_level(z) var/secure = check_level_trait(z, STATION_LEVEL) if(!secure) // This is to allow further admin levels later, other than centcomm secure = (z == level_name_to_num(CENTCOMM)) return secure var/list/default_map_traits = MAP_TRANSITION_CONFIG /proc/check_level_trait(z, trait) if(!z) return 0 // If you're nowhere, you have no traits var/list/trait_list if(space_manager.initialized) var/datum/space_level/S = space_manager.get_zlev(z) trait_list = S.flags else trait_list = default_map_traits[z] trait_list = trait_list["attributes"] return (trait in trait_list) /proc/levels_by_trait(trait) var/list/result = list() for(var/A in space_manager.z_list) var/datum/space_level/S = space_manager.z_list[A] if(trait in S.flags) result |= S return result /proc/level_name_to_num(name) var/datum/space_level/S = space_manager.get_zlev_by_name(name) return S.zpos