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* Adds linter defines to repo. * Uncomments linter defines already in the code. * Resolves unreachable code linter errors. * Nukes decade+ old syndie specops code except for computer since that's mapped in????? * Resolves procs has no parent linter error. * Proc signature fixes * Bad comments * "In" danger * Type safety * Implied nested list abuse * Top level ..() usage * Sleepy coder typos * Invalid kwargs calls * Pointless returns * Linter hacks (see full message) Byond doesn't care and it has no effect but linter doesn't like var/proc for holding references to procs, despite that it's valid byond code. Also, the linter seems to have serious issues figuring out relative proc names. This commit is a sort of take-it-or-leave-it thing. It's not required, it just cuts down on warnings, but this code is valid DM code. * WHATEVER THIS IS * Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars * Fix list decoration syntax - Its a list, not list of lists - To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()` * Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors. * Fixes unwrapped negated object in list linter error. * Resolves colon-like list accessing linter error. * Turns linter on in linter config. * Fixes closet indentation properly and cleans up suit storage unit switch. Co-authored-by: Aronai Sieyes <arokha@arokha.com> Co-authored-by: Leshana <Leshana@users.noreply.github.com>
61 lines
2.1 KiB
Plaintext
61 lines
2.1 KiB
Plaintext
//Returns 1 if the turf is dense, or if there's dense objects/mobs on it, unless told to ignore them.
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/turf/proc/check_density(var/ignore_objs = FALSE, var/ignore_mobs = FALSE)
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if(density)
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return TRUE
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if(!ignore_objs || !ignore_mobs)
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for(var/atom/movable/stuff in contents)
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if(stuff.density)
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if(ignore_objs && isobj(stuff))
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continue
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else if(ignore_mobs && isliving(stuff)) // Ghosts aren't dense but keeping this limited to living type will probably save headaches in the future.
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continue
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else
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return TRUE
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return FALSE
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// Used to distinguish friend from foe.
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/obj/item/weapon/spell/proc/is_ally(var/mob/living/L)
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if(L == owner) // The best ally is ourselves.
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return 1
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if(L.mind && technomancers.is_antagonist(L.mind)) // This should be done better since we might want opposing technomancers later.
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return 1
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if(istype(L, /mob/living/simple_mob)) // Mind controlled simple mobs count as allies too.
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var/mob/living/simple_mob/SM = L
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if(owner in SM.friends)
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return 1
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return 0
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/obj/item/weapon/spell/proc/allowed_to_teleport()
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if(owner)
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if(owner.z in using_map.admin_levels)
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return FALSE
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var/turf/T = get_turf(owner)
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if(T.block_tele)
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return FALSE
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return TRUE
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/obj/item/weapon/spell/proc/within_range(var/atom/target, var/max_range = 7) // Beyond 7 is off the screen.
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if(target in view(max_range, owner))
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return TRUE
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return FALSE
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/obj/item/weapon/spell/proc/calculate_spell_power(var/amount)
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if(core)
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return round(amount * core.spell_power_modifier, 1)
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// Returns a 'target' mob from a radius around T.
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/obj/item/weapon/spell/proc/targeting_assist(var/turf/T, radius = 5)
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var/chosen_target = null
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var/potential_targets = view(T,radius)
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for(var/mob/living/L in potential_targets)
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if(is_ally(L)) // Don't shoot our friends.
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continue
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if(L.invisibility > owner.see_invisible) // Don't target ourselves or people we can't see.
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continue
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if(!(L in viewers(owner))) // So we don't shoot at walls if someone is hiding behind one.
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continue
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if(!L.stat) // Don't want to target dead people or SSDs.
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chosen_target = L
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break
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return chosen_target |