mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-15 04:32:14 +00:00
* Ports the supermatter grenade, supporting code * May or may not make movement seem smoother * Fixes the Sleepy Ring * Partially ports the GLOB system * Fixes the bug(s) that allow meat bodies to have metal brains * ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here * Optimizes supply UI * Transfer shuttle grammar fixes * Fixes borked E and W fish sprites * Fixes incorrect ETA in crew transfer announcement * Ports descriptors from Bay * Add files via upload * Removes Noble Defines * Mech Mini 'Revamp'. Will need playtesting. (#5480) * Exosuits are now capable of holding more equipment, of specific types. * Tweaks regarding feedback in staffside thread, other concerns. * Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss * Weapons only fit in universal combat slots. * Adds smart magazine, magazine functionality * Adds a new subset of grenades that shoot projectiles * Low alpha now makes HUDs and tooltips not show up on you * Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515) * Update smartfridge.dm * actually indicates which line solves the bug * Adds a whole bunch of Exosuit weapons and other miscellaneous parts. * Minifrags now use the small fragments mainly as they should. * Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird. * Touch stuff in reference to responses. * NanoUI now processes again * Initial Work: Manifest, Newsfeed * Adds newscast viewing, manifest * Cartridge devices * Template progress * Med records, Sec records, Emp records * Cartridge work part 1 * Cartridge work: part 2 * Power monitoring console * Cartridges have persistent, internal data * Code to load element-specific data upon request, instead of serving all relevant data at once * Janitorial Supply Locator * Refactor crew manifest to a separate file * GPS cartridge * Reorganize GPS to proper organization, important comments * Supply cartridge * Status display access * Merc blast door controller * Appeases travis (Round 1) * Appeases travis (Round 2) * Headset sprites are now on the default ear, which is left * Cleave changes, attack code cleanup * Catching is no longer guaranteed, accuracy code is more general * Adds a Neural implant for future implementation. Promethean brains have been updated to fit it. * changelog * Robots can attack things again * Might help with air subsystem lag * Ports the spinny throwing animation from Bay * Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists. * Defines. * Headset sprite tweaks * Shield Drone no longer auto-fails with Energy Relays. * I'm an idiot. * PoIs can be rotated in increments of 90 degrees * Might fix the server startup error_handler runtime * Cult Girders are back to being proper. * Submaps can now be rotated to any cardinal direction (South is default) * Should fix another runtime with tools * Buffs the Vox * Removes debug code (Yes, I'm an idiot) * Ready for merge * Fixes some bugs tangentially related to Vox code * Ports /vg/ instrument frame work, adds client based sound pref Also shifts sound files which is 98% of the bulk here. * Helmets now show only certain hairstyles * fixes the trailing tag, I think * Scrubbers no longer automatically scrub phoron (#5512) * adds manual changelog * Adds new set of cyborg sprites for medical/science/default/security/combat (#5546) * Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike! * communicator_header.tmpl now correctly includes Body * Adds tails to Unathi rig suit sprites (#5551) * supplycom/control drops the correct circuit * Emags have an effect on cargo consoles * The cybersuit is now a space suit. * Map Bugfixes - Fix for mislabeled c_tag cameras, first deck - Fix for mislabeled c_tag cameras, second deck - Fix for poi crashed containment shuttle mapping issues (terrain generation) - Fixed wrong floor type on skipjack - Fix for scrubbers pipe, central substation - Fix for air supply pipe, chapel - Fixed scrubber pipe, Engineering Drone Fab - Fix for air supply pipe, Prison Wing - Removed redundant supply and scrubber pipe, Security Auxiliary Dock - Fix, Fore Aux Dock airlock pipe. - Fix air supply pipe, library - Fix, scrubber pipe, coffee shop - Pipe fix, Medical maint - Fix, supply pipe medical secondary storage - Removal, redundant supply pipe, cargo maint - Fix, virology scrubbers pipes - Fix Xenobio and Xenoflora missing atmos connection to the main outpost - Fix, missing atmos connections between Main outpost telecoms and main outpost atmos - Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room - New, random mouse spawner - New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13) - New, 30 sheets of lead added to engineering - Fix, POIs should now be rad protected and characters won’t be affected by the radiation event * Fixes Lead Walls (#5562) A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective. * Yet Another Circuit Update (#5549) * Circuit updates, adds new components, improves printer, new assemblies. * Finishes powernet circuit. * Adds wearable assemblies. * Finialization before merging with GLOB port. * Finishes circuit update, hopefully. * Forgot to undo map. * Removes debug output. * Readds size traits * Signal pistol can be reloaded (#5566) * Makes Blobs more useful. * Rig and Spacesuit additions - Added the 'military' Rigsuit from Bay. - Added 'pmc' rigsuits - Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh) - Addition of suit cyclers for exploration and pilot voidsuits None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first. * Dermal implant doesn't cover hair * Fixes a couple of tool related oversight/runtimes * Fixes hand and leg cuffs * Technically adds the Ore Redemption Machine * Update combat.dm * Boot knives fit in boots * Adds tails to Unathi rigsuits (again) * PoI fix * Skrell names no longer contain spaces * Descriptors now properly respect species differences * Make the Statue NOT entirely immortal. * Psychiatric Medication Fix (#5588) * Psychiatric medications are faster when ingested * Psychiatric med fix * Updates changelog * Tweaks emitters and Pacman * Adds the Biopsy Scanner to the Surgery Kit (#5589) * Adds the Biopsy Scanner to the Surgery Kit Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it. * Added a missing comma Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker. * Adds some Holy drinks, and Promethean-safe drinks / acclimators. (#5574) * Adds some Holy drinks, and Promethean-safe drinks / acclimators. * Carbon + Water + Oil = Sludge * TRUEFALSE & * removed * Be Smart about damage things. * Don't spawn things in Null please. * Adds a generic proc to the mining vendor to add custom / blank entries. * Keys now actually exist again. * Species item slowdown changes * Pose now shows up under descriptors * Fixes Circuitry Glasses. Button in HUD should work now. * Phase rifle size correction * Should fix the new bugs with webslinger spiders (#5612) * Hyposprays can now have different sounds * admin helps, but working this time. * handle issue, GLOB staffwho * admin list seems bork'd cleans up feedback messages * Fixes grabs breaking defined mob pixel offsets. Yeah. * Custom RIG Framework (#5613) * Framework for Custom RIG sprites. * Fixfix * line ending * Text for handheld plushies when poked Plushies now make sounds when poked. Squeak! Ported from https://github.com/VOREStation/VOREStation/pull/4231 * Shotgun cycling animation framework This adds the possiblity for empty sprites on all shotgun/pump/thing and for cycling animations. https://cdn.discordapp.com/attachments/407267031562453032/488751327531368481/2018-09-10_18-43-05.gif This particular weapon was made by a friend so i'll wait for their permission before porting it in. * Add an animated rifle. Nothing is particularly impressive except the animation. * Fixes some bloodloss bugs * Move almost everythign food related into the kitchen module. Not moving reagents and tools. * Minor issues fix. * Remplace sprite hammer with pickaxe This particular hammer had been sitting 'waiting for sprites' for 4 years at least. Could be a lot more really. Fixeshttps://github.com/VOREStation/VOREStation/issues/4183 * Fix mislabelled posters. https://github.com/VOREStation/VOREStation/pull/4310 https://github.com/VOREStation/VOREStation/issues/3597 * Remove kobold.dm This file has no sprites and is used nowhere. It does have some kinda cute emotes but without sprites it's useless and has been since 2017 and maybe much longer. I haven't found any references of it's origin either. ~~maybe virgo will do sprites i dunno~~ * Fix yes emote not working correctly. It's a lazy fix but it works. * Fixes chem master dumping reagents. Previously, if you used a bluespace beaker and transferred all of it's contents, the chem master buffer would silently drop all of those chemicals without warning. * Fixed smes terminal construction requiring more cable than used. * Fixes laptop blocking grown adults. * Fixes several typos with oxygen_pump.dm. * Fix the condimaster not working. Previously, you simply couldn't make any condiment using this machine. Now you can. There was just missing template which is back in with this PR. (Thanks aronai.) This means you should consider remplacing it in your kitchens. * Remove intensity from chemistry machines. * Add a noise for mining scanners. This should affects all devices using it too. * Prevents people from HREF exploiting around the R&D console. * Lock has a check already, so remove that. * reeeeeeeee * Fixes missing sprites when excavating rocks * Xenoflora and Xenobio House Move - Moves Xenoflora and Xenobio stationside, on first deck. Leaves the old labs still up planetside for the time being. - Minor bug fixes, missing lights, mislabeled lockers in robotics, floor decals. * Changes << to to_chat at request. * wax staxs * Fix plastic ashtrays only holding one butt. Now they hold 4butts. jeez bill. * Move surgery caps into their own selection. * Fixes maploading Imagine you're on the last iteration of this loop, you've done the final column of X coordinates and you're going to set maxx. Would you want to set it to where you are now, the final X column... or would you want to add ONE MORE beyond the template size for some reason then set it to that? This bug causes all templates that are the size of normal maps to fail to initialize any atoms if your template is the size of your normal maps, because it tries to obtain a square of size minx, miny, minz, maxx, maxy, maxz to initialize, however maxx is nonextant because it exists outside the bounds of the world. It also causes all submaps to initialize an additional column of atoms twice, or not initialize any if they spawn against the right edge of the map. * Graves (#5622) * Adds support for closets storing closets, and graves * More Grave Things * Chnglog * Polaris Vision Tweaks * Fix a couple of ticket bugs Don't show admin character names when they reply, and this proc appears to take different options on tg, so was fixed here. * Prevent people from removing papers from any distances. * Removes maintenance access from cleanbots This should stop them from wandering into maintenance never to be seen or heard from again. * Remove very annoying midi tools * Magazines improvements (#5666) * Give sounds to emptying magazines * Clear some trash in the saber magazines * The magazine NOW behaves correctly. * The second half and more casing noises. * Fixes map and makes everything compile.
1441 lines
42 KiB
Plaintext
1441 lines
42 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
|
|
|
|
/*
|
|
* A large number of misc global procs.
|
|
*/
|
|
|
|
//Checks if all high bits in req_mask are set in bitfield
|
|
#define BIT_TEST_ALL(bitfield, req_mask) ((~(bitfield) & (req_mask)) == 0)
|
|
|
|
//supposedly the fastest way to do this according to https://gist.github.com/Giacom/be635398926bb463b42a
|
|
#define RANGE_TURFS(RADIUS, CENTER) \
|
|
block( \
|
|
locate(max(CENTER.x-(RADIUS),1), max(CENTER.y-(RADIUS),1), CENTER.z), \
|
|
locate(min(CENTER.x+(RADIUS),world.maxx), min(CENTER.y+(RADIUS),world.maxy), CENTER.z) \
|
|
)
|
|
|
|
//Inverts the colour of an HTML string
|
|
/proc/invertHTML(HTMLstring)
|
|
|
|
if (!( istext(HTMLstring) ))
|
|
CRASH("Given non-text argument!")
|
|
return
|
|
else
|
|
if (length(HTMLstring) != 7)
|
|
CRASH("Given non-HTML argument!")
|
|
return
|
|
var/textr = copytext(HTMLstring, 2, 4)
|
|
var/textg = copytext(HTMLstring, 4, 6)
|
|
var/textb = copytext(HTMLstring, 6, 8)
|
|
var/r = hex2num(textr)
|
|
var/g = hex2num(textg)
|
|
var/b = hex2num(textb)
|
|
textr = num2hex(255 - r)
|
|
textg = num2hex(255 - g)
|
|
textb = num2hex(255 - b)
|
|
if (length(textr) < 2)
|
|
textr = text("0[]", textr)
|
|
if (length(textg) < 2)
|
|
textr = text("0[]", textg)
|
|
if (length(textb) < 2)
|
|
textr = text("0[]", textb)
|
|
return text("#[][][]", textr, textg, textb)
|
|
return
|
|
|
|
//Returns the middle-most value
|
|
/proc/dd_range(var/low, var/high, var/num)
|
|
return max(low,min(high,num))
|
|
|
|
//Returns whether or not A is the middle most value
|
|
/proc/InRange(var/A, var/lower, var/upper)
|
|
if(A < lower) return 0
|
|
if(A > upper) return 0
|
|
return 1
|
|
|
|
|
|
/proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams.
|
|
if(!start || !end) return 0
|
|
var/dy
|
|
var/dx
|
|
dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y)
|
|
dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x)
|
|
if(!dy)
|
|
return (dx>=0)?90:270
|
|
.=arctan(dx/dy)
|
|
if(dy<0)
|
|
.+=180
|
|
else if(dx<0)
|
|
.+=360
|
|
|
|
//Returns location. Returns null if no location was found.
|
|
/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
|
|
/*
|
|
Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
|
|
Random error in tile placement x, error in tile placement y, and block offset.
|
|
Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
|
|
Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
|
|
Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
|
|
*/
|
|
|
|
var/dirx = 0//Generic location finding variable.
|
|
var/diry = 0
|
|
|
|
var/xoffset = 0//Generic counter for offset location.
|
|
var/yoffset = 0
|
|
|
|
var/b1xerror = 0//Generic placing for point A in box. The lower left.
|
|
var/b1yerror = 0
|
|
var/b2xerror = 0//Generic placing for point B in box. The upper right.
|
|
var/b2yerror = 0
|
|
|
|
errorx = abs(errorx)//Error should never be negative.
|
|
errory = abs(errory)
|
|
//var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes.
|
|
|
|
switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot.
|
|
//Directs on what values need modifying.
|
|
if(1)//North
|
|
diry+=distance
|
|
yoffset+=eoffsety
|
|
xoffset+=eoffsetx
|
|
b1xerror-=errorx
|
|
b1yerror-=errory
|
|
b2xerror+=errorx
|
|
b2yerror+=errory
|
|
if(2)//South
|
|
diry-=distance
|
|
yoffset-=eoffsety
|
|
xoffset+=eoffsetx
|
|
b1xerror-=errorx
|
|
b1yerror-=errory
|
|
b2xerror+=errorx
|
|
b2yerror+=errory
|
|
if(4)//East
|
|
dirx+=distance
|
|
yoffset+=eoffsetx//Flipped.
|
|
xoffset+=eoffsety
|
|
b1xerror-=errory//Flipped.
|
|
b1yerror-=errorx
|
|
b2xerror+=errory
|
|
b2yerror+=errorx
|
|
if(8)//West
|
|
dirx-=distance
|
|
yoffset-=eoffsetx//Flipped.
|
|
xoffset+=eoffsety
|
|
b1xerror-=errory//Flipped.
|
|
b1yerror-=errorx
|
|
b2xerror+=errory
|
|
b2yerror+=errorx
|
|
|
|
var/turf/destination=locate(location.x+dirx,location.y+diry,location.z)
|
|
|
|
if(destination)//If there is a destination.
|
|
if(errorx||errory)//If errorx or y were specified.
|
|
var/destination_list[] = list()//To add turfs to list.
|
|
//destination_list = new()
|
|
/*This will draw a block around the target turf, given what the error is.
|
|
Specifying the values above will basically draw a different sort of block.
|
|
If the values are the same, it will be a square. If they are different, it will be a rectengle.
|
|
In either case, it will center based on offset. Offset is position from center.
|
|
Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport,
|
|
the offset should remain positioned in relation to destination.*/
|
|
|
|
var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center.
|
|
|
|
//Now to find a box from center location and make that our destination.
|
|
for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) ))
|
|
if(density&&(T.density||T.contains_dense_objects())) continue//If density was specified.
|
|
if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map.
|
|
if(T.y>world.maxy || T.y<1) continue
|
|
destination_list += T
|
|
if(destination_list.len)
|
|
destination = pick(destination_list)
|
|
else return
|
|
|
|
else//Same deal here.
|
|
if(density&&(destination.density||destination.contains_dense_objects())) return
|
|
if(destination.x>world.maxx || destination.x<1) return
|
|
if(destination.y>world.maxy || destination.y<1) return
|
|
else return
|
|
|
|
return destination
|
|
|
|
|
|
|
|
/proc/LinkBlocked(turf/A, turf/B)
|
|
if(A == null || B == null) return 1
|
|
var/adir = get_dir(A,B)
|
|
var/rdir = get_dir(B,A)
|
|
if((adir & (NORTH|SOUTH)) && (adir & (EAST|WEST))) // diagonal
|
|
var/iStep = get_step(A,adir&(NORTH|SOUTH))
|
|
if(!LinkBlocked(A,iStep) && !LinkBlocked(iStep,B)) return 0
|
|
|
|
var/pStep = get_step(A,adir&(EAST|WEST))
|
|
if(!LinkBlocked(A,pStep) && !LinkBlocked(pStep,B)) return 0
|
|
return 1
|
|
|
|
if(DirBlocked(A,adir)) return 1
|
|
if(DirBlocked(B,rdir)) return 1
|
|
return 0
|
|
|
|
|
|
/proc/DirBlocked(turf/loc,var/dir)
|
|
for(var/obj/structure/window/D in loc)
|
|
if(!D.density) continue
|
|
if(D.dir == SOUTHWEST) return 1
|
|
if(D.dir == dir) return 1
|
|
|
|
for(var/obj/machinery/door/D in loc)
|
|
if(!D.density) continue
|
|
if(istype(D, /obj/machinery/door/window))
|
|
if((dir & SOUTH) && (D.dir & (EAST|WEST))) return 1
|
|
if((dir & EAST ) && (D.dir & (NORTH|SOUTH))) return 1
|
|
else return 1 // it's a real, air blocking door
|
|
return 0
|
|
|
|
/proc/TurfBlockedNonWindow(turf/loc)
|
|
for(var/obj/O in loc)
|
|
if(O.density && !istype(O, /obj/structure/window))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/sign(x)
|
|
return x!=0?x/abs(x):0
|
|
|
|
/proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm
|
|
var/px=M.x //starting x
|
|
var/py=M.y
|
|
var/line[] = list(locate(px,py,M.z))
|
|
var/dx=N.x-px //x distance
|
|
var/dy=N.y-py
|
|
var/dxabs=abs(dx)//Absolute value of x distance
|
|
var/dyabs=abs(dy)
|
|
var/sdx=sign(dx) //Sign of x distance (+ or -)
|
|
var/sdy=sign(dy)
|
|
var/x=dxabs>>1 //Counters for steps taken, setting to distance/2
|
|
var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast.
|
|
var/j //Generic integer for counting
|
|
if(dxabs>=dyabs) //x distance is greater than y
|
|
for(j=0;j<dxabs;j++)//It'll take dxabs steps to get there
|
|
y+=dyabs
|
|
if(y>=dxabs) //Every dyabs steps, step once in y direction
|
|
y-=dxabs
|
|
py+=sdy
|
|
px+=sdx //Step on in x direction
|
|
line+=locate(px,py,M.z)//Add the turf to the list
|
|
else
|
|
for(j=0;j<dyabs;j++)
|
|
x+=dxabs
|
|
if(x>=dyabs)
|
|
x-=dyabs
|
|
px+=sdx
|
|
py+=sdy
|
|
line+=locate(px,py,M.z)
|
|
return line
|
|
|
|
#define LOCATE_COORDS(X, Y, Z) locate(between(1, X, world.maxx), between(1, Y, world.maxy), Z)
|
|
/proc/getcircle(turf/center, var/radius) //Uses a fast Bresenham rasterization algorithm to return the turfs in a thin circle.
|
|
if(!radius) return list(center)
|
|
|
|
var/x = 0
|
|
var/y = radius
|
|
var/p = 3 - 2 * radius
|
|
|
|
. = list()
|
|
while(y >= x) // only formulate 1/8 of circle
|
|
|
|
. += LOCATE_COORDS(center.x - x, center.y - y, center.z) //upper left left
|
|
. += LOCATE_COORDS(center.x - y, center.y - x, center.z) //upper upper left
|
|
. += LOCATE_COORDS(center.x + y, center.y - x, center.z) //upper upper right
|
|
. += LOCATE_COORDS(center.x + x, center.y - y, center.z) //upper right right
|
|
. += LOCATE_COORDS(center.x - x, center.y + y, center.z) //lower left left
|
|
. += LOCATE_COORDS(center.x - y, center.y + x, center.z) //lower lower left
|
|
. += LOCATE_COORDS(center.x + y, center.y + x, center.z) //lower lower right
|
|
. += LOCATE_COORDS(center.x + x, center.y + y, center.z) //lower right right
|
|
|
|
if(p < 0)
|
|
p += 4*x++ + 6;
|
|
else
|
|
p += 4*(x++ - y--) + 10;
|
|
|
|
#undef LOCATE_COORDS
|
|
|
|
//Returns whether or not a player is a guest using their ckey as an input
|
|
/proc/IsGuestKey(key)
|
|
if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx
|
|
return 0
|
|
|
|
var/i = 7, ch, len = length(key)
|
|
|
|
if(copytext(key, 7, 8) == "W") //webclient
|
|
i++
|
|
|
|
for (, i <= len, ++i)
|
|
ch = text2ascii(key, i)
|
|
if (ch < 48 || ch > 57)
|
|
return 0
|
|
return 1
|
|
|
|
//Ensure the frequency is within bounds of what it should be sending/recieving at
|
|
/proc/sanitize_frequency(var/f, var/low = PUBLIC_LOW_FREQ, var/high = PUBLIC_HIGH_FREQ)
|
|
f = round(f)
|
|
f = max(low, f)
|
|
f = min(high, f)
|
|
if ((f % 2) == 0) //Ensure the last digit is an odd number
|
|
f += 1
|
|
return f
|
|
|
|
//Turns 1479 into 147.9
|
|
/proc/format_frequency(var/f)
|
|
return "[round(f / 10)].[f % 10]"
|
|
|
|
|
|
|
|
//This will update a mob's name, real_name, mind.name, data_core records, pda and id
|
|
//Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
|
|
/mob/proc/fully_replace_character_name(var/oldname,var/newname)
|
|
if(!newname) return 0
|
|
real_name = newname
|
|
name = newname
|
|
if(mind)
|
|
mind.name = newname
|
|
if(dna)
|
|
dna.real_name = real_name
|
|
|
|
if(oldname)
|
|
//update the datacore records! This is goig to be a bit costly.
|
|
for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
|
|
for(var/datum/data/record/R in L)
|
|
if(R.fields["name"] == oldname)
|
|
R.fields["name"] = newname
|
|
break
|
|
|
|
//update our pda and id if we have them on our person
|
|
var/list/searching = GetAllContents(searchDepth = 3)
|
|
var/search_id = 1
|
|
var/search_pda = 1
|
|
|
|
for(var/A in searching)
|
|
if( search_id && istype(A,/obj/item/weapon/card/id) )
|
|
var/obj/item/weapon/card/id/ID = A
|
|
if(ID.registered_name == oldname)
|
|
ID.registered_name = newname
|
|
ID.name = "[newname]'s ID Card ([ID.assignment])"
|
|
if(!search_pda) break
|
|
search_id = 0
|
|
|
|
else if( search_pda && istype(A,/obj/item/device/pda) )
|
|
var/obj/item/device/pda/PDA = A
|
|
if(PDA.owner == oldname)
|
|
PDA.owner = newname
|
|
PDA.name = "PDA-[newname] ([PDA.ownjob])"
|
|
if(!search_id) break
|
|
search_pda = 0
|
|
return 1
|
|
|
|
|
|
|
|
//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
|
|
//Last modified by Carn
|
|
/mob/proc/rename_self(var/role, var/allow_numbers=0)
|
|
spawn(0)
|
|
var/oldname = real_name
|
|
|
|
var/time_passed = world.time
|
|
var/newname
|
|
|
|
for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
|
|
newname = input(src,"You are \a [role]. Would you like to change your name to something else?", "Name change",oldname) as text
|
|
if((world.time-time_passed)>3000)
|
|
return //took too long
|
|
newname = sanitizeName(newname, ,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters.
|
|
|
|
for(var/mob/living/M in player_list)
|
|
if(M == src)
|
|
continue
|
|
if(!newname || M.real_name == newname)
|
|
newname = null
|
|
break
|
|
if(newname)
|
|
break //That's a suitable name!
|
|
src << "Sorry, that [role]-name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken."
|
|
|
|
if(!newname) //we'll stick with the oldname then
|
|
return
|
|
|
|
if(cmptext("ai",role))
|
|
if(isAI(src))
|
|
var/mob/living/silicon/ai/A = src
|
|
oldname = null//don't bother with the records update crap
|
|
//world << "<b>[newname] is the AI!</b>"
|
|
//world << sound('sound/AI/newAI.ogg')
|
|
// Set eyeobj name
|
|
A.SetName(newname)
|
|
|
|
|
|
fully_replace_character_name(oldname,newname)
|
|
|
|
|
|
|
|
//Picks a string of symbols to display as the law number for hacked or ion laws
|
|
/proc/ionnum()
|
|
return "[pick("1","2","3","4","5","6","7","8","9","0")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"
|
|
|
|
//When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave.
|
|
/proc/freeborg()
|
|
var/select = null
|
|
var/list/borgs = list()
|
|
for (var/mob/living/silicon/robot/A in player_list)
|
|
if (A.stat == 2 || A.connected_ai || A.scrambledcodes || istype(A,/mob/living/silicon/robot/drone))
|
|
continue
|
|
var/name = "[A.real_name] ([A.modtype] [A.braintype])"
|
|
borgs[name] = A
|
|
|
|
if (borgs.len)
|
|
select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs
|
|
return borgs[select]
|
|
|
|
//When a borg is activated, it can choose which AI it wants to be slaved to
|
|
/proc/active_ais()
|
|
. = list()
|
|
for(var/mob/living/silicon/ai/A in living_mob_list)
|
|
if(A.stat == DEAD)
|
|
continue
|
|
if(A.control_disabled == 1)
|
|
continue
|
|
. += A
|
|
return .
|
|
|
|
//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
|
|
/proc/select_active_ai_with_fewest_borgs()
|
|
var/mob/living/silicon/ai/selected
|
|
var/list/active = active_ais()
|
|
for(var/mob/living/silicon/ai/A in active)
|
|
if(!selected || (selected.connected_robots.len > A.connected_robots.len))
|
|
selected = A
|
|
|
|
return selected
|
|
|
|
/proc/select_active_ai(var/mob/user)
|
|
var/list/ais = active_ais()
|
|
if(ais.len)
|
|
if(user) . = input(usr,"AI signals detected:", "AI selection") in ais
|
|
else . = pick(ais)
|
|
return .
|
|
|
|
/proc/get_sorted_mobs()
|
|
var/list/old_list = getmobs()
|
|
var/list/AI_list = list()
|
|
var/list/Dead_list = list()
|
|
var/list/keyclient_list = list()
|
|
var/list/key_list = list()
|
|
var/list/logged_list = list()
|
|
for(var/named in old_list)
|
|
var/mob/M = old_list[named]
|
|
if(issilicon(M))
|
|
AI_list |= M
|
|
else if(isobserver(M) || M.stat == 2)
|
|
Dead_list |= M
|
|
else if(M.key && M.client)
|
|
keyclient_list |= M
|
|
else if(M.key)
|
|
key_list |= M
|
|
else
|
|
logged_list |= M
|
|
old_list.Remove(named)
|
|
var/list/new_list = list()
|
|
new_list += AI_list
|
|
new_list += keyclient_list
|
|
new_list += key_list
|
|
new_list += logged_list
|
|
new_list += Dead_list
|
|
return new_list
|
|
|
|
//Returns a list of all mobs with their name
|
|
/proc/getmobs()
|
|
|
|
var/list/mobs = sortmobs()
|
|
var/list/names = list()
|
|
var/list/creatures = list()
|
|
var/list/namecounts = list()
|
|
for(var/mob/M in mobs)
|
|
var/name = M.name
|
|
if (name in names)
|
|
namecounts[name]++
|
|
name = "[name] ([namecounts[name]])"
|
|
else
|
|
names.Add(name)
|
|
namecounts[name] = 1
|
|
if (M.real_name && M.real_name != M.name)
|
|
name += " \[[M.real_name]\]"
|
|
if (M.stat == 2)
|
|
if(istype(M, /mob/observer/dead/))
|
|
name += " \[ghost\]"
|
|
else
|
|
name += " \[dead\]"
|
|
creatures[name] = M
|
|
|
|
return creatures
|
|
|
|
//Orders mobs by type then by name
|
|
/proc/sortmobs()
|
|
var/list/moblist = list()
|
|
var/list/sortmob = sortAtom(mob_list)
|
|
for(var/mob/observer/eye/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/observer/blob/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/silicon/ai/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/silicon/pai/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/silicon/robot/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/carbon/human/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/carbon/brain/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/carbon/alien/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/observer/dead/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/new_player/M in sortmob)
|
|
moblist.Add(M)
|
|
for(var/mob/living/simple_animal/M in sortmob)
|
|
moblist.Add(M)
|
|
// for(var/mob/living/silicon/hivebot/M in sortmob)
|
|
// mob_list.Add(M)
|
|
// for(var/mob/living/silicon/hive_mainframe/M in sortmob)
|
|
// mob_list.Add(M)
|
|
return moblist
|
|
|
|
// Format a power value in W, kW, MW, or GW.
|
|
/proc/DisplayPower(powerused)
|
|
if(powerused < 1000) //Less than a kW
|
|
return "[powerused] W"
|
|
else if(powerused < 1000000) //Less than a MW
|
|
return "[round((powerused * 0.001),0.01)] kW"
|
|
else if(powerused < 1000000000) //Less than a GW
|
|
return "[round((powerused * 0.000001),0.001)] MW"
|
|
return "[round((powerused * 0.000000001),0.0001)] GW"
|
|
|
|
/proc/get_mob_by_ckey(key)
|
|
if(!key)
|
|
return
|
|
var/list/mobs = sortmobs()
|
|
for(var/mob/M in mobs)
|
|
if(M.ckey == key)
|
|
return M
|
|
|
|
//Forces a variable to be posative
|
|
/proc/modulus(var/M)
|
|
if(M >= 0)
|
|
return M
|
|
if(M < 0)
|
|
return -M
|
|
|
|
// returns the turf located at the map edge in the specified direction relative to A
|
|
// used for mass driver
|
|
/proc/get_edge_target_turf(var/atom/A, var/direction)
|
|
|
|
var/turf/target = locate(A.x, A.y, A.z)
|
|
if(!A || !target)
|
|
return 0
|
|
//since NORTHEAST == NORTH & EAST, etc, doing it this way allows for diagonal mass drivers in the future
|
|
//and isn't really any more complicated
|
|
|
|
// Note diagonal directions won't usually be accurate
|
|
if(direction & NORTH)
|
|
target = locate(target.x, world.maxy, target.z)
|
|
if(direction & SOUTH)
|
|
target = locate(target.x, 1, target.z)
|
|
if(direction & EAST)
|
|
target = locate(world.maxx, target.y, target.z)
|
|
if(direction & WEST)
|
|
target = locate(1, target.y, target.z)
|
|
|
|
return target
|
|
|
|
// returns turf relative to A in given direction at set range
|
|
// result is bounded to map size
|
|
// note range is non-pythagorean
|
|
// used for disposal system
|
|
/proc/get_ranged_target_turf(var/atom/A, var/direction, var/range)
|
|
|
|
var/x = A.x
|
|
var/y = A.y
|
|
if(direction & NORTH)
|
|
y = min(world.maxy, y + range)
|
|
if(direction & SOUTH)
|
|
y = max(1, y - range)
|
|
if(direction & EAST)
|
|
x = min(world.maxx, x + range)
|
|
if(direction & WEST)
|
|
x = max(1, x - range)
|
|
|
|
return locate(x,y,A.z)
|
|
|
|
|
|
// returns turf relative to A offset in dx and dy tiles
|
|
// bound to map limits
|
|
/proc/get_offset_target_turf(var/atom/A, var/dx, var/dy)
|
|
var/x = min(world.maxx, max(1, A.x + dx))
|
|
var/y = min(world.maxy, max(1, A.y + dy))
|
|
return locate(x,y,A.z)
|
|
|
|
//Makes sure MIDDLE is between LOW and HIGH. If not, it adjusts it. Returns the adjusted value.
|
|
/proc/between(var/low, var/middle, var/high)
|
|
return max(min(middle, high), low)
|
|
|
|
proc/arctan(x)
|
|
var/y=arcsin(x/sqrt(1+x*x))
|
|
return y
|
|
|
|
//returns random gauss number
|
|
proc/GaussRand(var/sigma)
|
|
var/x,y,rsq
|
|
do
|
|
x=2*rand()-1
|
|
y=2*rand()-1
|
|
rsq=x*x+y*y
|
|
while(rsq>1 || !rsq)
|
|
return sigma*y*sqrt(-2*log(rsq)/rsq)
|
|
|
|
//returns random gauss number, rounded to 'roundto'
|
|
proc/GaussRandRound(var/sigma,var/roundto)
|
|
return round(GaussRand(sigma),roundto)
|
|
|
|
//Will return the contents of an atom recursivly to a depth of 'searchDepth'
|
|
/atom/proc/GetAllContents(searchDepth = 5)
|
|
var/list/toReturn = list()
|
|
|
|
for(var/atom/part in contents)
|
|
toReturn += part
|
|
if(part.contents.len && searchDepth)
|
|
toReturn += part.GetAllContents(searchDepth - 1)
|
|
|
|
return toReturn
|
|
|
|
//Step-towards method of determining whether one atom can see another. Similar to viewers()
|
|
/proc/can_see(var/atom/source, var/atom/target, var/length=5) // I couldn't be arsed to do actual raycasting :I This is horribly inaccurate.
|
|
var/turf/current = get_turf(source)
|
|
var/turf/target_turf = get_turf(target)
|
|
var/steps = 0
|
|
|
|
if(!current || !target_turf)
|
|
return 0
|
|
|
|
while(current != target_turf)
|
|
if(steps > length) return 0
|
|
if(current.opacity) return 0
|
|
for(var/atom/A in current)
|
|
if(A.opacity) return 0
|
|
current = get_step_towards(current, target_turf)
|
|
steps++
|
|
|
|
return 1
|
|
|
|
/proc/is_blocked_turf(var/turf/T)
|
|
var/cant_pass = 0
|
|
if(T.density) cant_pass = 1
|
|
for(var/atom/A in T)
|
|
if(A.density)//&&A.anchored
|
|
cant_pass = 1
|
|
return cant_pass
|
|
|
|
/proc/get_step_towards2(var/atom/ref , var/atom/trg)
|
|
var/base_dir = get_dir(ref, get_step_towards(ref,trg))
|
|
var/turf/temp = get_step_towards(ref,trg)
|
|
|
|
if(is_blocked_turf(temp))
|
|
var/dir_alt1 = turn(base_dir, 90)
|
|
var/dir_alt2 = turn(base_dir, -90)
|
|
var/turf/turf_last1 = temp
|
|
var/turf/turf_last2 = temp
|
|
var/free_tile = null
|
|
var/breakpoint = 0
|
|
|
|
while(!free_tile && breakpoint < 10)
|
|
if(!is_blocked_turf(turf_last1))
|
|
free_tile = turf_last1
|
|
break
|
|
if(!is_blocked_turf(turf_last2))
|
|
free_tile = turf_last2
|
|
break
|
|
turf_last1 = get_step(turf_last1,dir_alt1)
|
|
turf_last2 = get_step(turf_last2,dir_alt2)
|
|
breakpoint++
|
|
|
|
if(!free_tile) return get_step(ref, base_dir)
|
|
else return get_step_towards(ref,free_tile)
|
|
|
|
else return get_step(ref, base_dir)
|
|
|
|
//Takes: Anything that could possibly have variables and a varname to check.
|
|
//Returns: 1 if found, 0 if not.
|
|
/proc/hasvar(var/datum/A, var/varname)
|
|
if(A.vars.Find(lowertext(varname))) return 1
|
|
else return 0
|
|
|
|
//Returns: all the areas in the world
|
|
/proc/return_areas()
|
|
var/list/area/areas = list()
|
|
for(var/area/A in all_areas)
|
|
areas += A
|
|
return areas
|
|
|
|
//Returns: all the areas in the world, sorted.
|
|
/proc/return_sorted_areas()
|
|
return sortAtom(return_areas())
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all areas of that type in the world.
|
|
/proc/get_areas(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/areas = new/list()
|
|
for(var/area/N in all_areas)
|
|
if(istype(N, areatype)) areas += N
|
|
return areas
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all turfs in areas of that type of that type in the world.
|
|
/proc/get_area_turfs(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/turfs = new/list()
|
|
for(var/area/N in all_areas)
|
|
if(istype(N, areatype))
|
|
for(var/turf/T in N) turfs += T
|
|
return turfs
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all atoms (objs, turfs, mobs) in areas of that type of that type in the world.
|
|
/proc/get_area_all_atoms(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/atoms = new/list()
|
|
for(var/area/N in all_areas)
|
|
if(istype(N, areatype))
|
|
for(var/atom/A in N)
|
|
atoms += A
|
|
return atoms
|
|
|
|
/datum/coords //Simple datum for storing coordinates.
|
|
var/x_pos = null
|
|
var/y_pos = null
|
|
var/z_pos = null
|
|
|
|
/area/proc/move_contents_to(var/area/A, var/turftoleave=null, var/direction = null)
|
|
//Takes: Area. Optional: turf type to leave behind.
|
|
//Returns: Nothing.
|
|
//Notes: Attempts to move the contents of one area to another area.
|
|
// Movement based on lower left corner. Tiles that do not fit
|
|
// into the new area will not be moved.
|
|
|
|
if(!A || !src) return 0
|
|
|
|
var/list/turfs_src = get_area_turfs(src.type)
|
|
var/list/turfs_trg = get_area_turfs(A.type)
|
|
|
|
var/src_min_x = 0
|
|
var/src_min_y = 0
|
|
for (var/turf/T in turfs_src)
|
|
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
|
|
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
|
|
|
|
var/trg_min_x = 0
|
|
var/trg_min_y = 0
|
|
for (var/turf/T in turfs_trg)
|
|
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
|
|
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
|
|
|
|
var/list/refined_src = new/list()
|
|
for(var/turf/T in turfs_src)
|
|
refined_src += T
|
|
refined_src[T] = new/datum/coords
|
|
var/datum/coords/C = refined_src[T]
|
|
C.x_pos = (T.x - src_min_x)
|
|
C.y_pos = (T.y - src_min_y)
|
|
|
|
var/list/refined_trg = new/list()
|
|
for(var/turf/T in turfs_trg)
|
|
refined_trg += T
|
|
refined_trg[T] = new/datum/coords
|
|
var/datum/coords/C = refined_trg[T]
|
|
C.x_pos = (T.x - trg_min_x)
|
|
C.y_pos = (T.y - trg_min_y)
|
|
|
|
moving:
|
|
for (var/turf/T in refined_src)
|
|
var/datum/coords/C_src = refined_src[T]
|
|
for (var/turf/B in refined_trg)
|
|
var/datum/coords/C_trg = refined_trg[B]
|
|
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
|
|
|
|
//You can stay, though.
|
|
if(istype(T,/turf/space))
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
var/turf/X //New Destination Turf
|
|
|
|
//Are we doing shuttlework? Just to save another type check later.
|
|
var/shuttlework = 0
|
|
|
|
//Shuttle turfs handle their own fancy moving.
|
|
if(istype(T,/turf/simulated/shuttle))
|
|
shuttlework = 1
|
|
var/turf/simulated/shuttle/SS = T
|
|
if(!SS.landed_holder) SS.landed_holder = new(turf = SS)
|
|
X = SS.landed_holder.land_on(B)
|
|
|
|
//Generic non-shuttle turf move.
|
|
else
|
|
var/old_dir1 = T.dir
|
|
var/old_icon_state1 = T.icon_state
|
|
var/old_icon1 = T.icon
|
|
var/old_underlays = T.underlays.Copy()
|
|
var/old_decals = T.decals ? T.decals.Copy() : null
|
|
|
|
X = B.ChangeTurf(T.type)
|
|
X.set_dir(old_dir1)
|
|
X.icon_state = old_icon_state1
|
|
X.icon = old_icon1
|
|
X.copy_overlays(T, TRUE)
|
|
X.underlays = old_underlays
|
|
X.decals = old_decals
|
|
|
|
//Move the air from source to dest
|
|
var/turf/simulated/ST = T
|
|
if(istype(ST) && ST.zone)
|
|
var/turf/simulated/SX = X
|
|
if(!SX.air)
|
|
SX.make_air()
|
|
SX.air.copy_from(ST.zone.air)
|
|
ST.zone.remove(ST)
|
|
|
|
//Move the objects. Not forceMove because the object isn't "moving" really, it's supposed to be on the "same" turf.
|
|
for(var/obj/O in T)
|
|
O.loc = X
|
|
|
|
//Move the mobs unless it's an AI eye or other eye type.
|
|
for(var/mob/M in T)
|
|
if(istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
|
|
M.loc = X
|
|
if(istype(M, /mob/living))
|
|
var/mob/living/LM = M
|
|
LM.check_shadow() // Need to check their Z-shadow, which is normally done in forceMove().
|
|
|
|
if(shuttlework)
|
|
var/turf/simulated/shuttle/SS = T
|
|
SS.landed_holder.leave_turf()
|
|
else if(turftoleave)
|
|
T.ChangeTurf(turftoleave)
|
|
else
|
|
T.ChangeTurf(get_base_turf_by_area(T))
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
|
|
if(!original)
|
|
return null
|
|
|
|
var/obj/O = null
|
|
|
|
if(sameloc)
|
|
O=new original.type(original.loc)
|
|
else
|
|
O=new original.type(locate(0,0,0))
|
|
|
|
if(perfectcopy)
|
|
if((O) && (original))
|
|
for(var/V in original.vars)
|
|
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key")))
|
|
O.vars[V] = original.vars[V]
|
|
return O
|
|
|
|
|
|
/area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 )
|
|
//Takes: Area. Optional: If it should copy to areas that don't have plating
|
|
//Returns: Nothing.
|
|
//Notes: Attempts to move the contents of one area to another area.
|
|
// Movement based on lower left corner. Tiles that do not fit
|
|
// into the new area will not be moved.
|
|
|
|
// Does *not* affect gases etc; copied turfs will be changed via ChangeTurf, and the dir, icon, and icon_state copied. All other vars will remain default.
|
|
|
|
if(!A || !src) return 0
|
|
|
|
var/list/turfs_src = get_area_turfs(src.type)
|
|
var/list/turfs_trg = get_area_turfs(A.type)
|
|
|
|
var/src_min_x = 0
|
|
var/src_min_y = 0
|
|
for (var/turf/T in turfs_src)
|
|
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
|
|
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
|
|
|
|
var/trg_min_x = 0
|
|
var/trg_min_y = 0
|
|
for (var/turf/T in turfs_trg)
|
|
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
|
|
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
|
|
|
|
var/list/refined_src = new/list()
|
|
for(var/turf/T in turfs_src)
|
|
refined_src += T
|
|
refined_src[T] = new/datum/coords
|
|
var/datum/coords/C = refined_src[T]
|
|
C.x_pos = (T.x - src_min_x)
|
|
C.y_pos = (T.y - src_min_y)
|
|
|
|
var/list/refined_trg = new/list()
|
|
for(var/turf/T in turfs_trg)
|
|
refined_trg += T
|
|
refined_trg[T] = new/datum/coords
|
|
var/datum/coords/C = refined_trg[T]
|
|
C.x_pos = (T.x - trg_min_x)
|
|
C.y_pos = (T.y - trg_min_y)
|
|
|
|
var/list/toupdate = new/list()
|
|
|
|
var/copiedobjs = list()
|
|
|
|
|
|
moving:
|
|
for (var/turf/T in refined_src)
|
|
var/datum/coords/C_src = refined_src[T]
|
|
for (var/turf/B in refined_trg)
|
|
var/datum/coords/C_trg = refined_trg[B]
|
|
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
|
|
|
|
var/old_dir1 = T.dir
|
|
var/old_icon_state1 = T.icon_state
|
|
var/old_icon1 = T.icon
|
|
var/old_overlays = T.overlays.Copy()
|
|
var/old_underlays = T.underlays.Copy()
|
|
|
|
if(platingRequired)
|
|
if(istype(B, get_base_turf_by_area(B)))
|
|
continue moving
|
|
|
|
var/turf/X = B
|
|
X.ChangeTurf(T.type)
|
|
X.set_dir(old_dir1)
|
|
X.icon_state = old_icon_state1
|
|
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
|
|
X.overlays = old_overlays
|
|
X.underlays = old_underlays
|
|
|
|
var/list/objs = new/list()
|
|
var/list/newobjs = new/list()
|
|
var/list/mobs = new/list()
|
|
var/list/newmobs = new/list()
|
|
|
|
for(var/obj/O in T)
|
|
|
|
if(!istype(O,/obj))
|
|
continue
|
|
|
|
objs += O
|
|
|
|
|
|
for(var/obj/O in objs)
|
|
newobjs += DuplicateObject(O , 1)
|
|
|
|
|
|
for(var/obj/O in newobjs)
|
|
O.loc = X
|
|
|
|
for(var/mob/M in T)
|
|
|
|
if(!istype(M,/mob) || istype(M, /mob/observer/eye)) continue // If we need to check for more mobs, I'll add a variable
|
|
mobs += M
|
|
|
|
for(var/mob/M in mobs)
|
|
newmobs += DuplicateObject(M , 1)
|
|
|
|
for(var/mob/M in newmobs)
|
|
M.loc = X
|
|
|
|
copiedobjs += newobjs
|
|
copiedobjs += newmobs
|
|
|
|
// var/area/AR = X.loc
|
|
|
|
// if(AR.dynamic_lighting)
|
|
// X.opacity = !X.opacity
|
|
// X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
|
|
|
toupdate += X
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
|
|
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
air_master.mark_for_update(T1)
|
|
|
|
return copiedobjs
|
|
|
|
|
|
|
|
proc/get_cardinal_dir(atom/A, atom/B)
|
|
var/dx = abs(B.x - A.x)
|
|
var/dy = abs(B.y - A.y)
|
|
return get_dir(A, B) & (rand() * (dx+dy) < dy ? 3 : 12)
|
|
|
|
//chances are 1:value. anyprob(1) will always return true
|
|
proc/anyprob(value)
|
|
return (rand(1,value)==value)
|
|
|
|
proc/view_or_range(distance = world.view , center = usr , type)
|
|
switch(type)
|
|
if("view")
|
|
. = view(distance,center)
|
|
if("range")
|
|
. = range(distance,center)
|
|
return
|
|
|
|
proc/oview_or_orange(distance = world.view , center = usr , type)
|
|
switch(type)
|
|
if("view")
|
|
. = oview(distance,center)
|
|
if("range")
|
|
. = orange(distance,center)
|
|
return
|
|
|
|
proc/get_mob_with_client_list()
|
|
var/list/mobs = list()
|
|
for(var/mob/M in mob_list)
|
|
if (M.client)
|
|
mobs += M
|
|
return mobs
|
|
|
|
|
|
/proc/parse_zone(zone)
|
|
if(zone == "r_hand") return "right hand"
|
|
else if (zone == "l_hand") return "left hand"
|
|
else if (zone == "l_arm") return "left arm"
|
|
else if (zone == "r_arm") return "right arm"
|
|
else if (zone == "l_leg") return "left leg"
|
|
else if (zone == "r_leg") return "right leg"
|
|
else if (zone == "l_foot") return "left foot"
|
|
else if (zone == "r_foot") return "right foot"
|
|
else if (zone == "l_hand") return "left hand"
|
|
else if (zone == "r_hand") return "right hand"
|
|
else if (zone == "l_foot") return "left foot"
|
|
else if (zone == "r_foot") return "right foot"
|
|
else return zone
|
|
|
|
/proc/get(atom/loc, type)
|
|
while(loc)
|
|
if(istype(loc, type))
|
|
return loc
|
|
loc = loc.loc
|
|
return null
|
|
|
|
/proc/get_turf_or_move(turf/location)
|
|
return get_turf(location)
|
|
|
|
|
|
//Quick type checks for some tools
|
|
var/global/list/common_tools = list(
|
|
/obj/item/stack/cable_coil,
|
|
/obj/item/weapon/tool/wrench,
|
|
/obj/item/weapon/weldingtool,
|
|
/obj/item/weapon/tool/screwdriver,
|
|
/obj/item/weapon/tool/wirecutters,
|
|
/obj/item/device/multitool,
|
|
/obj/item/weapon/tool/crowbar)
|
|
|
|
/proc/istool(O)
|
|
if(O && is_type_in_list(O, common_tools))
|
|
return 1
|
|
return 0
|
|
|
|
|
|
/proc/is_wire_tool(obj/item/I)
|
|
if(istype(I, /obj/item/device/multitool) || I.is_wirecutter())
|
|
return TRUE
|
|
if(istype(I, /obj/item/device/assembly/signaler))
|
|
return TRUE
|
|
return
|
|
|
|
proc/is_hot(obj/item/W as obj)
|
|
switch(W.type)
|
|
if(/obj/item/weapon/weldingtool)
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(WT.isOn())
|
|
return 3800
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/flame/lighter)
|
|
if(W:lit)
|
|
return 1500
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/flame/match)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/clothing/mask/smokable/cigarette)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/pickaxe/plasmacutter)
|
|
return 3800
|
|
if(/obj/item/weapon/melee/energy)
|
|
return 3500
|
|
else
|
|
return 0
|
|
|
|
return 0
|
|
|
|
//Whether or not the given item counts as sharp in terms of dealing damage
|
|
/proc/is_sharp(obj/O as obj)
|
|
if(!O)
|
|
return FALSE
|
|
if(O.sharp)
|
|
return TRUE
|
|
if(O.edge)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
//Whether or not the given item counts as cutting with an edge in terms of removing limbs
|
|
/proc/has_edge(obj/O as obj)
|
|
if(!O)
|
|
return FALSE
|
|
if(O.edge)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
//Returns 1 if the given item is capable of popping things like balloons, inflatable barriers, or cutting police tape.
|
|
/proc/can_puncture(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
|
if(!W)
|
|
return FALSE
|
|
if(W.sharp)
|
|
return TRUE
|
|
return ( \
|
|
W.is_screwdriver() || \
|
|
istype(W, /obj/item/weapon/pen) || \
|
|
istype(W, /obj/item/weapon/weldingtool) || \
|
|
istype(W, /obj/item/weapon/flame/lighter/zippo) || \
|
|
istype(W, /obj/item/weapon/flame/match) || \
|
|
istype(W, /obj/item/clothing/mask/smokable/cigarette) || \
|
|
istype(W, /obj/item/weapon/shovel) \
|
|
)
|
|
|
|
/proc/is_surgery_tool(obj/item/W as obj)
|
|
return ( \
|
|
istype(W, /obj/item/weapon/surgical/scalpel) || \
|
|
istype(W, /obj/item/weapon/surgical/hemostat) || \
|
|
istype(W, /obj/item/weapon/surgical/retractor) || \
|
|
istype(W, /obj/item/weapon/surgical/cautery) || \
|
|
istype(W, /obj/item/weapon/surgical/bonegel) || \
|
|
istype(W, /obj/item/weapon/surgical/bonesetter)
|
|
)
|
|
|
|
// check if mob is lying down on something we can operate him on.
|
|
// The RNG with table/rollerbeds comes into play in do_surgery() so that fail_step() can be used instead.
|
|
/proc/can_operate(mob/living/carbon/M)
|
|
return M.lying
|
|
|
|
// Returns an instance of a valid surgery surface.
|
|
/mob/living/proc/get_surgery_surface()
|
|
if(!lying)
|
|
return null // Not lying down means no surface.
|
|
var/obj/surface = null
|
|
for(var/obj/O in loc) // Looks for the best surface.
|
|
if(O.surgery_odds)
|
|
if(!surface || surface.surgery_odds < O)
|
|
surface = O
|
|
if(surface)
|
|
return surface
|
|
|
|
/proc/reverse_direction(var/dir)
|
|
switch(dir)
|
|
if(NORTH)
|
|
return SOUTH
|
|
if(NORTHEAST)
|
|
return SOUTHWEST
|
|
if(EAST)
|
|
return WEST
|
|
if(SOUTHEAST)
|
|
return NORTHWEST
|
|
if(SOUTH)
|
|
return NORTH
|
|
if(SOUTHWEST)
|
|
return NORTHEAST
|
|
if(WEST)
|
|
return EAST
|
|
if(NORTHWEST)
|
|
return SOUTHEAST
|
|
|
|
/*
|
|
Checks if that loc and dir has a item on the wall
|
|
TODO - Fix this ancient list of wall items. Preferably make it dynamically populated. ~Leshana
|
|
*/
|
|
var/list/WALLITEMS = list(
|
|
/obj/machinery/power/apc, /obj/machinery/alarm, /obj/item/device/radio/intercom, /obj/structure/frame,
|
|
/obj/structure/extinguisher_cabinet, /obj/structure/reagent_dispensers/peppertank,
|
|
/obj/machinery/status_display, /obj/machinery/requests_console, /obj/machinery/light_switch, /obj/structure/sign,
|
|
/obj/machinery/newscaster, /obj/machinery/firealarm, /obj/structure/noticeboard, /obj/machinery/button/remote,
|
|
/obj/machinery/computer/security/telescreen, /obj/machinery/embedded_controller/radio,
|
|
/obj/item/weapon/storage/secure/safe, /obj/machinery/door_timer, /obj/machinery/flasher, /obj/machinery/keycard_auth,
|
|
/obj/structure/mirror, /obj/structure/closet/fireaxecabinet, /obj/machinery/computer/security/telescreen/entertainment
|
|
)
|
|
/proc/gotwallitem(loc, dir)
|
|
for(var/obj/O in loc)
|
|
for(var/item in WALLITEMS)
|
|
if(istype(O, item))
|
|
//Direction works sometimes
|
|
if(O.dir == dir)
|
|
return 1
|
|
|
|
//Some stuff doesn't use dir properly, so we need to check pixel instead
|
|
switch(dir)
|
|
if(SOUTH)
|
|
if(O.pixel_y > 10)
|
|
return 1
|
|
if(NORTH)
|
|
if(O.pixel_y < -10)
|
|
return 1
|
|
if(WEST)
|
|
if(O.pixel_x > 10)
|
|
return 1
|
|
if(EAST)
|
|
if(O.pixel_x < -10)
|
|
return 1
|
|
|
|
|
|
//Some stuff is placed directly on the wallturf (signs)
|
|
for(var/obj/O in get_step(loc, dir))
|
|
for(var/item in WALLITEMS)
|
|
if(istype(O, item))
|
|
if(O.pixel_x == 0 && O.pixel_y == 0)
|
|
return 1
|
|
return 0
|
|
|
|
/proc/format_text(text)
|
|
return replacetext(replacetext(text,"\proper ",""),"\improper ","")
|
|
|
|
/proc/topic_link(var/datum/D, var/arglist, var/content)
|
|
if(istype(arglist,/list))
|
|
arglist = list2params(arglist)
|
|
return "<a href='?src=\ref[D];[arglist]'>[content]</a>"
|
|
|
|
/proc/get_random_colour(var/simple, var/lower=0, var/upper=255)
|
|
var/colour
|
|
if(simple)
|
|
colour = pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))
|
|
else
|
|
for(var/i=1;i<=3;i++)
|
|
var/temp_col = "[num2hex(rand(lower,upper))]"
|
|
if(length(temp_col )<2)
|
|
temp_col = "0[temp_col]"
|
|
colour += temp_col
|
|
return colour
|
|
|
|
var/mob/dview/dview_mob = new
|
|
|
|
//Version of view() which ignores darkness, because BYOND doesn't have it.
|
|
/proc/dview(var/range = world.view, var/center, var/invis_flags = 0)
|
|
if(!center)
|
|
return
|
|
|
|
dview_mob.loc = center
|
|
|
|
dview_mob.see_invisible = invis_flags
|
|
|
|
. = view(range, dview_mob)
|
|
dview_mob.loc = null
|
|
|
|
/mob/dview
|
|
invisibility = 101
|
|
density = 0
|
|
|
|
anchored = 1
|
|
simulated = 0
|
|
|
|
see_in_dark = 1e6
|
|
|
|
/atom/proc/get_light_and_color(var/atom/origin)
|
|
if(origin)
|
|
color = origin.color
|
|
set_light(origin.light_range, origin.light_power, origin.light_color)
|
|
|
|
/mob/dview/New()
|
|
..()
|
|
// We don't want to be in any mob lists; we're a dummy not a mob.
|
|
mob_list -= src
|
|
if(stat == DEAD)
|
|
dead_mob_list -= src
|
|
else
|
|
living_mob_list -= src
|
|
|
|
/mob/dview/Destroy(var/force)
|
|
crash_with("Attempt to delete the dview_mob: [log_info_line(src)]")
|
|
if (!force)
|
|
return QDEL_HINT_LETMELIVE
|
|
global.dview_mob = new
|
|
return ..()
|
|
|
|
// call to generate a stack trace and print to runtime logs
|
|
/proc/crash_with(msg)
|
|
CRASH(msg)
|
|
|
|
/proc/screen_loc2turf(scr_loc, turf/origin)
|
|
var/tX = splittext(scr_loc, ",")
|
|
var/tY = splittext(tX[2], ":")
|
|
var/tZ = origin.z
|
|
tY = tY[1]
|
|
tX = splittext(tX[1], ":")
|
|
tX = tX[1]
|
|
tX = max(1, min(world.maxx, origin.x + (text2num(tX) - (world.view + 1))))
|
|
tY = max(1, min(world.maxy, origin.y + (text2num(tY) - (world.view + 1))))
|
|
return locate(tX, tY, tZ)
|
|
|
|
// Displays something as commonly used (non-submultiples) SI units.
|
|
/proc/format_SI(var/number, var/symbol)
|
|
switch(round(abs(number)))
|
|
if(0 to 1000-1)
|
|
return "[number] [symbol]"
|
|
if(1e3 to 1e6-1)
|
|
return "[round(number / 1000, 0.1)] k[symbol]" // kilo
|
|
if(1e6 to 1e9-1)
|
|
return "[round(number / 1e6, 0.1)] M[symbol]" // mega
|
|
if(1e9 to 1e12-1) // Probably not needed but why not be complete?
|
|
return "[round(number / 1e9, 0.1)] G[symbol]" // giga
|
|
if(1e12 to 1e15-1)
|
|
return "[round(number / 1e12, 0.1)] T[symbol]" // tera
|
|
|
|
|
|
|
|
//ultra range (no limitations on distance, faster than range for distances > 8); including areas drastically decreases performance
|
|
/proc/urange(dist=0, atom/center=usr, orange=0, areas=0)
|
|
if(!dist)
|
|
if(!orange)
|
|
return list(center)
|
|
else
|
|
return list()
|
|
|
|
var/list/turfs = RANGE_TURFS(dist, center)
|
|
if(orange)
|
|
turfs -= get_turf(center)
|
|
. = list()
|
|
for(var/V in turfs)
|
|
var/turf/T = V
|
|
. += T
|
|
. += T.contents
|
|
if(areas)
|
|
. |= T.loc
|
|
|
|
#define NOT_FLAG(flag) (!(flag & use_flags))
|
|
#define HAS_FLAG(flag) (flag & use_flags)
|
|
|
|
// Checks if user can use this object. Set use_flags to customize what checks are done.
|
|
// Returns 0 if they can use it, a value representing why they can't if not.
|
|
// Flags are in `code/__defines/misc.dm`
|
|
/atom/proc/use_check(mob/user, use_flags = 0, show_messages = FALSE)
|
|
. = 0
|
|
if (NOT_FLAG(USE_ALLOW_NONLIVING) && !isliving(user))
|
|
// No message for ghosts.
|
|
return USE_FAIL_NONLIVING
|
|
|
|
if (NOT_FLAG(USE_ALLOW_NON_ADJACENT) && !Adjacent(user))
|
|
if (show_messages)
|
|
to_chat(user, span("notice","You're too far away from [src] to do that."))
|
|
return USE_FAIL_NON_ADJACENT
|
|
|
|
if (NOT_FLAG(USE_ALLOW_DEAD) && user.stat == DEAD)
|
|
if (show_messages)
|
|
to_chat(user, span("notice","You can't do that when you're dead."))
|
|
return USE_FAIL_DEAD
|
|
|
|
if (NOT_FLAG(USE_ALLOW_INCAPACITATED) && (user.incapacitated()))
|
|
if (show_messages)
|
|
to_chat(user, span("notice","You cannot do that in your current state."))
|
|
return USE_FAIL_INCAPACITATED
|
|
|
|
if (NOT_FLAG(USE_ALLOW_NON_ADV_TOOL_USR) && !user.IsAdvancedToolUser())
|
|
if (show_messages)
|
|
to_chat(user, span("notice","You don't know how to operate [src]."))
|
|
return USE_FAIL_NON_ADV_TOOL_USR
|
|
|
|
if (HAS_FLAG(USE_DISALLOW_SILICONS) && issilicon(user))
|
|
if (show_messages)
|
|
to_chat(user, span("notice","You need hands for that."))
|
|
return USE_FAIL_IS_SILICON
|
|
|
|
if (HAS_FLAG(USE_FORCE_SRC_IN_USER) && !(src in user))
|
|
if (show_messages)
|
|
to_chat(user, span("notice","You need to be holding [src] to do that."))
|
|
return USE_FAIL_NOT_IN_USER
|
|
|
|
#undef NOT_FLAG
|
|
#undef HAS_FLAG
|
|
|
|
// Returns direction-string, rounded to multiples of 22.5, from the first parameter to the second
|
|
// N, NNE, NE, ENE, E, ESE, SE, SSE, S, SSW, SW, WSW, W, WNW, NW, NNW
|
|
/proc/get_adir(var/turf/A, var/turf/B)
|
|
var/degree = Get_Angle(A, B)
|
|
switch(round(degree%360, 22.5))
|
|
if(0)
|
|
return "North"
|
|
if(22.5)
|
|
return "North-Northeast"
|
|
if(45)
|
|
return "Northeast"
|
|
if(67.5)
|
|
return "East-Northeast"
|
|
if(90)
|
|
return "East"
|
|
if(112.5)
|
|
return "East-Southeast"
|
|
if(135)
|
|
return "Southeast"
|
|
if(157.5)
|
|
return "South-Southeast"
|
|
if(180)
|
|
return "South"
|
|
if(202.5)
|
|
return "South-Southwest"
|
|
if(225)
|
|
return "Southwest"
|
|
if(247.5)
|
|
return "West-Southwest"
|
|
if(270)
|
|
return "West"
|
|
if(292.5)
|
|
return "West-Northwest"
|
|
if(315)
|
|
return "Northwest"
|
|
if(337.5)
|
|
return "North-Northwest"
|
|
|
|
/proc/pass()
|
|
return
|