Files
Polaris/code/defines/procs/gamehelpers.dm
giacomand@gmail.com 42f3efc21a I wanted to wait until after the feature freeze to commit this but there have been problems with Telecomms recently and this update that I've been keeping fixes most of the issues. I've tried to remove most features from it but there were some things that I couldn't.
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.

-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.

-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.

-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.

-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.

-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)

-Fixed an issue with the player being unable to remove frequencies from the filter.

-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.

-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.

-Fixed issue 831

-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 16:27:21 +00:00

258 lines
6.7 KiB
Plaintext

//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/proc/dopage(src,target)
var/href_list
var/href
href_list = params2list("src=\ref[src]&[target]=1")
href = "src=\ref[src];[target]=1"
src:temphtml = null
src:Topic(href, href_list)
return null
/proc/get_area(O)
var/atom/location = O
var/i
for(i=1, i<=20, i++)
if(isarea(location))
return location
else if (istype(location))
location = location.loc
else
return null
return 0
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
if(A.name == N)
return A
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
//Magic constants obtained by using linear regression on right-angled triangles of sides 0<x<1, 0<y<1
//They should approximate pythagoras theorem well enough for our needs.
//In fact, less accuracy is kinda better for explosions anyway :P Maybe k1=1, k2=0.5?
#define k1 0.934
#define k2 0.427
/proc/approx_dist(center=usr, T) // T is just the second atom to check distance to center with
var/turf/centerturf = get_turf(center)
var/turf/targetturf = get_turf(T)
var/a = abs(targetturf.x - centerturf.x) //sides of right-angled triangle
var/b = abs(targetturf.y - centerturf.y)
if(a>=b)
return (k1*a) + (k2*b) //No sqrt or powers :)
else
return (k1*b) + (k2*a)
#undef k1
#undef k2
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
//var/debug_mob = 0
// Will recursively loop through an atom's contents and check for mobs, then it will loop through every atom in that atom's contents.
// It will keep doing this until it checks every content possible. This will fix any problems with mobs, that are inside objects,
// being unable to hear people due to being in a box within a bag.
/proc/recursive_mob_check(var/atom/O, var/list/L = list(), var/recursion_limit = 3, var/client_check = 1, var/sight_check = 1, var/include_radio = 1)
//debug_mob += O.contents.len
if(!recursion_limit)
return L
for(var/atom/A in O.contents)
if(ismob(A))
var/mob/M = A
if(client_check && !M.client)
L = recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
continue
if(sight_check && !isInSight(A, O))
continue
L |= M
//world.log << "[recursion_limit] = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])"
else if(include_radio && istype(A, /obj/item/device/radio))
if(sight_check && !isInSight(A, O))
continue
L |= A
if(isobj(A) || ismob(A))
L = recursive_mob_check(A, L, recursion_limit - 1, client_check, sight_check, include_radio)
return L
// The old system would loop through lists for a total of 5000 per function call, in an empty server.
// This new system will loop at around 1000 in an empty server.
/proc/get_mobs_in_view(var/R, var/atom/source)
// Returns a list of mobs in range of R from source. Used in radio and say code.
var/turf/T = get_turf(source)
var/list/hear = list()
var/list/range = hear(R, T)
for(var/atom/A in range)
if(ismob(A))
var/mob/M = A
if(M.client)
hear += M
//world.log << "Start = [M] - [get_turf(M)] - ([M.x], [M.y], [M.z])"
else if(istype(A, /obj/item/device/radio))
hear += A
if(isobj(A) || ismob(A))
hear = recursive_mob_check(A, hear, 3, 1, 0, 1)
return hear
/proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios, var/level = 0)
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
var/list/speaker_coverage = list()
for(var/obj/item/device/radio/R in radios)
var/turf/speaker = get_turf(R)
if(speaker)
for(var/turf/T in hear(R.canhear_range,speaker))
speaker_coverage += T
// Try to find all the players who can hear the message
for(var/mob/M in player_list)
var/turf/ear = get_turf(M)
if(ear && (level == 0 || level == ear.z))
if(ear in speaker_coverage)
. += M
return .
#define SIGN(X) ((X<0)?-1:1)
proc
inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
#undef SIGN
proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0