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Polaris/code/defines/procs/global_lists.dm
elly1989@rocketmail.com fb600f9bce Ok, part 1 of this huge mind datum fix. I need to run over the next part again because I've made a lot inconsistencies in it. This is sort of all the misc stuff that got tidied up whilst I was trying to get my head around how everything related to eachother.
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues

Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*

There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 15:29:15 +00:00

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//Since it didn't really belong in any other category, I'm putting this here
//This is for procs to replace all the goddamn 'in world's that are chilling around the code
var/global/list/player_list = list() //List of all logged in players (Based on mob reference)
var/global/list/admin_list = list() //List of all logged in admins (Based on mob reference)
var/global/list/mob_list = list() //List of all mobs, including clientless
var/global/list/living_mob_list = list() //List of all living mobs, including clientless
var/global/list/dead_mob_list = list() //List of all dead mobs, including clientless
var/global/list/client_list = list() //List of all clients, based on ckey
var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name
var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name
var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
//////////////////////////
/////Initial Building/////
//////////////////////////
//Realistically, these should never be run, but ideally, they should only be run once at round-start
/proc/make_datum_references_lists()
var/list/paths
//Hair - Initialise all /datum/sprite_accessory/hair into an list indexed by hair-style name
paths = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair
for(var/path in paths)
var/datum/sprite_accessory/hair/H = new path()
hair_styles_list[H.name] = H
//Facial Hair - Initialise all /datum/sprite_accessory/facial_hair into an list indexed by facialhair-style name
paths = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
for(var/path in paths)
var/datum/sprite_accessory/facial_hair/H = new path()
facial_hair_styles_list[H.name] = H
proc/make_player_list()//Global proc that rebuilds the player list
for(var/mob/p in player_list)//Clears out everyone that logged out
if(!(p.client))
player_list -= p
for(var/mob/M in world)//Adds everyone that has logged in
if(M.client)
player_list += M
proc/make_admin_list()//Rebuild that shit to try and avoid issues with stealthmins
admin_list = list()
for(var/client/C in client_list)
if(C && C.holder)
admin_list += C
proc/make_mob_list()
for(var/mob/p in mob_list)
if(!p)//If it's a null reference, remove it
mob_list -= p
for(var/mob/M in world)
mob_list += M
proc/make_extra_mob_list()
for(var/mob/p in living_mob_list)
if(!p)
living_mob_list -= p
if(p.stat == DEAD)//Transfer
living_mob_list -= p
dead_mob_list += p
for(var/mob/p in dead_mob_list)
if(!p)
dead_mob_list -= p
if(p.stat != DEAD)
dead_mob_list -= p
living_mob_list += p
for(var/mob/M in world)
if(M.stat == DEAD)
living_mob_list += M
else
dead_mob_list += M
//Alright, this proc should NEVER be called in the code, ever. This is more of an 'oh god everything is broken'-emergency button.
proc/rebuild_mob_lists()
player_list = list()
admin_list = list()
mob_list = list()
living_mob_list = list()
dead_mob_list = list()
client_list = list()
for(var/mob/M in world)
mob_list += M
if(M.client)
player_list += M
if(M.stat != DEAD)
living_mob_list += M
else
dead_mob_list += M
for(var/client/C)
client_list += C.ckey
if(C.holder)
admin_list += C
proc/add_to_mob_list(var/mob/A)//Adds an individual mob
if(A)
mob_list |= A
if(istype(A,/mob/new_player))//New players are only on the mob list, but not the dead/living
return
else
if(A.stat == 2)
dead_mob_list |= A
if(A.stat != 2)
living_mob_list |= A
// if(A.client)
// player_list |= A
proc/remove_from_mob_list(var/mob/R)//Removes an individual mob
mob_list -= R
if(R.stat == 2)
dead_mob_list -= R
if(R.stat != 2)
living_mob_list -= R
// if(R.client)
// player_list -= R
proc/make_client_list()//Rebuilds client list
for(var/mob/c in client_list)
if(!c.client)
client_list -= c.ckey
for(var/mob/M in world)
if(M.client)
client_list += M.ckey
/*/obj/item/listdebug//Quick debugger for the global lists
icon = 'icons/obj/assemblies.dmi'
icon_state = "radio-igniter-tank"
/obj/item/listdebug/attack_self()
switch(input("Which list?") in list("Players","Admins","Mobs","Living Mobs","Dead Mobs", "Clients"))
if("Players")
usr << dd_list2text(player_list,",")
if("Admins")
usr << dd_list2text(admin_list,",")
if("Mobs")
usr << dd_list2text(mob_list,",")
if("Living Mobs")
usr << dd_list2text(living_mob_list,",")
if("Dead Mobs")
usr << dd_list2text(dead_mob_list,",")
if("Clients")
usr << dd_list2text(client_list,",")*/