diff --git a/code/_helpers/unsorted.dm b/code/_helpers/unsorted.dm
index daee66b1063..ae218f750ec 100644
--- a/code/_helpers/unsorted.dm
+++ b/code/_helpers/unsorted.dm
@@ -1,4 +1,3 @@
-<<<<<<< HEAD
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
@@ -1588,1588 +1587,3 @@ var/mob/dview/dview_mob = new
// Third one is the text that will be clickable.
/proc/href(href_src, list/href_params, href_text)
return "[href_text]"
-=======
-//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) //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)
- 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!
- to_chat(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
- //to_world("[newname] is the AI!")
- //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_mob/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)
-
-//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)
-
- var/z_level_change = FALSE
- if(T.z != X.z)
- z_level_change = TRUE
-
- //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
- O.update_light()
- if(z_level_change) // The objects still need to know if their z-level changed.
- O.onTransitZ(T.z, X.z)
-
- //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(z_level_change) // Same goes for mobs.
- M.onTransitZ(T.z, X.z)
-
- 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/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 "[content]"
-
-/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
-
-//datum may be null, but it does need to be a typed var
-#define NAMEOF(datum, X) (#X || ##datum.##X)
-
-#define VARSET_LIST_CALLBACK(target, var_name, var_value) CALLBACK(GLOBAL_PROC, /proc/___callbackvarset, ##target, ##var_name, ##var_value)
-//dupe code because dm can't handle 3 level deep macros
-#define VARSET_CALLBACK(datum, var, var_value) CALLBACK(GLOBAL_PROC, /proc/___callbackvarset, ##datum, NAMEOF(##datum, ##var), ##var_value)
-//we'll see about those 3-level deep macros
-#define VARSET_IN(datum, var, var_value, time) addtimer(VARSET_CALLBACK(datum, var, var_value), time)
-
-/proc/___callbackvarset(list_or_datum, var_name, var_value)
- if(length(list_or_datum))
- list_or_datum[var_name] = var_value
- return
- var/datum/D = list_or_datum
- D.vars[var_name] = var_value
-
-// 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
-
-#define NAMEOF(datum, X) (#X || ##datum.##X)
-
-/proc/pick_closest_path(value, list/matches = get_fancy_list_of_atom_types())
- if (value == FALSE) //nothing should be calling us with a number, so this is safe
- value = input("Enter type to find (blank for all, cancel to cancel)", "Search for type") as null|text
- if (isnull(value))
- return
- value = trim(value)
- if(!isnull(value) && value != "")
- matches = filter_fancy_list(matches, value)
-
- if(matches.len==0)
- return
-
- var/chosen
- if(matches.len==1)
- chosen = matches[1]
- else
- chosen = input("Select a type", "Pick Type", matches[1]) as null|anything in matches
- if(!chosen)
- return
- chosen = matches[chosen]
- return chosen
-
-/proc/get_fancy_list_of_atom_types()
- var/static/list/pre_generated_list
- if (!pre_generated_list) //init
- pre_generated_list = make_types_fancy(typesof(/atom))
- return pre_generated_list
-
-/proc/get_fancy_list_of_datum_types()
- var/static/list/pre_generated_list
- if (!pre_generated_list) //init
- pre_generated_list = make_types_fancy(sortList(typesof(/datum) - typesof(/atom)))
- return pre_generated_list
-
-/proc/filter_fancy_list(list/L, filter as text)
- var/list/matches = new
- for(var/key in L)
- var/value = L[key]
- if(findtext("[key]", filter) || findtext("[value]", filter))
- matches[key] = value
- return matches
-
-/proc/make_types_fancy(var/list/types)
- if (ispath(types))
- types = list(types)
- . = list()
- for(var/type in types)
- var/typename = "[type]"
- var/static/list/TYPES_SHORTCUTS = list(
- /obj/effect/decal/cleanable = "CLEANABLE",
- /obj/item/device/radio/headset = "HEADSET",
- /obj/item/clothing/head/helmet/space = "SPESSHELMET",
- /obj/item/weapon/book/manual = "MANUAL",
- /obj/item/weapon/reagent_containers/food/drinks = "DRINK",
- /obj/item/weapon/reagent_containers/food = "FOOD",
- /obj/item/weapon/reagent_containers = "REAGENT_CONTAINERS",
- /obj/machinery/atmospherics = "ATMOS_MECH",
- /obj/machinery/portable_atmospherics = "PORT_ATMOS",
- /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack = "MECHA_MISSILE_RACK",
- /obj/item/mecha_parts/mecha_equipment = "MECHA_EQUIP",
- /obj/item/organ = "ORGAN",
- /obj/item = "ITEM",
- /obj/machinery = "MACHINERY",
- /obj/effect = "EFFECT",
- /obj = "O",
- /datum = "D",
- /turf/simulated/wall = "S-WALL",
- /turf/simulated/floor = "S-FLOOR",
- /turf/simulated = "SIMULATED",
- /turf/unsimulated/wall = "US-WALL",
- /turf/unsimulated/floor = "US-FLOOR",
- /turf/unsimulated = "UNSIMULATED",
- /turf = "T",
- /mob/living/carbon = "CARBON",
- /mob/living/simple_mob = "SIMPLE",
- /mob/living = "LIVING",
- /mob = "M"
- )
- for (var/tn in TYPES_SHORTCUTS)
- if (copytext(typename,1, length("[tn]/")+1)=="[tn]/" /*findtextEx(typename,"[tn]/",1,2)*/ )
- typename = TYPES_SHORTCUTS[tn]+copytext(typename,length("[tn]/"))
- break
- .[typename] = type
-
-/proc/IsValidSrc(datum/D)
- if(istype(D))
- return !QDELETED(D)
- return FALSE
-
-//gives us the stack trace from CRASH() without ending the current proc.
-/proc/stack_trace(msg)
- CRASH(msg)
-
-/datum/proc/stack_trace(msg)
- CRASH(msg)
-
-// \ref behaviour got changed in 512 so this is necesary to replicate old behaviour.
-// If it ever becomes necesary to get a more performant REF(), this lies here in wait
-// #define REF(thing) (thing && istype(thing, /datum) && (thing:datum_flags & DF_USE_TAG) && thing:tag ? "[thing:tag]" : "\ref[thing]")
-/proc/REF(input)
- if(istype(input, /datum))
- var/datum/thing = input
- if(thing.datum_flags & DF_USE_TAG)
- if(!thing.tag)
- thing.datum_flags &= ~DF_USE_TAG
- stack_trace("A ref was requested of an object with DF_USE_TAG set but no tag: [thing]")
- else
- return "\[[url_encode(thing.tag)]\]"
- return "\ref[input]"
-
-// Painlessly creates an element.
-// First argument is where to send the Topic call to when clicked. Should be a reference to an object. This is generally src, but not always.
-// Second one is for all the params that will be sent. Uses an assoc list (e.g. "value" = "5").
-// Note that object refs will be converted to text, as if \ref[thing] was done. To get the ref back on Topic() side, you will need to use locate().
-// Third one is the text that will be clickable.
-/proc/href(href_src, list/href_params, href_text)
- return "[href_text]"
->>>>>>> 6d8cd17... Merge pull request #6939 from VOREStation/pol-assemblies