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* These two are easy * !!!runlevel_flags the fact it was global.runlevel_flags.len has me a bit...iffy on this. * !!!json_cache Same as above. used global. * player_list & observer_mob_list * mechas_list * this wasn't even used * surgery_steps * event_triggers * landmarks_list * dead_mob_list * living_mob_list * ai_list * cable_list * cleanbot_reserved_turfs * listening_objects * silicon_mob_list * human_mob_list * Update global_lists.dm * joblist * mob_list * Update global_lists.dm * holomap_markers * mapping_units * mapping_beacons * hair_styles_list * facial_hair_styles_list * Update global_lists.dm * facial_hair_styles_male_list * facial_hair_styles_female_list * body_marking_styles_list * body_marking_nopersist_list * ear_styles_list * hair_styles_male_list * tail_styles_list * wing_styles_list * escape_list & rune_list & endgame_exits these were all really small * endgame_safespawns * stool_cache * emotes_by_key * random_maps & map_count * item_tf_spawnpoints * narsie_list * active_radio_jammers * unused * paikeys * pai_software_by_key & default_pai_software * plant_seed_sprites * magazine_icondata_keys & magazine_icondata_states * unused * ashtray_cache * light_type_cache * HOLIDAY!!! this one was annoying * faction stuff (red?!) * Update preferences_factions.dm * vs edit removal * backbaglist, pdachoicelist, exclude_jobs * item_digestion_blacklist, edible_tech, blacklisted_artifact_effect, selectable_footstep, hexNums, syndicate_access * string_slot_flags and hexdigits->hexNums * possible_changeling_IDs * vr_mob_tf_options * vr_mob_spawner_options * pipe_colors * vr_mob_spawner_options * common_tools * newscaster_standard_feeds * Update periodic_news.dm * changeling_fabricated_clothing * semirandom_mob_spawner_decisions * id_card_states * Update syndicate_ids.dm * overlay_cache & gear_distributed_to * more * radio_channels_by_freq * Update global_lists.dm * proper * default_medbay_channels & default_internal_channels default_internal_channels is weird as it has a mapbased proc() but that proc is never called... * valid_ringtones * move this * possible_plants * more * separate these moves xeno2chemlist from a hook to a new global list. * tube_dir_list * valid_bloodreagents & monitor_states * Junk * valid_bloodtypes * breach_burn_descriptors & burn * more!! appliance_available_recipes seems uber cursed, re-look at later * Appliance code is cursed * wide_chassis & flying_chassis * allows_eye_color * all_tooltip_styles * direction_table * gun_choices * severity_to_string * old event_viruses * description_icons * MOVE_KEY_MAPPINGS * more more * pai & robot modules * Update global_lists.dm * GEOSAMPLES Also swaps a .len to LAZYLEN() * shieldgens * reagent recipies * global ammo types * rad collector * old file and unused global * nif_look_messages * FESH * nifsoft * chamelion * the death of sortAtom * globulins * lazylen that * Update global_lists.dm * LAZY * Theese too * quick fix --------- Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
40 lines
1.7 KiB
Plaintext
40 lines
1.7 KiB
Plaintext
/proc/get_station_areas(var/list/area/excluded_areas)
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var/list/area/grand_list_of_areas = list()
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// Assemble areas that all exists (See DM reference if you are confused about loop labels)
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looping_station_areas:
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for(var/parentpath in global.the_station_areas)
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// Check its not excluded
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for(var/excluded_path in excluded_areas)
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if(ispath(parentpath, excluded_path))
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continue looping_station_areas
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// Otherwise add it and all subtypes that exist on the map to our grand list
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for(var/areapath in typesof(parentpath))
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var/area/A = locate(areapath) // Check if it actually exists
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if(istype(A) && (A.z in using_map.player_levels))
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grand_list_of_areas += A
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return grand_list_of_areas
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/** Checks if any living humans are in a given area! */
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/proc/is_area_occupied(var/area/myarea)
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// Testing suggests looping over GLOB.human_mob_list is quicker than looping over area contents
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for(var/mob/living/carbon/human/H in GLOB.human_mob_list)
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if(H.stat >= DEAD) //Conditions for exclusion here, like if disconnected people start blocking it.
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continue
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var/area/A = get_area(H)
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if(A == myarea) //The loc of a turf is the area it is in.
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return 1
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return 0
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// Returns a list of area instances, or a subtypes of them, that are mapped in somewhere.
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// Avoid feeding it `/area`, as it will likely cause a lot of lag as it evaluates every single area coded in.
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/proc/get_all_existing_areas_of_types(list/area_types)
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. = list()
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for(var/area_type in area_types)
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var/list/types = typesof(area_type)
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for(var/T in types)
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// Test for existance.
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var/area/A = locate(T)
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if(!istype(A) || !A.contents.len) // Empty contents list means it's not on the map.
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continue
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. += A
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