/* * A large number of misc global procs. */ //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, 2) textg = num2hex(255 - g, 2) textb = num2hex(255 - b, 2) return text("#[][][]", textr, textg, textb) return /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 /proc/Get_Pixel_Angle(var/y, var/x)//for getting the angle when animating something's pixel_x and pixel_y if(!y) return (x>=0)?90:270 .=arctan(x/y) if(y<0) .+=180 else if(x<0) .+=360 //Returns location. Returns null if no location was found. /proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = FALSE, 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 separate 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) 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) 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) return if(destination.x>world.maxx || destination.x<1) return if(destination.y>world.maxy || destination.y<1) return else return return destination /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 //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, ch, len = length(key) for (i = 7, i <= len, ++i) ch = text2ascii(key, i) if (ch < 48 || ch > 57) return 0 return 1 //Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame() /mob/proc/apply_pref_name(role, client/C) if(!C) C = client var/oldname = real_name var/newname var/loop = 1 var/safety = 0 var/banned = is_banned_from(C.ckey, "Appearance") while(loop && safety < 5) if(C && C.prefs.custom_names[role] && !safety && !banned) newname = C.prefs.custom_names[role] else switch(role) if("human") newname = random_unique_name(gender) if("clown") newname = pick(GLOB.clown_names) if("mime") newname = pick(GLOB.mime_names) if("ai") newname = pick(GLOB.ai_names) else return FALSE for(var/mob/living/M in GLOB.player_list) if(M == src) continue if(!newname || M.real_name == newname) newname = null loop++ // name is already taken so we roll again break loop-- safety++ if(newname) fully_replace_character_name(oldname,newname) return TRUE return FALSE //Picks a string of symbols to display as the law number for hacked or ion laws /proc/ionnum() return "[pick("!","@","#","$","%","^","&")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]" //Returns a list of unslaved cyborgs /proc/active_free_borgs() . = list() for(var/mob/living/silicon/robot/R in GLOB.alive_mob_list) if(R.connected_ai || R.shell) continue if(R.stat == DEAD) continue if(R.emagged || R.scrambledcodes) continue . += R //Returns a list of AI's /proc/active_ais(check_mind=0) . = list() for(var/mob/living/silicon/ai/A in GLOB.alive_mob_list) if(A.stat == DEAD) continue if(A.control_disabled) continue if(check_mind) if(!A.mind) 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_free_borg(mob/user) var/list/borgs = active_free_borgs() if(borgs.len) if(user) . = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in borgs else . = pick(borgs) return . /proc/select_active_ai(mob/user) var/list/ais = active_ais() if(ais.len) if(user) . = input(user,"AI signals detected:", "AI Selection", ais[1]) in ais else . = pick(ais) return . //Returns a list of all items of interest with their name /proc/getpois(mobs_only=0,skip_mindless=0) var/list/mobs = sortmobs() var/list/namecounts = list() var/list/pois = list() for(var/mob/M in mobs) if(skip_mindless && (!M.mind && !M.ckey)) if(!isbot(M) && !iscameramob(M) && !ismegafauna(M)) continue if(M.client && M.client.holder && M.client.holder.fakekey) //stealthmins continue var/name = avoid_assoc_duplicate_keys(M.name, namecounts) if(M.real_name && M.real_name != M.name) name += " \[[M.real_name]\]" if(M.stat == DEAD) if(isobserver(M)) name += " \[ghost\]" else name += " \[dead\]" pois[name] = M if(!mobs_only) for(var/atom/A in GLOB.poi_list) if(!A || !A.loc) continue pois[avoid_assoc_duplicate_keys(A.name, namecounts)] = A return pois //Orders mobs by type then by name /proc/sortmobs() var/list/moblist = list() var/list/sortmob = sortNames(GLOB.mob_list) for(var/mob/living/silicon/ai/M in sortmob) moblist.Add(M) for(var/mob/camera/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/brain/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/alien/M in sortmob) moblist.Add(M) for(var/mob/dead/observer/M in sortmob) moblist.Add(M) for(var/mob/dead/new_player/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/monkey/M in sortmob) moblist.Add(M) for(var/mob/living/simple_animal/slime/M in sortmob) moblist.Add(M) for(var/mob/living/simple_animal/M in sortmob) moblist.Add(M) for(var/mob/living/carbon/true_devil/M in sortmob) moblist.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" // Format an energy value in J, kJ, MJ, or GJ. 1W = 1J/s. /proc/DisplayEnergy(units) // APCs process every (SSmachines.wait * 0.1) seconds, and turn 1 W of // excess power into GLOB.CELLRATE energy units when charging cells. // With the current configuration of wait=20 and CELLRATE=0.002, this // means that one unit is 1 kJ. units *= SSmachines.wait * 0.1 / GLOB.CELLRATE if (units < 1000) // Less than a kJ return "[round(units, 0.1)] J" else if (units < 1000000) // Less than a MJ return "[round(units * 0.001, 0.01)] kJ" else if (units < 1000000000) // Less than a GJ return "[round(units * 0.000001, 0.001)] MJ" return "[round(units * 0.000000001, 0.0001)] GJ" /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 //Returns the atom sitting on the turf. //For example, using this on a disk, which is in a bag, on a mob, will return the mob because it's on the turf. //Optional arg 'type' to stop once it reaches a specific type instead of a turf. /proc/get_atom_on_turf(atom/movable/M, stop_type) var/atom/loc = M while(loc && loc.loc && !isturf(loc.loc)) loc = loc.loc if(stop_type && istype(loc, stop_type)) break return loc // returns the turf located at the map edge in the specified direction relative to A // used for mass driver /proc/get_edge_target_turf(atom/A, 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 var/x = A.x var/y = A.y if(direction & NORTH) y = world.maxy else if(direction & SOUTH) //you should not have both NORTH and SOUTH in the provided direction y = 1 if(direction & EAST) x = world.maxx else if(direction & WEST) x = 1 if(direction in GLOB.diagonals) //let's make sure it's accurately-placed for diagonals var/lowest_distance_to_map_edge = min(abs(x - A.x), abs(y - A.y)) return get_ranged_target_turf(A, direction, lowest_distance_to_map_edge) return locate(x,y,A.z) // 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(atom/A, direction, range) var/x = A.x var/y = A.y if(direction & NORTH) y = min(world.maxy, y + range) else if(direction & SOUTH) y = max(1, y - range) if(direction & EAST) x = min(world.maxx, x + range) else if(direction & WEST) //if you have both EAST and WEST in the provided direction, then you're gonna have issues 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(atom/A, dx, 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) /proc/arctan(x) var/y=arcsin(x/sqrt(1+x*x)) return y /* Gets all contents of contents and returns them all in a list. */ /atom/proc/GetAllContents(var/T) var/list/processing_list = list(src) var/list/assembled = list() if(T) while(processing_list.len) var/atom/A = processing_list[1] processing_list.Cut(1, 2) //Byond does not allow things to be in multiple contents, or double parent-child hierarchies, so only += is needed //This is also why we don't need to check against assembled as we go along processing_list += A.contents if(istype(A,T)) assembled += A else while(processing_list.len) var/atom/A = processing_list[1] processing_list.Cut(1, 2) processing_list += A.contents assembled += A return assembled /atom/proc/GetAllContentsIgnoring(list/ignore_typecache) if(!length(ignore_typecache)) return GetAllContents() var/list/processing = list(src) var/list/assembled = list() while(processing.len) var/atom/A = processing[1] processing.Cut(1,2) if(!ignore_typecache[A.type]) processing += A.contents assembled += A return assembled //Step-towards method of determining whether one atom can see another. Similar to viewers() /proc/can_see(atom/source, atom/target, length=5) // I couldnt 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 = 1 if(current != target_turf) current = get_step_towards(current, target_turf) while(current != target_turf) if(steps > length) return 0 if(current.opacity) return 0 for(var/thing in current) var/atom/A = thing if(A.opacity) return 0 current = get_step_towards(current, target_turf) steps++ return 1 /proc/is_blocked_turf(turf/T, exclude_mobs) if(T.density) return 1 for(var/i in T) var/atom/A = i if(A.density && (!exclude_mobs || !ismob(A))) return 1 return 0 /proc/is_anchored_dense_turf(turf/T) //like the older version of the above, fails only if also anchored if(T.density) return 1 for(var/i in T) var/atom/movable/A = i if(A.density && A.anchored) return 1 return 0 /proc/get_step_towards2(atom/ref , 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(datum/A, varname) if(A.vars.Find(lowertext(varname))) return 1 else return 0 //Repopulates sortedAreas list /proc/repopulate_sorted_areas() GLOB.sortedAreas = list() for(var/area/A in world) GLOB.sortedAreas.Add(A) sortTim(GLOB.sortedAreas, /proc/cmp_name_asc) /area/proc/addSorted() GLOB.sortedAreas.Add(src) sortTim(GLOB.sortedAreas, /proc/cmp_name_asc) //Takes: Area type as a text string from a variable. //Returns: Instance for the area in the world. /proc/get_area_instance_from_text(areatext) if(istext(areatext)) areatext = text2path(areatext) return GLOB.areas_by_type[areatext] //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(areatype, subtypes=TRUE) if(istext(areatype)) areatype = text2path(areatype) else if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type else if(!ispath(areatype)) return null var/list/areas = list() if(subtypes) var/list/cache = typecacheof(areatype) for(var/V in GLOB.sortedAreas) var/area/A = V if(cache[A.type]) areas += V else for(var/V in GLOB.sortedAreas) var/area/A = V if(A.type == areatype) areas += V 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(areatype, target_z = 0, subtypes=FALSE) if(istext(areatype)) areatype = text2path(areatype) else if(isarea(areatype)) var/area/areatemp = areatype areatype = areatemp.type else if(!ispath(areatype)) return null var/list/turfs = list() if(subtypes) var/list/cache = typecacheof(areatype) for(var/V in GLOB.sortedAreas) var/area/A = V if(!cache[A.type]) continue for(var/turf/T in A) if(target_z == 0 || target_z == T.z) turfs += T else for(var/V in GLOB.sortedAreas) var/area/A = V if(A.type != areatype) continue for(var/turf/T in A) if(target_z == 0 || target_z == T.z) turfs += T return turfs /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/parse_zone(zone) if(zone == BODY_ZONE_PRECISE_R_HAND) return "right hand" else if (zone == BODY_ZONE_PRECISE_L_HAND) return "left hand" else if (zone == BODY_ZONE_L_ARM) return "left arm" else if (zone == BODY_ZONE_R_ARM) return "right arm" else if (zone == BODY_ZONE_L_LEG) return "left leg" else if (zone == BODY_ZONE_R_LEG) return "right leg" else if (zone == BODY_ZONE_PRECISE_L_FOOT) return "left foot" else if (zone == BODY_ZONE_PRECISE_R_FOOT) return "right foot" else return zone /* Gets the turf this atom's *ICON* appears to inhabit It takes into account: * Pixel_x/y * Matrix x/y NOTE: if your atom has non-standard bounds then this proc will handle it, but: * if the bounds are even, then there are an even amount of "middle" turfs, the one to the EAST, NORTH, or BOTH is picked (this may seem bad, but you're atleast as close to the center of the atom as possible, better than byond's default loc being all the way off) * if the bounds are odd, the true middle turf of the atom is returned */ /proc/get_turf_pixel(atom/AM) if(!istype(AM)) return //Find AM's matrix so we can use it's X/Y pixel shifts var/matrix/M = matrix(AM.transform) var/pixel_x_offset = AM.pixel_x + M.get_x_shift() var/pixel_y_offset = AM.pixel_y + M.get_y_shift() //Irregular objects var/icon/AMicon = icon(AM.icon, AM.icon_state) var/AMiconheight = AMicon.Height() var/AMiconwidth = AMicon.Width() if(AMiconheight != world.icon_size || AMiconwidth != world.icon_size) pixel_x_offset += ((AMiconwidth/world.icon_size)-1)*(world.icon_size*0.5) pixel_y_offset += ((AMiconheight/world.icon_size)-1)*(world.icon_size*0.5) //DY and DX var/rough_x = round(round(pixel_x_offset,world.icon_size)/world.icon_size) var/rough_y = round(round(pixel_y_offset,world.icon_size)/world.icon_size) //Find coordinates var/turf/T = get_turf(AM) //use AM's turfs, as it's coords are the same as AM's AND AM's coords are lost if it is inside another atom if(!T) return null var/final_x = T.x + rough_x var/final_y = T.y + rough_y if(final_x || final_y) return locate(final_x, final_y, T.z) //Finds the distance between two atoms, in pixels //centered = FALSE counts from turf edge to edge //centered = TRUE counts from turf center to turf center //of course mathematically this is just adding world.icon_size on again /proc/getPixelDistance(atom/A, atom/B, centered = TRUE) if(!istype(A)||!istype(B)) return 0 . = bounds_dist(A, B) + sqrt((((A.pixel_x+B.pixel_x)**2) + ((A.pixel_y+B.pixel_y)**2))) if(centered) . += world.icon_size /proc/get(atom/loc, type) while(loc) if(istype(loc, type)) return loc loc = loc.loc return null //For objects that should embed, but make no sense being is_sharp or is_pointed() //e.g: rods GLOBAL_LIST_INIT(can_embed_types, typecacheof(list( /obj/item/stack/rods, /obj/item/pipe))) /proc/can_embed(obj/item/W) if(W.is_sharp()) return 1 if(is_pointed(W)) return 1 if(is_type_in_typecache(W, GLOB.can_embed_types)) return 1 /* Checks if that loc and dir has an item on the wall */ GLOBAL_LIST_INIT(WALLITEMS, typecacheof(list( /obj/machinery/power/apc, /obj/machinery/airalarm, /obj/item/radio/intercom, /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, /obj/machinery/computer/security/telescreen, /obj/machinery/embedded_controller/radio/simple_vent_controller, /obj/item/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, /obj/structure/sign/picture_frame ))) GLOBAL_LIST_INIT(WALLITEMS_EXTERNAL, typecacheof(list( /obj/machinery/camera, /obj/structure/camera_assembly, /obj/structure/light_construct, /obj/machinery/light))) GLOBAL_LIST_INIT(WALLITEMS_INVERSE, typecacheof(list( /obj/structure/light_construct, /obj/machinery/light))) /proc/gotwallitem(loc, dir, var/check_external = 0) var/locdir = get_step(loc, dir) for(var/obj/O in loc) if(is_type_in_typecache(O, GLOB.WALLITEMS) && check_external != 2) //Direction works sometimes if(is_type_in_typecache(O, GLOB.WALLITEMS_INVERSE)) if(O.dir == turn(dir, 180)) return 1 else if(O.dir == dir) return 1 //Some stuff doesn't use dir properly, so we need to check pixel instead //That's exactly what get_turf_pixel() does if(get_turf_pixel(O) == locdir) return 1 if(is_type_in_typecache(O, GLOB.WALLITEMS_EXTERNAL) && check_external) if(is_type_in_typecache(O, GLOB.WALLITEMS_INVERSE)) if(O.dir == turn(dir, 180)) return 1 else if(O.dir == dir) return 1 //Some stuff is placed directly on the wallturf (signs) for(var/obj/O in locdir) if(is_type_in_typecache(O, GLOB.WALLITEMS) && check_external != 2) if(O.pixel_x == 0 && O.pixel_y == 0) return 1 return 0 /proc/format_text(text) return replacetext(replacetext(text,"\proper ",""),"\improper ","") /proc/check_target_facings(mob/living/initator, mob/living/target) /*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head. Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time That said, this proc should not be used if the change facing proc of the click code is overridden at the same time*/ if(!ismob(target) || !(target.mobility_flags & MOBILITY_STAND)) //Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side return FALSE if(initator.dir == target.dir) //mobs are facing the same direction return FACING_SAME_DIR if(is_A_facing_B(initator,target) && is_A_facing_B(target,initator)) //mobs are facing each other return FACING_EACHOTHER if(initator.dir + 2 == target.dir || initator.dir - 2 == target.dir || initator.dir + 6 == target.dir || initator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st return FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR /proc/random_step(atom/movable/AM, steps, chance) var/initial_chance = chance while(steps > 0) if(prob(chance)) step(AM, pick(GLOB.alldirs)) chance = max(chance - (initial_chance / steps), 0) steps-- /proc/living_player_count() var/living_player_count = 0 for(var/mob in GLOB.player_list) if(mob in GLOB.alive_mob_list) living_player_count += 1 return living_player_count /proc/randomColor(mode = 0) //if 1 it doesn't pick white, black or gray switch(mode) if(0) return pick("white","black","gray","red","green","blue","brown","yellow","orange","darkred", "crimson","lime","darkgreen","cyan","navy","teal","purple","indigo") if(1) return pick("red","green","blue","brown","yellow","orange","darkred","crimson", "lime","darkgreen","cyan","navy","teal","purple","indigo") else return "white" /proc/params2turf(scr_loc, turf/origin, client/C) if(!scr_loc) return null var/tX = splittext(scr_loc, ",") var/tY = splittext(tX[2], ":") var/tZ = origin.z tY = tY[1] tX = splittext(tX[1], ":") tX = tX[1] var/list/actual_view = getviewsize(C ? C.view : world.view) tX = CLAMP(origin.x + text2num(tX) - round(actual_view[1] / 2) - 1, 1, world.maxx) tY = CLAMP(origin.y + text2num(tY) - round(actual_view[2] / 2) - 1, 1, world.maxy) return locate(tX, tY, tZ) /proc/screen_loc2turf(text, turf/origin, client/C) if(!text) return null var/tZ = splittext(text, ",") var/tX = splittext(tZ[1], "-") var/tY = text2num(tX[2]) tX = splittext(tZ[2], "-") tX = text2num(tX[2]) tZ = origin.z var/list/actual_view = getviewsize(C ? C.view : world.view) tX = CLAMP(origin.x + round(actual_view[1] / 2) - tX, 1, world.maxx) tY = CLAMP(origin.y + round(actual_view[2] / 2) - tY, 1, world.maxy) return locate(tX, tY, tZ) /proc/IsValidSrc(datum/D) if(istype(D)) return !QDELETED(D) return 0 //Compare A's dir, the clockwise dir of A and the anticlockwise dir of A //To the opposite dir of the dir returned by get_dir(B,A) //If one of them is a match, then A is facing B /proc/is_A_facing_B(atom/A,atom/B) if(!istype(A) || !istype(B)) return FALSE if(isliving(A)) var/mob/living/LA = A if(!(LA.mobility_flags & MOBILITY_STAND)) return FALSE var/goal_dir = get_dir(A,B) var/clockwise_A_dir = turn(A.dir, -45) var/anticlockwise_A_dir = turn(A.dir, 45) if(A.dir == goal_dir || clockwise_A_dir == goal_dir || anticlockwise_A_dir == goal_dir) return TRUE return FALSE /* rough example of the "cone" made by the 3 dirs checked B \ \ > < \ \ B --><-- A / / < > / / B */ //Center's an image. //Requires: //The Image //The x dimension of the icon file used in the image //The y dimension of the icon file used in the image // eg: center_image(I, 32,32) // eg2: center_image(I, 96,96) /proc/center_image(var/image/I, x_dimension = 0, y_dimension = 0) if(!I) return if(!x_dimension || !y_dimension) return if((x_dimension == world.icon_size) && (y_dimension == world.icon_size)) return I //Offset the image so that it's bottom left corner is shifted this many pixels //This makes it infinitely easier to draw larger inhands/images larger than world.iconsize //but still use them in game var/x_offset = -((x_dimension/world.icon_size)-1)*(world.icon_size*0.5) var/y_offset = -((y_dimension/world.icon_size)-1)*(world.icon_size*0.5) //Correct values under world.icon_size if(x_dimension < world.icon_size) x_offset *= -1 if(y_dimension < world.icon_size) y_offset *= -1 I.pixel_x = x_offset I.pixel_y = y_offset return I //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 //similar function to range(), but with no limitations on the distance; will search spiralling outwards from the center /proc/spiral_range(dist=0, center=usr, orange=0) if(!dist) if(!orange) return list(center) else return list() var/turf/t_center = get_turf(center) if(!t_center) return list() var/list/L = list() var/turf/T var/y var/x var/c_dist = 1 if(!orange) L += t_center L += t_center.contents while( c_dist <= dist ) y = t_center.y + c_dist x = t_center.x - c_dist + 1 for(x in x to t_center.x+c_dist) T = locate(x,y,t_center.z) if(T) L += T L += T.contents y = t_center.y + c_dist - 1 x = t_center.x + c_dist for(y in t_center.y-c_dist to y) T = locate(x,y,t_center.z) if(T) L += T L += T.contents y = t_center.y - c_dist x = t_center.x + c_dist - 1 for(x in t_center.x-c_dist to x) T = locate(x,y,t_center.z) if(T) L += T L += T.contents y = t_center.y - c_dist + 1 x = t_center.x - c_dist for(y in y to t_center.y+c_dist) T = locate(x,y,t_center.z) if(T) L += T L += T.contents c_dist++ return L //similar function to RANGE_TURFS(), but will search spiralling outwards from the center (like the above, but only turfs) /proc/spiral_range_turfs(dist=0, center=usr, orange=0, list/outlist = list(), tick_checked) outlist.Cut() if(!dist) outlist += center return outlist var/turf/t_center = get_turf(center) if(!t_center) return outlist var/list/L = outlist var/turf/T var/y var/x var/c_dist = 1 if(!orange) L += t_center while( c_dist <= dist ) y = t_center.y + c_dist x = t_center.x - c_dist + 1 for(x in x to t_center.x+c_dist) T = locate(x,y,t_center.z) if(T) L += T y = t_center.y + c_dist - 1 x = t_center.x + c_dist for(y in t_center.y-c_dist to y) T = locate(x,y,t_center.z) if(T) L += T y = t_center.y - c_dist x = t_center.x + c_dist - 1 for(x in t_center.x-c_dist to x) T = locate(x,y,t_center.z) if(T) L += T y = t_center.y - c_dist + 1 x = t_center.x - c_dist for(y in y to t_center.y+c_dist) T = locate(x,y,t_center.z) if(T) L += T c_dist++ if(tick_checked) CHECK_TICK return L /atom/proc/contains(var/atom/A) if(!A) return 0 for(var/atom/location = A.loc, location, location = location.loc) if(location == src) return 1 /proc/flick_overlay_static(O, atom/A, duration) set waitfor = 0 if(!A || !O) return A.add_overlay(O) sleep(duration) A.cut_overlay(O) /proc/get_random_station_turf() return safepick(get_area_turfs(pick(GLOB.the_station_areas))) /proc/get_closest_atom(type, list, source) var/closest_atom var/closest_distance for(var/A in list) if(!istype(A, type)) continue var/distance = get_dist(source, A) if(!closest_atom) closest_distance = distance closest_atom = A else if(closest_distance > distance) closest_distance = distance closest_atom = A return closest_atom 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 //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) GLOBAL_REAL_VAR(list/stack_trace_storage) /proc/gib_stack_trace() stack_trace_storage = list() stack_trace() stack_trace_storage.Cut(1, min(3,stack_trace_storage.len)) . = stack_trace_storage stack_trace_storage = null //Key thing that stops lag. Cornerstone of performance in ss13, Just sitting here, in unsorted.dm. //Increases delay as the server gets more overloaded, //as sleeps aren't cheap and sleeping only to wake up and sleep again is wasteful #define DELTA_CALC max(((max(TICK_USAGE, world.cpu) / 100) * max(Master.sleep_delta-1,1)), 1) //returns the number of ticks slept /proc/stoplag(initial_delay) if (!Master || !(Master.current_runlevel & RUNLEVELS_DEFAULT)) sleep(world.tick_lag) return 1 if (!initial_delay) initial_delay = world.tick_lag . = 0 var/i = DS2TICKS(initial_delay) do . += CEILING(i*DELTA_CALC, 1) sleep(i*world.tick_lag*DELTA_CALC) i *= 2 while (TICK_USAGE > min(TICK_LIMIT_TO_RUN, Master.current_ticklimit)) #undef DELTA_CALC /proc/flash_color(mob_or_client, flash_color="#960000", flash_time=20) var/client/C if(ismob(mob_or_client)) var/mob/M = mob_or_client if(M.client) C = M.client else return else if(istype(mob_or_client, /client)) C = mob_or_client if(!istype(C)) return var/animate_color = C.color C.color = flash_color animate(C, color = animate_color, time = flash_time) #define RANDOM_COLOUR (rgb(rand(0,255),rand(0,255),rand(0,255))) /proc/random_nukecode() var/val = rand(0, 99999) var/str = "[val]" while(length(str) < 5) str = "0" + str . = str /atom/proc/Shake(pixelshiftx = 15, pixelshifty = 15, duration = 250) var/initialpixelx = pixel_x var/initialpixely = pixel_y var/shiftx = rand(-pixelshiftx,pixelshiftx) var/shifty = rand(-pixelshifty,pixelshifty) animate(src, pixel_x = pixel_x + shiftx, pixel_y = pixel_y + shifty, time = 0.2, loop = duration) pixel_x = initialpixelx pixel_y = initialpixely /proc/weightclass2text(var/w_class) switch(w_class) if(WEIGHT_CLASS_TINY) . = "tiny" if(WEIGHT_CLASS_SMALL) . = "small" if(WEIGHT_CLASS_NORMAL) . = "normal-sized" if(WEIGHT_CLASS_BULKY) . = "bulky" if(WEIGHT_CLASS_HUGE) . = "huge" if(WEIGHT_CLASS_GIGANTIC) . = "gigantic" else . = "" GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new) //Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant). /proc/dview(var/range = world.view, var/center, var/invis_flags = 0) if(!center) return GLOB.dview_mob.loc = center GLOB.dview_mob.see_invisible = invis_flags . = view(range, GLOB.dview_mob) GLOB.dview_mob.loc = null /mob/dview name = "INTERNAL DVIEW MOB" invisibility = 101 density = FALSE see_in_dark = 1e6 move_resist = INFINITY var/ready_to_die = FALSE /mob/dview/Initialize() //Properly prevents this mob from gaining huds or joining any global lists return INITIALIZE_HINT_NORMAL /mob/dview/Destroy(force = FALSE) if(!ready_to_die) stack_trace("ALRIGHT WHICH FUCKER TRIED TO DELETE *MY* DVIEW?") if (!force) return QDEL_HINT_LETMELIVE log_world("EVACUATE THE SHITCODE IS TRYING TO STEAL MUH JOBS") GLOB.dview_mob = new return ..() #define FOR_DVIEW(type, range, center, invis_flags) \ GLOB.dview_mob.loc = center; \ GLOB.dview_mob.see_invisible = invis_flags; \ for(type in view(range, GLOB.dview_mob)) #define FOR_DVIEW_END GLOB.dview_mob.loc = null //can a window be here, or is there a window blocking it? /proc/valid_window_location(turf/T, dir_to_check) if(!T) return FALSE for(var/obj/O in T) if(istype(O, /obj/machinery/door/window) && (O.dir == dir_to_check || dir_to_check == FULLTILE_WINDOW_DIR)) return FALSE if(istype(O, /obj/structure/windoor_assembly)) var/obj/structure/windoor_assembly/W = O if(W.ini_dir == dir_to_check || dir_to_check == FULLTILE_WINDOW_DIR) return FALSE if(istype(O, /obj/structure/window)) var/obj/structure/window/W = O if(W.ini_dir == dir_to_check || W.ini_dir == FULLTILE_WINDOW_DIR || dir_to_check == FULLTILE_WINDOW_DIR) return FALSE return TRUE #define UNTIL(X) while(!(X)) stoplag() /proc/pass() return /proc/get_mob_or_brainmob(occupant) var/mob/living/mob_occupant if(isliving(occupant)) mob_occupant = occupant else if(isbodypart(occupant)) var/obj/item/bodypart/head/head = occupant mob_occupant = head.brainmob else if(isorgan(occupant)) var/obj/item/organ/brain/brain = occupant mob_occupant = brain.brainmob return mob_occupant //counts the number of bits in Byond's 16-bit width field //in constant time and memory! /proc/BitCount(bitfield) var/temp = bitfield - ((bitfield>>1)&46811) - ((bitfield>>2)&37449) //0133333 and 0111111 respectively temp = ((temp + (temp>>3))&29127) % 63 //070707 return temp //same as do_mob except for movables and it allows both to drift and doesn't draw progressbar /proc/do_atom(atom/movable/user , atom/movable/target, time = 30, uninterruptible = 0,datum/callback/extra_checks = null) if(!user || !target) return TRUE var/user_loc = user.loc var/drifting = FALSE if(!user.Process_Spacemove(0) && user.inertia_dir) drifting = TRUE var/target_drifting = FALSE if(!target.Process_Spacemove(0) && target.inertia_dir) target_drifting = TRUE var/target_loc = target.loc var/endtime = world.time+time . = TRUE while (world.time < endtime) stoplag(1) if(QDELETED(user) || QDELETED(target)) . = 0 break if(uninterruptible) continue if(drifting && !user.inertia_dir) drifting = FALSE user_loc = user.loc if(target_drifting && !target.inertia_dir) target_drifting = FALSE target_loc = target.loc if((!drifting && user.loc != user_loc) || (!target_drifting && target.loc != target_loc) || (extra_checks && !extra_checks.Invoke())) . = FALSE break //returns a GUID like identifier (using a mostly made up record format) //guids are not on their own suitable for access or security tokens, as most of their bits are predictable. // (But may make a nice salt to one) /proc/GUID() var/const/GUID_VERSION = "b" var/const/GUID_VARIANT = "d" var/node_id = copytext(md5("[rand()*rand(1,9999999)][world.name][world.hub][world.hub_password][world.internet_address][world.address][world.contents.len][world.status][world.port][rand()*rand(1,9999999)]"), 1, 13) var/time_high = "[num2hex(text2num(time2text(world.realtime,"YYYY")), 2)][num2hex(world.realtime, 6)]" var/time_mid = num2hex(world.timeofday, 4) var/time_low = num2hex(world.time, 3) var/time_clock = num2hex(TICK_DELTA_TO_MS(world.tick_usage), 3) return "{[time_high]-[time_mid]-[GUID_VERSION][time_low]-[GUID_VARIANT][time_clock]-[node_id]}" // \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) stack_trace("A ref was requested of an object with DF_USE_TAG set but no tag: [thing]") thing.datum_flags &= ~DF_USE_TAG else return "\[[url_encode(thing.tag)]\]" return "\ref[input]" // Makes a call in the context of a different usr // Use sparingly /world/proc/PushUsr(mob/M, datum/callback/CB, ...) var/temp = usr usr = M if (length(args) > 2) . = CB.Invoke(arglist(args.Copy(3))) else . = CB.Invoke() usr = temp //Returns a list of all servants of Ratvar and observers. /proc/servants_and_ghosts() . = list() for(var/V in GLOB.player_list) if(is_servant_of_ratvar(V) || isobserver(V)) . += V //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) /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 if(IsAdminAdvancedProcCall()) D.vv_edit_var(var_name, var_value) //same result generally, unless badmemes else D.vars[var_name] = var_value /proc/get_random_food() var/list/blocked = list(/obj/item/reagent_containers/food/snacks/store/bread, /obj/item/reagent_containers/food/snacks/breadslice, /obj/item/reagent_containers/food/snacks/store/cake, /obj/item/reagent_containers/food/snacks/cakeslice, /obj/item/reagent_containers/food/snacks/store, /obj/item/reagent_containers/food/snacks/pie, /obj/item/reagent_containers/food/snacks/kebab, /obj/item/reagent_containers/food/snacks/pizza, /obj/item/reagent_containers/food/snacks/pizzaslice, /obj/item/reagent_containers/food/snacks/salad, /obj/item/reagent_containers/food/snacks/meat, /obj/item/reagent_containers/food/snacks/meat/slab, /obj/item/reagent_containers/food/snacks/soup, /obj/item/reagent_containers/food/snacks/grown, /obj/item/reagent_containers/food/snacks/grown/mushroom, /obj/item/reagent_containers/food/snacks/grown/nettle, // base type /obj/item/reagent_containers/food/snacks/deepfryholder, /obj/item/reagent_containers/food/snacks/clothing ) blocked |= typesof(/obj/item/reagent_containers/food/snacks/customizable) return pick(subtypesof(/obj/item/reagent_containers/food/snacks) - blocked) /proc/get_random_drink() var/list/blocked = list(/obj/item/reagent_containers/food/drinks/soda_cans, /obj/item/reagent_containers/food/drinks/bottle ) return pick(subtypesof(/obj/item/reagent_containers/food/drinks) - blocked) //For these two procs refs MUST be ref = TRUE format like typecaches! /proc/weakref_filter_list(list/things, list/refs) if(!islist(things) || !islist(refs)) return if(!refs.len) return things if(things.len > refs.len) var/list/f = list() for(var/i in refs) var/datum/weakref/r = i var/datum/d = r.resolve() if(d) f |= d return things & f else . = list() for(var/i in things) if(!refs[WEAKREF(i)]) continue . |= i /proc/weakref_filter_list_reverse(list/things, list/refs) if(!islist(things) || !islist(refs)) return if(!refs.len) return things if(things.len > refs.len) var/list/f = list() for(var/i in refs) var/datum/weakref/r = i var/datum/d = r.resolve() if(d) f |= d return things - f else . = list() for(var/i in things) if(refs[WEAKREF(i)]) continue . |= i /proc/special_list_filter(list/L, datum/callback/condition) if(!islist(L) || !length(L) || !istype(condition)) return list() . = list() for(var/i in L) if(condition.Invoke(i)) . |= i /proc/generate_items_inside(list/items_list,var/where_to) for(var/each_item in items_list) for(var/i in 1 to items_list[each_item]) new each_item(where_to) //sends a message to chat //config_setting should be one of the following //null - noop //empty string - use TgsTargetBroadcast with admin_only = FALSE //other string - use TgsChatBroadcast with the tag that matches config_setting, only works with TGS4, if using TGS3 the above method is used /proc/send2chat(message, config_setting) if(config_setting == null || !world.TgsAvailable()) return var/datum/tgs_version/version = world.TgsVersion() if(config_setting == "" || version.suite == 3) world.TgsTargetedChatBroadcast(message, FALSE) return var/list/channels_to_use = list() for(var/I in world.TgsChatChannelInfo()) var/datum/tgs_chat_channel/channel = I if(channel.tag == config_setting) channels_to_use += channel if(channels_to_use.len) world.TgsChatBroadcast()