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226 lines
6.6 KiB
Plaintext
226 lines
6.6 KiB
Plaintext
// Credits to Nickr5 for the useful procs I've taken from his library resource.
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GLOBAL_VAR_INIT(E, 2.71828183)
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GLOBAL_VAR_INIT(Sqrt2, 1.41421356)
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// List of square roots for the numbers 1-100.
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GLOBAL_LIST_INIT(sqrtTable, list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5,
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5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7,
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7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
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8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10))
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/proc/sign(x)
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return x!=0?x/abs(x):0
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/proc/Atan2(x, y)
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if(!x && !y)
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return 0
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var/a = arccos(x / sqrt(x*x + y*y))
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return y >= 0 ? a : -a
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/proc/Ceiling(x, y=1)
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return -round(-x / y) * y
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/proc/Floor(x, y=1)
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return round(x / y) * y
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#define Clamp(CLVALUE,CLMIN,CLMAX) ( max( (CLMIN), min((CLVALUE), (CLMAX)) ) )
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// cotangent
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/proc/Cot(x)
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return 1 / Tan(x)
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// cosecant
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/proc/Csc(x)
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return 1 / sin(x)
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/proc/Default(a, b)
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return a ? a : b
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// Greatest Common Divisor - Euclid's algorithm
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/proc/Gcd(a, b)
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return b ? Gcd(b, a % b) : a
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/proc/Inverse(x)
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return 1 / x
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/proc/IsAboutEqual(a, b, deviation = 0.1)
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return abs(a - b) <= deviation
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/proc/IsEven(x)
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return x % 2 == 0
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// Returns true if val is from min to max, inclusive.
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/proc/IsInRange(val, min, max)
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return min <= val && val <= max
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/proc/IsInteger(x)
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return round(x) == x
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/proc/IsOdd(x)
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return !IsEven(x)
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/proc/IsMultiple(x, y)
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return x % y == 0
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// Least Common Multiple
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/proc/Lcm(a, b)
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return abs(a) / Gcd(a, b) * abs(b)
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// Performs a linear interpolation between a and b.
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// Note that amount=0 returns a, amount=1 returns b, and
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// amount=0.5 returns the mean of a and b.
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/proc/Lerp(a, b, amount = 0.5)
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return a + (b - a) * amount
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//Calculates the sum of a list of numbers.
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/proc/Sum(var/list/data)
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. = 0
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for(var/val in data)
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.+= val
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//Calculates the mean of a list of numbers.
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/proc/Mean(var/list/data)
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. = Sum(data) / (data.len)
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// Returns the nth root of x.
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/proc/Root(n, x)
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return x ** (1 / n)
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// secant
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/proc/Sec(x)
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return 1 / cos(x)
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// The quadratic formula. Returns a list with the solutions, or an empty list
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// if they are imaginary.
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/proc/SolveQuadratic(a, b, c)
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ASSERT(a)
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. = list()
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var/d = b*b - 4 * a * c
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var/bottom = 2 * a
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if(d < 0)
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return
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var/root = sqrt(d)
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. += (-b + root) / bottom
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if(!d)
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return
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. += (-b - root) / bottom
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// tangent
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/proc/Tan(x)
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return sin(x) / cos(x)
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/proc/ToDegrees(radians)
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// 180 / Pi
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return radians * 57.2957795
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/proc/ToRadians(degrees)
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// Pi / 180
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return degrees * 0.0174532925
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// Will filter out extra rotations and negative rotations
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// E.g: 540 becomes 180. -180 becomes 180.
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/proc/SimplifyDegrees(degrees)
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degrees = degrees % 360
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if(degrees < 0)
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degrees += 360
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return degrees
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// min is inclusive, max is exclusive
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/proc/Wrap(val, min, max)
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var/d = max - min
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var/t = round((val - min) / d)
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return val - (t * d)
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#define NORM_ROT(rot) ((((rot % 360) + (rot - round(rot, 1))) > 0) ? ((rot % 360) + (rot - round(rot, 1))) : (((rot % 360) + (rot - round(rot, 1))) + 360))
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/proc/get_angle_of_incidence(face_angle, angle_in, auto_normalize = TRUE)
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var/angle_in_s = NORM_ROT(angle_in)
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var/face_angle_s = NORM_ROT(face_angle)
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var/incidence = face_angle_s - angle_in_s
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var/incidence_s = incidence
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while(incidence_s < -90)
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incidence_s += 180
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while(incidence_s > 90)
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incidence_s -= 180
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if(auto_normalize)
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return incidence_s
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else
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return incidence
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//A logarithm that converts an integer to a number scaled between 0 and 1 (can be tweaked to be higher).
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//Currently, this is used for hydroponics-produce sprite transforming, but could be useful for other transform functions.
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/proc/TransformUsingVariable(input, inputmaximum, scaling_modifier = 0)
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var/inputToDegrees = (input/inputmaximum)*180 //Converting from a 0 -> 100 scale to a 0 -> 180 scale. The 0 -> 180 scale corresponds to degrees
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var/size_factor = ((-cos(inputToDegrees) +1) /2) //returns a value from 0 to 1
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return size_factor + scaling_modifier //scale mod of 0 results in a number from 0 to 1. A scale modifier of +0.5 returns 0.5 to 1.5
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//to_chat(world, "Transform multiplier of [src] is [size_factor + scaling_modifer]")
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//converts a uniform distributed random number into a normal distributed one
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//since this method produces two random numbers, one is saved for subsequent calls
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//(making the cost negligble for every second call)
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//This will return +/- decimals, situated about mean with standard deviation stddev
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//68% chance that the number is within 1stddev
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//95% chance that the number is within 2stddev
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//98% chance that the number is within 3stddev...etc
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#define ACCURACY 10000
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/proc/gaussian(mean, stddev)
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var/static/gaussian_next
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var/R1;var/R2;var/working
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if(gaussian_next != null)
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R1 = gaussian_next
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gaussian_next = null
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else
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do
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R1 = rand(-ACCURACY,ACCURACY)/ACCURACY
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R2 = rand(-ACCURACY,ACCURACY)/ACCURACY
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working = R1*R1 + R2*R2
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while(working >= 1 || working==0)
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working = sqrt(-2 * log(working) / working)
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R1 *= working
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gaussian_next = R2 * working
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return (mean + stddev * R1)
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#undef ACCURACY
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/proc/mouse_angle_from_client(client/client)
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var/list/mouse_control = params2list(client.mouseParams)
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if(mouse_control["screen-loc"])
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var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
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var/list/screen_loc_X = splittext(screen_loc_params[1],":")
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var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
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var/x = (text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32)
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var/y = (text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32)
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var/screenview = (client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
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var/ox = round(screenview/2) - client.pixel_x //"origin" x
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var/oy = round(screenview/2) - client.pixel_y //"origin" y
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var/angle = NORM_ROT(Atan2(y - oy, x - ox))
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return angle
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/proc/get_turf_in_angle(angle, turf/starting, increments)
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var/pixel_x = 0
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var/pixel_y = 0
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for(var/i in 1 to increments)
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pixel_x += sin(angle)+16*sin(angle)*2
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pixel_y += cos(angle)+16*cos(angle)*2
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var/new_x = starting.x
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var/new_y = starting.y
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while(pixel_x > 16)
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pixel_x -= 32
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new_x++
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while(pixel_x < -16)
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pixel_x += 32
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new_x--
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while(pixel_y > 16)
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pixel_y -= 32
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new_y++
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while(pixel_y < -16)
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pixel_y += 32
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new_y--
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new_x = Clamp(new_x, 0, world.maxx)
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new_y = Clamp(new_y, 0, world.maxy)
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return locate(new_x, new_y, starting.z)
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