Files
Yogstation/code/__HELPERS/unsorted.dm
MrPerson 3f70f880ac Move some stuff from different layers to different planes
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).

Also created a file to contain plane and layer defines for hopeful eventual use.

Hopefully this doesn't change anything now but does enable some nifty new features in the future.
2016-04-24 04:03:41 -07:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/*
* 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
//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)
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;j++)//It'll take dxabs steps to get there
y+=dyabs
if(y>=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;j++)
x+=dxabs
if(x>=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/rename_self(role)
var/oldname = real_name
var/newname
var/loop = 1
var/safety = 0
while(loop && safety < 5)
if(client && client.prefs.custom_names[role] && !safety)
newname = client.prefs.custom_names[role]
else
switch(role)
if("clown")
newname = pick(clown_names)
if("mime")
newname = pick(mime_names)
if("ai")
newname = pick(ai_names)
if("deity")
newname = pick(clown_names|ai_names|mime_names) //pick any old name
else
return
for(var/mob/living/M in 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)
//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 living_mob_list)
if(R.connected_ai)
continue
if(R.stat == DEAD)
continue
if(R.emagged || R.scrambledcodes || R.syndicate)
continue
. += R
//Returns a list of AI's
/proc/active_ais(check_mind=0)
. = list()
for(var/mob/living/silicon/ai/A in living_mob_list)
if(A.stat == DEAD)
continue
if(A.control_disabled == 1)
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/names = list()
var/list/pois = list()
var/list/namecounts = list()
for(var/mob/M in mobs)
if(skip_mindless && (!M.mind && !M.ckey))
if(!isbot(M) && !istype(M, /mob/camera/))
continue
if(M.client && M.client.holder && M.client.holder.fakekey) //stealthmins
continue
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/dead/observer/))
name += " \[ghost\]"
else
name += " \[dead\]"
pois[name] = M
if(!mobs_only)
for(var/atom/A in poi_list)
if(!A || !A.loc)
continue
var/name = A.name
if (names.Find(name))
namecounts[name]++
name = "[name] ([namecounts[name]])"
else
names.Add(name)
namecounts[name] = 1
pois[name] = A
return pois
//Orders mobs by type then by name
/proc/sortmobs()
var/list/moblist = list()
var/list/sortmob = sortNames(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/carbon/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/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/silicon/hivebot/M in world)
// mob_list.Add(M)
// for(var/mob/living/silicon/hive_mainframe/M in world)
// mob_list.Add(M)
return moblist
//E = MC^2
/proc/convert2energy(M)
var/E = M*(SPEED_OF_LIGHT_SQ)
return E
//M = E/C^2
/proc/convert2mass(E)
var/M = E/(SPEED_OF_LIGHT_SQ)
return M
/proc/key_name(whom, include_link = null, include_name = 1)
var/mob/M
var/client/C
var/key
var/ckey
if(!whom)
return "*null*"
if(istype(whom, /client))
C = whom
M = C.mob
key = C.key
ckey = C.ckey
else if(ismob(whom))
M = whom
C = M.client
key = M.key
ckey = M.ckey
else if(istext(whom))
key = whom
ckey = ckey(whom)
C = directory[ckey]
if(C)
M = C.mob
else
return "*invalid*"
. = ""
if(!ckey)
include_link = 0
if(key)
if(C && C.holder && C.holder.fakekey && !include_name)
if(include_link)
. += "<a href='?priv_msg=[C.findStealthKey()]'>"
. += "Administrator"
else
if(include_link)
. += "<a href='?priv_msg=[ckey]'>"
. += key
if(!C)
. += "\[DC\]"
if(include_link)
. += "</a>"
else
. += "*no key*"
if(include_name && M)
if(M.real_name)
. += "/([M.real_name])"
else if(M.name)
. += "/([M.name])"
return .
/proc/key_name_admin(whom, include_name = 1)
return key_name(whom, 1, include_name)
/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.
/proc/get_atom_on_turf(atom/movable/M)
var/atom/loc = M
while(loc && loc.loc && !istype(loc.loc, /turf/))
loc = loc.loc
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
// 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(atom/A, direction, 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(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
/proc/anim(turf/location, atom/movable/target, a_icon, a_icon_state as text, flick_anim as text, sleeptime = 0, direction as num)
//This proc throws up either an icon or an animation for a specified amount of time.
//The variables should be apparent enough.
var/atom/movable/overlay/animation = new(location)
if(direction)
animation.dir = direction
animation.icon = a_icon
animation.layer = target.layer+1
animation.plane = target.plane
if(a_icon_state)
animation.icon_state = a_icon_state
else
animation.icon_state = "blank"
animation.master = target
flick(flick_anim, animation)
sleep(max(sleeptime, 15))
qdel(animation)
/atom/proc/GetAllContents()
var/list/processing_list = list(src)
var/list/assembled = list()
while(processing_list.len)
var/atom/A = processing_list[1]
processing_list -= A
for(var/atom/a in A)
if(!(a in assembled))
processing_list |= a
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/atom/A in current)
if(A.opacity)
return 0
current = get_step_towards(current, target_turf)
steps++
return 1
/proc/is_blocked_turf(turf/T)
if(T.density)
return 1
for(var/i in T)
var/atom/A = i
if(A.density)
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/SortAreas()
sortedAreas = list()
for(var/area/A in world)
sortedAreas.Add(A)
sortTim(sortedAreas, /proc/cmp_name_asc)
/area/proc/addSorted()
sortedAreas.Add(src)
sortTim(sortedAreas, /proc/cmp_name_asc)
//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)
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 world)
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(areatype, target_z = 0)
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 world)
if(istype(N, areatype))
for(var/turf/T in N)
if(target_z == 0 || target_z == T.z)
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(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 world)
if(istype(N, areatype))
for(var/atom/A in N)
atoms += A
return atoms
/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 == "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
return zone
//Gets the turf this atom inhabits
/proc/get_turf(atom/A)
if (!istype(A))
return
for(A, A && !isturf(A), A=A.loc); //semicolon is for the empty statement
return A
/*
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/movable/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
if(AM.bound_height != world.icon_size || AM.bound_width != world.icon_size)
var/icon/AMicon = icon(AM.icon, AM.icon_state)
pixel_x_offset += ((AMicon.Width()/world.icon_size)-1)*(world.icon_size*0.5)
pixel_y_offset += ((AMicon.Height()/world.icon_size)-1)*(world.icon_size*0.5)
qdel(AMicon)
//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
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 = 0 counts from turf edge to edge
//centered = 1 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 = 1)
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
//Quick type checks for some tools
var/global/list/common_tools = list(
/obj/item/stack/cable_coil,
/obj/item/weapon/wrench,
/obj/item/weapon/weldingtool,
/obj/item/weapon/screwdriver,
/obj/item/weapon/wirecutters,
/obj/item/device/multitool,
/obj/item/weapon/crowbar)
/proc/istool(O)
if(O && is_type_in_list(O, common_tools))
return 1
return 0
/proc/is_pointed(obj/item/W)
if(istype(W, /obj/item/weapon/pen))
return 1
if(istype(W, /obj/item/weapon/screwdriver))
return 1
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
return 1
if(istype(W, /obj/item/weapon/kitchen/fork))
return 1
else
return 0
//For objects that should embed, but make no sense being is_sharp or is_pointed()
//e.g: rods
/proc/can_embed(obj/item/W)
if(W.is_sharp())
return 1
if(is_pointed(W))
return 1
var/list/embed_items = list(\
/obj/item/stack/rods,\
)
if(is_type_in_list(W, embed_items))
return 1
/*
Checks if that loc and dir has a item on the wall
*/
var/list/WALLITEMS = list(
/obj/machinery/power/apc, /obj/machinery/airalarm, /obj/item/device/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/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
)
var/list/WALLITEMS_EXTERNAL = list(
/obj/machinery/camera, /obj/machinery/camera_assembly,
/obj/machinery/light_construct, /obj/machinery/light)
var/list/WALLITEMS_INVERSE = list(
/obj/machinery/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_list(O, WALLITEMS) && check_external != 2)
//Direction works sometimes
if(is_type_in_list(O, 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_list(O, WALLITEMS_EXTERNAL) && check_external)
if(is_type_in_list(O, 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_list(O, 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 ","")
/obj/proc/atmosanalyzer_scan(datum/gas_mixture/air_contents, mob/user, obj/target = src)
var/obj/icon = target
user.visible_message("[user] has used the analyzer on \icon[icon] [target].", "<span class='notice'>You use the analyzer on \icon[icon] [target].</span>")
var/pressure = air_contents.return_pressure()
var/total_moles = air_contents.total_moles()
user << "<span class='notice'>Results of analysis of \icon[icon] [target].</span>"
if(total_moles>0)
user << "<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>"
var/list/cached_gases = air_contents.gases
for(var/id in cached_gases)
var/gas_concentration = cached_gases[id][MOLES]/total_moles
if(id in hardcoded_gases || gas_concentration > 0.001) //ensures the four primary gases are always shown.
user << "<span class='notice'>[cached_gases[id][GAS_META][META_GAS_NAME]]: [round(gas_concentration*100, 0.01)] %</span>"
user << "<span class='notice'>Temperature: [round(air_contents.temperature-T0C)] &deg;C</span>"
else
user << "<span class='notice'>[target] is empty!</span>"
return
/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 overriden at the same time*/
if(!ismob(target) || target.lying)
//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 FACING_FAILED
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(alldirs))
chance = max(chance - (initial_chance / steps), 0)
steps--
/proc/living_player_count()
var/living_player_count = 0
for(var/mob in player_list)
if(mob in living_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)
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)
/proc/screen_loc2turf(text, turf/origin)
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
tX = max(1, min(origin.x + 7 - tX, world.maxx))
tY = max(1, min(origin.y + 7 - tY, world.maxy))
return locate(tX, tY, tZ)
/proc/IsValidSrc(A)
if(istype(A, /datum))
var/datum/B = A
return !qdeleted(B)
if(istype(A, /client))
return 1
return 0
//Get the dir to the RIGHT of dir if they were on a clock
//NORTH --> NORTHEAST
/proc/get_clockwise_dir(dir)
. = angle2dir(dir2angle(dir)+45)
//Get the dir to the LEFT of dir if they were on a clock
//NORTH --> NORTHWEST
/proc/get_anticlockwise_dir(dir)
. = angle2dir(dir2angle(dir)-45)
//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 0
if(istype(A, /mob/living))
var/mob/living/LA = A
if(LA.lying)
return 0
var/goal_dir = angle2dir(dir2angle(get_dir(B,A)+180))
var/clockwise_A_dir = get_clockwise_dir(A.dir)
var/anticlockwise_A_dir = get_anticlockwise_dir(B.dir)
if(A.dir == goal_dir || clockwise_A_dir == goal_dir || anticlockwise_A_dir == goal_dir)
return 1
return 0
/*
rough example of the "cone" made by the 3 dirs checked
B
\
\
>
<
\
\
B --><-- A
/
/
<
>
/
/
B
*/
//This is just so you can stop an orbit.
//orbit() can run without it (swap orbiting for A)
//but then you can never stop it and that's just silly.
/atom/movable/var/atom/orbiting = null
//A: atom to orbit
//radius: range to orbit at, radius of the circle formed by orbiting
//clockwise: whether you orbit clockwise or anti clockwise
//rotation_speed: how fast to rotate
//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
//lockinorbit: Forces src to always be on A's turf, otherwise the orbit cancels when src gets too far away (eg: ghosts)
/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE, lockinorbit = FALSE)
if(!istype(A))
return
if(orbiting)
stop_orbit()
orbiting = A
var/matrix/initial_transform = matrix(transform)
var/lastloc = loc
//Head first!
if(pre_rotation)
var/matrix/M = matrix(transform)
var/pre_rot = 90
if(!clockwise)
pre_rot = -90
M.Turn(pre_rot)
transform = M
var/matrix/shift = matrix(transform)
shift.Translate(0,radius)
transform = shift
SpinAnimation(rotation_speed, -1, clockwise, rotation_segments)
//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
transform = initial_transform
while(orbiting && orbiting == A && A.loc)
var/targetloc = get_turf(A)
if(!lockinorbit && loc != lastloc && loc != targetloc)
break
loc = targetloc
lastloc = loc
stoplag()
if (orbiting == A) //make sure we haven't started orbiting something else.
orbiting = null
SpinAnimation(0,0)
/atom/movable/proc/stop_orbit()
orbiting = null
//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)
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
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++
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/add_to_proximity_list(atom/A, range)
var/turf/T = get_turf(A)
var/list/L = block(locate(T.x - range, T.y - range, T.z), locate(T.x + range, T.y + range, T.z))
for(var/B in L)
var/turf/C = B
C.proximity_checkers |= A
return L
/proc/remove_from_proximity_list(atom/A, range)
var/turf/T = get_turf(A)
var/list/L = block(locate(T.x - range, T.y - range, T.z), locate(T.x + range, T.y + range, T.z))
for(var/B in L)
var/turf/C = B
C.proximity_checkers.Remove(A)
/proc/shift_proximity(atom/checker, atom/A, range, atom/B, newrange)
var/turf/T = get_turf(A)
var/turf/Q = get_turf(B)
if(T == Q && range == newrange)
return 0
var/list/L = block(locate(T.x - range, T.y - range, T.z), locate(T.x + range, T.y + range, T.z))
var/list/M = block(locate(Q.x - newrange, Q.y - newrange, Q.z), locate(Q.x + newrange, Q.y + newrange, Q.z))
var/list/N = L - M
var/list/O = M - L
for(var/C in N)
var/turf/D = C
D.proximity_checkers.Remove(checker)
for(var/E in O)
var/turf/F = E
F.proximity_checkers |= checker
return 1
/proc/flick_overlay_static(image/I, atom/A, duration)
set waitfor = 0
if(!A || !I)
return
A.overlays |= I
sleep(duration)
A.overlays -= I
/proc/get_areas_in_z(zlevel)
. = list()
var/validarea = 0
for(var/V in sortedAreas)
var/area/A = V
validarea = 1
for(var/turf/T in A)
if(T.z != zlevel)
validarea = 0
break
if(validarea)
. += A
/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_distance)
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)
var/list/matches = get_fancy_list_of_types()
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 an atom type", "Spawn Atom", 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)
//Key thing that stops lag. Cornerstone of performance in ss13, Just sitting here, in unsorted.dm.
/proc/stoplag()
. = 1
sleep(world.tick_lag)
if (world.tick_usage > TICK_LIMIT_TO_RUN) //woke up, still not enough tick, sleep for more.
. += 2
sleep(world.tick_lag*2)
if (world.tick_usage > TICK_LIMIT_TO_RUN) //woke up, STILL not enough tick, sleep for more.
. += 4
sleep(world.tick_lag*4)
//you might be thinking of adding more steps to this, or making it use a loop and a counter var
// not worth it.