-Fixed an issue with corpses appearing in the living_mob_list.

-Added a maths.dm with useful math procs. I've taken the math procs from a resource library from BYOND called dmMath ( http://www.byond.com/developer/Nickr5/dmMath ) thanks Nickr5 for the useful procs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5140 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
giacomand@gmail.com
2012-11-21 01:02:56 +00:00
parent 92d41a543f
commit d0ca8fcd54
3 changed files with 118 additions and 3 deletions

113
code/__HELPERS/maths.dm Normal file
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@@ -0,0 +1,113 @@
// Credits to Nickr5 for the useful procs I've taken from his library resource.
var/const/Pi = 3.14159265
var/const/E = 2.71828183
var/const/Sqrt2 = 1.41421356
/proc/Atan2(x, y)
if(!x && !y) return 0
var/a = arccos(x / sqrt(x*x + y*y))
return y >= 0 ? a : -a
/proc/Ceiling(x)
return -round(-x)
/proc/Clamp(val, min, max)
return max(min, min(val, max))
// cotangent
/proc/Cot(x)
return 1 / Tan(x)
// cosecant
/proc/Csc(x)
return 1 / sin(x)
/proc/Default(a, b)
return a ? a : b
/proc/Floor(x)
return round(x)
// Greatest Common Divisor - Euclid's algorithm
/proc/Gcd(a, b)
return b ? Gcd(b, a % b) : a
/proc/Inverse(x)
return 1 / x
/proc/IsAboutEqual(a, b, deviation = 0.1)
return abs(a - b) <= deviation
/proc/IsEven(x)
return x % 2 == 0
// Returns true if val is from min to max, inclusive.
/proc/IsInRange(val, min, max)
return min <= val && val <= max
/proc/IsInteger(x)
return Floor(x) == x
/proc/IsOdd(x)
return !IsEven(x)
// Least Common Multiple
/proc/Lcm(a, b)
return abs(a) / Gcd(a, b) * abs(b)
// Performs a linear interpolation between a and b.
// Note that amount=0 returns a, amount=1 returns b, and
// amount=0.5 returns the mean of a and b.
/proc/Lerp(a, b, amount = 0.5)
return a + (b - a) * amount
/proc/Mean(...)
var/values = 0
var/sum = 0
for(var/val in args)
values++
sum += val
return sum / values
// Returns the nth root of x.
/proc/Root(n, x)
return x ** (1 / n)
// secant
/proc/Sec(x)
return 1 / cos(x)
// The quadratic formula. Returns a list with the solutions, or an empty list
// if they are imaginary.
/proc/SolveQuadratic(a, b, c)
ASSERT(a)
. = list()
var/d = b*b - 4 * a * c
var/bottom = 2 * a
if(d < 0) return
var/root = sqrt(d)
. += (-b + root) / bottom
if(!d) return
. += (-b - root) / bottom
// tangent
/proc/Tan(x)
return sin(x) / cos(x)
/proc/ToDegrees(radians)
// 180 / Pi
return radians * 57.2957795
/proc/ToRadians(degrees)
// Pi / 180
return degrees * 0.0174532925
// min is inclusive, max is exclusive
/proc/Wrap(val, min, max)
var/d = max - min
var/t = Floor((val - min) / d)
return val - (t * d)

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@@ -30,7 +30,7 @@
/obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it. /obj/effect/landmark/corpse/proc/createCorpse() //Creates a mob and checks for gear in each slot before attempting to equip it.
var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc) var/mob/living/carbon/human/M = new /mob/living/carbon/human (src.loc)
M.real_name = src.name M.real_name = src.name
M.stat = 2 //Kills the new mob M.death(1) //Kills the new mob
if(src.corpseuniform) if(src.corpseuniform)
M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform) M.equip_to_slot_or_del(new src.corpseuniform(M), slot_w_uniform)
if(src.corpsesuit) if(src.corpsesuit)

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@@ -63,8 +63,10 @@
tod = worldtime2text() //weasellos time of death patch tod = worldtime2text() //weasellos time of death patch
if(mind) mind.store_memory("Time of death: [tod]", 0) if(mind) mind.store_memory("Time of death: [tod]", 0)
sql_report_death(src) if(ticker && ticker.mode)
ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now world.log << "k"
sql_report_death(src)
ticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
return ..(gibbed) return ..(gibbed)
/mob/living/carbon/human/proc/makeSkeleton() /mob/living/carbon/human/proc/makeSkeleton()