Files
vgstation13/code/__HELPERS/unsorted.dm
Anthony "Shifty Rail 189f77cbb7 Refactors player preferences for modularity + SQLite Unit Test (#37615)
* Pref code refactor

* Empty database reference

* Unit testing SQLite

* Everything else

* Disable unit testing.

* Equivalent

* more robust unit tests
2025-06-07 09:54:09 -04:00

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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.
*/
#if DM_VERSION < 516
/proc/sign(x)
return x!=0?x/abs(x):0
#endif
/// Return html to load a url.
/// for use inside of browse() calls to html assets that might be loaded on a cdn.
/proc/url2htmlloader(url)
return {"<html><head><meta http-equiv="refresh" content="0;URL='[url]'"/></head><body onLoad="parent.location='[url]'"></body></html>"}
/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
//Ensure the frequency is within bounds of what it should be sending/receiving at
/proc/sanitize_frequency(var/f)
f = clamp(round(f), 1201, 1599) // 120.1, 159.9
if ((f % 2) == 0) //Ensure the last digit is an odd number
f += 1
return f
//Turns 1479 into 147.9
/proc/format_frequency(var/f)
f = text2num(f)
return "[round(f / 10)].[f % 10]"
/**
* This will update a mob's name, real_name, mind.name, data_core records, pda and id.
* Calling this proc without an oldname will only update the mob and skip updating the pda, id and records. ~Carn
*/
/mob/proc/fully_replace_character_name(oldname, newname)
if (!newname)
return 0
real_name = newname
name = newname
if (mind)
mind.name = newname
if(mind.initial_account)
mind.initial_account.owner_name = newname
if (dna)
dna.real_name = real_name
if (oldname)
//Update the datacore records and centcomm database
for (var/list/L in list(data_core.general, data_core.medical, data_core.security,data_core.locked))
if (L)
var/datum/data/record/R = find_record("name", oldname, L)
if (R)
R.fields["name"] = newname
// update our pda and id if we have them on our person
var/search_id = TRUE
var/search_pda = TRUE
for (var/object in get_contents_in_object(src))
if (search_id && istype(object, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/ID = object
if (ID.registered_name == oldname)
ID.registered_name = newname
ID.name = "[newname]'s ID Card ([ID.assignment])"
if (!search_pda)
break
search_id = FALSE
else if (search_pda && istype(object, /obj/item/device/pda))
var/obj/item/device/pda/PDA = object
if (PDA.owner == oldname)
PDA.owner = newname
PDA.name = "PDA-[newname] ([PDA.ownjob])"
if (!search_id)
break
search_pda = FALSE
return 1
//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
//Also used for the screen alarm rename option
/mob/proc/rename_self(var/role, var/allow_numbers=0, var/namepick_message = "You are a [role]. Would you like to change your name to something else?")
spawn(0)
var/oldname = real_name
var/newname
for(var/i=1,i<=3,i++) //we get 3 attempts to pick a suitable name.
newname = input(src,namepick_message, "Name change",oldname) as text
newname = reject_bad_name(newname,allow_numbers) //returns null if the name doesn't meet some basic requirements. Tidies up a few other things like bad-characters.
for(var/mob/living/M in player_list)
if(M == src)
continue
if(!newname || M.real_name == newname)
newname = null
break
if(newname)
break //That's a suitable name!
to_chat(src, "Sorry, that name wasn't appropriate, please try another. It's possibly too long/short, has bad characters or is already taken.")
if(!newname) //we'll stick with the oldname then
return
if(cmptext("ai",role))
if(isAI(src))
var/mob/living/silicon/ai/A = src
if(A.connected_robots.len) //let the borgs know what their master's new name is
for(var/mob/living/silicon/robot/robitt in A.connected_robots)
to_chat(robitt, "<span class='notice' style=\"font-family:Courier\">Notice: Linked AI [oldname] renamed to [newname].</span>")
oldname = null//don't bother with the records update crap
// to_chat(world, "<b>[newname] is the AI!</b>")
// world << sound('sound/AI/newAI.ogg')
// Set eyeobj name
if(A.eyeobj)
A.eyeobj.name = "[newname] (AI Eye)"
// Set ai pda name
if(A.aiPDA)
A.aiPDA.owner = newname
A.aiPDA.name = newname + " (" + A.aiPDA.ownjob + ")"
to_chat(src, "<span class='notice'>You will now be known as [newname].</span>")
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("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"
//When an AI is activated, it can choose from a list of non-slaved borgs to have as a slave.
/proc/freeborg()
var/select = null
var/list/borgs = list()
for(var/mob/living/silicon/robot/A in player_list)
if(DEAD == A.stat || A.connected_ai || A.scrambledcodes)
continue
var/name = "[A.real_name] ([A.modtype] [A.braintype])"
borgs[name] = A
if(borgs.len)
select = input("Unshackled borg signals detected:", "Borg selection", null, null) as null|anything in borgs
return borgs[select]
//When a borg is activated, it can choose which AI it wants to be slaved to
/proc/active_ais()
. = list()
for(var/mob/living/silicon/ai/A in living_mob_list)
if(A.stat == DEAD)
continue
if(A.control_disabled == 1)
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_ai(var/mob/user)
var/list/ais = active_ais()
if(ais.len)
if(user)
. = input(usr,"AI signals detected:", "AI selection") in ais
else
. = pick(ais)
return .
//Returns a list of all mobs with their name
/proc/getmobs()
var/list/mobs = sortmobs()
var/list/names = list()
var/list/creatures = list()
var/list/namecounts = list()
for(var/mob/M in mobs)
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 += " \[dead\]"
creatures[name] = M
return creatures
//Orders mobs by type then by name
/proc/sortmobs()
var/list/sorted_output = list()
var/list/sortedplayers = list()
var/list/sortedmobs = list()
for(var/mob/M in mob_list) //Divide every mob into either players (has a mind) or non-players (no mind). Braindead/catatonic/etc. mobs included in players
if(isnull(M) || (!M.loc)) //Ignore null entries or anything in nullspace
continue
if(M.mind || istype(M, /mob/camera))
sortedplayers |= M
continue
sortedmobs |= M
sortNames(sortedplayers) //sort both lists in preparation for what we'll do below
sortNames(sortedmobs)
for(var/mob/living/silicon/ai/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/camera/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/silicon/pai/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/silicon/robot/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/carbon/human/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/carbon/brain/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/carbon/alien/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/dead/observer/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/new_player/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/carbon/monkey/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/carbon/slime/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/simple_animal/M in sortedplayers)
sorted_output.Add(M)
for(var/mob/living/M in sortedmobs) //Mobs that have never been controlled by a player go last in the list. /mob/living to filter unwanted non-player non-world mobs (i.e. you'll nullspace if you observe them)
if(M.client || istype(M, /mob/living/captive_brain)) //Ignore the mob if it has a client or is a "captive brain" (borer nonsense)
continue
sorted_output.Add(M)
return sorted_output
// Finds ALL mobs on turfs in line of sight. Similar to "in dview", but catches mobs that are not on a turf (e.g. inside a locker or such).
/proc/get_all_mobs_in_dview(var/turf/T, var/range = world.view, var/list/ignore_types = list())
. = list()
var/list/can_see = dview(range, T)
for(var/mob/M in can_see)
if(is_type_in_list(M, ignore_types))
continue
. += M
for(var/mob/M in mob_list) //Got the ones in vision, now let's go for the ones not on a turf.
if(M.z == 0) //Mobs not on a turf will have XYZ = 0,0,0. They also won't show up in dview() so we're not checking anything twice.
if(is_type_in_list(M, ignore_types))
continue
if(get_turf(M) in can_see) //Checking the mob's turf now, since those are it's "true" coordinates (plus dview() did pick up on turfs, so we can check using that).
. += M
//E = MC^2
/proc/convert2energy(var/M)
var/E = M*(SPEED_OF_LIGHT_SQ)
return E
//M = E/C^2
/proc/convert2mass(var/E)
var/M = E/(SPEED_OF_LIGHT_SQ)
return M
/proc/key_name(var/whom, var/include_link = null, var/include_name = TRUE, var/more_info = FALSE, var/showantag = TRUE)
var/mob/M
var/client/C
var/key
if(!whom)
return "*null*"
if(istype(whom, /client))
C = whom
M = C.mob
key = C.key
else if(ismob(whom))
M = whom
C = M.client
key = M.key
else if(istype(whom, /datum/mind))
var/datum/mind/D = whom
M = D.current
key = M.key
C = M.client
else if(istype(whom, /datum))
var/datum/D = whom
return "*invalid:[D.type]*"
else
return "*invalid*"
. = ""
if(key)
if(include_link && C)
. += "<a href='?priv_msg=\ref[C]'>"
if(C && C.holder && C.holder.fakekey && !include_name)
. += "Administrator"
else
. += key
if(include_link)
if(C)
. += "</a>"
else
. += " (DC)"
else
. += "*no key*"
if(include_name && M)
if(M.real_name)
. += "/([M.real_name])"
else if(M.name)
. += "/([M.name])"
if(showantag && M && isanyantag(M))
var/counts_as_antag = FALSE
for(var/role in M.mind.antag_roles)
var/datum/role/R = M.mind.antag_roles[role]
if(R.is_antag)
counts_as_antag = TRUE
break
if(counts_as_antag)
. += " <span title='[english_list(M.mind.antag_roles)]'>(A)</span>"
if(more_info && M)
. += "(<A HREF='?_src_=holder;adminplayeropts=\ref[M]'>PP</A>) (<A HREF='?_src_=holder;adminmoreinfo=\ref[M]'>?</A>)"
/proc/key_name_admin(var/whom, var/include_name = 1)
return key_name(whom, 1, include_name)
/proc/key_name_and_info(var/whom)
return key_name(whom, more_info = TRUE)
// Registers the on-close verb for a browse window (client/verb/.windowclose)
// this will be called when the close-button of a window is pressed.
//
// This is usually only needed for devices that regularly update the browse window,
// e.g. canisters, timers, etc.
//
// windowid should be the specified window name
// e.g. code is : user << browse(text, "window=fred")
// then use : onclose(user, "fred")
//
// Optionally, specify the "ref" parameter as the controlled atom (usually src)
// to pass a "close=1" parameter to the atom's Topic() proc for special handling.
// Otherwise, the user mob's machine var will be reset directly.
//
/proc/onclose(mob/user, windowid, var/atom/ref=null)
set waitfor = FALSE // winexists sleeps
for(var/i in 1 to WINSET_MAX_ATTEMPTS)
if(user && winexists(user, windowid))
var/param = ref ? "\ref[ref]" : "null"
winset(user, windowid, "on-close=\".windowclose [param]\"")
break
// to_chat(world, "OnClose [user]: [windowid] : ["on-close=\".windowclose [param]\""]")
// returns the turf located at the map edge in the specified direction relative to A
// used for mass driver
/proc/get_edge_target_turf(var/atom/A, var/direction)
if(!A)
return 0
var/turf/target = locate(A.x, A.y, A.z)
//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(var/atom/A, var/direction, var/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 = clamp(A.x + dx, 1, world.maxx)
var/y = clamp(A.y + dy, 1, world.maxy)
return locate(x, y, A.z)
//returns random gauss number
/proc/GaussRand(var/sigma)
var/x,y,rsq
do
x=2*rand()-1
y=2*rand()-1
rsq=x*x+y*y
while(rsq>1 || !rsq)
return sigma*y*sqrt(-2*log(rsq)/rsq)
//returns random gauss number, rounded to 'roundto'
/proc/GaussRandRound(var/sigma,var/roundto)
return round(GaussRand(sigma),roundto)
//Step-towards method of determining whether one atom can see another. Similar to viewers()
/proc/can_see(var/atom/source, var/atom/target, var/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 = 0
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(var/turf/T, var/atom/movable/exclude)
return T.density || T.has_dense_content(exclude) != 0
//if needs_item is 0 it won't need any item that existed in "holding" to finish
/proc/do_mob(var/mob/user , var/mob/target, var/delay = 30, var/numticks = 10, var/needs_item = 1) //This is quite an ugly solution but i refuse to use the old request system.
if(!user || !target)
return 0
var/user_loc = user.loc
var/target_loc = target.loc
var/holding = user.get_active_hand()
var/delayfraction = round(delay/numticks)
var/image/progbar
if(user && user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars))
if(!progbar)
progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0")
progbar.plane = HUD_PLANE
progbar.layer = HUD_ABOVE_ITEM_LAYER
progbar.pixel_z = WORLD_ICON_SIZE
//if(!barbar)
//barbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = user, "icon_state" = "none")
//barbar.pixel_y = 36
//var/oldstate
for (var/i = 1 to numticks)
if(user && user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars) && progbar)
//oldstate = progbar.icon_state
progbar.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]"
user.client.images |= progbar
sleep(delayfraction)
if(!user || !target)
if(progbar)
progbar.icon_state = "prog_bar_stopped"
spawn(2)
if(user && user.client)
user.client.images -= progbar
if(progbar)
progbar.loc = null
return 0
if ( user.loc != user_loc || target.loc != target_loc || (needs_item && (holding && !user.is_holding_item(holding)) || (!holding && user.get_active_hand())) || user.isStunned())
if(progbar)
progbar.icon_state = "prog_bar_stopped"
spawn(2)
if(user && user.client)
user.client.images -= progbar
if(progbar)
progbar.loc = null
return 0
if(user && user.client)
user.client.images -= progbar
if(progbar)
progbar.loc = null
return 1
/proc/do_after_many(var/mob/user, var/list/targets, var/delay, var/numticks = 10, var/needhand = TRUE, var/use_user_turf = FALSE)
if(!user || numticks == 0 || !targets || !targets.len)
return 0
var/delay_fraction = round(delay / numticks)
if(istype(user.loc, /obj/mecha))
use_user_turf = TRUE
var/initial_user_location = use_user_turf ? get_turf(user) : user.loc
var/holding = user.get_active_hand()
var/list/initial_target_locations = list()
for(var/atom/target in targets)
initial_target_locations[target] = target.loc
if(user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars))
for(var/target in targets)
if(!targets[target])
var/image/new_progress_bar = create_progress_bar_on(target)
targets[target] = new_progress_bar
user.client.images += new_progress_bar
for(var/i = 1 to numticks)
for(var/target in targets)
var/image/target_progress_bar = targets[target]
target_progress_bar?.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]"
sleep(delay_fraction)
var/user_loc_to_check = use_user_turf ? get_turf(user) : user.loc
for(var/atom/target in targets)
var/initial_target_location = initial_target_locations[target]
if(!user || user.isStunned() || user_loc_to_check != initial_user_location || !target || target.loc != initial_target_location)
for(var/target_ in targets)
var/image/target_progress_bar = targets[target_]
stop_progress_bar(user, target_progress_bar)
return FALSE
if(needhand && ((holding && !user.is_holding_item(holding)) || (!holding && user.get_active_hand())))
for(var/target_ in targets)
var/image/target_progress_bar = targets[target_]
stop_progress_bar(user, target_progress_bar)
return FALSE
for(var/target in targets)
var/image/target_progress_bar = targets[target]
remove_progress_bar(user, target_progress_bar)
return TRUE
/proc/create_progress_bar_on(var/atom/target)
var/image/progress_bar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0")
progress_bar.pixel_z = WORLD_ICON_SIZE
progress_bar.plane = HUD_PLANE
progress_bar.layer = HUD_ABOVE_ITEM_LAYER
progress_bar.appearance_flags = RESET_COLOR | RESET_TRANSFORM
return progress_bar
/proc/remove_progress_bar(var/mob/user, var/image/progress_bar)
if(user && user.client)
user.client.images -= progress_bar
if(progress_bar)
progress_bar.loc = null
/proc/stop_progress_bar(var/mob/user, var/image/progress_bar)
if(!progress_bar || !user)
return
progress_bar.icon_state = "prog_bar_stopped"
spawn(0.2 SECONDS)
remove_progress_bar(user, progress_bar)
// Returns TRUE if the checks passed
/proc/do_after_default_checks(mob/user, use_user_turf, user_original_location, atom/target, target_original_location, needhand, obj/item/originally_held_item)
if(!user)
return FALSE
if(user.isStunned())
return FALSE
var/user_loc_to_check = use_user_turf ? get_turf(user) : user.loc
if(user_loc_to_check != user_original_location)
return FALSE
if(target.loc != target_original_location)
return FALSE
if(needhand)
if(originally_held_item)
if(!user.is_holding_item(originally_held_item))
return FALSE
else
if(user.get_active_hand())
return FALSE
return TRUE
/**
* Used to delay actions.
*
* Given a mob, a target atom and a duration,
* returns TRUE if the mob wasn't interrupted and stayed
* at the same position for the specified duration.
* Arguments:
* * mob/user - the user who will see the progress bar
* * atom/target - the atom the progress bar will be attached to
* * delay - duration in deciseconds of the delay
* * numticks - how many times the failure conditions will be checked throughout the duration. default 10
* * needhand - if TRUE, the item in the hands of the user needs to stay the same throughout the duration. default TRUE
* * use_user_turf - if TRUE, the turf of the user is checked instead of its location. default FALSE
* * custom_checks - if specified, the return value of this callback (called every `delay/numticks` seconds) will determine whether the action succeeded
*/
/proc/do_after(var/mob/user as mob, var/atom/target, var/delay as num, var/numticks = 10, var/needhand = TRUE, var/use_user_turf = FALSE, callback/custom_checks)
if(!user || isnull(user))
return 0
if(numticks == 0)
return 0
var/delayfraction = round(delay/numticks)
var/Location
if(istype(user.loc, /obj/mecha))
use_user_turf = TRUE
if(use_user_turf) //When this is true, do_after() will check whether the user's turf has changed, rather than the user's loc.
Location = get_turf(user)
else
Location = user.loc
var/holding = user.get_active_hand()
var/target_location = target.loc
var/image/progbar
//var/image/barbar
if(user && user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars) && target)
if(!progbar)
progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0")
progbar.pixel_z = WORLD_ICON_SIZE
progbar.plane = HUD_PLANE
progbar.layer = HUD_ABOVE_ITEM_LAYER
progbar.appearance_flags = RESET_COLOR | RESET_TRANSFORM
for (var/i = 1 to numticks)
if(user && user.client && user.client.prefs.get_pref(/datum/preference_setting/toggle/progress_bars) && target)
if(!progbar)
progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0")
progbar.pixel_z = WORLD_ICON_SIZE
progbar.plane = HUD_PLANE
progbar.layer = HUD_ABOVE_ITEM_LAYER
progbar.appearance_flags = RESET_COLOR | RESET_TRANSFORM
progbar.icon_state = "prog_bar_[round(((i / numticks) * 100), 10)]"
user.client.images |= progbar
sleep(delayfraction)
var/success
if(custom_checks)
success = custom_checks.invoke(user, use_user_turf, Location, target, target_location, needhand, holding)
else
success = do_after_default_checks(user, use_user_turf, Location, target, target_location, needhand, holding)
if(!success)
if(progbar)
stop_progress_bar(user, progbar)
return 0
if(user && user.client)
user.client.images -= progbar
if(progbar)
progbar.loc = null
return 1
/proc/do_flick(var/atom/A, var/icon_state, var/time)
flick(icon_state, A)
sleep(time)
return 1
//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(var/areatype)
if(!areatype)
return null
if(istext(areatype))
areatype = text2path(areatype)
if(isarea(areatype))
var/area/areatemp = areatype
areatype = areatemp.type
var/list/theareas = new/list()
for(var/area/N in areas)
if(istype(N, areatype))
theareas += N
return theareas
//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(var/areatype)
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 areas)
if(istype(N, areatype))
for(var/turf/T in N) turfs += T*/
var/area/N = locate(areatype) in areas
if(N)
turfs += N.area_turfs
return turfs
/datum/coords //Simple datum for storing coordinates.
var/x_pos = null
var/y_pos = null
var/z_pos = null
/datum/coords/New(var/x as num, var/y as num, var/z as num)
.=..()
x_pos = x
y_pos = y
z_pos = z
/datum/coords/proc/equal_to(var/datum/coords/C)
if(src.x_pos==C.x_pos && src.y_pos==C.y_pos && src.z_pos==C.z_pos)
return 1
return 0
/datum/coords/proc/subtract(var/datum/coords/C)
var/datum/coords/CR = new(x_pos-C.x_pos,y_pos-C.y_pos,z_pos-C.z_pos)
return CR
/datum/coords/proc/add(var/datum/coords/C)
var/datum/coords/CR = new(x_pos+C.x_pos,y_pos+C.y_pos,z_pos+C.z_pos)
return CR
/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)
switch(zone)
if (LIMB_RIGHT_HAND)
return "right hand"
if (LIMB_LEFT_HAND)
return "left hand"
if (LIMB_LEFT_ARM)
return "left arm"
if (LIMB_RIGHT_ARM)
return "right arm"
if (LIMB_LEFT_LEG)
return "left leg"
if (LIMB_RIGHT_LEG)
return "right leg"
if (LIMB_LEFT_FOOT)
return "left foot"
if (LIMB_RIGHT_FOOT)
return "right foot"
else
return zone
/proc/limb_define_to_part_define(var/zone)
switch(zone)
if (LIMB_HEAD)
return HEAD
if (LIMB_CHEST)
return UPPER_TORSO
if (LIMB_GROIN)
return LOWER_TORSO
if (TARGET_MOUTH)
return MOUTH
if (TARGET_EYES)
return EYES
if (LIMB_RIGHT_HAND)
return HAND_RIGHT
if (LIMB_LEFT_HAND)
return HAND_LEFT
if (LIMB_LEFT_ARM)
return ARM_LEFT
if (LIMB_RIGHT_ARM)
return ARM_RIGHT
if (LIMB_LEFT_LEG)
return LEG_LEFT
if (LIMB_RIGHT_LEG)
return LEG_RIGHT
if (LIMB_LEFT_FOOT)
return FOOT_LEFT
if (LIMB_RIGHT_FOOT)
return FOOT_RIGHT
/*
get_holder_at_turf_level(): Similar to get_turf(), will return the "highest up" holder of this atom, excluding the turf.
Example: A fork inside a box inside a locker will return the locker. Essentially, get_just_before_turf().
*/
/proc/get_holder_at_turf_level(const/atom/movable/O)
if(!istype(O)) //atom/movable does not include areas
return
var/atom/A
for(A=O, A && !isturf(A.loc), A=A.loc); // semicolon is for the empty statement
return A
/*
get_holder_of_type(): Returns the FIRST holder of type specified. NOT the "highest up".
Example: Call find_holder_of_type(A, /mob) to find the first mob holder of A.
*/
/proc/get_holder_of_type(const/atom/movable/O, type)
ASSERT(istype(O))
var/atom/A = O
while(A && !isturf(A))
if(istype(A, type))
return A
A = A.loc
return null
/*
is_holder_of(): Returns 1 if A is a holder of B, meaning, A is B.loc or B.loc.loc or B.loc.loc.loc etc.
This is essentially the same as calling (locate(B) in A), but a little clearer as to what you're doing, and locate() has been known to bug out or be extremely slow in the past.
*/
/proc/is_holder_of(const/atom/movable/A, const/atom/movable/B)
if(istype(A, /turf) || istype(B, /turf)) //Clicking on turfs is a common thing and turfs are also not /atom/movable, so it was causing the assertion to fail.
return 0
ASSERT(istype(A) && istype(B))
var/atom/O = B
while(O && !isturf(O))
if(O == A)
return 1
O = O.loc
return 0
/proc/is_in_airtight_object(var/atom/O) //Shitty version of get_holder
while(O && !isturf(O))
if(O.is_airtight())
return 1
O = O.loc
return null
//check if mob is lying down on something we can operate him on.
/proc/can_operate(mob/living/carbon/M, mob/U, var/obj/item/tool) // tool arg only needed if you actually intend to perform surgery (and not for instance, just do an autopsy)
if(U == M)
return 0
var/too_bad = FALSE
if((ishuman(M) || isslime(M)) && M.lying)
if(locate(/obj/machinery/optable,M.loc) || locate(/obj/structure/bed/roller/surgery, M.loc))
return 1
if(iscultist(U) && locate(/obj/structure/cult/altar, M.loc))
return 1
if(locate(/obj/structure/bed/roller, M.loc))
too_bad = TRUE
if (prob(75))
return 1
var/obj/structure/table/T = locate(/obj/structure/table/, M.loc)
if(T && !T.flipped)
too_bad = TRUE
if (prob(66))
return 1
//if we failed when trying to use a table or roller bed, let's at least check if it was a valid surgery step
if (too_bad && tool)
if (do_surgery(M,U,tool,SURGERY_SUCCESS_NEVER))
return 1
return 0
/*
Checks if that loc and dir has a item on the wall
*/
var/list/WALLITEMS = list(
"/obj/machinery/power/apc", "/obj/machinery/alarm", "/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/door_control",
"/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/structure/sign", "obj/structure/painting"
)
/proc/gotwallitem(loc, dir)
for(var/obj/O in loc)
for(var/item in WALLITEMS)
if(istype(O, text2path(item)))
//Direction works sometimes
if(O.dir == dir)
return 1
//Some stuff doesn't use dir properly, so we need to check pixel instead
switch(dir)
if(SOUTH)
if(O.pixel_y > 10*PIXEL_MULTIPLIER)
return 1
if(NORTH)
if(O.pixel_y < -10*PIXEL_MULTIPLIER)
return 1
if(WEST)
if(O.pixel_x > 10*PIXEL_MULTIPLIER)
return 1
if(EAST)
if(O.pixel_x < -10*PIXEL_MULTIPLIER)
return 1
//Some stuff is placed directly on the wallturf (signs)
for(var/obj/O in get_step(loc, dir))
for(var/item in WALLITEMS)
if(istype(O, text2path(item)))
if(abs(O.pixel_x) <= 10*PIXEL_MULTIPLIER && abs(O.pixel_y) <=10*PIXEL_MULTIPLIER)
return 1
return 0
/proc/rotate_icon(file, state, step = 1, aa = FALSE)
var/icon/base = icon(file, state)
var/w
var/h
var/w2
var/h2
if(aa)
aa ++
w = base.Width()
w2 = w * aa
h = base.Height()
h2 = h * aa
var/icon/result = icon(base)
var/icon/temp
for(var/angle in 0 to 360 step step)
if(angle == 0 )
continue
if(angle == 360)
continue
temp = icon(base)
if(aa)
temp.Scale(w2, h2)
temp.Turn(angle)
if(aa)
temp.Scale(w, h)
result.Insert(temp, "[angle]")
return result
/proc/get_distant_turf(var/turf/T,var/direction,var/distance)
if(!T || !direction || !distance)
return
var/dest_x = T.x
var/dest_y = T.y
var/dest_z = T.z
if(direction & NORTH)
dest_y = min(world.maxy, dest_y+distance)
if(direction & SOUTH)
dest_y = max(0, dest_y-distance)
if(direction & EAST)
dest_x = min(world.maxy, dest_x+distance)
if(direction & WEST)
dest_x = max(0, dest_x-distance)
return locate(dest_x,dest_y,dest_z)
/var/mob/dview/dview_mob = 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
dview_mob.loc = center
dview_mob.see_invisible = invis_flags
. = view(range, dview_mob)
dview_mob.loc = null
/mob/dview
invisibility = 101
density = 0
see_in_dark = 1e6
anchored = 1
flags = INVULNERABLE
/mob/dview/send_to_future(var/duration)
return
/mob/dview/Destroy()
SHOULD_CALL_PARENT(FALSE)
CRASH("Somebody called qdel on dview. That's extremely rude.")
//Returns a list of everything target can see, taking into account its sight, but without being blocked by being inside an object.
//No, view(client) does not work for this, despite what the Ref says.
//This could be made into a define if you don't mind leaving tview_mob lying around. This could cause bugs though.
/proc/tview(mob/target)
. = view(target.client?.view || world.view, setup_tview(target))
tview_mob.loc = null
/proc/setup_tview(mob/target)
tview_mob.loc = get_turf(target)
tview_mob.sight = target.sight
tview_mob.see_in_dark = target.see_in_dark
tview_mob.see_invisible = target.see_invisible
tview_mob.see_infrared = target.see_infrared //I'm pretty sure we don't actually use this but might as well include it
return tview_mob
//Aside from usage, this proc is the only difference between tview and dview.
/mob/dview/tview/Destroy()
SHOULD_CALL_PARENT(FALSE)
CRASH("Somebody called qdel on tview. That's extremely rude.")
//They SHOULD both be independent children of a common parent, but dview has been around much longer and I don't really want to change it
var/mob/dview/tview/tview_mob = new()
//Gets the Z level datum for this atom's Z level
/proc/get_z_level(var/atom/A)
var/z
if(istype(A, /atom/movable))
var/turf/T = get_turf(A)
if(!T)
return null
z = T.z
else
z = A.z
. = map.zLevels[z]
/proc/transfer_fingerprints(atom/A,atom/B)//synchronizes the fingerprints between two atoms. Useful when you have two different atoms actually being different states of a same object.
if(!A || !B)
return
B.fingerprints = A.fingerprints
B.fingerprintshidden = A.fingerprintshidden
B.fingerprintslast = A.fingerprintslast
B.suit_fibers = A.suit_fibers
//Checks if any of the atoms in the turf are dense
//Returns 1 is anything is dense, 0 otherwise
/turf/proc/has_dense_content(atom/movable/exclude)
for(var/atom/turf_contents in contents)
if(turf_contents.density && turf_contents != exclude)
return turf_contents
return 0
//Checks if there are any atoms in the turf that aren't system-only (currently only lighting overlays count)
//Returns 1 is there's something, 0 if it finds nothing
/turf/proc/has_contents()
if(!contents.len)
return 0
for(var/atom/A in contents)
if(!istype(A, /atom/movable/lighting_overlay))
return 0
return 1
//This helper uses the method shown above to clear up the tile's contents, if any, ignoring the lighting overlays (technically all systems contents)
//Includes an exception list if you don't want to delete some stuff
/turf/proc/clear_contents(var/list/ignore = list())
for(var/atom/turf_contents in contents)
if(!istype(turf_contents, /atom/movable/lighting_overlay) && !is_type_in_list(turf_contents, ignore) && !(flags & INVULNERABLE))
qdel(turf_contents)
/proc/multinum_display(var/number,var/digits)//multinum_display(42,4) = "0042"; multinum_display(-137,6) = "-000137"; multinum_display(4572,3) = "999"
var/result = ""
if((digits < 1))
return "0"
var/abs = abs(number)
if(abs > (10**digits))
for(var/D=0;D<digits;D++)
result += "9"
if(number<0)
result = "-[result]"
return result
var/number_digits = 1
for(var/N = abs;N >= 10; N = N/10)
number_digits++
var/additional_digits = digits-number_digits
for(var/i=0;i<additional_digits;i++)
result += "0"
result += "[number]"
if(number<0)
result = "-[result]"
return result
/proc/get_random_colour(var/simple = FALSE, var/lower = 0, var/upper = 255)
var/colour
if(simple)
colour = pick(list("FF0000","FF7F00","FFFF00","00FF00","0000FF","4B0082","8F00FF"))
else
for(var/i=1;i<=3;i++)
var/temp_col = "[num2hex(rand(lower,upper))]"
if(length(temp_col )<2)
temp_col = "0[temp_col]"
colour += temp_col
return colour
/proc/get_random_potion() //Pulls up a random potion, excluding minor-types
return pick(subtypesof(/obj/item/potion) - /obj/item/potion/mutation)
//We check if a specific game mode is currently undergoing.
//First by checking if it is the current main mode,
//Secondly by checking if it is part of a Mixed game mode.
//If it exists, we return the game mode's datum. If it doesn't exist, we return null
/*
Game Mode config tags:
"extended"
"traitor"
"double_agents"
"autotraitor"
"blob"
"changeling"
"traitorchan"
"cult"
"heist"
"malfunction"
"meteor"
"mixed"
"nuclear"
"revolution"
"sandbox"
"vampire"
"wizard
"raginmages""
*/
/proc/find_active_faction_by_type(var/faction_type)
if(!ticker || !ticker.mode)
return null
return locate(faction_type) in ticker.mode.factions
/proc/find_active_faction_by_member(var/datum/role/R, var/datum/mind/M)
if(!R)
return null
var/found_faction = null
if(R.GetFaction())
return R.GetFaction()
if(ticker && ticker.mode && ticker.mode.factions.len)
var/success = FALSE
for(var/datum/faction/F in ticker.mode.factions)
for(var/datum/role/RR in F.members)
if(RR == R || RR.antag == M)
found_faction = F
success = TRUE
break
if(success)
break
return found_faction
/proc/find_active_factions_by_member(var/datum/role/R, var/datum/mind/M)
var/list/found_factions = list()
for(var/datum/faction/F in ticker.mode.factions)
for(var/datum/role/RR in F.members)
if(RR == R || RR.antag == M)
found_factions.Add(F)
break
return found_factions
/proc/find_active_faction_by_typeandmember(var/fac_type, var/datum/role/R, var/datum/mind/M)
var/list/found_factions = find_active_factions_by_member(R, M)
return locate(fac_type) in found_factions
/proc/find_unique_objectives(list/new_objectives, list/old_objectives)
var/list/uniques = list()
for (var/datum/objective/new_objective in new_objectives)
var/is_unique = TRUE
for (var/datum/objective/old_objective in old_objectives)
if (old_objective.name == new_objective.name)
is_unique = FALSE
if (is_unique)
uniques.Add(new_objective)
return uniques
/proc/clients_in_moblist(var/list/mob/mobs)
. = list()
for(var/mob/M in mobs)
if(M.client)
. += M.client
/client/proc/output_to_special_tab(msg, force_focus = FALSE)
if(prefs.get_pref(/datum/preference_setting/enum/special_popup))
src << output("\[[time_stamp()]] [msg]", "window1.msay_output")
if(!holder) //Force normal players to see the admin message when it gets sent to them
winset(src, "rpane.special_button", "is-checked=true")
winset(src, null, "rpanewindow.left=window1")
if(prefs.get_pref(/datum/preference_setting/enum/special_popup) == SPECIAL_POPUP_EXCLUSIVE)
return
to_chat(src, msg)
// A standard proc for generic output to the msay window, Not useful for things that have their own prefs settings (prayers for instance)
/proc/output_to_msay(msg)
for(var/client/C in admins)
C.output_to_special_tab(msg)
// This is awful and probably should be thrown away at some point.
/proc/generic_projectile_fire(var/atom/target, var/atom/source, var/obj/item/projectile/projectile, var/shot_sound, var/mob/firer)
var/turf/T = get_turf(source)
var/turf/U = get_turf(target)
if (!T || !U)
return
if(ispath(projectile))
projectile = new projectile(T)
else
projectile.forceMove(T)
var/fire_sound
if(shot_sound)
fire_sound = shot_sound
else
fire_sound = projectile.fire_sound
projectile.original = target
projectile.target = U
projectile.shot_from = source
projectile.firer = firer
projectile.current = T
projectile.starting = T
projectile.yo = U.y - T.y
projectile.xo = U.x - T.x
playsound(T, fire_sound, 75, 1)
spawn()
projectile.OnFired()
projectile.process()
/proc/stack_trace(message = "Getting a stack trace.")
CRASH(message)
/proc/sentStrikeTeams(var/team)
return (team in sent_strike_teams)
/proc/get_exact_dist(atom/A, atom/B) //returns the coordinate distance between the coordinates of the turfs of A and B
var/turf/T1 = A
var/turf/T2 = B
if(!istype(T1))
T1 = get_turf(A)
if(!istype(T2))
T2 = get_turf(B)
return sqrt(((T2.x - T1.x) ** 2) + ((T2.y - T1.y) ** 2))
//Same as block(Start, End), but only returns the border turfs
//'Start' must be lower-left, 'End' must be upper-right
/proc/block_borders(turf/Start, turf/End)
ASSERT(istype(Start))
ASSERT(istype(End))
//i'm a lazy cunt and I don't feel like making this work
ASSERT(Start.x < End.x && Start.y < End.y)
return block(Start, End) - block(locate(Start.x + 1, Start.y + 1, Start.z), locate(End.x - 1, End.y - 1, End.z))
/proc/pick_rand_tele_turf(atom/hit_atom, var/inner_teleport_radius, var/outer_teleport_radius)
if((inner_teleport_radius < 1) || (outer_teleport_radius < inner_teleport_radius))
return 0
var/list/turfs = new/list()
var/turf/hit_turf = get_turf(hit_atom)
//This could likely use some standardization but I have no idea how to not break it.
for(var/turf/T in trange(outer_teleport_radius, hit_turf))
if(get_dist(T, hit_atom) <= inner_teleport_radius)
continue
if(is_blocked_turf(T) || istype(T, /turf/space))
continue
if(T.x > world.maxx-outer_teleport_radius || T.x < outer_teleport_radius)
continue
if(T.y > world.maxy-outer_teleport_radius || T.y < outer_teleport_radius)
continue
turfs += T
return pick(turfs)
/proc/get_key(mob/M)
if(M.mind)
return M.mind.key
else
return null
/proc/IsRoundAboutToEnd()
//Is the round even already over?
if (ticker.current_state == GAME_STATE_FINISHED)
return TRUE
//Is the shuttle on its way to the station? or to centcomm after having departed from the station?
if(emergency_shuttle.online && emergency_shuttle.direction > 0)
return TRUE
//Is a nuke currently ticking down?
for (var/obj/machinery/nuclearbomb/the_bomba in nuclear_bombs)
if (the_bomba.timing)
return TRUE
//Is reality fucked?
if (universe.name in list("Hell Rising", "Supermatter Cascade"))
return TRUE
//Is some faction about to end the round?
var/datum/gamemode/dynamic/dynamic_mode = ticker.mode
if (istype(dynamic_mode))
for (var/datum/faction/faction in dynamic_mode.factions)
if (faction.stage >= FACTION_ENDGAME)
return TRUE
//All is well
return FALSE
//Ported from TG
/proc/window_flash(client/C, ignorepref = FALSE)
if(ismob(C))
var/mob/M = C
if(M.client)
C = M.client
if(!istype(C) || (!C.prefs.get_pref(/datum/preference_setting/toggle/window_flashing) && !ignorepref))
return
winset(C, "mainwindow", "flash=5")
/proc/generate_radio_frequencies()
//1200-1600
var/list/taken_freqs = list()
for(var/i in freq_text)
var/freq_found = FALSE
while(freq_found != TRUE)
var/chosen_freq = rand(1201, 1599)
chosen_freq = sanitize_frequency(chosen_freq)
if(taken_freqs.Find(chosen_freq))
continue
taken_freqs.Add(chosen_freq)
freqs[i] = chosen_freq
freq_found = TRUE
freqtospan = list(
"[COMMON_FREQ]" = "commonradio",
"[SCI_FREQ]" = "sciradio",
"[MED_FREQ]" = "medradio",
"[ENG_FREQ]" = "engradio",
"[SUP_FREQ]" = "supradio",
"[SER_FREQ]" = "serradio",
"[SEC_FREQ]" = "secradio",
"[COMM_FREQ]" = "comradio",
"[AIPRIV_FREQ]" = "aiprivradio",
"[SYND_FREQ]" = "syndradio",
"[DSQUAD_FREQ]" = "dsquadradio",
"[RESPONSE_FREQ]" = "resteamradio",
"[RAID_FREQ]" = "raiderradio",
"[BUG_FREQ]" = "bugradio"
)
radiochannelsreverse = list(
"[DJ_FREQ]" = "DJ",
"[SYND_FREQ]" = "Syndicate",
"[BUG_FREQ]" = "Radio Bug",
"[RAID_FREQ]" = "Raider",
"[RESPONSE_FREQ]" = "Response Team",
"[SUP_FREQ]" = "Supply",
"[SER_FREQ]" = "Service",
"[SCI_FREQ]" = "Science",
"[MED_FREQ]" = "Medical",
"[COMM_FREQ]" = "Command",
"[ENG_FREQ]" = "Engineering",
"[SEC_FREQ]" = "Security",
"[DSQUAD_FREQ]" = "Deathsquad",
"[AIPRIV_FREQ]" = "AI Private",
"[COMMON_FREQ]" = "Common"
)
radiochannels = list(
"Common" = COMMON_FREQ,
"AI Private" = AIPRIV_FREQ,
"Deathsquad" = DSQUAD_FREQ,
"Security" = SEC_FREQ,
"Engineering" = ENG_FREQ,
"Command" = COMM_FREQ,
"Medical" = MED_FREQ,
"Science" = SCI_FREQ,
"Service" = SER_FREQ,
"Supply" = SUP_FREQ,
"Response Team" = RESPONSE_FREQ,
"Raider" = RAID_FREQ,
"Syndicate" = SYND_FREQ,
"DJ" = DJ_FREQ,
"Radio Bug" = BUG_FREQ
)
stationchannels = list(
"Common" = COMMON_FREQ,
"Security" = SEC_FREQ,
"Engineering" = ENG_FREQ,
"Command" = COMM_FREQ,
"Medical" = MED_FREQ,
"Science" = SCI_FREQ,
"Service" = SER_FREQ,
"Supply" = SUP_FREQ
)
/proc/update_radio_frequency(var/name, var/freq, var/color, var/mob/user, var/update_station = TRUE)
var/newspan = null
if(name in freqs)
newspan = freqtospan["[freqs[name]]"]
freqs[name] = freq
radiochannels[name] = freqs[name]
radiochannelsreverse["[freqs[name]]"] = name
if(color)
freqtocolor["[freqs[name]]"] = color
if(newspan)
freqtospan["[freqs[name]]"] = newspan
if(update_station)
stationchannels[name] = freqs[name]
log_admin("[update_station ? "World" : "Non-station"] radio frequency [name] is now [freqs[name]][user ? " set by [key_name(user)]": ""]")
message_admins("[update_station ? "World" : "Non-station"] radio frequency [color ? "<font color=[freqtocolor["[freqs[name]]"]]>" : ""][name][color ? "</font color>" : ""] is now [freqs[name]][user ? " set by [key_name(user)] ([formatJumpTo(user, "JMP")])" : ""]")
/proc/getviewsize(view)
if(isnum(view))
var/totalviewrange = (view < 0 ? -1 : 1) + 2 * view
return list(totalviewrange, totalviewrange)
else
var/list/viewrangelist = splittext(view,"x")
return list(text2num(viewrangelist[1]), text2num(viewrangelist[2]))
/**
* Get a bounding box of a list of atoms.
*
* Arguments:
* - atoms - List of atoms. Can accept output of view() and range() procs.
*
* Returns: list(x1, y1, x2, y2)
*/
/proc/get_bbox_of_atoms(list/atoms)
var/list/list_x = list()
var/list/list_y = list()
for(var/_a in atoms)
var/atom/a = _a
list_x += a.x
list_y += a.y
return list(
min(list_x),
min(list_y),
max(list_x),
max(list_y))
/proc/spiral_block(turf/epicenter, range, draw_red=FALSE)
if(!epicenter)
return list()
if(!range)
return list(epicenter)
. = list()
var/turf/T
var/y
var/x
var/c_dist = 1
. += epicenter
while( c_dist <= range )
y = epicenter.y + c_dist
x = epicenter.x - c_dist + 1
//bottom
for(x in x to epicenter.x+c_dist)
T = locate(x,y,epicenter.z)
if(T)
. += T
if(draw_red)
T.color = "red"
sleep(5)
y = epicenter.y + c_dist - 1
x = epicenter.x + c_dist
for(y in y to epicenter.y-c_dist step -1)
T = locate(x,y,epicenter.z)
if(T)
. += T
if(draw_red)
T.color = "red"
sleep(5)
y = epicenter.y - c_dist
x = epicenter.x + c_dist - 1
for(x in x to epicenter.x-c_dist step -1)
T = locate(x,y,epicenter.z)
if(T)
. += T
if(draw_red)
T.color = "red"
sleep(5)
y = epicenter.y - c_dist + 1
x = epicenter.x - c_dist
for(y in y to epicenter.y+c_dist)
T = locate(x,y,epicenter.z)
if(T)
. += T
if(draw_red)
T.color = "red"
sleep(5)
c_dist++
if(draw_red)
sleep(30)
for(var/turf/Q in .)
Q.color = null