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vgstation13/code/__HELPERS/game.dm

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/proc/dopage(src,target)
var/href_list
var/href
href_list = params2list("src=\ref[src]&[target]=1")
href = "src=\ref[src];[target]=1"
src:temphtml = null
src:Topic(href, href_list)
return null
/proc/get_area(const/atom/O)
if (isnull(O))
return
var/atom/A = O
for (var/i = 0, ++i <= 16)
if (isarea(A))
return A
if (istype(A))
A = A.loc
else
return
/proc/get_area_master(const/O)
var/area/A = get_area(O)
if(isarea(A))
return A
/proc/get_area_name(N) //get area by its name
for(var/area/A in areas)
if(A.name == N)
return A
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/get_hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
/proc/alone_in_area(var/area/the_area, var/mob/must_be_alone, var/check_type = /mob/living/carbon)
var/area/our_area = get_area_master(the_area)
for(var/C in living_mob_list)
if(!istype(C, check_type))
continue
if(C == must_be_alone)
continue
if(our_area == get_area_master(C))
return 0
return 1
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
if(!centerturf)
to_chat(usr, "cant get a center turf?")
return
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
if(!T) continue
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/recursive_type_check(atom/O, type = /atom)
var/list/processing_list = list(O)
var/list/processed_list = new/list()
var/found_atoms = new/list()
while (processing_list.len)
var/atom/A = processing_list[1]
if (istype(A, type))
found_atoms |= A
for (var/atom/B in A)
if (!processed_list[B])
processing_list |= B
processing_list.Cut(1, 2)
processed_list[A] = A
return found_atoms
//var/debug_mob = 0
/proc/get_contents_in_object(atom/O, type_path = /atom/movable)
if (O)
return recursive_type_check(O, type_path) - O
else
return new/list()
#define SIGN(X) ((X<0)?-1:1)
proc
inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
#undef SIGN
proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/proc/try_move_adjacent(atom/movable/AM)
var/turf/T = get_turf(AM)
for(var/direction in cardinal)
if(AM.Move(get_step(T, direction)))
break
/proc/get_mob_by_key(var/key)
for(var/mob/M in mob_list)
if(M.ckey == lowertext(key))
return M
return null
//i think this is used soley by verb/give(), cael
proc/check_can_reach(atom/user, atom/target)
if(!in_range(user,target))
return 0
return CanReachThrough(get_turf(user), get_turf(target), target)
//dummy caching, used to speed up reach checks
var/list/DummyCache = list()
/proc/CanReachThrough(turf/srcturf, turf/targetturf, atom/target, var/pass_flags=0)
var/obj/item/weapon/dummy/D = locate() in DummyCache
if(!D)
D = new /obj/item/weapon/dummy( srcturf )
else
DummyCache.Remove(D)
D.loc = srcturf
D.flags=initial(D.flags)
D.pass_flags=initial(D.pass_flags)
if(pass_flags&PASSTABLE)
D.pass_flags |= PASSTABLE
if(targetturf.density && targetturf != get_turf(target))
return 0
//Now, check objects to block exit that are on the border
for(var/obj/border_obstacle in srcturf)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CheckExit(D, targetturf))
D.loc = null
DummyCache.Add(D)
return 0
//Next, check objects to block entry that are on the border
for(var/obj/border_obstacle in targetturf)
if((border_obstacle.flags & ON_BORDER) && (target != border_obstacle))
if(!border_obstacle.CanPass(D, srcturf, 1, 0))
D.loc = null
DummyCache.Add(D)
return 0
D.loc = null
DummyCache.Add(D)
return 1
// Comment out when done testing shit.
//#define DEBUG_ROLESELECT
#ifdef DEBUG_ROLESELECT
# define roleselect_debug(x) testing(x)
# warning DEBUG_ROLESELECT is defined!
#else
# define roleselect_debug(x)
#endif
// Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer.
/proc/get_active_candidates(var/role_id=null, var/buffer=ROLE_SELECT_AFK_BUFFER, var/poll=0)
var/list/candidates = list() //List of candidate mobs to assume control of the new larva ~fuck you
var/i = 0
while(candidates.len <= 0 && i < 5)
roleselect_debug("get_active_candidates(role_id=[role_id], buffer=[buffer], poll=[poll]): Player list is [player_list.len] items long.")
for(var/mob/dead/observer/G in player_list)
if(G.mind && G.mind.current && G.mind.current.stat != DEAD)
roleselect_debug("get_active_candidates(role_id=[role_id], buffer=[buffer], poll=[poll]): Skipping [G] - Shitty candidate.")
continue
if(!G.client.desires_role(role_id,display_to_user=(poll!=0 && i==0) ? poll : 0)) // Only ask once.
roleselect_debug("get_active_candidates(role_id=[role_id], buffer=[buffer], poll=[poll]): Skipping [G] - Doesn't want role.")
continue
if(((G.client.inactivity/10)/60) > buffer + i) // the most active players are more likely to become an alien
roleselect_debug("get_active_candidates(role_id=[role_id], buffer=[buffer], poll=[poll]): Skipping [G] - Inactive.")
continue
roleselect_debug("get_active_candidates(role_id=[role_id], buffer=[buffer], poll=[poll]): Selected [G] as candidate.")
candidates += G
i++
return candidates
/proc/get_candidates(var/role_id=null)
. = list()
for(var/mob/dead/observer/G in player_list)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk() && (role_id==null || G.client.desires_role(role_id)))
. += G.client
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /obj/screen/text()
O.maptext = maptext
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
return O
/proc/Show2Group4Delay(obj/O, list/group, delay=0)
if(!isobj(O)) return
if(!group) group = clients
for(var/client/C in group)
C.screen += O
if(delay)
spawn(delay)
for(var/client/C in group)
C.screen -= O
/proc/flick_overlay(image/I, list/show_to, duration)
for(var/client/C in show_to)
C.images += I
sleep(duration)
for(var/client/C in show_to)
C.images -= I
/proc/get_active_player_count()
// Get active players who are playing in the round
var/active_players = 0
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M && M.client)
if(istype(M, /mob/new_player)) // exclude people in the lobby
continue
else if(isobserver(M)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/O = M
if(O.started_as_observer) // Exclude people who started as observers
continue
active_players++
return active_players
/datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
/proc/mobs_in_area(var/area/the_area, var/client_needed=0, var/moblist=mob_list)
var/list/mobs_found[0]
var/area/our_area = get_area_master(the_area)
for(var/mob/M in moblist)
if(client_needed && !M.client)
continue
if(our_area != get_area_master(M))
continue
mobs_found += M
return mobs_found
/proc/GetRedPart(const/hexa)
return hex2num(copytext(hexa, 2, 4))
/proc/GetGreenPart(const/hexa)
return hex2num(copytext(hexa, 4, 6))
/proc/GetBluePart(const/hexa)
return hex2num(copytext(hexa, 6, 8))
/proc/GetHexColors(const/hexa)
return list(\
GetRedPart(hexa),\
GetGreenPart(hexa),\
GetBluePart(hexa)\
)
/proc/MixColors(const/list/colors)
var/list/reds = new
var/list/blues = new
var/list/greens = new
var/list/weights = new
for (var/i = 0, ++i <= colors.len)
reds.Add(GetRedPart(colors[i]))
blues.Add(GetBluePart(colors[i]))
greens.Add(GetGreenPart(colors[i]))
weights.Add(1)
var/r = mixOneColor(weights, reds)
var/g = mixOneColor(weights, greens)
var/b = mixOneColor(weights, blues)
return rgb(r,g,b)
/proc/mixOneColor(var/list/weight, var/list/color)
if(!weight || !color || length(weight) != length(color))
return 0
var/contents = length(weight)
// normalize weights
var/listsum = 0
for(var/i = 1, i <= contents, i++)
listsum += weight[i]
for(var/i = 1, i <= contents, i++)
weight[i] /= listsum
// mix them
var/mixedcolor = 0
for(var/i = 1, i <= contents, i++)
mixedcolor += weight[i] * color[i]
// until someone writes a formal proof for this algorithm, let's keep this in
//if(mixedcolor<0x00 || mixedcolor>0xFF)
// return 0
// that's not the kind of operation we are running here, nerd
return Clamp(round(mixedcolor), 0, 255)