Files
vgstation13/__DEFINES/_macros.dm
ShiftyRail d79c1fe070 Byond 516 v2.0 (#37553)
* The TGS thing

* Revert the 516 revert

* Further segment the world/New() proc

* Fixes an issue here
2025-05-12 00:50:25 -05:00

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//Define your macros here if they're used in general code
//Typechecking macros
// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
#define ishuman(A) istype(A, /mob/living/carbon/human)
#define isjusthuman(A) (ishuman(A) && istype(A:species, /datum/species/human))
#define ismonkey(A) istype(A, /mob/living/carbon/monkey)
#define ismartian(A) istype(A, /mob/living/carbon/complex/martian)
#define ishigherbeing(A) (ishuman(A) || ismartian(A) || (ismonkey(A) && A.dexterity_check()))
#define ismanifested(A) (ishuman(A) && istype(A:species, /datum/species/manifested))
#define isvox(A) (ishuman(A) && istype(A:species, /datum/species/vox))
#define isinsectoid(A) (ishuman(A) && istype(A:species, /datum/species/insectoid))
#define isdiona(A) (ishuman(A) && istype(A:species, /datum/species/diona))
#define isgrey(A) (ishuman(A) && istype(A:species, /datum/species/grey))
#define isplasmaman(A) (ishuman(A) && istype(A:species, /datum/species/plasmaman))
#define isskellington(A) (ishuman(A) && istype(A:species, /datum/species/skellington))
#define isskelevox(A) (ishuman(A) && istype(A:species, /datum/species/skellington/skelevox))
#define iscatbeast(A) (ishuman(A) && istype(A:species, /datum/species/tajaran))
#define isunathi(A) (ishuman(A) && istype(A:species, /datum/species/unathi))
#define isskrell(A) (ishuman(A) && istype(A:species, /datum/species/skrell))
#define ismuton(A) (ishuman(A) && istype(A:species, /datum/species/muton))
#define isgolem(A) (ishuman(A) && istype(A:species, /datum/species/golem))
#define isslimeperson(A) (ishuman(A) && istype(A:species, /datum/species/slime))
#define ishorrorform(A) (ishuman(A) && istype(A:species, /datum/species/horror))
#define istruevampire(A) (ishuman(A) && isvampire(A) && istype(A:species, /datum/species/vampire))
#define ismushroom(A) ((ishuman(A) && istype(A:species, /datum/species/mushroom)) || (istype(A, /mob/living/carbon/monkey/mushroom)))
#define islich(A) (ishuman(A) && istype(A:species, /datum/species/lich))
#define istruelich(A) ((islich(A) && (iswizard(A) || iswearinglichcrown(A))
#define iswearinglichcrown(A) (ishuman(A) && (istype(A:head, /obj/item/clothing/head/wizard/skelelich)) //|| istype(A:head, /obj/item/clothing
#define ishologram(A) (istype(A, /mob/living/simple_animal/hologram/advanced))
#define isbrain(A) istype(A, /mob/living/carbon/brain)
#define isalien(A) istype(A, /mob/living/carbon/alien)
#define isalienadult(A) istype(A, /mob/living/carbon/alien/humanoid)
#define isalienqueen(A) istype(A, /mob/living/carbon/alien/humanoid/queen)
#define isaliendrone(A) istype(A, /mob/living/carbon/alien/humanoid/drone)
#define islarva(A) istype(A, /mob/living/carbon/alien/larva)
#define iszombie(A) istype(A, /mob/living/simple_animal/hostile/necro/zombie)
#define isslime(A) (istype(A, /mob/living/carbon/slime) || istype(A, /mob/living/simple_animal/slime))
#define isgremlin(A) (istype(A, /mob/living/simple_animal/hostile/gremlin))
#define isgrinch(A) (istype(A, /mob/living/simple_animal/hostile/gremlin/grinch))
#define ispulsedemon(A) (istype(A, /mob/living/simple_animal/hostile/pulse_demon))
#define isgrue(A) (istype(A, /mob/living/simple_animal/hostile/grue))
#define isrobot(A) istype(A, /mob/living/silicon/robot)
#define isanimal(A) istype(A, /mob/living/simple_animal)
#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
#define iscrab(A) istype(A, /mob/living/simple_animal/crab)
#define iscat(A) istype(A, /mob/living/simple_animal/cat)
#define ismouse(A) istype(A, /mob/living/simple_animal/mouse)
#define isbear(A) istype(A, /mob/living/simple_animal/hostile/bear)
#define iscarp(A) istype(A, /mob/living/simple_animal/hostile/carp)
#define isspider(A) istype(A, /mob/living/simple_animal/hostile/giant_spider)
#define isclown(A) istype(A, /mob/living/simple_animal/hostile/retaliate/clown)
#define iscluwne(A) istype(A, /mob/living/simple_animal/hostile/retaliate/cluwne)
#define isclowngoblin(A) istype(A, /mob/living/simple_animal/hostile/retaliate/cluwne/goblin)
#define isbee(A) istype(A, /mob/living/simple_animal/bee)
#define isAI(A) istype(A, /mob/living/silicon/ai)
#define isAIEye(A) istype(A, /mob/camera/aiEye)
#define ispAI(A) istype(A, /mob/living/silicon/pai)
#define iscarbon(A) istype(A, /mob/living/carbon)
#define issilicon(A) istype(A, /mob/living/silicon)
#define isMoMMI(A) istype(A, /mob/living/silicon/robot/mommi)
#define isSaMMI(A) istype(A, /mob/living/silicon/robot/mommi/sammi)
#define isbot(A) istype(A, /obj/machinery/bot)
#define isborer(A) istype(A, /mob/living/simple_animal/borer)
#define isshade(A) istype(A, /mob/living/simple_animal/shade)
#define isconstruct(A) istype(A, /mob/living/simple_animal/construct)
#define isliving(A) istype(A, /mob/living)
#define isobserver(A) istype(A, /mob/dead/observer)
#define isjustobserver(A) (isobserver(A) && !isAdminGhost(A))
#define isnewplayer(A) istype(A, /mob/new_player)
#define isovermind(A) istype(A, /mob/camera/blob)
#define isorgan(A) istype(A, /datum/organ/external)
#define isitem(A) istype(A, /obj/item)
#define isclothing(A) istype(A, /obj/item/clothing)
#define iswearingredtag(A) istype(get_tag_armor(A), /obj/item/clothing/suit/tag/redtag)
#define iswearingbluetag(A) istype(get_tag_armor(A), /obj/item/clothing/suit/tag/bluetag)
#define isEmag(A) istype(A, /obj/item/weapon/card/emag)
#define istool(A) (iswrench(A) || iswelder(A) || isshovel(A) || ishammer(A) || iscablecoil(A) || iswiretool(A) || iscrowbar(A))
#define iswelder(A) istype(A, /obj/item/tool/weldingtool)
#define isshovel(A) istype(A, /obj/item/weapon/pickaxe/shovel)
#define ishammer(A) is_type_in_list(A, list(/obj/item/weapon/hammer, /obj/item/weapon/storage/toolbox))
#define iscablecoil(A) istype(A, /obj/item/stack/cable_coil)
#define iscoin(A) is_type_in_list(A, list(/obj/item/weapon/coin, /obj/item/weapon/reagent_containers/food/snacks/chococoin, /obj/item/weapon/reagent_containers/food/snacks/customizable/candy/coin))
#define isfood(A) istype(A, /obj/item/weapon/reagent_containers/food)
#define iswirecutter(A) (istype(A, /obj/item/tool/wirecutters) || (istype(A, /obj/item/weapon/switchtool) && istype(A:deployed, /obj/item/tool/wirecutters)))
#define iswiretool(A) (iswirecutter(A) || ismultitool(A) || issignaler(A))
#define isbikehorn(A) istype(A, /obj/item/weapon/bikehorn)
#define isbanana(A) istype(A, /obj/item/weapon/reagent_containers/food/snacks/grown/banana)
#define isgun(A) istype(A, /obj/item/weapon/gun)
#define ispowercell(A) istype(A, /obj/item/weapon/cell)
#define ismultitool(A) istype(A, /obj/item/device/multitool)
#define iscrowbar(A) (istype(A, /obj/item/tool/crowbar) || (istype(A, /obj/item/weapon/switchtool) && istype(A:deployed, /obj/item/tool/crowbar)))
#define issolder(A) istype(A, /obj/item/tool/solder)
#define iswrench(A) (istype(A, /obj/item/tool/wrench) || (istype(A, /obj/item/weapon/switchtool) && istype(A:deployed, /obj/item/tool/wrench)))
#define isswitchtool(A) istype(A, /obj/item/weapon/switchtool)
#define isglasssheet(A) istype(A, /obj/item/stack/sheet/glass)
#define iscamera(A) istype(A, /obj/machinery/camera)
#define islightingoverlay(A) (istype(A, /atom/movable/lighting_overlay))
#define ischair(A) (istype(A, /obj/structure/bed/chair))
#define isvehicle(A) (istype(A, /obj/structure/bed/chair/vehicle))
#define istable(A) (istype(A, /obj/structure/table))
#define isshelf(A) (istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) || istype(A, /obj/item/weapon/storage))
#define issilicatesprayer(A) (istype(A, /obj/item/device/silicate_sprayer))
#define iswindow(A) (istype(A, /obj/structure/window))
#define isfullwindow(A) (istype(A, /obj/structure/window/full))
#define isgripper(G) (istype(G, /obj/item/weapon/gripper))
#define isholyweapon(I) (istype(I, /obj/item/weapon/storage/bible)\
|| istype(I, /obj/item/weapon/nullrod)\
|| istype(I, /obj/item/weapon/gun/hookshot/whip/vampkiller/true)\
|| istype(I, /obj/item/projectile/hookshot/whip/vampkiller/true)\
|| istype(I, /obj/item/weapon/boomerang/cross))
#define isholyprotection(I) (istype(I, /obj/item/weapon/nullrod))
#define isAPC(A) istype(A, /obj/machinery/power/apc)
#define isimage(A) (istype(A, /image))
#define isdatum(A) (istype(A, /datum))
#define isclient(A) (istype(A, /client))
#define isatom(A) isloc(A)
#define isrealobject(A) (istype(A, /obj/item) || istype(A, /obj/structure) || istype(A, /obj/machinery) || istype(A, /obj/mecha))
#define iscleanaway(A) (istype(A,/obj/effect/decal/cleanable) || (istype(A,/obj/effect/overlay) && !istype(A,/obj/effect/overlay/puddle) && !istype(A, /obj/effect/overlay/hologram)) || istype(A,/obj/effect/rune_legacy) || (A.ErasableRune()) || istype(A,/obj/effect/ash))
#define ismatrix(A) (istype(A, /matrix))
#define ismecha(A) (istype(A, /obj/mecha))
#define isID(A) (istype(A, /obj/item/weapon/card/id))
#define isRoboID(A) (istype(A, /obj/item/weapon/card/robot))
#define isPDA(A) (istype(A, /obj/item/device/pda))
#define isfloor(A) (istype(A, /turf/simulated/floor) || istype(A, /turf/unsimulated/floor) || istype(A, /turf/simulated/floor/shuttle) || istype(A, /turf/simulated/floor/shuttle/brig))
#define iswall(A) (istype(A, /turf/simulated/wall) || istype(A, /turf/unsimulated/wall))
#define isshuttleturf(A) (istype(A, /turf/simulated/wall/shuttle) || istype(A, /turf/simulated/floor/shuttle))
#define issilent(A) (A.silent || (ishuman(A) && (A.mind && A.mind.miming || A:species:flags & SPECIES_NO_MOUTH))) //Remember that silent is not the same as miming. Miming you can emote, silent you can't gesticulate at all
#define hasanvil(H) (isturf(H) && (locate(/obj/item/anvil) in H))
#define ishoe(O) (is_type_in_list(O, list(/obj/item/weapon/minihoe, /obj/item/weapon/kitchen/utensil/fork)))
#define isbeam(I) (istype(I, /obj/item/projectile/beam) || istype(I, /obj/effect/beam))
#define isbelt(O) (istype(O, /obj/item/weapon/storage/belt) || istype(O, /obj/item/red_ribbon_arm))
#define isrig(O) (istype(O, /obj/item/clothing/suit/space/rig))
#define isrighelmet(O) (istype(O, /obj/item/clothing/head/helmet/space/rig))
#define isinvisible(A) (A.invisibility || A.alpha <= 1)
#define format_examine(A,B) "<span class = 'info'><a HREF='?src=\ref[user];lookitem=\ref[A]'>[B].</a></span>"
//Macros for roles/antags
#define isfaction(A) (istype(A, /datum/faction))
#define isrole(type, H) (H.mind && H.mind.GetRole(type))
#define isanyantag(H) (H.mind && H.mind.antag_roles.len)
#define hasFactionIcons(H) (H.mind && H.mind.hasFactionsWithHUDIcons())
#define isvampire(H) (H.mind ? H.mind.GetRole(VAMPIRE) : FALSE)
#define isthrall(H) (H.mind ? H.mind.GetRole(THRALL) : FALSE)
#define iscultist(H) (H.mind ? H.mind.GetRole(CULTIST) : FALSE)
#define isstreamer(H) (H.mind && H.mind.GetRole(STREAMER))
#define isvoxraider(H) (H.mind && H.mind.GetRole(VOXRAIDER))
#define islegacycultist(H) (H.mind && H.mind.GetRole(LEGACY_CULTIST))
#define isanycultist(H) (islegacycultist(H) || iscultist(H))
#define ischangeling(H) (H.mind && H.mind.GetRole(CHANGELING))
#define isrev(H) (isrevnothead(H) || isrevhead(H))
#define isrevnothead(H) (H.mind && H.mind.GetRole(REV))
#define isrevhead(H) (H.mind && H.mind.GetRole(HEADREV))
#define istraitor(H) (H.mind && H.mind.GetRole(TRAITOR))
#define ischallenger(H) (H.mind && H.mind.GetRole(CHALLENGER))
#define iselitesyndie(H) (H.mind && H.mind.GetRole(SYNDIESQUADIE))
#define ismalf(H) (H.mind && H.mind.GetRole(MALF))
#define isnukeop(H) (H.mind && H.mind.GetRole(NUKE_OP))
#define issyndicate(H) (H.mind && (H.mind.GetRole(TRAITOR) || H.mind.GetRole(SYNDIESQUADIE) || H.mind.GetRole(NUKE_OP) || H.mind.GetRole(CHALLENGER)))
#define iswizard(H) (H.mind && H.mind.GetRole(WIZARD))
#define isapprentice(H) (H.mind && H.mind.GetRole(WIZAPP))
#define iswizconvert(H) (H.mind && H.mind.GetRole(WIZARD_CONVERT))
#define isbadmonkey(H) ((/datum/disease/jungle_fever in H.viruses) || (H.mind && H.mind.GetRole(MADMONKEY)))
#define isdeathsquad(H) (H.mind && H.mind.GetRole(DEATHSQUADIE))
#define isbomberman(H) (H.mind && H.mind.GetRole(BOMBERMAN))
#define ishighlander(H) (H.mind && H.mind.GetRole(HIGHLANDER))
#define issurvivor(H) (H.mind && H.mind.GetRole(SURVIVOR))
#define iscrusader(H) (H.mind && H.mind.GetRole(CRUSADER))
#define ismagician(H) (H.mind && H.mind.GetRole(MAGICIAN))
#define isninja(H) (H.mind && H.mind.GetRole(NINJA))
#define isrambler(H) (H.mind && H.mind.GetRole(RAMBLER))
#define isloosecatbeast(H) (H.mind && H.mind.GetRole(CATBEAST))
#define istimeagent(H) (H.mind && (H.mind.GetRole(TIMEAGENT) || (H.mind.GetRole(TIMEAGENTTWIN))))
#define isdivergentclone(H) (H.mind && (H.mind.GetRole(DIVERGENTCLONE)))
#define isERT(H) (H.mind && H.mind.GetRole(RESPONDER))
#define isclownling(H) (H.mind && H.mind.GetRole(CLOWN_LING))
#define istagmime(H) (H.mind && H.mind.GetRole(TAG_MIME))
//Banning someone from the Syndicate role bans them from all antagonist roles
#define isantagbanned(H) (jobban_isbanned(H, "Syndicate"))
#define iscluwnebanned(H) (jobban_isbanned(H, "Cluwne"))
//Macro for AREAS!
#define isspace(A) (A.type == /area)
#define isopenspace(A) istype(A, /turf/simulated/open)
var/global/list/visible_spaces = list(/turf/simulated/open, /turf/simulated/floor/glass)
#define isvisiblespace(A) is_type_in_list(A, visible_spaces)
//This one returns the "space" area
//#define get_space_area (get_area(locate(1,1,2))) //xd
/proc/get_space_area()
//global.space_area is defined in code/game/areas/areas.dm, and set when the space area is created
if(!global.space_area)
var/area/new_space_area = new /area
global.space_area = new_space_area
return global.space_area
/**
checks if the given atom is on a shuttle (non-specific)
args: atom
returns: shuttle type (or null if not on shuttle)
**/
/proc/is_on_shuttle(var/atom/A)
var/area/AA = get_area(A)
if(!AA) //How doth
return 0
for(var/datum/shuttle/S in shuttles)
if(S.linked_area == AA)
return S
return 0
//1 line helper procs compressed into defines.
//Returns 1 if the variable contains a protected list that can't be edited
#define variable_contains_protected_list(var_name) (((var_name) == "contents") || ((var_name) == "locs") || ((var_name) == "vars"))
#define CLAMP01(x) (clamp(x, 0, 1))
//CPU lag shit
#define calculateticks(x) x * world.tick_lag // Converts your ticks to proper tenths.
#define tcheck(CPU,TOSLEEP) if(world.cpu > CPU) sleep(calculateticks(TOSLEEP)) //Shorthand of checking and then sleeping a process based on world CPU
//get_turf(): Returns the turf that contains the atom.
//Example: A fork inside a box inside a locker will return the turf the locker is standing on.
//Yes, this is the fastest known way to do it.
#define get_turf(A) (get_step(A, 0))
//Helper to check if two things are in the same z-level
#define atoms_share_level(A, B) (A && B && A.z == B.z)
//HARDCORE MODE STUFF (mainly hunger)
#define hardcore_mode_on (hardcore_mode)//((ticker) && (ticker.hardcore_mode))
#define eligible_for_hardcore_mode(M) (M.ckey && M.client)
//Helper macro for eggs, called in process() of all fertilized eggs. If it returns 0, the egg will no longer be able to hatch
#define is_in_valid_nest(egg) (isturf(egg.loc))
#define subtypesof(A) (typesof(A) - A)
// For areas that are on the map, `x` is the coordinate of the turf with the lowest z, y, and x coordinate (in that order) that is contained by the area.
#define is_area_in_map(A) (A.x)
#define SNOW_THEME (map.snow_theme || Holiday == XMAS || Holiday == XMAS_EVE)
#define SOCIALISM_WON (map.nameShort == "castle" || Holiday == LABOR_DAY)
#define get_conductivity(A) (A ? A.siemens_coefficient : 1)
//Swaps the contents of the variables A and B. The if(TRUE) is there simply to restrict the scope of _.
//Yes, _ is a shitty variable name. Hopefully so shitty it won't ever be used anywhere it could conflict with this.
#define swap_vars(A, B) if(TRUE){var/_ = A; A = B; B = _}
// To prevent situations of trying to take funds that are factions of our lowest denomination
#define LOWEST_DENOMINATION 1
#define round_to_lowest_denomination(A) (round(A, LOWEST_DENOMINATION))
// strips all newlines from a string, replacing them with null
#define STRIP_NEWLINE(S) replacetextEx(S, "\n", null)
#define istransformable(A) (isatom(A))
#define isapperanceeditable(A) (isatom(A))
#define OMNI_LINK(A,B) isliving(A) && A:omnitool_connect(B)
#define is_real_champion(A) ismob(A) && A.is_wearing_item(/obj/item/weapon/storage/belt/champion) && A.is_wearing_item(/obj/item/clothing/mask/luchador)
// Call by name proc references, checks if the proc exists on either this type () (AND ONLY THIS TYPE) or as a global proc.
#define PROC_REF(X) (nameof(.proc/##X))