initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
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var/datum/configuration/config = null
var/datum/protected_configuration/protected_config = null
var/host = null
var/join_motd = null
var/station_name = null
var/game_version = "/tg/ Station 13"
var/changelog_hash = ""
var/ooc_allowed = 1 // used with admin verbs to disable ooc - not a config option apparently
var/dooc_allowed = 1
var/abandon_allowed = 1
var/enter_allowed = 1
var/guests_allowed = 1
var/shuttle_frozen = 0
var/shuttle_left = 0
var/tinted_weldhelh = 1
// Debug is used exactly once (in living.dm) but is commented out in a lot of places. It is not set anywhere and only checked.
// Debug2 is used in conjunction with a lot of admin verbs and therefore is actually legit.
var/Debug = 0 // global debug switch
var/Debug2 = 0
//Server API key
var/global/comms_key = "default_pwd"
var/global/comms_allowed = 0 //By default, the server does not allow messages to be sent to it, unless the key is strong enough (this is to prevent misconfigured servers from becoming vulnerable)
//Cross server communications
var/global/cross_address = "byond://" //This needs to be global as the message sent contains the comms key.
var/global/cross_allowed = 0 //Don't bother attempting to send if the address wasn't set.
//This was a define, but I changed it to a variable so it can be changed in-game.(kept the all-caps definition because... code...) -Errorage
var/MAX_EX_DEVESTATION_RANGE = 3
var/MAX_EX_HEAVY_RANGE = 7
var/MAX_EX_LIGHT_RANGE = 14
var/MAX_EX_FLASH_RANGE = 14
var/MAX_EX_FLAME_RANGE = 14
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// MySQL configuration
var/sqladdress = "localhost"
var/sqlport = "3306"
var/sqlfdbkdb = "test"
var/sqlfdbklogin = "root"
var/sqlfdbkpass = ""
var/sqlfdbktableprefix = "erro_" //backwords compatibility with downstream server hosts
//Database connections
//A connection is established on world creation. Ideally, the connection dies when the server restarts (After feedback logging.).
var/DBConnection/dbcon = new() //Feedback database (New database)
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var/master_mode = "traitor"//"extended"
var/secret_force_mode = "secret" // if this is anything but "secret", the secret rotation will forceably choose this mode
var/wavesecret = 0 // meteor mode, delays wave progression, terrible name
var/datum/station_state/start_state = null // Used in round-end report
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//////////////
var/NEARSIGHTBLOCK = 0
var/EPILEPSYBLOCK = 0
var/COUGHBLOCK = 0
var/TOURETTESBLOCK = 0
var/NERVOUSBLOCK = 0
var/BLINDBLOCK = 0
var/DEAFBLOCK = 0
var/HULKBLOCK = 0
var/TELEBLOCK = 0
var/FIREBLOCK = 0
var/XRAYBLOCK = 0
var/CLUMSYBLOCK = 0
var/STRANGEBLOCK = 0
var/RACEBLOCK = 0
var/list/bad_se_blocks
var/list/good_se_blocks
var/list/op_se_blocks
var/NULLED_SE
var/NULLED_UI
var/list/global_mutations = list() // list of hidden mutation things
var/list/bad_mutations = list()
var/list/good_mutations = list()
var/list/not_good_mutations = list()
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//Preferences stuff
//Hairstyles
var/global/list/hair_styles_list = list() //stores /datum/sprite_accessory/hair indexed by name
var/global/list/hair_styles_male_list = list() //stores only hair names
var/global/list/hair_styles_female_list = list() //stores only hair names
var/global/list/facial_hair_styles_list = list() //stores /datum/sprite_accessory/facial_hair indexed by name
var/global/list/facial_hair_styles_male_list = list() //stores only hair names
var/global/list/facial_hair_styles_female_list = list() //stores only hair names
//Underwear
var/global/list/underwear_list = list() //stores /datum/sprite_accessory/underwear indexed by name
var/global/list/underwear_m = list() //stores only underwear name
var/global/list/underwear_f = list() //stores only underwear name
//Undershirts
var/global/list/undershirt_list = list() //stores /datum/sprite_accessory/undershirt indexed by name
var/global/list/undershirt_m = list() //stores only undershirt name
var/global/list/undershirt_f = list() //stores only undershirt name
//Socks
var/global/list/socks_list = list() //stores /datum/sprite_accessory/socks indexed by name
//Lizard Bits (all datum lists indexed by name)
var/global/list/body_markings_list = list()
var/global/list/tails_list_lizard = list()
var/global/list/animated_tails_list_lizard = list()
var/global/list/snouts_list = list()
var/global/list/horns_list = list()
var/global/list/frills_list = list()
var/global/list/spines_list = list()
var/global/list/animated_spines_list = list()
//Mutant Human bits
var/global/list/tails_list_human = list()
var/global/list/animated_tails_list_human = list()
var/global/list/ears_list = list()
var/global/list/wings_list = list()
var/global/list/wings_open_list = list()
var/global/list/r_wings_list = list()
var/global/list/ghost_forms_with_directions_list = list("ghost") //stores the ghost forms that support directional sprites
var/global/list/ghost_forms_with_accessories_list = list("ghost") //stores the ghost forms that support hair and other such things
//Backpacks
#define GBACKPACK "Grey Backpack"
#define GSATCHEL "Grey Satchel"
#define GDUFFLEBAG "Grey Dufflebag"
#define LSATCHEL "Leather Satchel"
#define DBACKPACK "Department Backpack"
#define DSATCHEL "Department Satchel"
#define DDUFFLEBAG "Department Dufflebag"
var/global/list/backbaglist = list(DBACKPACK, DSATCHEL, DDUFFLEBAG, GBACKPACK, GSATCHEL, GDUFFLEBAG, LSATCHEL)
//Female Uniforms
var/global/list/female_clothing_icons = list()
//radical shit
var/list/hit_appends = list("-OOF", "-ACK", "-UGH", "-HRNK", "-HURGH", "-GLORF")
var/list/scarySounds = list('sound/weapons/thudswoosh.ogg','sound/weapons/Taser.ogg','sound/weapons/armbomb.ogg','sound/voice/hiss1.ogg','sound/voice/hiss2.ogg','sound/voice/hiss3.ogg','sound/voice/hiss4.ogg','sound/voice/hiss5.ogg','sound/voice/hiss6.ogg','sound/effects/Glassbr1.ogg','sound/effects/Glassbr2.ogg','sound/effects/Glassbr3.ogg','sound/items/Welder.ogg','sound/items/Welder2.ogg','sound/machines/airlock.ogg','sound/effects/clownstep1.ogg','sound/effects/clownstep2.ogg')
// Reference list for disposal sort junctions. Set the sortType variable on disposal sort junctions to
// the index of the sort department that you want. For example, sortType set to 2 will reroute all packages
// tagged for the Cargo Bay.
/* List of sortType codes for mapping reference
0 Waste
1 Disposals
2 Cargo Bay
3 QM Office
4 Engineering
5 CE Office
6 Atmospherics
7 Security
8 HoS Office
9 Medbay
10 CMO Office
11 Chemistry
12 Research
13 RD Office
14 Robotics
15 HoP Office
16 Library
17 Chapel
18 Theatre
19 Bar
20 Kitchen
21 Hydroponics
22 Janitor
23 Genetics
*/
var/list/TAGGERLOCATIONS = list("Disposals",
"Cargo Bay", "QM Office", "Engineering", "CE Office",
"Atmospherics", "Security", "HoS Office", "Medbay",
"CMO Office", "Chemistry", "Research", "RD Office",
"Robotics", "HoP Office", "Library", "Chapel", "Theatre",
"Bar", "Kitchen", "Hydroponics", "Janitor Closet","Genetics")
var/global/list/guitar_notes = flist("sound/guitar/")
var/global/list/station_prefixes = list("", "Imperium", "Heretical", "Cuban",
"Psychic", "Elegant", "Common", "Uncommon", "Rare", "Unique",
"Houseruled", "Religious", "Atheist", "Traditional", "Houseruled",
"Mad", "Super", "Ultra", "Secret", "Top Secret", "Deep", "Death",
"Zybourne", "Central", "Main", "Government", "Uoi", "Fat",
"Automated", "Experimental", "Augmented")
var/global/list/station_names = list("", "Stanford", "Dorf", "Alium",
"Prefix", "Clowning", "Aegis", "Ishimura", "Scaredy", "Death-World",
"Mime", "Honk", "Rogue", "MacRagge", "Ultrameens", "Safety", "Paranoia",
"Explosive", "Neckbear", "Donk", "Muppet", "North", "West", "East",
"South", "Slant-ways", "Widdershins", "Rimward", "Expensive",
"Procreatory", "Imperial", "Unidentified", "Immoral", "Carp", "Ork",
"Pete", "Control", "Nettle", "Aspie", "Class", "Crab", "Fist",
"Corrogated","Skeleton","Race", "Fatguy", "Gentleman", "Capitalist",
"Communist", "Bear", "Beard", "Derp", "Space", "Spess", "Star", "Moon",
"System", "Mining", "Neckbeard", "Research", "Supply", "Military",
"Orbital", "Battle", "Science", "Asteroid", "Home", "Production",
"Transport", "Delivery", "Extraplanetary", "Orbital", "Correctional",
"Robot", "Hats", "Pizza")
var/global/list/station_suffixes = list("Station", "Frontier",
"Suffix", "Death-trap", "Space-hulk", "Lab", "Hazard","Spess Junk",
"Fishery", "No-Moon", "Tomb", "Crypt", "Hut", "Monkey", "Bomb",
"Trade Post", "Fortress", "Village", "Town", "City", "Edition", "Hive",
"Complex", "Base", "Facility", "Depot", "Outpost", "Installation",
"Drydock", "Observatory", "Array", "Relay", "Monitor", "Platform",
"Construct", "Hangar", "Prison", "Center", "Port", "Waystation",
"Factory", "Waypoint", "Stopover", "Hub", "HQ", "Office", "Object",
"Fortification", "Colony", "Planet-Cracker", "Roost", "Fat Camp",
"Airstrip")
var/global/list/greek_letters = list("Alpha", "Beta", "Gamma", "Delta",
"Epsilon", "Zeta", "Eta", "Theta", "Iota", "Kappa", "Lambda", "Mu",
"Nu", "Xi", "Omicron", "Pi", "Rho", "Sigma", "Tau", "Upsilon", "Phi",
"Chi", "Psi", "Omega")
var/global/list/roman_numerals = list("I", "II", "III", "IV", "V", "VI",
"VII", "VIII", "IX", "X", "XI", "XII", "XIII", "XIV", "XV", "XVI",
"XVII", "XVIII", "XIX", "XX")
var/global/list/phonetic_alphabet = list("Alpha", "Bravo", "Charlie",
"Delta", "Echo", "Foxtrot", "Golf", "Hotel", "India", "Juliet",
"Kilo", "Lima", "Mike", "November", "Oscar", "Papa", "Quebec",
"Romeo", "Sierra", "Tango", "Uniform", "Victor", "Whiskey", "X-ray",
"Yankee", "Zulu")
var/global/list/numbers_as_words = list("One", "Two", "Three", "Four",
"Five", "Six", "Seven", "Eight", "Nine", "Ten", "Eleven", "Twelve",
"Thirteen", "Fourteen", "Fifteen", "Sixteen", "Seventeen",
"Eighteen", "Nineteen")
/proc/generate_number_strings()
var/list/L
for(var/i in 1 to 99)
L += "[i]"
return L
var/global/list/station_numerals = greek_letters + roman_numerals + phonetic_alphabet + numbers_as_words + generate_number_strings()
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#define Z_NORTH 1
#define Z_EAST 2
#define Z_SOUTH 3
#define Z_WEST 4
var/list/cardinal = list( NORTH, SOUTH, EAST, WEST )
var/list/alldirs = list(NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
var/list/diagonals = list(NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST)
//This list contains the z-level numbers which can be accessed via space travel and the percentile chances to get there.
//(Exceptions: extended, sandbox and nuke) -Errorage
//Was list("3" = 30, "4" = 70).
//Spacing should be a reliable method of getting rid of a body -- Urist.
//Go away Urist, I'm restoring this to the longer list. ~Errorage
var/list/accessable_z_levels = list(1,3,4,5,6,7) //Keep this to six maps, repeating z-levels is ok if needed
var/global/list/global_map = null
//list/global_map = list(list(1,5),list(4,3))//an array of map Z levels.
//Resulting sector map looks like
//|_1_|_4_|
//|_5_|_3_|
//
//1 - SS13
//4 - Derelict
//3 - AI satellite
//5 - empty space
var/list/landmarks_list = list() //list of all landmarks created
var/list/start_landmarks_list = list() //list of all spawn points created
var/list/department_security_spawns = list() //list of all department security spawns
var/list/generic_event_spawns = list() //list of all spawns for events
var/list/monkeystart = list()
var/list/wizardstart = list()
var/list/newplayer_start = list()
var/list/latejoin = list()
var/list/prisonwarp = list() //prisoners go to these
var/list/holdingfacility = list() //captured people go here
var/list/xeno_spawn = list()//Aliens spawn at these.
var/list/tdome1 = list()
var/list/tdome2 = list()
var/list/tdomeobserve = list()
var/list/tdomeadmin = list()
var/list/prisonsecuritywarp = list() //prison security goes to these
var/list/prisonwarped = list() //list of players already warped
var/list/blobstart = list()
var/list/secequipment = list()
var/list/deathsquadspawn = list()
var/list/emergencyresponseteamspawn = list()
var/list/ruin_landmarks = list()
//away missions
var/list/awaydestinations = list() //a list of landmarks that the warpgate can take you to
//used by jump-to-area etc. Updated by area/updateName()
var/list/sortedAreas = list()
//List of preloaded templates
var/list/datum/map_template/map_templates = list()
var/list/datum/map_template/ruins_templates = list()
var/list/datum/map_template/space_ruins_templates = list()
var/list/datum/map_template/lava_ruins_templates = list()
var/list/datum/map_template/shuttle_templates = list()
var/list/datum/map_template/shelter_templates = list()
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var/list/clients = list() //all clients
var/list/admins = list() //all clients whom are admins
var/list/deadmins = list() //all clients who have used the de-admin verb.
var/list/directory = list() //all ckeys with associated client
var/list/stealthminID = list() //reference list with IDs that store ckeys, for stealthmins
//Since it didn't really belong in any other category, I'm putting this here
//This is for procs to replace all the goddamn 'in world's that are chilling around the code
var/global/list/player_list = list() //all mobs **with clients attached**. Excludes /mob/new_player
var/global/list/mob_list = list() //all mobs, including clientless
var/global/list/living_mob_list = list() //all alive mobs, including clientless. Excludes /mob/new_player
var/global/list/dead_mob_list = list() //all dead mobs, including clientless. Excludes /mob/new_player
var/global/list/joined_player_list = list() //all clients that have joined the game at round-start or as a latejoin.
var/global/list/silicon_mobs = list() //all silicon mobs
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var/list/ai_names = file2list("config/names/ai.txt")
var/list/wizard_first = file2list("config/names/wizardfirst.txt")
var/list/wizard_second = file2list("config/names/wizardsecond.txt")
var/list/ninja_titles = file2list("config/names/ninjatitle.txt")
var/list/ninja_names = file2list("config/names/ninjaname.txt")
var/list/commando_names = file2list("config/names/death_commando.txt")
var/list/first_names_male = file2list("config/names/first_male.txt")
var/list/first_names_female = file2list("config/names/first_female.txt")
var/list/last_names = file2list("config/names/last.txt")
var/list/lizard_names_male = file2list("config/names/lizard_male.txt")
var/list/lizard_names_female = file2list("config/names/lizard_female.txt")
var/list/clown_names = file2list("config/names/clown.txt")
var/list/mime_names = file2list("config/names/mime.txt")
var/list/carp_names = file2list("config/names/carp.txt")
var/list/golem_names = file2list("config/names/golem.txt")
var/list/verbs = file2list("config/names/verbs.txt")
var/list/adjectives = file2list("config/names/adjectives.txt")
//loaded on startup because of "
//would include in rsc if ' was used
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var/global/list/cable_list = list() //Index for all cables, so that powernets don't have to look through the entire world all the time
var/global/list/portals = list() //list of all /obj/effect/portal
var/global/list/airlocks = list() //list of all airlocks
var/global/list/mechas_list = list() //list of all mechs. Used by hostile mobs target tracking.
var/global/list/shuttle_caller_list = list() //list of all communication consoles and AIs, for automatic shuttle calls when there are none.
var/global/list/machines = list() //NOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing !
var/global/list/syndicate_shuttle_boards = list() //important to keep track of for managing nukeops war declarations.
var/global/list/navbeacons = list() //list of all bot nagivation beacons, used for patrolling.
var/global/list/deliverybeacons = list() //list of all MULEbot delivery beacons.
var/global/list/deliverybeacontags = list() //list of all tags associated with delivery beacons.
var/global/list/nuke_list = list()
var/global/list/nuke_tiles = list() //list of all turfs that turn to animated red grids when a nuke is triggered
var/global/list/chemical_reactions_list //list of all /datum/chemical_reaction datums. Used during chemical reactions
var/global/list/chemical_reagents_list //list of all /datum/reagent datums indexed by reagent id. Used by chemistry stuff
var/global/list/materials_list = list() //list of all /datum/material datums indexed by material id.
var/global/list/tech_list = list() //list of all /datum/tech datums indexed by id.
var/global/list/surgeries_list = list() //list of all surgeries by name, associated with their path.
var/global/list/crafting_recipes = list() //list of all table craft recipes
var/global/list/rcd_list = list() //list of Rapid Construction Devices.
var/global/list/apcs_list = list() //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
var/global/list/tracked_implants = list() //list of all current implants that are tracked to work out what sort of trek everyone is on. Sadly not on lavaworld not implemented...
var/global/list/poi_list = list() //list of points of interest for observe/follow
var/global/list/pinpointer_list = list() //list of all pinpointers. Used to change stuff they are pointing to all at once.
// A list of all zombie_infection organs, for any mass "animation"
var/global/list/zombie_infection_list = list()
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var/diary = null
var/diaryofmeanpeople = null
var/href_logfile = null
var/list/bombers = list( )
var/list/admin_log = list ( )
var/list/lastsignalers = list( ) //keeps last 100 signals here in format: "[src] used \ref[src] @ location [src.loc]: [freq]/[code]"
var/list/lawchanges = list( ) //Stores who uploaded laws to which silicon-based lifeform, and what the law was
var/list/combatlog = list()
var/list/IClog = list()
var/list/OOClog = list()
var/list/adminlog = list()
var/list/active_turfs_startlist = list()
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var/admin_notice = "" // Admin notice that all clients see when joining the server
var/timezoneOffset = 0 // The difference betwen midnight (of the host computer) and 0 world.ticks.
// For FTP requests. (i.e. downloading runtime logs.)
// However it'd be ok to use for accessing attack logs and such too, which are even laggier.
var/fileaccess_timer = 0
var/TAB = "    "
var/map_ready = 0
/*
basically, this will be used to avoid initialize() being called twice for objects
initialize() is necessary because the map is instanced on a turf-by-turf basis
i.e. all obj on a turf are instanced, then all mobs on that turf, before moving to the next turf (starting bottom-left)
This means if we want to say, get any neighbouring objects in New(), only objects to the south and west will exist yet.
Therefore, we'd need to use spawn() inside New() to wait for the surrounding turf contents to be instanced
However, using lots of spawn() has a severe performance impact, and often results in spaghetti-code
map_ready will be set to 1 when world/New() is called (which happens just after the map is instanced)
*/
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var/global/datum/datacore/data_core = null
//var/global/defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event
//Noble idea, but doing this made GC fail. The gains from waiting on deffering are lost by using del()
var/CELLRATE = 0.002 // multiplier for watts per tick <> cell storage (eg: .002 means if there is a load of 1000 watts, 20 units will be taken from a cell per second)
var/CHARGELEVEL = 0.001 // Cap for how fast cells charge, as a percentage-per-tick (.001 means cellcharge is capped to 1% per second)
var/list/powernets = list()
var/map_name = "Unknown" //The name of the map that is loaded. Assigned in world/New()