merge conflict and job/dept discounts support.

This commit is contained in:
Ghommie
2020-05-03 02:11:05 +02:00
308 changed files with 6846 additions and 9140 deletions
+100 -40
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@@ -11,6 +11,7 @@
#define LAZYINITLIST(L) if (!L) L = list()
#define UNSETEMPTY(L) if (L && !length(L)) L = null
#define LAZYCOPY(L) (L ? L.Copy() : list() )
#define LAZYREMOVE(L, I) if(L) { L -= I; if(!length(L)) { L = null; } }
#define LAZYADD(L, I) if(!L) { L = list(); } L += I;
#define LAZYOR(L, I) if(!L) { L = list(); } L |= I;
@@ -21,34 +22,47 @@
#define LAZYCLEARLIST(L) if(L) L.Cut()
#define SANITIZE_LIST(L) ( islist(L) ? L : list() )
#define reverseList(L) reverseRange(L.Copy())
#define LAZYADDASSOC(L, K, V) if(!L) { L = list(); } L[K] += list(V);
#define LAZYREMOVEASSOC(L, K, V) if(L) { if(L[K]) { L[K] -= V; if(!length(L[K])) L -= K; } if(!length(L)) L = null; }
// binary search sorted insert
// IN: Object to be inserted
// LIST: List to insert object into
// TYPECONT: The typepath of the contents of the list
// COMPARE: The variable on the objects to compare
#define BINARY_INSERT(IN, LIST, TYPECONT, COMPARE) \
var/__BIN_CTTL = length(LIST);\
if(!__BIN_CTTL) {\
LIST += IN;\
} else {\
var/__BIN_LEFT = 1;\
var/__BIN_RIGHT = __BIN_CTTL;\
var/__BIN_MID = (__BIN_LEFT + __BIN_RIGHT) >> 1;\
var/##TYPECONT/__BIN_ITEM;\
while(__BIN_LEFT < __BIN_RIGHT) {\
__BIN_ITEM = LIST[__BIN_MID];\
if(__BIN_ITEM.##COMPARE <= IN.##COMPARE) {\
__BIN_LEFT = __BIN_MID + 1;\
} else {\
__BIN_RIGHT = __BIN_MID;\
/// Passed into BINARY_INSERT to compare keys
#define COMPARE_KEY __BIN_LIST[__BIN_MID]
/// Passed into BINARY_INSERT to compare values
#define COMPARE_VALUE __BIN_LIST[__BIN_LIST[__BIN_MID]]
/****
* Binary search sorted insert
* INPUT: Object to be inserted
* LIST: List to insert object into
* TYPECONT: The typepath of the contents of the list
* COMPARE: The object to compare against, usualy the same as INPUT
* COMPARISON: The variable on the objects to compare
*/
#define BINARY_INSERT(INPUT, LIST, TYPECONT, COMPARE, COMPARISON, COMPTYPE) \
do {\
var/list/__BIN_LIST = LIST;\
var/__BIN_CTTL = length(__BIN_LIST);\
if(!__BIN_CTTL) {\
__BIN_LIST += INPUT;\
} else {\
var/__BIN_LEFT = 1;\
var/__BIN_RIGHT = __BIN_CTTL;\
var/__BIN_MID = (__BIN_LEFT + __BIN_RIGHT) >> 1;\
var/##TYPECONT/__BIN_ITEM;\
while(__BIN_LEFT < __BIN_RIGHT) {\
__BIN_ITEM = COMPTYPE;\
if(__BIN_ITEM.##COMPARISON <= COMPARE.##COMPARISON) {\
__BIN_LEFT = __BIN_MID + 1;\
} else {\
__BIN_RIGHT = __BIN_MID;\
};\
__BIN_MID = (__BIN_LEFT + __BIN_RIGHT) >> 1;\
};\
__BIN_MID = (__BIN_LEFT + __BIN_RIGHT) >> 1;\
__BIN_ITEM = COMPTYPE;\
__BIN_MID = __BIN_ITEM.##COMPARISON > COMPARE.##COMPARISON ? __BIN_MID : __BIN_MID + 1;\
__BIN_LIST.Insert(__BIN_MID, INPUT);\
};\
__BIN_ITEM = LIST[__BIN_MID];\
__BIN_MID = __BIN_ITEM.##COMPARE > IN.##COMPARE ? __BIN_MID : __BIN_MID + 1;\
LIST.Insert(__BIN_MID, IN);\
}
} while(FALSE)
//Returns a list in plain english as a string
/proc/english_list(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "" )
@@ -231,40 +245,77 @@
//Picks a random element from a list based on a weighting system:
//1. Adds up the total of weights for each element
//2. Gets a number between 1 and that total
//2. Gets the total from 0% to 100% of previous total value.
//3. For each element in the list, subtracts its weighting from that number
//4. If that makes the number 0 or less, return that element.
/proc/pickweight(list/L)
/proc/pickweight(list/L, base_weight = 1)
var/total = 0
var/item
for (item in L)
if (!L[item])
L[item] = 1
L[item] = base_weight
total += L[item]
total = rand(1, total)
total = rand() * total
for (item in L)
total -=L [item]
total -= L[item]
if (total <= 0)
return item
return null
/proc/pickweightAllowZero(list/L) //The original pickweight proc will sometimes pick entries with zero weight. I'm not sure if changing the original will break anything, so I left it be.
//Picks a number of elements from a list based on weight.
//This is highly optimised and good for things like grabbing 200 items from a list of 40,000
//Much more efficient than many pickweight calls
/proc/pickweight_mult(list/L, quantity, base_weight = 1)
//First we total the list as normal
var/total = 0
var/item
for (item in L)
if (!L[item])
L[item] = 0
L[item] = base_weight
total += L[item]
total = rand(0, total)
for (item in L)
total -=L [item]
if (total <= 0 && L[item])
return item
//Next we will make a list of randomly generated numbers, called Requests
//It is critical that this list be sorted in ascending order, so we will build it in that order
//First one is free, so we start counting at 2
var/list/requests = list(rand(1, total))
for (var/i in 2 to quantity)
//Each time we generate the next request
var/newreq = rand()* total
//We will loop through all existing requests
for (var/j in 1 to requests.len)
//We keep going through the list until we find an element which is bigger than the one we want to add
if (requests[j] > newreq)
//And then we insert the newqreq at that point, pushing everything else forward
requests.Insert(j, newreq)
break
return null
//Now when we get here, we have a list of random numbers sorted in ascending order.
//The length of that list is equal to Quantity passed into this function
//Next we make a list to store results
var/list/results = list()
//Zero the total, we'll reuse it
total = 0
//Now we will iterate forward through the items list, adding each weight to the total
for (item in L)
total += L[item]
//After each item we do a while loop
while (requests.len && total >= requests[1])
//If the total is higher than the value of the first request
results += item //We add this item to the results list
requests.Cut(1,2) //And we cut off the top of the requests list
//This while loop will repeat until the next request is higher than the total.
//The current item might be added to the results list many times, in this process
//By the time we get here:
//Requests will be empty
//Results will have a length of quality
return results
//Pick a random element from the list and remove it from the list.
/proc/pick_n_take(list/L)
@@ -274,6 +325,13 @@
. = L[picked]
L.Cut(picked,picked+1) //Cut is far more efficient that Remove()
//Pick a random element from the list by weight and remove it from the list.
//Result is returned as a list in the format list(key, value)
/proc/pickweight_n_take(list/L, base_weight = 1)
if (L.len)
. = pickweight(L, base_weight)
L.Remove(.)
//Returns the top(last) element from the list and removes it from the list (typical stack function)
/proc/pop(list/L)
if(L.len)
@@ -571,6 +629,8 @@
L["[key]"] = "[value]"
return list2params(L)
#define NUMLIST2TEXTLIST(list) splittext(list2params(list), "&")
//Picks from the list, with some safeties, and returns the "default" arg if it fails
#define DEFAULTPICK(L, default) ((islist(L) && length(L)) ? pick(L) : default)
+1 -1
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@@ -13,4 +13,4 @@
#define is_away_level(z) SSmapping.level_trait(z, ZTRAIT_AWAY)
#define is_vr_level(z) SSmapping.level_trait(z, ZTRAIT_VIRTUAL_REALITY)
#define is_vr_level(z) SSmapping.level_trait(z, ZTRAIT_VR)
+9 -3
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@@ -47,7 +47,7 @@
init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear/socks, GLOB.socks_list)
return pick(GLOB.socks_list)
/proc/random_features(intendedspecies)
/proc/random_features(intendedspecies, intended_gender)
if(!GLOB.tails_list_human.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/human, GLOB.tails_list_human)
if(!GLOB.tails_list_lizard.len)
@@ -149,7 +149,13 @@
var/color2 = random_short_color()
var/color3 = random_short_color()
//CIT CHANGE - changes this entire return to support cit's snowflake parts
var/body_model = MALE
switch(intended_gender)
if(MALE, FEMALE)
body_model = intended_gender
if(PLURAL)
body_model = pick(MALE,FEMALE)
return(list(
"mcolor" = color1,
"mcolor2" = color2,
@@ -209,7 +215,7 @@
"ipc_antenna" = "None",
"flavor_text" = "",
"meat_type" = "Mammalian",
"body_model" = MALE,
"body_model" = body_model,
"body_size" = RESIZE_DEFAULT_SIZE
))
+1 -1
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@@ -563,7 +563,7 @@
if(objective.completable)
var/completion = objective.check_completion()
if(completion >= 1)
objective_parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
objective_parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
else if(completion <= 0)
objective_parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
else