0bca862419
* map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures * lazy fix for bleeding edgy (#252) * map tweaks/shuttle engines * helpers and defines * global/onclick * controllers and datums * mapping * game folder * some other stuff * some modules * modules that aren't mobs * some mob stuff * new player stuff * mob living * silicon stuff * simple animal things * carbon/ayylmao * update_icons * carbon/human * sounds and tools * icons and stuff * hippie grinder changes + tgui * kitchen.dmi * compile issues fixed * mapfix * Mapfixes 2.0 * mapedit2.0 * mapmerger pls * Revert "mapedit2.0" This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481. * clean up vore folder + 2 hotfixes * admin ticket refinement * Blob tweaks and LAZYADD * LAZYADD IS LAZY * Magic strings purged * DEFINES NEED HIGHER PRIORITIES * Only a sleepless idiot deals in absolute TRUE|FALSE * u h g * progress bar fix * reverts ticket logs * there's always that one guy * fixes and stuff * 2/27 fixes * game folder stuff * stats * some modules again * clothing stuff gets vg clothing out of the main files * everything not mobs again * mob stuff * maps, tgui, sql stuff * icons * additional fixes and compile errors * don't need this anymore * Oh right this isn't needed anymore * maint bar re-added * that doesn't need to be here * stupid events * wtfeven * probably makes Travis happy * don't care to fix the grinder atm * fixes vending sprites, changes turret * lethal, not lethals * overylays are finicky creatures
500 lines
13 KiB
Plaintext
500 lines
13 KiB
Plaintext
/*
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* Holds procs to help with list operations
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* Contains groups:
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* Misc
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* Sorting
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*/
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/*
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* Misc
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*/
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//Returns a list in plain english as a string
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/proc/english_list(list/input, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "" )
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var/total = input.len
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if (!total)
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return "[nothing_text]"
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else if (total == 1)
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return "[input[1]]"
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else if (total == 2)
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return "[input[1]][and_text][input[2]]"
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else
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var/output = ""
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var/index = 1
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while (index < total)
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if (index == total - 1)
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comma_text = final_comma_text
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output += "[input[index]][comma_text]"
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index++
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return "[output][and_text][input[index]]"
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//Returns list element or null. Should prevent "index out of bounds" error.
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/proc/listgetindex(list/L, index)
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if(istype(L))
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if(isnum(index) && IsInteger(index))
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if(IsInRange(index,1,L.len))
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return L[index]
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else if(index in L)
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return L[index]
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return
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//Return either pick(list) or null if list is not of type /list or is empty
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/proc/safepick(list/L)
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if(istype(L) && L.len)
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return pick(L)
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//Checks if the list is empty
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/proc/isemptylist(list/L)
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if(!L.len)
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return 1
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return 0
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//Checks for specific types in a list
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/proc/is_type_in_list(atom/A, list/L)
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if(!L || !L.len || !A)
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return 0
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for(var/type in L)
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if(istype(A, type))
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return 1
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return 0
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//Checks for specific types in specifically structured (Assoc "type" = TRUE) lists ('typecaches')
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/proc/is_type_in_typecache(atom/A, list/L)
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if(!L || !L.len || !A)
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return 0
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return L[A.type]
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//Checks for a string in a list
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/proc/is_string_in_list(string, list/L)
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if(!L || !L.len || !string)
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return
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for(var/V in L)
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if(string == V)
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return 1
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return
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//Removes a string from a list
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/proc/remove_strings_from_list(string, list/L)
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if(!L || !L.len || !string)
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return
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for(var/V in L)
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if(V == string)
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L -= V //No return here so that it removes all strings of that type
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return
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//returns a new list with only atoms that are in typecache L
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/proc/typecache_filter_list(list/atoms, list/typecache)
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. = list()
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for (var/thing in atoms)
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var/atom/A = thing
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if (typecache[A.type])
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. += A
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//Like typesof() or subtypesof(), but returns a typecache instead of a list
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/proc/typecacheof(path, ignore_root_path, only_root_path = FALSE)
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if(ispath(path))
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var/list/types = list()
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if(only_root_path)
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types = list(path)
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else
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types = ignore_root_path ? subtypesof(path) : typesof(path)
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var/list/L = list()
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for(var/T in types)
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L[T] = TRUE
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return L
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else if(islist(path))
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var/list/pathlist = path
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var/list/L = list()
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if(ignore_root_path)
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for(var/P in pathlist)
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for(var/T in subtypesof(P))
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L[T] = TRUE
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else
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for(var/P in pathlist)
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if(only_root_path)
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L[P] = TRUE
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else
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for(var/T in typesof(P))
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L[T] = TRUE
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return L
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//Empties the list by setting the length to 0. Hopefully the elements get garbage collected
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/proc/clearlist(list/list)
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if(istype(list))
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list.len = 0
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return
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//Removes any null entries from the list
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/proc/listclearnulls(list/L)
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var/list/N = new(L.len)
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L -= N
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/*
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* Returns list containing all the entries from first list that are not present in second.
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* If skiprep = 1, repeated elements are treated as one.
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* If either of arguments is not a list, returns null
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*/
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/proc/difflist(list/first, list/second, skiprep=0)
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if(!islist(first) || !islist(second))
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return
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var/list/result = new
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if(skiprep)
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for(var/e in first)
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if(!(e in result) && !(e in second))
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result += e
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else
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result = first - second
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return result
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/*
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* Returns list containing entries that are in either list but not both.
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* If skipref = 1, repeated elements are treated as one.
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* If either of arguments is not a list, returns null
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*/
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/proc/uniquemergelist(list/first, list/second, skiprep=0)
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if(!islist(first) || !islist(second))
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return
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var/list/result = new
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if(skiprep)
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result = difflist(first, second, skiprep)+difflist(second, first, skiprep)
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else
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result = first ^ second
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return result
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//Pretends to pick an element based on its weight but really just seems to pick a random element.
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/proc/pickweight(list/L)
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var/total = 0
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var/item
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for (item in L)
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if (!L[item])
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L[item] = 1
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total += L[item]
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total = rand(1, total)
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for (item in L)
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total -=L [item]
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if (total <= 0)
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return item
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return null
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//Pick a random element from the list and remove it from the list.
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/proc/pick_n_take(list/L)
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if(L.len)
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var/picked = rand(1,L.len)
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. = L[picked]
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L.Cut(picked,picked+1) //Cut is far more efficient that Remove()
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//Returns the top(last) element from the list and removes it from the list (typical stack function)
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/proc/pop(list/L)
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if(L.len)
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. = L[L.len]
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L.len--
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/proc/popleft(list/L)
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if(L.len)
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. = L[1]
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L.Cut(1,2)
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/proc/sorted_insert(list/L, thing, comparator)
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var/pos = L.len
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while(pos > 0 && call(comparator)(thing, L[pos]) > 0)
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pos--
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L.Insert(pos+1, thing)
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// Returns the next item in a list
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/proc/next_list_item(item, list/L)
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var/i
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i = L.Find(item)
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if(i == L.len)
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i = 1
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else
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i++
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return L[i]
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// Returns the previous item in a list
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/proc/previous_list_item(item, list/L)
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var/i
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i = L.Find(item)
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if(i == 1)
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i = L.len
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else
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i--
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return L[i]
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/*
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* Sorting
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*/
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/*
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//Reverses the order of items in the list
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/proc/reverselist(list/input)
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var/list/output = list()
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for(var/i = input.len; i >= 1; i--)
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output += input[i]
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return output
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*/
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//Randomize: Return the list in a random order
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/proc/shuffle(list/L)
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if(!L)
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return
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L = L.Copy()
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for(var/i=1, i<L.len, ++i)
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L.Swap(i,rand(i,L.len))
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return L
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//same, but returns nothing and acts on list in place
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/proc/shuffle_inplace(list/L)
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if(!L)
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return
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for(var/i=1, i<L.len, ++i)
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L.Swap(i,rand(i,L.len))
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//Return a list with no duplicate entries
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/proc/uniqueList(list/L)
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. = list()
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for(var/i in L)
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. |= i
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//same, but returns nothing and acts on list in place (also handles associated values properly)
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/proc/uniqueList_inplace(list/L)
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var/temp = L.Copy()
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L.len = 0
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for(var/key in temp)
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if (isnum(key))
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L |= key
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else
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L[key] = temp[key]
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//for sorting clients or mobs by ckey
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/proc/sortKey(list/L, order=1)
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return sortTim(L, order >= 0 ? /proc/cmp_ckey_asc : /proc/cmp_ckey_dsc)
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//Specifically for record datums in a list.
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/proc/sortRecord(list/L, field = "name", order = 1)
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cmp_field = field
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return sortTim(L, order >= 0 ? /proc/cmp_records_asc : /proc/cmp_records_dsc)
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//any value in a list
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/proc/sortList(list/L, cmp=/proc/cmp_text_asc)
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return sortTim(L.Copy(), cmp)
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//uses sortList() but uses the var's name specifically. This should probably be using mergeAtom() instead
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/proc/sortNames(list/L, order=1)
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return sortTim(L, order >= 0 ? /proc/cmp_name_asc : /proc/cmp_name_dsc)
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//Converts a bitfield to a list of numbers (or words if a wordlist is provided)
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/proc/bitfield2list(bitfield = 0, list/wordlist)
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var/list/r = list()
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if(istype(wordlist,/list))
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var/max = min(wordlist.len,16)
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var/bit = 1
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for(var/i=1, i<=max, i++)
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if(bitfield & bit)
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r += wordlist[i]
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bit = bit << 1
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else
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for(var/bit=1, bit<=65535, bit = bit << 1)
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if(bitfield & bit)
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r += bit
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return r
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// Returns the key based on the index
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#define KEYBYINDEX(L, index) (((index <= L:len) && (index > 0)) ? L[index] : null)
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/proc/count_by_type(list/L, type)
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var/i = 0
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for(var/T in L)
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if(istype(T, type))
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i++
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return i
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/proc/find_record(field, value, list/L)
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for(var/datum/data/record/R in L)
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if(R.fields[field] == value)
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return R
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//Move a single element from position fromIndex within a list, to position toIndex
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//All elements in the range [1,toIndex) before the move will be before the pivot afterwards
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//All elements in the range [toIndex, L.len+1) before the move will be after the pivot afterwards
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//In other words, it's as if the range [fromIndex,toIndex) have been rotated using a <<< operation common to other languages.
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//fromIndex and toIndex must be in the range [1,L.len+1]
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//This will preserve associations ~Carnie
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/proc/moveElement(list/L, fromIndex, toIndex)
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if(fromIndex == toIndex || fromIndex+1 == toIndex) //no need to move
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return
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if(fromIndex > toIndex)
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++fromIndex //since a null will be inserted before fromIndex, the index needs to be nudged right by one
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L.Insert(toIndex, null)
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L.Swap(fromIndex, toIndex)
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L.Cut(fromIndex, fromIndex+1)
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//Move elements [fromIndex,fromIndex+len) to [toIndex-len, toIndex)
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//Same as moveElement but for ranges of elements
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//This will preserve associations ~Carnie
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/proc/moveRange(list/L, fromIndex, toIndex, len=1)
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var/distance = abs(toIndex - fromIndex)
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if(len >= distance) //there are more elements to be moved than the distance to be moved. Therefore the same result can be achieved (with fewer operations) by moving elements between where we are and where we are going. The result being, our range we are moving is shifted left or right by dist elements
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if(fromIndex <= toIndex)
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return //no need to move
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fromIndex += len //we want to shift left instead of right
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for(var/i=0, i<distance, ++i)
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L.Insert(fromIndex, null)
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L.Swap(fromIndex, toIndex)
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L.Cut(toIndex, toIndex+1)
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else
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if(fromIndex > toIndex)
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fromIndex += len
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for(var/i=0, i<len, ++i)
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L.Insert(toIndex, null)
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L.Swap(fromIndex, toIndex)
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L.Cut(fromIndex, fromIndex+1)
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//Move elements from [fromIndex, fromIndex+len) to [toIndex, toIndex+len)
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//Move any elements being overwritten by the move to the now-empty elements, preserving order
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//Note: if the two ranges overlap, only the destination order will be preserved fully, since some elements will be within both ranges ~Carnie
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/proc/swapRange(list/L, fromIndex, toIndex, len=1)
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var/distance = abs(toIndex - fromIndex)
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if(len > distance) //there is an overlap, therefore swapping each element will require more swaps than inserting new elements
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if(fromIndex < toIndex)
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toIndex += len
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else
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fromIndex += len
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for(var/i=0, i<distance, ++i)
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L.Insert(fromIndex, null)
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L.Swap(fromIndex, toIndex)
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L.Cut(toIndex, toIndex+1)
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else
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if(toIndex > fromIndex)
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var/a = toIndex
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toIndex = fromIndex
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fromIndex = a
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for(var/i=0, i<len, ++i)
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L.Swap(fromIndex++, toIndex++)
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//replaces reverseList ~Carnie
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/proc/reverseRange(list/L, start=1, end=0)
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if(L.len)
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start = start % L.len
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end = end % (L.len+1)
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if(start <= 0)
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start += L.len
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if(end <= 0)
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end += L.len + 1
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--end
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while(start < end)
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L.Swap(start++,end--)
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return L
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//return first thing in L which has var/varname == value
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//this is typecaste as list/L, but you could actually feed it an atom instead.
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//completely safe to use
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/proc/getElementByVar(list/L, varname, value)
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varname = "[varname]"
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for(var/datum/D in L)
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if(D.vars.Find(varname))
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if(D.vars[varname] == value)
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return D
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//remove all nulls from a list
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/proc/removeNullsFromList(list/L)
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while(L.Remove(null))
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continue
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return L
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//Copies a list, and all lists inside it recusively
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//Does not copy any other reference type
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/proc/deepCopyList(list/l)
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if(!islist(l))
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return l
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. = l.Copy()
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for(var/i = 1 to l.len)
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if(islist(.[i]))
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.[i] = .(.[i])
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//takes an input_key, as text, and the list of keys already used, outputting a replacement key in the format of "[input_key] ([number_of_duplicates])" if it finds a duplicate
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//use this for lists of things that might have the same name, like mobs or objects, that you plan on giving to a player as input
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/proc/avoid_assoc_duplicate_keys(input_key, list/used_key_list)
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if(!input_key || !istype(used_key_list))
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return
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if(used_key_list[input_key])
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used_key_list[input_key]++
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input_key = "[input_key] ([used_key_list[input_key]])"
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else
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used_key_list[input_key] = 1
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return input_key
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#if DM_VERSION > 512
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#error Remie said that lummox was adding a way to get a lists
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#error contents via list.values, if that is true remove this
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#error otherwise, update the version and bug lummox
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#elseif
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//Flattens a keyed list into a list of it's contents
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/proc/flatten_list(list/key_list)
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if(!islist(key_list))
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return null
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. = list()
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for(var/key in key_list)
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. |= key_list[key]
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//Picks from the list, with some safeties, and returns the "default" arg if it fails
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#define DEFAULTPICK(L, default) ((istype(L, /list) && L:len) ? pick(L) : default)
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#define LAZYINITLIST(L) if (!L) L = list()
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#define UNSETEMPTY(L) if (L && !L.len) L = null
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#define LAZYREMOVE(L, I) if(L) { L -= I; if(!L.len) { L = null; } }
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#define LAZYADD(L, I) if(!L) { L = list(); } L += I;
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#define LAZYACCESS(L, I) (L ? (isnum(I) ? (I > 0 && I <= L.len ? L[I] : null) : L[I]) : null)
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#define LAZYLEN(L) length(L)
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|
#define LAZYCLEARLIST(L) if(L) L.Cut()
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|
|
|
/* Definining a counter as a series of key -> numeric value entries
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|
|
|
* All these procs modify in place.
|
|
*/
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|
|
|
/proc/counterlist_scale(list/L, scalar)
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|
var/list/out = list()
|
|
for(var/key in L)
|
|
out[key] = L[key] * scalar
|
|
. = out
|
|
|
|
/proc/counterlist_sum(list/L)
|
|
. = 0
|
|
for(var/key in L)
|
|
. += L[key]
|
|
|
|
/proc/counterlist_normalise(list/L)
|
|
var/avg = counterlist_sum(L)
|
|
if(avg != 0)
|
|
. = counterlist_scale(L, 1 / avg)
|
|
else
|
|
. = L
|
|
|
|
/proc/counterlist_combine(list/L1, list/L2)
|
|
for(var/key in L2)
|
|
var/other_value = L2[key]
|
|
if(key in L1)
|
|
L1[key] += other_value
|
|
else
|
|
L1[key] = other_value
|