3d556ea970
Fixed give spell window hiding most important part of the spell types Added call proc to varedit so all things you can open in varedit you can also call procs on
1334 lines
39 KiB
Plaintext
1334 lines
39 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/*
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* A large number of misc global procs.
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*/
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//Inverts the colour of an HTML string
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/proc/invertHTML(HTMLstring)
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if (!( istext(HTMLstring) ))
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CRASH("Given non-text argument!")
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return
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else
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if (length(HTMLstring) != 7)
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CRASH("Given non-HTML argument!")
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return
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var/textr = copytext(HTMLstring, 2, 4)
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var/textg = copytext(HTMLstring, 4, 6)
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var/textb = copytext(HTMLstring, 6, 8)
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var/r = hex2num(textr)
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var/g = hex2num(textg)
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var/b = hex2num(textb)
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textr = num2hex(255 - r, 2)
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textg = num2hex(255 - g, 2)
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textb = num2hex(255 - b, 2)
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return text("#[][][]", textr, textg, textb)
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return
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//Returns the middle-most value
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/proc/dd_range(var/low, var/high, var/num)
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return max(low,min(high,num))
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/proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams.
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if(!start || !end) return 0
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var/dy
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var/dx
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dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y)
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dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x)
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if(!dy)
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return (dx>=0)?90:270
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.=arctan(dx/dy)
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if(dy<0)
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.+=180
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else if(dx<0)
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.+=360
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//Returns location. Returns null if no location was found.
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/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
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/*
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Location where the teleport begins, target that will teleport, distance to go, density checking 0/1(yes/no).
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Random error in tile placement x, error in tile placement y, and block offset.
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Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
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Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
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Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
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*/
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var/dirx = 0//Generic location finding variable.
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var/diry = 0
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var/xoffset = 0//Generic counter for offset location.
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var/yoffset = 0
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var/b1xerror = 0//Generic placing for point A in box. The lower left.
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var/b1yerror = 0
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var/b2xerror = 0//Generic placing for point B in box. The upper right.
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var/b2yerror = 0
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errorx = abs(errorx)//Error should never be negative.
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errory = abs(errory)
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//var/errorxy = round((errorx+errory)/2)//Used for diagonal boxes.
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switch(target.dir)//This can be done through equations but switch is the simpler method. And works fast to boot.
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//Directs on what values need modifying.
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if(1)//North
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diry+=distance
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yoffset+=eoffsety
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xoffset+=eoffsetx
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b1xerror-=errorx
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b1yerror-=errory
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b2xerror+=errorx
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b2yerror+=errory
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if(2)//South
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diry-=distance
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yoffset-=eoffsety
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xoffset+=eoffsetx
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b1xerror-=errorx
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b1yerror-=errory
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b2xerror+=errorx
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b2yerror+=errory
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if(4)//East
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dirx+=distance
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yoffset+=eoffsetx//Flipped.
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xoffset+=eoffsety
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b1xerror-=errory//Flipped.
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b1yerror-=errorx
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b2xerror+=errory
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b2yerror+=errorx
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if(8)//West
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dirx-=distance
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yoffset-=eoffsetx//Flipped.
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xoffset+=eoffsety
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b1xerror-=errory//Flipped.
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b1yerror-=errorx
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b2xerror+=errory
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b2yerror+=errorx
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var/turf/destination=locate(location.x+dirx,location.y+diry,location.z)
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if(destination)//If there is a destination.
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if(errorx||errory)//If errorx or y were specified.
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var/destination_list[] = list()//To add turfs to list.
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//destination_list = new()
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/*This will draw a block around the target turf, given what the error is.
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Specifying the values above will basically draw a different sort of block.
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If the values are the same, it will be a square. If they are different, it will be a rectengle.
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In either case, it will center based on offset. Offset is position from center.
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Offset always calculates in relation to direction faced. In other words, depending on the direction of the teleport,
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the offset should remain positioned in relation to destination.*/
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var/turf/center = locate((destination.x+xoffset),(destination.y+yoffset),location.z)//So now, find the new center.
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//Now to find a box from center location and make that our destination.
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for(var/turf/T in block(locate(center.x+b1xerror,center.y+b1yerror,location.z), locate(center.x+b2xerror,center.y+b2yerror,location.z) ))
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if(density&&T.density) continue//If density was specified.
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if(T.x>world.maxx || T.x<1) continue//Don't want them to teleport off the map.
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if(T.y>world.maxy || T.y<1) continue
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destination_list += T
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if(destination_list.len)
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destination = pick(destination_list)
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else return
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else//Same deal here.
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if(density&&destination.density) return
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if(destination.x>world.maxx || destination.x<1) return
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if(destination.y>world.maxy || destination.y<1) return
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else return
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return destination
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/proc/getline(atom/M,atom/N)//Ultra-Fast Bresenham Line-Drawing Algorithm
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var/px=M.x //starting x
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var/py=M.y
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var/line[] = list(locate(px,py,M.z))
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var/dx=N.x-px //x distance
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var/dy=N.y-py
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var/dxabs=abs(dx)//Absolute value of x distance
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var/dyabs=abs(dy)
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var/sdx=sign(dx) //Sign of x distance (+ or -)
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var/sdy=sign(dy)
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var/x=dxabs>>1 //Counters for steps taken, setting to distance/2
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var/y=dyabs>>1 //Bit-shifting makes me l33t. It also makes getline() unnessecarrily fast.
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var/j //Generic integer for counting
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if(dxabs>=dyabs) //x distance is greater than y
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for(j=0;j<dxabs;j++)//It'll take dxabs steps to get there
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y+=dyabs
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if(y>=dxabs) //Every dyabs steps, step once in y direction
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y-=dxabs
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py+=sdy
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px+=sdx //Step on in x direction
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line+=locate(px,py,M.z)//Add the turf to the list
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else
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for(j=0;j<dyabs;j++)
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x+=dxabs
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if(x>=dyabs)
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x-=dyabs
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px+=sdx
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py+=sdy
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line+=locate(px,py,M.z)
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return line
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//Returns whether or not a player is a guest using their ckey as an input
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/proc/IsGuestKey(key)
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if (findtext(key, "Guest-", 1, 7) != 1) //was findtextEx
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return 0
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var/i, ch, len = length(key)
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for (i = 7, i <= len, ++i)
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ch = text2ascii(key, i)
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if (ch < 48 || ch > 57)
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return 0
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return 1
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//Ensure the frequency is within bounds of what it should be sending/recieving at
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/proc/sanitize_frequency(var/f)
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f = round(f)
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f = max(1441, f) // 144.1
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f = min(1489, f) // 148.9
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if ((f % 2) == 0) //Ensure the last digit is an odd number
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f += 1
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return f
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//Turns 1479 into 147.9
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/proc/format_frequency(var/f)
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f = text2num(f)
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return "[round(f / 10)].[f % 10]"
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//This will update a mob's name, real_name, mind.name, data_core records, pda, id and traitor text
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//Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
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/mob/proc/fully_replace_character_name(var/oldname,var/newname)
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if(!newname) return 0
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real_name = newname
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name = newname
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if(mind)
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mind.name = newname
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if(istype(src, /mob/living/carbon))
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var/mob/living/carbon/C = src
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if(C.dna)
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C.dna.real_name = real_name
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if(isAI(src))
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var/mob/living/silicon/ai/AI = src
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if(oldname != real_name)
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if(AI.eyeobj)
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AI.eyeobj.name = "[newname] (AI Eye)"
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// Set ai pda name
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if(AI.aiPDA)
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AI.aiPDA.owner = newname
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AI.aiPDA.name = newname + " (" + AI.aiPDA.ownjob + ")"
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// Notify Cyborgs
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for(var/mob/living/silicon/robot/Slave in AI.connected_robots)
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Slave.show_laws()
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if(isrobot(src))
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var/mob/living/silicon/robot/R = src
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if(oldname != real_name)
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R.notify_ai(3, oldname, newname)
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if(R.camera)
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R.camera.c_tag = real_name
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if(oldname)
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//update the datacore records! This is goig to be a bit costly.
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for(var/list/L in list(data_core.general,data_core.medical,data_core.security,data_core.locked))
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var/datum/data/record/R = find_record("name", oldname, L)
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if(R) R.fields["name"] = newname
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//update our pda and id if we have them on our person
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var/list/searching = GetAllContents()
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var/search_id = 1
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var/search_pda = 1
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for(var/A in searching)
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if( search_id && istype(A,/obj/item/weapon/card/id) )
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var/obj/item/weapon/card/id/ID = A
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if(ID.registered_name == oldname)
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ID.registered_name = newname
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ID.update_label()
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if(!search_pda) break
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search_id = 0
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else if( search_pda && istype(A,/obj/item/device/pda) )
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var/obj/item/device/pda/PDA = A
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if(PDA.owner == oldname)
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PDA.owner = newname
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PDA.update_label()
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if(!search_id) break
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search_pda = 0
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for(var/datum/mind/T in ticker.minds)
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for(var/datum/objective/obj in T.objectives)
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// Only update if this player is a target
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if(obj.target && obj.target.current && obj.target.current.real_name == name)
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obj.update_explanation_text()
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return 1
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//Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
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/mob/proc/rename_self(var/role, var/allow_numbers=0)
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var/oldname = real_name
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var/newname
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var/loop = 1
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var/safety = 0
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while(loop && safety < 5)
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if(client && client.prefs.custom_names[role] && !safety)
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newname = client.prefs.custom_names[role]
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else
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switch(role)
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if("clown")
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newname = pick(clown_names)
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if("mime")
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newname = pick(mime_names)
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if("ai")
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newname = pick(ai_names)
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else
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return
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for(var/mob/living/M in player_list)
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if(M == src)
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continue
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if(!newname || M.real_name == newname)
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newname = null
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loop++ // name is already taken so we roll again
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break
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loop--
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safety++
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if(isAI(src))
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oldname = null//don't bother with the records update crap
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if(newname)
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fully_replace_character_name(oldname,newname)
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if(isrobot(src))
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var/mob/living/silicon/robot/A = src
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A.custom_name = newname
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//Picks a string of symbols to display as the law number for hacked or ion laws
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/proc/ionnum()
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return "[pick("!","@","#","$","%","^","&")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")][pick("!","@","#","$","%","^","&","*")]"
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//Returns a list of unslaved cyborgs
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/proc/active_free_borgs()
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. = list()
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for(var/mob/living/silicon/robot/R in living_mob_list)
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if(R.connected_ai)
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continue
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if(R.stat == DEAD)
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continue
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if(R.emagged || R.scrambledcodes || R.syndicate)
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continue
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. += R
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//Returns a list of AI's
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/proc/active_ais(var/check_mind=0)
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. = list()
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for(var/mob/living/silicon/ai/A in living_mob_list)
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if(A.stat == DEAD)
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continue
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if(A.control_disabled == 1)
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continue
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if(check_mind)
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if(!A.mind)
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continue
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. += A
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return .
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//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
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/proc/select_active_ai_with_fewest_borgs()
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var/mob/living/silicon/ai/selected
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var/list/active = active_ais()
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for(var/mob/living/silicon/ai/A in active)
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if(!selected || (selected.connected_robots.len > A.connected_robots.len))
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selected = A
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return selected
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/proc/select_active_free_borg(var/mob/user)
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var/list/borgs = active_free_borgs()
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if(borgs.len)
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if(user) . = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in borgs
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else . = pick(borgs)
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return .
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/proc/select_active_ai(var/mob/user)
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var/list/ais = active_ais()
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if(ais.len)
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if(user) . = input(user,"AI signals detected:", "AI Selection", ais[1]) in ais
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else . = pick(ais)
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return .
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//Returns a list of all mobs with their name
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/proc/getmobs()
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var/list/mobs = sortmobs()
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var/list/names = list()
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var/list/creatures = list()
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var/list/namecounts = list()
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for(var/mob/M in mobs)
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var/name = M.name
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if (name in names)
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namecounts[name]++
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name = "[name] ([namecounts[name]])"
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else
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names.Add(name)
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namecounts[name] = 1
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if (M.real_name && M.real_name != M.name)
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name += " \[[M.real_name]\]"
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if (M.stat == 2)
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if(istype(M, /mob/dead/observer/))
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name += " \[ghost\]"
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else
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name += " \[dead\]"
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creatures[name] = M
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return creatures
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//Orders mobs by type then by name
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/proc/sortmobs()
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var/list/moblist = list()
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var/list/sortmob = sortNames(mob_list)
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for(var/mob/living/silicon/ai/M in sortmob)
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moblist.Add(M)
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for(var/mob/camera/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/pai/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/silicon/robot/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/human/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/brain/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/alien/M in sortmob)
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moblist.Add(M)
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for(var/mob/dead/observer/M in sortmob)
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moblist.Add(M)
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for(var/mob/new_player/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/carbon/monkey/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/simple_animal/slime/M in sortmob)
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moblist.Add(M)
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for(var/mob/living/simple_animal/M in sortmob)
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moblist.Add(M)
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// for(var/mob/living/silicon/hivebot/M in world)
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// mob_list.Add(M)
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// for(var/mob/living/silicon/hive_mainframe/M in world)
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// mob_list.Add(M)
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return moblist
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//E = MC^2
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/proc/convert2energy(var/M)
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var/E = M*(SPEED_OF_LIGHT_SQ)
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return E
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//M = E/C^2
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/proc/convert2mass(var/E)
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var/M = E/(SPEED_OF_LIGHT_SQ)
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return M
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/proc/key_name(var/whom, var/include_link = null, var/include_name = 1)
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var/mob/M
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var/client/C
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var/key
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var/ckey
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if(!whom) return "*null*"
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if(istype(whom, /client))
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C = whom
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M = C.mob
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key = C.key
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ckey = C.ckey
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else if(ismob(whom))
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M = whom
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C = M.client
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key = M.key
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ckey = M.ckey
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else if(istext(whom))
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key = whom
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ckey = ckey(whom)
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C = directory[ckey]
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if(C)
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M = C.mob
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else
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return "*invalid*"
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. = ""
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if(!ckey)
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include_link = 0
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if(key)
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if(C && C.holder && C.holder.fakekey && !include_name)
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if(include_link)
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. += "<a href='?priv_msg=[C.findStealthKey()]'>"
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. += "Administrator"
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|
else
|
|
if(include_link)
|
|
. += "<a href='?priv_msg=[ckey]'>"
|
|
. += key
|
|
if(!C)
|
|
. += "\[DC\]"
|
|
|
|
if(include_link)
|
|
. += "</a>"
|
|
else
|
|
. += "*no key*"
|
|
|
|
if(include_name && M)
|
|
if(M.real_name)
|
|
. += "/([M.real_name])"
|
|
else if(M.name)
|
|
. += "/([M.name])"
|
|
|
|
return .
|
|
|
|
/proc/key_name_admin(var/whom, var/include_name = 1)
|
|
return key_name(whom, 1, include_name)
|
|
|
|
/proc/get_mob_by_ckey(var/key)
|
|
if(!key)
|
|
return
|
|
var/list/mobs = sortmobs()
|
|
for(var/mob/M in mobs)
|
|
if(M.ckey == key)
|
|
return M
|
|
|
|
// Returns the atom sitting on the turf.
|
|
// For example, using this on a disk, which is in a bag, on a mob, will return the mob because it's on the turf.
|
|
/proc/get_atom_on_turf(var/atom/movable/M)
|
|
var/atom/loc = M
|
|
while(loc && loc.loc && !istype(loc.loc, /turf/))
|
|
loc = loc.loc
|
|
return loc
|
|
|
|
// returns the turf located at the map edge in the specified direction relative to A
|
|
// used for mass driver
|
|
/proc/get_edge_target_turf(var/atom/A, var/direction)
|
|
|
|
var/turf/target = locate(A.x, A.y, A.z)
|
|
if(!A || !target)
|
|
return 0
|
|
//since NORTHEAST == NORTH & EAST, etc, doing it this way allows for diagonal mass drivers in the future
|
|
//and isn't really any more complicated
|
|
|
|
// Note diagonal directions won't usually be accurate
|
|
if(direction & NORTH)
|
|
target = locate(target.x, world.maxy, target.z)
|
|
if(direction & SOUTH)
|
|
target = locate(target.x, 1, target.z)
|
|
if(direction & EAST)
|
|
target = locate(world.maxx, target.y, target.z)
|
|
if(direction & WEST)
|
|
target = locate(1, target.y, target.z)
|
|
|
|
return target
|
|
|
|
// returns turf relative to A in given direction at set range
|
|
// result is bounded to map size
|
|
// note range is non-pythagorean
|
|
// used for disposal system
|
|
/proc/get_ranged_target_turf(var/atom/A, var/direction, var/range)
|
|
|
|
var/x = A.x
|
|
var/y = A.y
|
|
if(direction & NORTH)
|
|
y = min(world.maxy, y + range)
|
|
if(direction & SOUTH)
|
|
y = max(1, y - range)
|
|
if(direction & EAST)
|
|
x = min(world.maxx, x + range)
|
|
if(direction & WEST)
|
|
x = max(1, x - range)
|
|
|
|
return locate(x,y,A.z)
|
|
|
|
|
|
// returns turf relative to A offset in dx and dy tiles
|
|
// bound to map limits
|
|
/proc/get_offset_target_turf(var/atom/A, var/dx, var/dy)
|
|
var/x = min(world.maxx, max(1, A.x + dx))
|
|
var/y = min(world.maxy, max(1, A.y + dy))
|
|
return locate(x,y,A.z)
|
|
|
|
/proc/arctan(x)
|
|
var/y=arcsin(x/sqrt(1+x*x))
|
|
return y
|
|
|
|
|
|
/proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,flick_anim as text,sleeptime = 0,direction as num)
|
|
//This proc throws up either an icon or an animation for a specified amount of time.
|
|
//The variables should be apparent enough.
|
|
var/atom/movable/overlay/animation = new(location)
|
|
if(direction)
|
|
animation.dir = direction
|
|
animation.icon = a_icon
|
|
animation.layer = target:layer+1
|
|
if(a_icon_state)
|
|
animation.icon_state = a_icon_state
|
|
else
|
|
animation.icon_state = "blank"
|
|
animation.master = target
|
|
flick(flick_anim, animation)
|
|
sleep(max(sleeptime, 15))
|
|
qdel(animation)
|
|
|
|
|
|
/atom/proc/GetAllContents()
|
|
var/list/processing_list = list(src)
|
|
var/list/assembled = list()
|
|
|
|
while(processing_list.len)
|
|
var/atom/A = processing_list[1]
|
|
processing_list -= A
|
|
|
|
for(var/atom/a in A)
|
|
if(!(a in assembled))
|
|
processing_list |= a
|
|
|
|
assembled |= A
|
|
|
|
return assembled
|
|
|
|
|
|
/atom/proc/GetTypeInAllContents(typepath)
|
|
var/list/processing_list = list(src)
|
|
var/list/processed = list()
|
|
|
|
var/atom/found = null
|
|
|
|
while(processing_list.len && found==null)
|
|
var/atom/A = processing_list[1]
|
|
if(istype(A, typepath))
|
|
found = A
|
|
|
|
processing_list -= A
|
|
|
|
for(var/atom/a in A)
|
|
if(!(a in processed))
|
|
processing_list |= a
|
|
|
|
processed |= A
|
|
|
|
return found
|
|
|
|
|
|
//Step-towards method of determining whether one atom can see another. Similar to viewers()
|
|
/proc/can_see(var/atom/source, var/atom/target, var/length=5) // I couldnt be arsed to do actual raycasting :I This is horribly inaccurate.
|
|
var/turf/current = get_turf(source)
|
|
var/turf/target_turf = get_turf(target)
|
|
var/steps = 0
|
|
|
|
while(current != target_turf)
|
|
if(steps > length) return 0
|
|
if(current.opacity) return 0
|
|
for(var/atom/A in current)
|
|
if(A.opacity) return 0
|
|
current = get_step_towards(current, target_turf)
|
|
steps++
|
|
|
|
return 1
|
|
|
|
/proc/is_blocked_turf(var/turf/T)
|
|
var/cant_pass = 0
|
|
if(T.density) cant_pass = 1
|
|
for(var/atom/A in T)
|
|
if(A.density)//&&A.anchored
|
|
cant_pass = 1
|
|
return cant_pass
|
|
|
|
/proc/get_step_towards2(var/atom/ref , var/atom/trg)
|
|
var/base_dir = get_dir(ref, get_step_towards(ref,trg))
|
|
var/turf/temp = get_step_towards(ref,trg)
|
|
|
|
if(is_blocked_turf(temp))
|
|
var/dir_alt1 = turn(base_dir, 90)
|
|
var/dir_alt2 = turn(base_dir, -90)
|
|
var/turf/turf_last1 = temp
|
|
var/turf/turf_last2 = temp
|
|
var/free_tile = null
|
|
var/breakpoint = 0
|
|
|
|
while(!free_tile && breakpoint < 10)
|
|
if(!is_blocked_turf(turf_last1))
|
|
free_tile = turf_last1
|
|
break
|
|
if(!is_blocked_turf(turf_last2))
|
|
free_tile = turf_last2
|
|
break
|
|
turf_last1 = get_step(turf_last1,dir_alt1)
|
|
turf_last2 = get_step(turf_last2,dir_alt2)
|
|
breakpoint++
|
|
|
|
if(!free_tile) return get_step(ref, base_dir)
|
|
else return get_step_towards(ref,free_tile)
|
|
|
|
else return get_step(ref, base_dir)
|
|
|
|
/proc/do_mob(var/mob/user , var/mob/target, var/time = 30, numticks = 5, var/stealth = 0) //This is quite an ugly solution but i refuse to use the old request system.
|
|
if(!user || !target)
|
|
return 0
|
|
if(numticks == 0)
|
|
return 0
|
|
var/user_loc = user.loc
|
|
var/target_loc = target.loc
|
|
var/holding = user.get_active_hand()
|
|
var/timefraction = round(time/numticks)
|
|
var/image/progbar
|
|
for(var/i = 1 to numticks)
|
|
if(user.client)
|
|
progbar = make_progress_bar(i, numticks, target)
|
|
user.client.images |= progbar
|
|
sleep(timefraction)
|
|
if(!user || !target)
|
|
if(user && user.client)
|
|
user.client.images -= progbar
|
|
return 0
|
|
if ( user.loc != user_loc || target.loc != target_loc || user.get_active_hand() != holding || user.incapacitated() || user.lying )
|
|
if(user && user.client)
|
|
user.client.images -= progbar
|
|
return 0
|
|
if(user && user.client)
|
|
user.client.images -= progbar
|
|
if(user && user.client)
|
|
user.client.images -= progbar
|
|
return 1
|
|
|
|
/proc/make_progress_bar(var/current_number, var/goal_number, var/atom/target)
|
|
if(current_number && goal_number && target)
|
|
var/image/progbar
|
|
progbar = image("icon" = 'icons/effects/doafter_icon.dmi', "loc" = target, "icon_state" = "prog_bar_0")
|
|
progbar.icon_state = "prog_bar_[round(((current_number / goal_number) * 100), 10)]"
|
|
progbar.pixel_y = 32
|
|
return progbar
|
|
|
|
/proc/do_after(mob/user, delay, numticks = 5, needhand = 1, atom/target = null)
|
|
if(!user)
|
|
return 0
|
|
|
|
if(numticks == 0)
|
|
return 0
|
|
|
|
var/atom/Tloc = null
|
|
if(target)
|
|
Tloc = target.loc
|
|
|
|
var/delayfraction = round(delay/numticks)
|
|
var/atom/Uloc = user.loc
|
|
var/holding = user.get_active_hand()
|
|
var/holdingnull = 1 //User is not holding anything
|
|
if(holding)
|
|
holdingnull = 0 //User is holding a tool of some kind
|
|
var/image/progbar
|
|
for (var/i = 1 to numticks)
|
|
if(user.client)
|
|
progbar = make_progress_bar(i, numticks, target)
|
|
if(progbar)
|
|
user.client.images |= progbar
|
|
sleep(delayfraction)
|
|
if(!user || user.stat || user.weakened || user.stunned || !(user.loc == Uloc))
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
return 0
|
|
|
|
if(Tloc && (!target || Tloc != target.loc)) //Tloc not set when we don't want to track target
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
return 0 // Target no longer exists or has moved
|
|
|
|
if(needhand)
|
|
//This might seem like an odd check, but you can still need a hand even when it's empty
|
|
//i.e the hand is used to insert some item/tool into the construction
|
|
if(!holdingnull)
|
|
if(!holding)
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
return 0
|
|
if(user.get_active_hand() != holding)
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
return 0
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
if(user && user.client && progbar)
|
|
user.client.images -= progbar
|
|
return 1
|
|
|
|
//Takes: Anything that could possibly have variables and a varname to check.
|
|
//Returns: 1 if found, 0 if not.
|
|
/proc/hasvar(var/datum/A, var/varname)
|
|
if(A.vars.Find(lowertext(varname))) return 1
|
|
else return 0
|
|
|
|
//Returns sortedAreas list if populated
|
|
//else populates the list first before returning it
|
|
/proc/SortAreas()
|
|
for(var/area/A in world)
|
|
sortedAreas.Add(A)
|
|
|
|
sortTim(sortedAreas, /proc/cmp_name_asc)
|
|
|
|
/area/proc/addSorted()
|
|
sortedAreas.Add(src)
|
|
sortTim(sortedAreas, /proc/cmp_name_asc)
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all areas of that type in the world.
|
|
/proc/get_areas(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/areas = new/list()
|
|
for(var/area/N in world)
|
|
if(istype(N, areatype)) areas += N
|
|
return areas
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all turfs in areas of that type of that type in the world.
|
|
/proc/get_area_turfs(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/turfs = new/list()
|
|
for(var/area/N in world)
|
|
if(istype(N, areatype))
|
|
for(var/turf/T in N) turfs += T
|
|
return turfs
|
|
|
|
//Takes: Area type as text string or as typepath OR an instance of the area.
|
|
//Returns: A list of all atoms (objs, turfs, mobs) in areas of that type of that type in the world.
|
|
/proc/get_area_all_atoms(var/areatype)
|
|
if(!areatype) return null
|
|
if(istext(areatype)) areatype = text2path(areatype)
|
|
if(isarea(areatype))
|
|
var/area/areatemp = areatype
|
|
areatype = areatemp.type
|
|
|
|
var/list/atoms = new/list()
|
|
for(var/area/N in world)
|
|
if(istype(N, areatype))
|
|
for(var/atom/A in N)
|
|
atoms += A
|
|
return atoms
|
|
|
|
/datum/coords //Simple datum for storing coordinates.
|
|
var/x_pos = null
|
|
var/y_pos = null
|
|
var/z_pos = null
|
|
|
|
/proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
|
|
if(!original)
|
|
return null
|
|
|
|
var/obj/O = null
|
|
|
|
if(sameloc)
|
|
O=new original.type(original.loc)
|
|
else
|
|
O=new original.type(locate(0,0,0))
|
|
|
|
if(perfectcopy)
|
|
if((O) && (original))
|
|
for(var/V in original.vars)
|
|
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key")))
|
|
O.vars[V] = original.vars[V]
|
|
return O
|
|
|
|
|
|
/area/proc/copy_contents_to(var/area/A , var/platingRequired = 0 )
|
|
//Takes: Area. Optional: If it should copy to areas that don't have plating
|
|
//Returns: Nothing.
|
|
//Notes: Attempts to move the contents of one area to another area.
|
|
// Movement based on lower left corner. Tiles that do not fit
|
|
// into the new area will not be moved.
|
|
|
|
if(!A || !src) return 0
|
|
|
|
var/list/turfs_src = get_area_turfs(src.type)
|
|
var/list/turfs_trg = get_area_turfs(A.type)
|
|
|
|
var/src_min_x = 0
|
|
var/src_min_y = 0
|
|
for (var/turf/T in turfs_src)
|
|
if(T.x < src_min_x || !src_min_x) src_min_x = T.x
|
|
if(T.y < src_min_y || !src_min_y) src_min_y = T.y
|
|
|
|
var/trg_min_x = 0
|
|
var/trg_min_y = 0
|
|
for (var/turf/T in turfs_trg)
|
|
if(T.x < trg_min_x || !trg_min_x) trg_min_x = T.x
|
|
if(T.y < trg_min_y || !trg_min_y) trg_min_y = T.y
|
|
|
|
var/list/refined_src = new/list()
|
|
for(var/turf/T in turfs_src)
|
|
refined_src += T
|
|
refined_src[T] = new/datum/coords
|
|
var/datum/coords/C = refined_src[T]
|
|
C.x_pos = (T.x - src_min_x)
|
|
C.y_pos = (T.y - src_min_y)
|
|
|
|
var/list/refined_trg = new/list()
|
|
for(var/turf/T in turfs_trg)
|
|
refined_trg += T
|
|
refined_trg[T] = new/datum/coords
|
|
var/datum/coords/C = refined_trg[T]
|
|
C.x_pos = (T.x - trg_min_x)
|
|
C.y_pos = (T.y - trg_min_y)
|
|
|
|
var/list/toupdate = new/list()
|
|
|
|
var/copiedobjs = list()
|
|
|
|
|
|
moving:
|
|
for (var/turf/T in refined_src)
|
|
var/datum/coords/C_src = refined_src[T]
|
|
for (var/turf/B in refined_trg)
|
|
var/datum/coords/C_trg = refined_trg[B]
|
|
if(C_src.x_pos == C_trg.x_pos && C_src.y_pos == C_trg.y_pos)
|
|
|
|
var/old_dir1 = T.dir
|
|
var/old_icon_state1 = T.icon_state
|
|
var/old_icon1 = T.icon
|
|
|
|
if(platingRequired)
|
|
if(istype(B, /turf/space))
|
|
continue moving
|
|
|
|
var/turf/X = new T.type(B)
|
|
X.dir = old_dir1
|
|
X.icon_state = old_icon_state1
|
|
X.icon = old_icon1 //Shuttle floors are in shuttle.dmi while the defaults are floors.dmi
|
|
|
|
|
|
var/list/objs = new/list()
|
|
var/list/newobjs = new/list()
|
|
var/list/mobs = new/list()
|
|
var/list/newmobs = new/list()
|
|
|
|
for(var/obj/O in T)
|
|
|
|
if(!istype(O,/obj))
|
|
continue
|
|
|
|
objs += O
|
|
|
|
|
|
for(var/obj/O in objs)
|
|
newobjs += DuplicateObject(O , 1)
|
|
|
|
|
|
for(var/obj/O in newobjs)
|
|
O.loc = X
|
|
|
|
for(var/mob/M in T)
|
|
if(!M.move_on_shuttle)
|
|
continue
|
|
mobs += M
|
|
|
|
for(var/mob/M in mobs)
|
|
newmobs += DuplicateObject(M , 1)
|
|
|
|
for(var/mob/M in newmobs)
|
|
M.loc = X
|
|
|
|
copiedobjs += newobjs
|
|
copiedobjs += newmobs
|
|
|
|
|
|
|
|
for(var/V in T.vars)
|
|
if(!(V in list("type","loc","locs","vars", "parent", "parent_type","verbs","ckey","key","x","y","z","contents", "luminosity")))
|
|
X.vars[V] = T.vars[V]
|
|
|
|
// var/area/AR = X.loc
|
|
|
|
// if(AR.lighting_use_dynamic)
|
|
// X.opacity = !X.opacity
|
|
// X.sd_SetOpacity(!X.opacity) //TODO: rewrite this code so it's not messed by lighting ~Carn
|
|
|
|
toupdate += X
|
|
|
|
refined_src -= T
|
|
refined_trg -= B
|
|
continue moving
|
|
|
|
|
|
if(toupdate.len)
|
|
for(var/turf/simulated/T1 in toupdate)
|
|
T1.CalculateAdjacentTurfs()
|
|
SSair.add_to_active(T1,1)
|
|
|
|
|
|
return copiedobjs
|
|
|
|
|
|
|
|
/proc/get_cardinal_dir(atom/A, atom/B)
|
|
var/dx = abs(B.x - A.x)
|
|
var/dy = abs(B.y - A.y)
|
|
return get_dir(A, B) & (rand() * (dx+dy) < dy ? 3 : 12)
|
|
|
|
//chances are 1:value. anyprob(1) will always return true
|
|
/proc/anyprob(value)
|
|
return (rand(1,value)==value)
|
|
|
|
/proc/view_or_range(distance = world.view , center = usr , type)
|
|
switch(type)
|
|
if("view")
|
|
. = view(distance,center)
|
|
if("range")
|
|
. = range(distance,center)
|
|
return
|
|
|
|
/proc/oview_or_orange(distance = world.view , center = usr , type)
|
|
switch(type)
|
|
if("view")
|
|
. = oview(distance,center)
|
|
if("range")
|
|
. = orange(distance,center)
|
|
return
|
|
|
|
/proc/parse_zone(zone)
|
|
if(zone == "r_hand") return "right hand"
|
|
else if (zone == "l_hand") return "left hand"
|
|
else if (zone == "l_arm") return "left arm"
|
|
else if (zone == "r_arm") return "right arm"
|
|
else if (zone == "l_leg") return "left leg"
|
|
else if (zone == "r_leg") return "right leg"
|
|
else if (zone == "l_foot") return "left foot"
|
|
else if (zone == "r_foot") return "right foot"
|
|
else return zone
|
|
|
|
|
|
//Gets the turf this atom inhabits
|
|
|
|
/proc/get_turf(atom/A)
|
|
if (!istype(A))
|
|
return
|
|
for(A, A && !isturf(A), A=A.loc); //semicolon is for the empty statement
|
|
return A
|
|
|
|
|
|
//Gets the turf this atom's *ICON* appears to inhabit
|
|
//Uses half the width/height respectively to work out
|
|
//A minimum pixel amt this icon needs to be pixel'd by
|
|
//to be considered to be in another turf
|
|
|
|
//division = world.icon_size - icon-width/2; DX = pixel_x/division
|
|
//division = world.icon_size - icon-height/2; DY = pixel_y/division
|
|
|
|
//Eg: Humans
|
|
//32 - 16; 16/16 = 1, DX = 1
|
|
//32 - 16; 15/16 = 0.9375 = 0 when round()'d, DX = 0
|
|
|
|
//NOTE: if your atom has non-standard bounds then this proc
|
|
//will handle it, but it'll be a bit slower.
|
|
|
|
/proc/get_turf_pixel(atom/movable/AM)
|
|
if(istype(AM))
|
|
var/rough_x = 0
|
|
var/rough_y = 0
|
|
var/final_x = 0
|
|
var/final_y = 0
|
|
|
|
//Assume standards
|
|
var/i_width = world.icon_size
|
|
var/i_height = world.icon_size
|
|
|
|
//Handle snowflake objects only if necessary
|
|
if(AM.bound_height != world.icon_size || AM.bound_width != world.icon_size)
|
|
var/icon/AMicon = icon(AM.icon, AM.icon_state)
|
|
i_width = AMicon.Width()
|
|
i_height = AMicon.Height()
|
|
qdel(AMicon)
|
|
|
|
//Find a value to divide pixel_ by
|
|
var/n_width = (world.icon_size - (i_width/2))
|
|
var/n_height = (world.icon_size - (i_height/2))
|
|
|
|
//DY and DX
|
|
if(n_width)
|
|
rough_x = round(AM.pixel_x/n_width)
|
|
if(n_height)
|
|
rough_y = round(AM.pixel_y/n_height)
|
|
|
|
//Find coordinates
|
|
final_x = AM.x + rough_x
|
|
final_y = AM.y + rough_y
|
|
|
|
if(final_x || final_y)
|
|
return locate(final_x, final_y, AM.z)
|
|
|
|
//Finds the distance between two atoms, in pixels
|
|
//centered = 0 counts from turf edge to edge
|
|
//centered = 1 counts from turf center to turf center
|
|
//of course mathematically this is just adding world.icon_size on again
|
|
/proc/getPixelDistance(var/atom/A, var/atom/B, var/centered = 1)
|
|
if(!istype(A)||!istype(B))
|
|
return 0
|
|
. = bounds_dist(A, B) + sqrt((((A.pixel_x+B.pixel_x)**2) + ((A.pixel_y+B.pixel_y)**2)))
|
|
if(centered)
|
|
. += world.icon_size
|
|
|
|
/proc/get(atom/loc, type)
|
|
while(loc)
|
|
if(istype(loc, type))
|
|
return loc
|
|
loc = loc.loc
|
|
return null
|
|
|
|
//Quick type checks for some tools
|
|
var/global/list/common_tools = list(
|
|
/obj/item/stack/cable_coil,
|
|
/obj/item/weapon/wrench,
|
|
/obj/item/weapon/weldingtool,
|
|
/obj/item/weapon/screwdriver,
|
|
/obj/item/weapon/wirecutters,
|
|
/obj/item/device/multitool,
|
|
/obj/item/weapon/crowbar)
|
|
|
|
/proc/istool(O)
|
|
if(O && is_type_in_list(O, common_tools))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/is_hot(obj/item/W as obj)
|
|
if(istype(W, /obj/item/weapon/weldingtool))
|
|
var/obj/item/weapon/weldingtool/O = W
|
|
if(O.isOn())
|
|
return 3800
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/weapon/lighter))
|
|
var/obj/item/weapon/lighter/O = W
|
|
if(O.lit)
|
|
return 1500
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/weapon/match))
|
|
var/obj/item/weapon/match/O = W
|
|
if(O.lit == 1)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/clothing/mask/cigarette))
|
|
var/obj/item/clothing/mask/cigarette/O = W
|
|
if(O.lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/candle))
|
|
var/obj/item/candle/O = W
|
|
if(O.lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/device/flashlight/flare))
|
|
var/obj/item/device/flashlight/flare/O = W
|
|
if(O.on)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
|
|
return 3800
|
|
if(istype(W, /obj/item/weapon/melee/energy))
|
|
var/obj/item/weapon/melee/energy/O = W
|
|
if(O.active)
|
|
return 3500
|
|
else
|
|
return 0
|
|
if(istype(W, /obj/item/device/assembly/igniter))
|
|
return 1000
|
|
else
|
|
return 0
|
|
|
|
//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used.
|
|
/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
|
var/list/sharp_things_1 = list(\
|
|
/obj/item/weapon/circular_saw,\
|
|
/obj/item/weapon/shovel,\
|
|
/obj/item/weapon/shard,\
|
|
/obj/item/weapon/broken_bottle,\
|
|
/obj/item/weapon/twohanded/fireaxe,\
|
|
/obj/item/weapon/hatchet,\
|
|
/obj/item/weapon/throwing_star,\
|
|
/obj/item/clothing/glasses/sunglasses/garb,\
|
|
/obj/item/clothing/glasses/sunglasses/gar,\
|
|
/obj/item/clothing/glasses/hud/security/sunglasses/gars,\
|
|
/obj/item/clothing/glasses/meson/gar,\
|
|
/obj/item/weapon/twohanded/spear)
|
|
|
|
//Because is_sharp is used for food or something.
|
|
var/list/sharp_things_2 = list(\
|
|
/obj/item/weapon/kitchen/knife,\
|
|
/obj/item/weapon/scalpel)
|
|
|
|
if(is_type_in_list(W,sharp_things_1))
|
|
return 1
|
|
|
|
if(is_type_in_list(W,sharp_things_2))
|
|
return 2 //cutting food
|
|
|
|
if(istype(W, /obj/item/weapon/melee/energy))
|
|
var/obj/item/weapon/melee/energy/E = W
|
|
if(E.active)
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
/proc/is_pointed(obj/item/W as obj)
|
|
if(istype(W, /obj/item/weapon/pen))
|
|
return 1
|
|
if(istype(W, /obj/item/weapon/screwdriver))
|
|
return 1
|
|
if(istype(W, /obj/item/weapon/reagent_containers/syringe))
|
|
return 1
|
|
if(istype(W, /obj/item/weapon/kitchen/fork))
|
|
return 1
|
|
else
|
|
return 0
|
|
|
|
//For objects that should embed, but make no sense being is_sharp or is_pointed()
|
|
//e.g: rods
|
|
/proc/can_embed(obj/item/W)
|
|
if(is_sharp(W))
|
|
return 1
|
|
if(is_pointed(W))
|
|
return 1
|
|
|
|
var/list/embed_items = list(\
|
|
/obj/item/stack/rods,\
|
|
)
|
|
|
|
if(is_type_in_list(W, embed_items))
|
|
return 1
|
|
|
|
|
|
/*
|
|
Checks if that loc and dir has a item on the wall
|
|
*/
|
|
var/list/WALLITEMS = list(
|
|
/obj/machinery/power/apc, /obj/machinery/alarm, /obj/item/device/radio/intercom,
|
|
/obj/structure/extinguisher_cabinet, /obj/structure/reagent_dispensers/peppertank,
|
|
/obj/machinery/status_display, /obj/machinery/requests_console, /obj/machinery/light_switch, /obj/structure/sign,
|
|
/obj/machinery/newscaster, /obj/machinery/firealarm, /obj/structure/noticeboard, /obj/machinery/door_control,
|
|
/obj/machinery/computer/security/telescreen, /obj/machinery/embedded_controller/radio/simple_vent_controller,
|
|
/obj/item/weapon/storage/secure/safe, /obj/machinery/door_timer, /obj/machinery/flasher, /obj/machinery/keycard_auth,
|
|
/obj/structure/mirror, /obj/structure/fireaxecabinet, /obj/machinery/computer/security/telescreen/entertainment
|
|
)
|
|
/proc/gotwallitem(loc, dir)
|
|
var/locdir = get_step(loc, dir)
|
|
for(var/obj/O in loc)
|
|
if(is_type_in_list(O, WALLITEMS))
|
|
//Direction works sometimes
|
|
if(O.dir == dir)
|
|
return 1
|
|
|
|
//Some stuff doesn't use dir properly, so we need to check pixel instead
|
|
//That's exactly what get_turf_pixel() does
|
|
if(get_turf_pixel(O) == locdir)
|
|
return 1
|
|
|
|
//Some stuff is placed directly on the wallturf (signs)
|
|
for(var/obj/O in locdir)
|
|
if(is_type_in_list(O, WALLITEMS))
|
|
if(O.pixel_x == 0 && O.pixel_y == 0)
|
|
return 1
|
|
return 0
|
|
|
|
/proc/format_text(text)
|
|
return replacetext(replacetext(text,"\proper ",""),"\improper ","")
|
|
|
|
/obj/proc/atmosanalyzer_scan(var/datum/gas_mixture/air_contents, mob/user, var/obj/target = src)
|
|
var/obj/icon = target
|
|
user.visible_message("[user] has used the analyzer on \icon[icon] [target].", "<span class='notice'>You use the analyzer on \icon[icon] [target].</span>")
|
|
var/pressure = air_contents.return_pressure()
|
|
var/total_moles = air_contents.total_moles()
|
|
|
|
user << "<span class='notice'>Results of analysis of \icon[icon] [target].</span>"
|
|
if(total_moles>0)
|
|
var/o2_concentration = air_contents.oxygen/total_moles
|
|
var/n2_concentration = air_contents.nitrogen/total_moles
|
|
var/co2_concentration = air_contents.carbon_dioxide/total_moles
|
|
var/plasma_concentration = air_contents.toxins/total_moles
|
|
|
|
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
|
|
|
|
user << "<span class='notice'>Pressure: [round(pressure,0.1)] kPa</span>"
|
|
user << "<span class='notice'>Nitrogen: [round(n2_concentration*100)] %</span>"
|
|
user << "<span class='notice'>Oxygen: [round(o2_concentration*100)] %</span>"
|
|
user << "<span class='notice'>CO2: [round(co2_concentration*100)] %</span>"
|
|
user << "<span class='notice'>Plasma: [round(plasma_concentration*100)] %</span>"
|
|
if(unknown_concentration>0.01)
|
|
user << "<span class='danger'>Unknown: [round(unknown_concentration*100)] %</span>"
|
|
user << "<span class='notice'>Temperature: [round(air_contents.temperature-T0C)] °C</span>"
|
|
else
|
|
user << "<span class='notice'>[target] is empty!</span>"
|
|
return
|
|
|
|
/proc/check_target_facings(mob/living/initator, mob/living/target)
|
|
/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
|
|
Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time
|
|
That said, this proc should not be used if the change facing proc of the click code is overriden at the same time*/
|
|
if(!ismob(target) || target.lying)
|
|
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
|
|
return
|
|
if(initator.dir == target.dir) //mobs are facing the same direction
|
|
return 1
|
|
if(initator.dir + 4 == target.dir || initator.dir - 4 == target.dir) //mobs are facing each other
|
|
return 2
|
|
if(initator.dir + 2 == target.dir || initator.dir - 2 == target.dir || initator.dir + 6 == target.dir || initator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
|
|
return 3
|
|
|
|
/proc/random_step(atom/movable/AM, steps, chance)
|
|
var/initial_chance = chance
|
|
while(steps > 0)
|
|
if(prob(chance))
|
|
step(AM, pick(alldirs))
|
|
chance = max(chance - (initial_chance / steps), 0)
|
|
steps--
|
|
|
|
/proc/living_player_count()
|
|
var/living_player_count = 0
|
|
for(var/mob in player_list)
|
|
if(mob in living_mob_list)
|
|
living_player_count += 1
|
|
return living_player_count
|
|
|
|
/proc/randomColor(var/mode = 0) //if 1 it doesn't pick white, black or gray
|
|
switch(mode)
|
|
if(0)
|
|
return pick("white","black","gray","red","green","blue","brown","yellow","orange","darkred",
|
|
"crimson","lime","darkgreen","cyan","navy","teal","purple","indigo")
|
|
if(1)
|
|
return pick("red","green","blue","brown","yellow","orange","darkred","crimson",
|
|
"lime","darkgreen","cyan","navy","teal","purple","indigo")
|
|
else
|
|
return "white"
|
|
|
|
/proc/IsValidSrc(var/A)
|
|
if(istype(A, /datum))
|
|
var/datum/B = A
|
|
return !B.gc_destroyed
|
|
if(istype(A, /client))
|
|
return 1
|
|
return 0
|