Files
kiwistation/code/__HELPERS/game.dm
T
MrPerson 01a8aa662a Moved lighting stuff from controllers folder to its own module
Lighting SS no longer cares about the return of check(); the light datums are responsible for deleting themselves.
Cap on lighting effects from turfs is now 8 because they're static and shouldn't be flashing lights too often. This means starlight actually works now instead of being capped at 1 measly turf.
Lighting related ChangeTurf() code is in the lighting module. Changed it up to be faster on lighting controller init and not leave dangling lights when a turf becomes or stops being opaque or when it turns into space. This diff log is gonna be useless sadly but take my word for it, it all works.
Lighting related Moved() code is also in the lighting module. Opaque objects will now update nearby lights when they move (mechs).
Opaque objects other than the light datum's owner on the same tile as its owner will block the effect of the light. In other words a mech standing on the same square as a light bulb will block all the light of that bulb.

Changed "cheap_hypoteneuse()" with an even cheaper version; actually calculating the hypoteneuse! I can prove it's cheaper if needed.
Removed move_contents_to() because it's unused and trying to use it would cause major bugs with lights and other shit and I have no interest in supporting that, so let's not even tempt people.
2015-04-12 02:25:28 -07:00

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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
/proc/get_area(O)
var/atom/location = O
var/i
for(i=1, i<=20, i++)
if(isarea(location))
return location
else if (istype(location))
location = location.loc
else
return null
return 0
/proc/get_area_master(O)
var/area/A = get_area(O)
if(A && A.master)
A = A.master
return A
/proc/get_area_name(N) //get area by its name
for(var/area/A in world)
if(A.name == N)
return A
return 0
/proc/in_range(source, user)
if(get_dist(source, user) <= 1)
return 1
return 0 //not in range and not telekinetic
// Like view but bypasses luminosity check
/proc/get_hear(var/range, var/atom/source)
var/lum = source.luminosity
source.luminosity = 6
var/list/heard = view(range, source)
source.luminosity = lum
return heard
/proc/alone_in_area(var/area/the_area, var/mob/must_be_alone, var/check_type = /mob/living/carbon)
var/area/our_area = get_area_master(the_area)
for(var/C in living_mob_list)
if(!istype(C, check_type))
continue
if(C == must_be_alone)
continue
if(our_area == get_area_master(C))
return 0
return 1
//We used to use linear regression to approximate the answer, but Mloc realized this was actually faster.
//And lo and behold, it is, and it's more accurate to boot.
/proc/cheap_hypotenuse(Ax,Ay,Bx,By)
return sqrt(abs(Ax - Bx)**2 + abs(Ay - By)**2) //A squared + B squared = C squared
/proc/circlerange(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
//turfs += centerturf
return turfs
/proc/circleview(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/atoms = new/list()
var/rsq = radius * (radius+0.5)
for(var/atom/A in view(radius, centerturf))
var/dx = A.x - centerturf.x
var/dy = A.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
atoms += A
//turfs += centerturf
return atoms
/proc/get_dist_euclidian(atom/Loc1 as turf|mob|obj,atom/Loc2 as turf|mob|obj)
var/dx = Loc1.x - Loc2.x
var/dy = Loc1.y - Loc2.y
var/dist = sqrt(dx**2 + dy**2)
return dist
/proc/circlerangeturfs(center=usr,radius=3)
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in range(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
/proc/circleviewturfs(center=usr,radius=3) //Is there even a diffrence between this proc and circlerangeturfs()?
var/turf/centerturf = get_turf(center)
var/list/turfs = new/list()
var/rsq = radius * (radius+0.5)
for(var/turf/T in view(radius, centerturf))
var/dx = T.x - centerturf.x
var/dy = T.y - centerturf.y
if(dx*dx + dy*dy <= rsq)
turfs += T
return turfs
//This is the new version of recursive_mob_check, used for say().
//The other proc was left intact because morgue trays use it.
/proc/recursive_hear_check(var/atom/O)
var/list/processing_list = list(O)
var/list/processed_list = list()
var/list/found_atoms = list()
while(processing_list.len)
var/atom/A = processing_list[1]
if(A.flags & HEAR)
found_atoms |= A
for(var/atom/B in A)
if(!processed_list[B])
processing_list |= B
processing_list.Cut(1, 2)
processed_list[A] = A
return found_atoms
// Better recursive loop, technically sort of not actually recursive cause that shit is retarded, enjoy.
//No need for a recursive limit either
/proc/recursive_mob_check(var/atom/O,var/client_check=1,var/sight_check=1,var/include_radio=1)
var/list/processing_list = list(O)
var/list/processed_list = list()
var/list/found_mobs = list()
while(processing_list.len)
var/atom/A = processing_list[1]
var/passed = 0
if(ismob(A))
var/mob/A_tmp = A
passed=1
if(client_check && !A_tmp.client)
passed=0
if(sight_check && !isInSight(A_tmp, O))
passed=0
else if(include_radio && istype(A, /obj/item/device/radio))
passed=1
if(sight_check && !isInSight(A, O))
passed=0
if(passed)
found_mobs |= A
for(var/atom/B in A)
if(!processed_list[B])
processing_list |= B
processing_list.Cut(1, 2)
processed_list[A] = A
return found_mobs
/proc/get_hearers_in_view(var/R, var/atom/source)
// Returns a list of hearers in view(R) from source (ignoring luminosity). Used in saycode.
var/turf/T = get_turf(source)
var/list/hear = list()
if(!T)
return hear
var/list/range = get_hear(R, T)
for(var/atom/movable/A in range)
hear |= recursive_hear_check(A)
return hear
/proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios)
set background = BACKGROUND_ENABLED
. = list()
// Returns a list of mobs who can hear any of the radios given in @radios
for(var/obj/item/device/radio/R in radios)
if(R)
. |= get_hearers_in_view(R.canhear_range, R)
#define SIGN(X) ((X<0)?-1:1)
/proc/inLineOfSight(X1,Y1,X2,Y2,Z=1,PX1=16.5,PY1=16.5,PX2=16.5,PY2=16.5)
var/turf/T
if(X1==X2)
if(Y1==Y2)
return 1 //Light cannot be blocked on same tile
else
var/s = SIGN(Y2-Y1)
Y1+=s
while(Y1!=Y2)
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
Y1+=s
else
var/m=(32*(Y2-Y1)+(PY2-PY1))/(32*(X2-X1)+(PX2-PX1))
var/b=(Y1+PY1/32-0.015625)-m*(X1+PX1/32-0.015625) //In tiles
var/signX = SIGN(X2-X1)
var/signY = SIGN(Y2-Y1)
if(X1<X2)
b+=m
while(X1!=X2 || Y1!=Y2)
if(round(m*X1+b-Y1))
Y1+=signY //Line exits tile vertically
else
X1+=signX //Line exits tile horizontally
T=locate(X1,Y1,Z)
if(T.opacity)
return 0
return 1
#undef SIGN
/proc/isInSight(var/atom/A, var/atom/B)
var/turf/Aturf = get_turf(A)
var/turf/Bturf = get_turf(B)
if(!Aturf || !Bturf)
return 0
if(inLineOfSight(Aturf.x,Aturf.y, Bturf.x,Bturf.y,Aturf.z))
return 1
else
return 0
/proc/get_cardinal_step_away(atom/start, atom/finish) //returns the position of a step from start away from finish, in one of the cardinal directions
//returns only NORTH, SOUTH, EAST, or WEST
var/dx = finish.x - start.x
var/dy = finish.y - start.y
if(abs(dy) > abs (dx)) //slope is above 1:1 (move horizontally in a tie)
if(dy > 0)
return get_step(start, SOUTH)
else
return get_step(start, NORTH)
else
if(dx > 0)
return get_step(start, WEST)
else
return get_step(start, EAST)
/proc/try_move_adjacent(atom/movable/AM)
var/turf/T = get_turf(AM)
for(var/direction in cardinal)
if(AM.Move(get_step(T, direction)))
break
/proc/get_mob_by_key(var/key)
for(var/mob/M in mob_list)
if(M.ckey == lowertext(key))
return M
return null
// Will return a list of active candidates. It increases the buffer 5 times until it finds a candidate which is active within the buffer.
/proc/get_candidates(be_special_flag=0, afk_bracket=3000)
var/list/candidates = list()
// Keep looping until we find a non-afk candidate within the time bracket (we limit the bracket to 10 minutes (6000))
while(!candidates.len && afk_bracket < 6000)
for(var/mob/dead/observer/G in player_list)
if(G.client != null)
if(!(G.mind && G.mind.current && G.mind.current.stat != DEAD))
if(!G.client.is_afk(afk_bracket) && (G.client.prefs.be_special & be_special_flag))
candidates += G.client
afk_bracket += 600 // Add a minute to the bracket, for every attempt
return candidates
/proc/ScreenText(obj/O, maptext="", screen_loc="CENTER-7,CENTER-7", maptext_height=480, maptext_width=480)
if(!isobj(O)) O = new /obj/screen/text()
O.maptext = maptext
O.maptext_height = maptext_height
O.maptext_width = maptext_width
O.screen_loc = screen_loc
return O
/proc/Show2Group4Delay(obj/O, list/group, delay=0)
if(!isobj(O)) return
if(!group) group = clients
for(var/client/C in group)
C.screen += O
if(delay)
spawn(delay)
for(var/client/C in group)
C.screen -= O
/proc/flick_overlay(image/I, list/show_to, duration)
for(var/client/C in show_to)
C.images += I
sleep(duration)
for(var/client/C in show_to)
C.images -= I
/proc/get_active_player_count()
// Get active players who are playing in the round
var/active_players = 0
for(var/i = 1; i <= player_list.len; i++)
var/mob/M = player_list[i]
if(M && M.client)
if(istype(M, /mob/new_player)) // exclude people in the lobby
continue
else if(isobserver(M)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/O = M
if(O.started_as_observer) // Exclude people who started as observers
continue
active_players++
return active_players
/datum/projectile_data
var/src_x
var/src_y
var/time
var/distance
var/power_x
var/power_y
var/dest_x
var/dest_y
/datum/projectile_data/New(var/src_x, var/src_y, var/time, var/distance, \
var/power_x, var/power_y, var/dest_x, var/dest_y)
src.src_x = src_x
src.src_y = src_y
src.time = time
src.distance = distance
src.power_x = power_x
src.power_y = power_y
src.dest_x = dest_x
src.dest_y = dest_y
/proc/projectile_trajectory(var/src_x, var/src_y, var/rotation, var/angle, var/power)
// returns the destination (Vx,y) that a projectile shot at [src_x], [src_y], with an angle of [angle],
// rotated at [rotation] and with the power of [power]
// Thanks to VistaPOWA for this function
var/power_x = power * cos(angle)
var/power_y = power * sin(angle)
var/time = 2* power_y / 10 //10 = g
var/distance = time * power_x
var/dest_x = src_x + distance*sin(rotation);
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)