Space Station 13 - Modules - TypesVar Details - Proc Details

/(global)

Vars

FailsafeFailsafe
MasterStonedMC
SSambienceThe subsystem used to play ambience to users every now and then, makes them real excited.
SSchatCopyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
SScleanup
SSearly_assetsInitializes any assets that need to be loaded ASAP.
SSpathfinderQueues and manages JPS pathfinding steps
SSpersistent_data
SStguitgui subsystem
SStimer
SSverb_managerSSverb_manager, a subsystem that runs every tick and runs through its entire queue without yielding like SSinput. this exists because of how the byond tick works and where user inputted verbs are put within it.

Procs

HTTPGetHTTP Get (Powered by RUSTG)
MakeAPICallInternal API Caller
RoundDiagBarDiagnostic HUDs!
_queue_verbqueue a callback for the given verb/verblike proc and any given arguments to the specified verb subsystem, so that they process in the next tick. intended to only work with verbs or verblike procs called directly from client input, use as part of TRY_QUEUE_VERB() and co.
add_attack_logsCreates attack (old and new) logs for the user and defense logs for the target. Will message admins depending on the custom_level, user and target.
add_verbhandles adding verbs and updating the stat panel browser
addtimerCreate a new timer and insert it in the queue. You should not call this directly, and should instead use the addtimer macro, which includes source information.
announce_merge_conflict_markerWe REALLY do not want un-addressed merge conflicts in maps for an inexhaustible list of reasons. This should help ensure that this will not be missed in case linters fail to catch it for any reason what-so-ever.
assoc_to_keysTurns an associative list into a flat list of keys
atmos_scanOutputs a message to the user describing the target's gasmixes. Used in chat-based gas scans.
avoid_assoc_duplicate_keystakes 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 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
bangCreates a flashing effect that blinds and deafens mobs within range
broadcast_messageMessage Broadcast Proc
calculate_projectile_angle_and_pixel_offsetsCalculates the pixel offsets and angle that a projectile should be launched at.
callback_add_traitProc wrapper of add_trait. You should only use this for callback. Otherwise, use the macro.
callback_remove_traitProc wrapper of remove_trait. You should only use this for callback. Otherwise, use the macro.
check_active_security_force
check_rights_allRequires the holder to have all the rights specified
client2rankcolourProc to generate a "rank colour" from a client
compare_listcompare two lists, returns TRUE if they are the same
costly_icon2assetCostlier version of icon2asset() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
create_shrapnelCreates an explosion of shrapnel at a turf.
create_strippable_listCreates an assoc list of keys to /datum/strippable_item
cut_relative_directionTakes a screen_loc string and cut out any directions like NORTH or SOUTH
delete_all_SS_and_recreate_masterDelete all existing SS to basically start over
deltimerDelete a timer
do_teleportWill teleport the given atom to the given destination using the other parameters
emissive_appearanceProduces a mutable appearance glued to the EMISSIVE_PLANE dyed to be the EMISSIVE_COLOR. Order of application matters: Default generated blockers are overlays, and will block its own emissive underlays. If you want an object to be both a blocker, and have their own emissive, it has to be an overlay instead. Grayscale lightmasks are visible in the BYOND right-click and Examine pane, unless they're covered up by another overlay.
emissive_blockerProduces a mutable appearance glued to the EMISSIVE_PLANE dyed to be the EM_BLOCK_COLOR.
emoji_parseTurns :ai: into an emoji in text.
empulseWill cause an EMP on the given epicenter. This proc can sleep depending on the affected objects. So assume it sleeps!
fill_with_onesGiven a list, return a copy where values without defined weights are given weight 1. For example, fill_with_ones(list(A, B=2, C)) = list(A=1, B=2, C=1) Useful for weighted random choices (loot tables, syllables in languages, etc.)
finish_unequip_mobA utility function for /datum/strippable_items to finish unequipping an item from a mob.
fire_flash_logFlashfire is a proc used to log fire causing chemical reactions.
format_si_suffixFormats num with an SI prefix.
generate_and_hash_rsc_fileGenerates a filename for a given asset. Like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension) Used so that certain asset files dont have to be hashed twice
generate_bitfieldsTurns /datum/bitfield subtypes into a list for use in debugging
get_admin_objective_targetsAllows admins to safely pick from SSticker.minds for objectives
get_all_linked_levels_zposProc to get a list of all the linked-together Z-Levels
get_allowed_instrument_idsGet all non admin_only instruments as a list of text ids.
get_antag_type_strings_listA proc that return an array of capitalized strings containing name of the antag types they are
get_antag_type_truncated_plaintext_stringA proc that return a string containing all the singled out antags . Empty string if not antag
get_atoms_of_typeReturns a list of atoms in a location of a given type. Can be refined to look for pixel-shift.
get_bbox_of_atomsGet a bounding box of a list of atoms.
get_channel_nameReturns the clean name of an audio channel.
get_departments_from_jobmatches a string job name to their department(s) and returns it as a list
get_dummy_savefileGets a dummy savefile for usage in icon generation. Savefiles generated from this proc will be empty.
get_edge_target_turfReturns the turf located at the map edge in the specified direction relative to target_atom used for mass driver
get_icon_dmi_pathGiven an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path. A weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc, But stringifying rsc references returns a dmi file path ONLY if that icon represents a completely unchanged dmi file from when the game was compiled. So if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""
get_lineGet a list of turfs in a line from starting_atom to ending_atom.
get_living_playersThis proc returns every player with a client who is not a ghost or a new_player
get_path_toThis is the proc you use whenever you want to have pathfinding more complex than "try stepping towards the thing". If no path was found, returns an empty list, which is important for bots like medibots who expect an empty list rather than nothing. It will yield until a path is returned, using magic
get_rad_contentsA special GetAllContents that doesn't search past things with rad insulation Components which return COMPONENT_BLOCK_RADIATION prevent further searching into that object's contents. The object itself will get returned still. The ignore list makes those objects never return at all
get_ranged_target_turf
get_ranged_target_turf_directGet ranged target turf, but with direct targets as opposed to directions
get_safe_speciesReturns a list of names of non-blacklisted or hazardous species.
get_swarm_path_toPOTENTIALLY cheaper version of get_path_to This proc generates a path map for the end atom's turf, which allows us to cheaply do pathing operations "at" it Generation is significantly SLOWER then get_path_to, but if many things are/might be pathing at something then it is much faster Runs the risk of returning an suboptimal or INVALID PATH if the delay between map creation and use is too long
get_unrestricted_random_reagent_idReturns a random reagent ID, with real non blacklisted balance boosting action!
get_valid_screen_locationReturns a valid location to place a screen object without overflowing the viewport
get_valid_vent_spawnsReturns a list of vents that can be used as a potential spawn if they meet the criteria set by the arguments
goonchem_vortexThrows or pulls objects to/from a chem reaction
icon2assetgenerate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target. Arguments:
icon2base64Converts an icon to base64. Operates by putting the icon in the iconCache savefile, exporting it as text, and then parsing the base64 from that. (This relies on byond automatically storing icons in savefiles as base64)
icon_existsChecks if the given iconstate exists in the given file, caching the result. Setting no_sprite to TRUE will print a stack trace ONCE.
is_bad_connectionConnection checker
is_color_darkGiven a color in the format of "#RRGGBB", will return if the color is dark.
is_special_characterADMIN HELPER PROCS A proc that return whether the mob is a "Special Character" aka Antagonist
is_type_in_UID_listIf the list L contains a datum UID who's type matches D's type, returns the UID of that datum in the list. Otherwise returns null.
is_valid_dmi_filegiven a text string, returns whether it is a valid dmi icons folder path
lists_equal_unorderedChecks to make sure that the lists have the exact same contents, ignores the order of the contents.
locateUIDLocates a datum based off of the UID
makeDatumRefListsInitial Building
make_associativeA proc for turning a list into an associative list.
md5asfileSave file as an external file then md5 it. Used because md5ing files stored in the rsc sometimes gives incorrect md5 results.
md5filepathReturns the md5 of a file at a given path.
message_adminTicketSends a message to the staff able to see admin tickets Arguments: msg - The message being send important - If the message is important. If TRUE it will ignore the CHAT_NO_TICKETLOGS preferences, send a sound and flash the window. Defaults to FALSE
message_mentorTicketSends a message to the staff able to see mentor tickets Arguments: msg - The message being send important - If the message is important. If TRUE it will ignore the CHAT_NO_TICKETLOGS preferences, send a sound and flash the window. Defaults to FALSE
message_to_htmlMessage-related procs
offset_to_screen_locTakes a list in the form (x_offset, y_offset) And converts it to a screen loc string Accepts an optional view string/size to force the screen_loc around, so it can't go out of scope
parse_caught_click_modifiersReturns a turf based on text inputs, original turf and viewing client
path_map_passalongWe generate a path for the passed in callbacks, and then pipe it over
pathfinding_finishedUses funny pass by reference bullshit to take the output created by pathfinding, and insert it into a return list We'll be able to use this return list to tell a sleeping proc to continue execution
phase_filterThis filter proc makes a visual effect where the object is split into fragments, with vertical lines cut out of them. It will appear as 2 seperate things are made of the one object that was cut out
pick_multiple_uniquePicks multiple unique elements from the suplied list. If the given list has a length less than the amount given then it will return a list with an equal amount
pick_unique_lawsetreturns a random non starting / kill crew lawset if the station has a unique ai lawset
pick_weight_recursiveLike pick_weight, but allowing for nested lists.
pickweightPicks an element based on its weight. L - The input list
propagate_networkremove the old powernet and replace it with a new one throughout the network.
radial_menu_helperSimilar to show_radial_menu, but choices is a list of atoms, for which icons will be automatically generated. Supports multiple items of the same name, 2 soaps will become soap (1) and soap (2) to the user. Otherwise, has the exact same arguments as show_radial_menu
random_body_accessoryReturns a random body accessory for a given species name. Can be null based on is_optional argument.
recover_all_SS_and_recreate_masterRecreate all SSs which will still cause data survive due to Recover(), the new Master will then find and take them from global.vars
remove_clunky_diagonalsProcesses a path (list of turfs), removes any diagonal moves that would lead to a weird bump
remove_diagonalsProcesses a path (list of turfs), removes any diagonal moves
remove_verbhandles removing verb and sending it to browser to update, use this for removing verbs
round_healthrounds value to limited symbols after the period for organ damage and other values
rustg_get_versionGets the version of rust_g
rustg_git_commit_dateReturns the date of the given revision using the provided format. Defaults to returning %F which is YYYY-MM-DD.
rustg_git_commit_date_headReturns the formatted datetime string of HEAD using the provided format. Defaults to returning %F which is YYYY-MM-DD. This is different to rustg_git_commit_date because it only needs the logs directory.
rustg_redis_disconnect_rqDisconnects from a previously connected redis server
rustg_unix_timestampReturns the timestamp as a string
safe_get_ckeySafe ckey getter
sanitize_for_icsanitize() with a pre-set list of characters to remove from IC speech.
screen_loc_to_offsetTakes a screen loc string in the format "+-left-offset:+-pixel,+-bottom-offset:+-pixel" Where the :pixel is optional, and returns A list in the format (x_offset, y_offset) We require context to get info out of screen locs that contain relative info, so NORTH, SOUTH, etc
seconds_to_clockTake a value in seconds and makes it display like a clock. Hours are stripped. (mm:ss)
seconds_to_full_clockTake a value in seconds and makes it display like a clock (h:mm:ss)
seedifyConvert a grown object into seeds.
setup_mod_themesGlobal proc that sets up all MOD themes as singletons in a list and returns it.
shake_cameraShake the camera of the person viewing the mob SO REAL!
show_blurbShows a ticker reading out the given text on a client's screen.
start_unequip_mobA utility function for /datum/strippable_items to start unequipping an item from a mob.
start_watchReturns "watch handle" (really just a timestamp :V)
stop_watchReturns number of seconds elapsed. @param wh number The "Watch Handle" from start_watch(). (timestamp)
strip_html_tagsStrips HTML tags (and only tags) from the input. The result may still include HTML entities, like ' for '
tgui_TopicMiddleware for /client/Topic.
tgui_alertCreates a TGUI alert window and returns the user's response.
tgui_input_checkbox_listCreates a TGUI input list window and returns the user's response in a ranked order.
tgui_input_colorCreates a TGUI color picker window and returns the user's response.
tgui_input_keycomboCreates a TGUI window with a key input. Returns the user's response as a full key with modifiers, eg ShiftK.
tgui_input_listCreates a TGUI input list window and returns the user's response.
tgui_input_numberCreates a TGUI window with a number input. Returns the user's response as num | null.
tgui_input_ranked_listCreates a TGUI ranked input list window and returns the user's response in a ranked order.
tgui_input_textCreates a TGUI window with a text input. Returns the user's response.
to_chatSends the message to the recipient (target).
to_chat_immediateCircumvents the message queue and sends the message to the recipient (target) as soon as possible. trailing_newline, confidential, and handle_whitespace currently have no effect, please fix this in the future or remove the arguments to lower cache!
trim_lengthReturns a string that does not exceed max_length characters in size
type_list_to_counted_assoc_listThis proc takes a list of types, and returns them in the format below. [type] = amount of type in list. Useful for recipes.
view_to_pixelsTakes a string or num view, and converts it to pixel width/height in a list(pixel_width, pixel_height)
wiki_linkCreates a hyperlink for a specified wiki article.

Var Details

Failsafe

Failsafe

Pretty much pokes the MC to make sure it's still alive.

Master

StonedMC

Designed to properly split up a given tick among subsystems Note: if you read parts of this code and think "why is it doing it that way" Odds are, there is a reason

SSambience

The subsystem used to play ambience to users every now and then, makes them real excited.

SSchat

Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT

SScleanup

Cleanup Subsystem

For now, all it does is periodically clean the supplied global lists of any null values they may contain.

Why is this important?

Sometimes, these lists can gain nulls due to errors. For example, when a dead player trasitions from the dead_mob_list to the alive_mob_list, a null value may get stuck in the dead mob list. This can cause issues when other code tries to do things with the values in the list, but are instead met with null values. These problems are incredibly hard to track down and fix, so this subsystem is a solution to that.

SSearly_assets

Initializes any assets that need to be loaded ASAP.

SSpathfinder

Queues and manages JPS pathfinding steps

SSpersistent_data

Persistent Data Subsystem

Provides a centralised handler for persistent data reading and writing. The subsystem does not do any actual spawning itself, as this focuses on objects and mobs Should anything that is turf persistence related added in, that can be chucked into this SS Its quite a simple subsystem. For now, anyways.

SStgui

tgui subsystem

Contains all tgui state and subsystem code.

Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT

SStimer

Timer Subsystem

Handles creation, callbacks, and destruction of timed events.

It is important to understand the buckets used in the timer subsystem are just a series of doubly-linked lists. The object at a given index in bucket_list is a /datum/timedevent, the head of a list, which has prev and next references for the respective elements in that bucket's list.

SSverb_manager

SSverb_manager, a subsystem that runs every tick and runs through its entire queue without yielding like SSinput. this exists because of how the byond tick works and where user inputted verbs are put within it.

see TICK_ORDER.md for more info on how the byond tick is structured.

The way the MC allots its time is via TICK_LIMIT_RUNNING, it simply subtracts the cost of SendMaps (MAPTICK_LAST_INTERNAL_TICK_USAGE) plus TICK_BYOND_RESERVE from the tick and uses up to that amount of time (minus the percentage of the tick used by the time it executes subsystems) on subsystems running cool things like atmospherics or Life or SSInput or whatever.

Without this subsystem, verbs are likely to cause overtime if the MC uses all of the time it has alloted for itself in the tick, and SendMaps uses as much as its expected to, and an expensive verb ends up executing that tick. This is because the MC is completely blind to the cost of verbs, it can't account for it at all. The only chance for verbs to not cause overtime in a tick where the MC used as much of the tick as it alloted itself and where SendMaps costed as much as it was expected to is if the verb(s) take less than TICK_BYOND_RESERVE percent of the tick, which isnt much. Not to mention if SendMaps takes more than 30% of the tick and the MC forces itself to take at least 70% of the normal tick duration which causes ticks to naturally overrun even in the absence of verbs.

With this subsystem, the MC can account for the cost of verbs and thus stop major overruns of ticks. This means that the most important subsystems like SSinput can start at the same time they were supposed to, leading to a smoother experience for the player since ticks arent riddled with minor hangs over and over again.

Proc Details

HTTPGet

HTTP Get (Powered by RUSTG)

This proc should be used as a replacement for /world/proc/Export due to an underlying issue with it. See: https://www.byond.com/forum/post/2772166 The one thing you will need to be aware of is that this no longer wraps the response inside a "file", so anything that relies on a file2text() unwrap will need tweaking. RUST HTTP also has better support for HTTPS as well as weird quirks with modern webservers. Returns an assoc list that follows the standard /world/proc/Export format (https://secure.byond.com/docs/ref/index.html#/world/proc/Export), with the above exception

Arguments:

MakeAPICall

Internal API Caller

Makes calls to the internal Paradise API and returns a /datum/http_response.

Arguments:

RoundDiagBar

Diagnostic HUDs!

_queue_verb

queue a callback for the given verb/verblike proc and any given arguments to the specified verb subsystem, so that they process in the next tick. intended to only work with verbs or verblike procs called directly from client input, use as part of TRY_QUEUE_VERB() and co.

returns TRUE if the queuing was successful, FALSE otherwise.

add_attack_logs

Creates attack (old and new) logs for the user and defense logs for the target. Will message admins depending on the custom_level, user and target.

custom_level will determine the log level set. Unless the target is SSD and there is a user doing it If custom_level is not set then the log level will be determined using the user and the target.

add_verb

handles adding verbs and updating the stat panel browser

pass the verb type path to this instead of adding it directly to verbs so the statpanel can update Arguments:

addtimer

Create a new timer and insert it in the queue. You should not call this directly, and should instead use the addtimer macro, which includes source information.

Arguments:

announce_merge_conflict_marker

We REALLY do not want un-addressed merge conflicts in maps for an inexhaustible list of reasons. This should help ensure that this will not be missed in case linters fail to catch it for any reason what-so-ever.

assoc_to_keys

Turns an associative list into a flat list of keys

atmos_scan

Outputs a message to the user describing the target's gasmixes. Used in chat-based gas scans.

avoid_assoc_duplicate_keys

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 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

bang

Creates a flashing effect that blinds and deafens mobs within range

Arguments:

broadcast_message

Message Broadcast Proc

This big fat disaster is responsible for sending the message out to all headsets and radios on the station It is absolutely disgusting, but used to take about 20 arguments before I slimmed it down to just one Arguments:

calculate_projectile_angle_and_pixel_offsets

Calculates the pixel offsets and angle that a projectile should be launched at.

Arguments:

callback_add_trait

Proc wrapper of add_trait. You should only use this for callback. Otherwise, use the macro.

callback_remove_trait

Proc wrapper of remove_trait. You should only use this for callback. Otherwise, use the macro.

check_active_security_force

check_rights_all

Requires the holder to have all the rights specified

rights_required = R_ADMIN|R_EVENT means they must have both flags, or it will return false

client2rankcolour

Proc to generate a "rank colour" from a client

This takes the client and looks at various factors in order, such as patreon status, staff rank, and more Arguments:

compare_list

compare two lists, returns TRUE if they are the same

costly_icon2asset

Costlier version of icon2asset() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.

create_shrapnel

Creates an explosion of shrapnel at a turf.

create_strippable_list

Creates an assoc list of keys to /datum/strippable_item

cut_relative_direction

Takes a screen_loc string and cut out any directions like NORTH or SOUTH

delete_all_SS_and_recreate_master

Delete all existing SS to basically start over

deltimer

Delete a timer

Arguments:

do_teleport

Will teleport the given atom to the given destination using the other parameters

Arguments:

emissive_appearance

Produces a mutable appearance glued to the EMISSIVE_PLANE dyed to be the EMISSIVE_COLOR. Order of application matters: Default generated blockers are overlays, and will block its own emissive underlays. If you want an object to be both a blocker, and have their own emissive, it has to be an overlay instead. Grayscale lightmasks are visible in the BYOND right-click and Examine pane, unless they're covered up by another overlay.

emissive_blocker

Produces a mutable appearance glued to the EMISSIVE_PLANE dyed to be the EM_BLOCK_COLOR.

emoji_parse

Turns :ai: into an emoji in text.

empulse

Will cause an EMP on the given epicenter. This proc can sleep depending on the affected objects. So assume it sleeps!

epicenter - The center of the EMP. Can be an atom, as long as the given atom is on a turf (in)directly heavy_range - The max distance from the epicenter where objects will be get heavy EMPed light_range - The max distance from the epicenter where objects will get light EMPed log - Whether or not this action should be logged or not. Will use the cause if provided cause - The cause of the EMP. Used for the logging

fill_with_ones

Given a list, return a copy where values without defined weights are given weight 1. For example, fill_with_ones(list(A, B=2, C)) = list(A=1, B=2, C=1) Useful for weighted random choices (loot tables, syllables in languages, etc.)

finish_unequip_mob

A utility function for /datum/strippable_items to finish unequipping an item from a mob.

fire_flash_log

Flashfire is a proc used to log fire causing chemical reactions.

Call this whenever you have a chemical reaction that makes fire flashes. Arguments:

format_si_suffix

Formats num with an SI prefix.

Returns a string formatted with a multiple of num and an SI prefix corresponding to an exponent of 10. Only considers exponents that are multiples of 3 (deca, deci, hecto, and centi are not included). A unit is not included in the string, the prefix is placed after the number with no spacing added anywhere. Listing of prefixes: https://en.wikipedia.org/wiki/Metric_prefix#List_of_SI_prefixes

generate_and_hash_rsc_file

Generates a filename for a given asset. Like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension) Used so that certain asset files dont have to be hashed twice

generate_bitfields

Turns /datum/bitfield subtypes into a list for use in debugging

get_admin_objective_targets

Allows admins to safely pick from SSticker.minds for objectives

get_all_linked_levels_zpos

Proc to get a list of all the linked-together Z-Levels

Returns a list of zlevel numbers which can be accessed from travelling space naturally

get_allowed_instrument_ids

Get all non admin_only instruments as a list of text ids.

get_antag_type_strings_list

A proc that return an array of capitalized strings containing name of the antag types they are

Arguments:

get_antag_type_truncated_plaintext_string

A proc that return a string containing all the singled out antags . Empty string if not antag

Usually, you'd return a FALSE, but since this is consumed by javascript you're in for a world of hurt if you pass a byond FALSE which get converted into a fucking string anyway and pass for TRUE in check. Fuck. It always append "(May be other antag)" Arguments:

get_atoms_of_type

Returns a list of atoms in a location of a given type. Can be refined to look for pixel-shift.

Arguments:

get_bbox_of_atoms

Get a bounding box of a list of atoms.

Arguments:

Returns: list(x1, y1, x2, y2)

get_channel_name

Returns the clean name of an audio channel.

Arguments:

get_departments_from_job

matches a string job name to their department(s) and returns it as a list

get_dummy_savefile

Gets a dummy savefile for usage in icon generation. Savefiles generated from this proc will be empty.

get_edge_target_turf

Returns the turf located at the map edge in the specified direction relative to target_atom used for mass driver

get_icon_dmi_path

Given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path. A weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc, But stringifying rsc references returns a dmi file path ONLY if that icon represents a completely unchanged dmi file from when the game was compiled. So if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""

get_line

Get a list of turfs in a line from starting_atom to ending_atom.

Uses the ultra-fast Bresenham Line-Drawing Algorithm.

get_living_players

This proc returns every player with a client who is not a ghost or a new_player

get_path_to

This is the proc you use whenever you want to have pathfinding more complex than "try stepping towards the thing". If no path was found, returns an empty list, which is important for bots like medibots who expect an empty list rather than nothing. It will yield until a path is returned, using magic

Arguments:

get_rad_contents

A special GetAllContents that doesn't search past things with rad insulation Components which return COMPONENT_BLOCK_RADIATION prevent further searching into that object's contents. The object itself will get returned still. The ignore list makes those objects never return at all

get_ranged_target_turf

get_ranged_target_turf_direct

Get ranged target turf, but with direct targets as opposed to directions

Starts at atom starting_atom and gets the exact angle between starting_atom and target Moves from starting_atom with that angle, Range amount of times, until it stops, bound to map size Arguments:

get_safe_species

Returns a list of names of non-blacklisted or hazardous species.

get_swarm_path_to

POTENTIALLY cheaper version of get_path_to This proc generates a path map for the end atom's turf, which allows us to cheaply do pathing operations "at" it Generation is significantly SLOWER then get_path_to, but if many things are/might be pathing at something then it is much faster Runs the risk of returning an suboptimal or INVALID PATH if the delay between map creation and use is too long

If no path was found, returns an empty list, which is important for bots like medibots who expect an empty list rather than nothing. It will yield until a path is returned, using magic

Arguments:

get_unrestricted_random_reagent_id

Returns a random reagent ID, with real non blacklisted balance boosting action!

get_valid_screen_location

Returns a valid location to place a screen object without overflowing the viewport

Returns a screen loc representing the valid location

get_valid_vent_spawns

Returns a list of vents that can be used as a potential spawn if they meet the criteria set by the arguments

Will not include parent-less vents to the returned list. Arguments:

goonchem_vortex

Throws or pulls objects to/from a chem reaction

Scales the amount of objects thrown with the volume, unless ignore_volume is TRUE

Arguments:

icon2asset

generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target. Arguments:

icon2base64

Converts an icon to base64. Operates by putting the icon in the iconCache savefile, exporting it as text, and then parsing the base64 from that. (This relies on byond automatically storing icons in savefiles as base64)

icon_exists

Checks if the given iconstate exists in the given file, caching the result. Setting no_sprite to TRUE will print a stack trace ONCE.

is_bad_connection

Connection checker

Checks the connection frequency against the intended frequency for the message NOTE: I barely know what on earth this does, but it works and it scares me Arguments:

is_color_dark

Given a color in the format of "#RRGGBB", will return if the color is dark.

is_special_character

ADMIN HELPER PROCS A proc that return whether the mob is a "Special Character" aka Antagonist

Arguments:

is_type_in_UID_list

If the list L contains a datum UID who's type matches D's type, returns the UID of that datum in the list. Otherwise returns null.

is_valid_dmi_file

given a text string, returns whether it is a valid dmi icons folder path

lists_equal_unordered

Checks to make sure that the lists have the exact same contents, ignores the order of the contents.

locateUID

Locates a datum based off of the UID

Replacement for locate() which takes a UID instead of a ref Returns the datum, if found

makeDatumRefLists

Initial Building

make_associative

A proc for turning a list into an associative list.

A simple proc for turning all things in a list into an associative list, instead Each item in the list will have an associative value of TRUE

Arguments:

md5asfile

Save file as an external file then md5 it. Used because md5ing files stored in the rsc sometimes gives incorrect md5 results.

md5filepath

Returns the md5 of a file at a given path.

message_adminTicket

Sends a message to the staff able to see admin tickets Arguments: msg - The message being send important - If the message is important. If TRUE it will ignore the CHAT_NO_TICKETLOGS preferences, send a sound and flash the window. Defaults to FALSE

message_mentorTicket

Sends a message to the staff able to see mentor tickets Arguments: msg - The message being send important - If the message is important. If TRUE it will ignore the CHAT_NO_TICKETLOGS preferences, send a sound and flash the window. Defaults to FALSE

message_to_html

Message-related procs

Message format (/list):

Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT

offset_to_screen_loc

Takes a list in the form (x_offset, y_offset) And converts it to a screen loc string Accepts an optional view string/size to force the screen_loc around, so it can't go out of scope

parse_caught_click_modifiers

Returns a turf based on text inputs, original turf and viewing client

path_map_passalong

We generate a path for the passed in callbacks, and then pipe it over

pathfinding_finished

Uses funny pass by reference bullshit to take the output created by pathfinding, and insert it into a return list We'll be able to use this return list to tell a sleeping proc to continue execution

phase_filter

This filter proc makes a visual effect where the object is split into fragments, with vertical lines cut out of them. It will appear as 2 seperate things are made of the one object that was cut out

pick_multiple_unique

Picks multiple unique elements from the suplied list. If the given list has a length less than the amount given then it will return a list with an equal amount

Arguments:

pick_unique_lawset

returns a random non starting / kill crew lawset if the station has a unique ai lawset

pick_weight_recursive

Like pick_weight, but allowing for nested lists.

For example, given the following list: list(A = 1, list(B = 1, C = 1)) A would have a 50% chance of being picked, and list(B, C) would have a 50% chance of being picked. If list(B, C) was picked, B and C would then each have a 50% chance of being picked. So the final probabilities would be 50% for A, 25% for B, and 25% for C.

Weights should be integers. Entries without weights are assigned weight 1 (so unweighted lists can be used as well)

pickweight

Picks an element based on its weight. L - The input list

example: list("a" = 1, "b" = 2) will pick "b" 2/3s of the time

propagate_network

remove the old powernet and replace it with a new one throughout the network.

radial_menu_helper

Similar to show_radial_menu, but choices is a list of atoms, for which icons will be automatically generated. Supports multiple items of the same name, 2 soaps will become soap (1) and soap (2) to the user. Otherwise, has the exact same arguments as show_radial_menu

random_body_accessory

Returns a random body accessory for a given species name. Can be null based on is_optional argument.

Arguments:

recover_all_SS_and_recreate_master

Recreate all SSs which will still cause data survive due to Recover(), the new Master will then find and take them from global.vars

remove_clunky_diagonals

Processes a path (list of turfs), removes any diagonal moves that would lead to a weird bump

path - The path to process down pass_info - Holds all the info about what this path attempt can go through simulated_only - If we are not allowed to pass space turfs avoid - A turf to be avoided

remove_diagonals

Processes a path (list of turfs), removes any diagonal moves

path - The path to process down pass_info - Holds all the info about what this path attempt can go through simulated_only - If we are not allowed to pass space turfs avoid - A turf to be avoided

remove_verb

handles removing verb and sending it to browser to update, use this for removing verbs

pass the verb type path to this instead of removing it from verbs so the statpanel can update Arguments:

round_health

rounds value to limited symbols after the period for organ damage and other values

rustg_get_version

Gets the version of rust_g

rustg_git_commit_date

Returns the date of the given revision using the provided format. Defaults to returning %F which is YYYY-MM-DD.

rustg_git_commit_date_head

Returns the formatted datetime string of HEAD using the provided format. Defaults to returning %F which is YYYY-MM-DD. This is different to rustg_git_commit_date because it only needs the logs directory.

rustg_redis_disconnect_rq

Disconnects from a previously connected redis server

rustg_unix_timestamp

Returns the timestamp as a string

safe_get_ckey

Safe ckey getter

Should be used whenever broadcasting public information about a mob, as this proc will make a best effort to hide the users ckey if they request it. It will first check the mob for a client, then use the mobs last ckey as a directory lookup. If a client cant be found to check preferences on, it will just show as DC'd. This proc should only be used for public facing stuff, not administration related things.

Arguments:

sanitize_for_ic

sanitize() with a pre-set list of characters to remove from IC speech.

screen_loc_to_offset

Takes a screen loc string in the format "+-left-offset:+-pixel,+-bottom-offset:+-pixel" Where the :pixel is optional, and returns A list in the format (x_offset, y_offset) We require context to get info out of screen locs that contain relative info, so NORTH, SOUTH, etc

seconds_to_clock

Take a value in seconds and makes it display like a clock. Hours are stripped. (mm:ss)

seconds_to_full_clock

Take a value in seconds and makes it display like a clock (h:mm:ss)

seedify

Convert a grown object into seeds.

setup_mod_themes

Global proc that sets up all MOD themes as singletons in a list and returns it.

shake_camera

Shake the camera of the person viewing the mob SO REAL!

show_blurb

Shows a ticker reading out the given text on a client's screen.

Arguments:

start_unequip_mob

A utility function for /datum/strippable_items to start unequipping an item from a mob.

start_watch

Returns "watch handle" (really just a timestamp :V)

stop_watch

Returns number of seconds elapsed. @param wh number The "Watch Handle" from start_watch(). (timestamp)

strip_html_tags

Strips HTML tags (and only tags) from the input. The result may still include HTML entities, like ' for '

tgui_Topic

Middleware for /client/Topic.

return bool If TRUE, prevents propagation of the topic call.

tgui_alert

Creates a TGUI alert window and returns the user's response.

This proc should be used to create alerts that the caller will wait for a response from. Arguments:

tgui_input_checkbox_list

Creates a TGUI input list window and returns the user's response in a ranked order.

Arguments:

tgui_input_color

Creates a TGUI color picker window and returns the user's response.

This proc should be used to create a color picker that the caller will wait for a response from. Arguments:

tgui_input_keycombo

Creates a TGUI window with a key input. Returns the user's response as a full key with modifiers, eg ShiftK.

This proc should be used to create windows for key entry that the caller will wait for a response from. If tgui fancy chat is turned off: Will return a normal input.

Arguments:

tgui_input_list

Creates a TGUI input list window and returns the user's response.

This proc should be used to create alerts that the caller will wait for a response from. Arguments:

tgui_input_number

Creates a TGUI window with a number input. Returns the user's response as num | null.

This proc should be used to create windows for number entry that the caller will wait for a response from. If tgui fancy chat is turned off: Will return a normal input. If a max or min value is specified, will validate the input inside the UI and ui_act.

Arguments:

tgui_input_ranked_list

Creates a TGUI ranked input list window and returns the user's response in a ranked order.

Arguments:

tgui_input_text

Creates a TGUI window with a text input. Returns the user's response.

This proc should be used to create windows for text entry that the caller will wait for a response from. If tgui fancy chat is turned off: Will return a normal input. If max_length is specified, will return stripped_multiline_input.

Arguments:

to_chat

Sends the message to the recipient (target).

Recommended way to write to_chat calls:

to_chat(client, "You have found <strong>[object]</strong>", MESSAGE_TYPE_INFO,

Always remember to close spans!

Arguments:

trailing_newline, confidential, and handle_whitespace currently have no effect, please fix this in the future or remove the arguments to lower cache!

to_chat_immediate

Circumvents the message queue and sends the message to the recipient (target) as soon as possible. trailing_newline, confidential, and handle_whitespace currently have no effect, please fix this in the future or remove the arguments to lower cache!

trim_length

Returns a string that does not exceed max_length characters in size

type_list_to_counted_assoc_list

This proc takes a list of types, and returns them in the format below. [type] = amount of type in list. Useful for recipes.

view_to_pixels

Takes a string or num view, and converts it to pixel width/height in a list(pixel_width, pixel_height)

Creates a hyperlink for a specified wiki article.