global_vars 
Vars | |
GPS_list | Global GPS_list. All GPS components get saved in here for easy reference. |
---|---|
acid_overlay | ACID |
adamantine_recipes | Others |
admin_state | tgui state: admin_state |
admin_verbs_permissions | BLUEMOON EDIT BEGIN - Player Rank Manager - ORIGINAL: GLOBAL_LIST_INIT(admin_verbs_permissions, list(/client/proc/edit_admin_permissions)) |
always_state | tgui state: always_state |
announcer_keys | Global list of all of our announcer keys. |
areas_by_type | An association from typepath to area instance. Only includes areas with unique set. |
armor_by_type | Assosciative list of type -> armor. Used to ensure we always hold a reference to default armor datums |
conscious_state | tgui state: conscious_state |
contained_state | tgui state: contained_state |
current_living_antags | All alive antags with clients. |
current_observers_list | All observers with clients that joined as observers. |
deep_inventory_state | tgui state: deep_inventory_state |
default_state | tgui state: default_state |
dug_up_basalt | Used by ashstorms to replenish basalt tiles that have been dug up without going through all of them. |
dummySave | Save file used in icon2base64. Used for converting icons to base64. |
editable_sign_types | This is a global list of all signs you can change an existing sign or new sign backing to, when using a pen on them. |
em_block_color | A globaly cached version of EM_BLOCK_COLOR for quick access. |
em_mask_matrix | A globaly cached version of EM_MASK_MATRIX for quick access. |
emissive_color | A globaly cached version of EMISSIVE_COLOR for quick access. |
families_override_theme | Forces the Families theme to be the one in this variable via variable editing. Used for debugging. |
focused_tests | A list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead. |
force_eng_override | Manual override for when it's not orange alert. |
fun_state | tgui state: fun_state |
gateway_destinations | List of possible gateway destinations. |
genital_fluids_list | obj/machinery/vending/wardrobe/sec_wardrobe/Initialize(mapload) |
glide_size_multiplier | Compensating for time dialation |
hands_state | tgui state: hands_state |
huds_by_category | gets filled by each /datum/atom_hud/New(). associative list of the form: list(hud category = list(all global atom huds that use that category)) |
human_adjacent_state | tgui state: human_adjacent_state |
inventory_state | tgui state: inventory_state |
language_menu_state | tgui state: language_menu_state |
living_heart_cache | Heretics -- |
lobby_station_traits | Station traits displayed in the lobby |
mafia_bad_signup | list of ghosts who want to play mafia that have since disconnected. They are kept in the lobby, but not counted for starting a game. |
mafia_game | the current global mafia game running. |
mafia_signup | list of ghosts who want to play mafia, every time someone enters the list it checks to see if enough are in |
marker_beacon_colors | Marker Beacons |
megafauna_spawn_list | Global list of megafauna spawns on cave gen |
midround_recorded | Механика, введённая для того, чтобы краши сервера не вызывали бесконечные форсы одного и того же режима и карты. Теперь при первом голосовании за шаттл, вне зависимости от результата, карта и режим будут записаны в SSPersistence. |
mod_themes | Global list of all /datum/mod_theme |
never_state | tgui state: never_state |
new_player_state | tgui state: new_player_state |
next_unique_datum_id | The next UID to be used (Increments by 1 for each UID) |
not_incapacitated_state | tgui state: not_incapacitated_state |
not_incapacitated_turf_state | tgui state: not_incapacitated_turf_state |
notcontained_state | tgui state: notcontained_state |
observer_state | tgui state: observer_state |
paper_blanks | Paper blanks (form templates, basically). Loaded from config/blanks.json .
If invalid or not found, set to null. |
physical_obscured_state | tgui state: physical_obscured_state |
physical_state | tgui state: physical_state |
picture_log_directory | Picture logging |
prototype_language_holders | A global assoc list containing prototypes of all language holders [Language holder typepath] to [language holder instance] Used for easy reference of what can speak what without needing to constantly recreate language holders. |
random_zlevels_generated | Away missions, VR, random z levels stuff. |
reality_smash_track | We want reality_smash_tracker to exist only once and be accesable from anywhere. |
req_console_assistance | Requests Console |
screentip_context_icons | Stores the cursor hint icons for screentip context. |
see_through_maps | global statics for the see_through_component coordinate maps For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object List-coordinate layout is list(relative_x, relative_y, relative_z) Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ |
self_state | tgui state: self_state |
slavers_ransom_values | Price table for when trying to set slave prices automatically |
subsystem_log | cit logging |
teleportlocs | A list of teleport locations |
the_gateway | Station home gateway |
trait_name_map | value -> trait name, generated on use from trait_by_type global |
transmitters | |
typing_indicator_overlays | state = overlay/image/object/type/whatever add_overlay will accept |
ui_logins | tgui login |
ui_modals | ui modals |
ui_vorepanel_state | tgui state: vorepanel_state |
uid_log | Log of all UIDs created in the round. Assoc list with type as key and amount as value |
unit_test_mapping_logs | When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test. |
vending_machines_to_restock | List of vending machines that players can restock, so only vending machines that are on station or don't have a unique condition. |
world_suspicious_login_log | Log associated with [/proc/log_suspicious_login()] - Intended to hold all logins that failed due to suspicious circumstances such as ban detection, CID randomisation etc. |
z_state | tgui state: z_state |
Procs | |
InitGlobaladmin_verbs_permissions | BLUEMOON EDIT END |
Var Details
GPS_list 
Global GPS_list. All GPS components get saved in here for easy reference.
acid_overlay 
ACID
adamantine_recipes 
Others
admin_state 
tgui state: admin_state
Checks that the user is an admin, end-of-story.
admin_verbs_permissions 
BLUEMOON EDIT BEGIN - Player Rank Manager - ORIGINAL: GLOBAL_LIST_INIT(admin_verbs_permissions, list(/client/proc/edit_admin_permissions))
always_state 
tgui state: always_state
Always grants the user UI_INTERACTIVE. Period.
announcer_keys 
Global list of all of our announcer keys.
areas_by_type 
An association from typepath to area instance. Only includes areas with unique
set.
armor_by_type 
Assosciative list of type -> armor. Used to ensure we always hold a reference to default armor datums
conscious_state 
tgui state: conscious_state
Only checks if the user is conscious.
contained_state 
tgui state: contained_state
Checks that the user is inside the src_object.
current_living_antags 
All alive antags with clients.
current_observers_list 
All observers with clients that joined as observers.
deep_inventory_state 
tgui state: deep_inventory_state
Checks that the src_object is in the user's deep (backpack, box, toolbox, etc) inventory.
default_state 
tgui state: default_state
Checks a number of things -- mostly physical distance for humans and view for robots.
dug_up_basalt 
Used by ashstorms to replenish basalt tiles that have been dug up without going through all of them.
dummySave 
Save file used in icon2base64. Used for converting icons to base64.
editable_sign_types 
This is a global list of all signs you can change an existing sign or new sign backing to, when using a pen on them.
em_block_color 
A globaly cached version of EM_BLOCK_COLOR for quick access.
em_mask_matrix 
A globaly cached version of EM_MASK_MATRIX for quick access.
emissive_color 
A globaly cached version of EMISSIVE_COLOR for quick access.
families_override_theme 
Forces the Families theme to be the one in this variable via variable editing. Used for debugging.
focused_tests 
A list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.
force_eng_override 
Manual override for when it's not orange alert.
fun_state 
tgui state: fun_state
Checks that the user has the fun privilige.
gateway_destinations 
List of possible gateway destinations.
genital_fluids_list 
obj/machinery/vending/wardrobe/sec_wardrobe/Initialize(mapload)
glide_size_multiplier 
Compensating for time dialation
hands_state 
tgui state: hands_state
Checks that the src_object is in the user's hands.
huds_by_category 
gets filled by each /datum/atom_hud/New(). associative list of the form: list(hud category = list(all global atom huds that use that category))
human_adjacent_state 
tgui state: human_adjacent_state
In addition to default checks, only allows interaction for a human adjacent user.
inventory_state 
tgui state: inventory_state
Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.
language_menu_state 
tgui state: language_menu_state
living_heart_cache 
Heretics --
lobby_station_traits 
Station traits displayed in the lobby
mafia_bad_signup 
list of ghosts who want to play mafia that have since disconnected. They are kept in the lobby, but not counted for starting a game.
mafia_game 
the current global mafia game running.
mafia_signup 
list of ghosts who want to play mafia, every time someone enters the list it checks to see if enough are in
marker_beacon_colors 
Marker Beacons
megafauna_spawn_list 
Global list of megafauna spawns on cave gen
midround_recorded 
Механика, введённая для того, чтобы краши сервера не вызывали бесконечные форсы одного и того же режима и карты. Теперь при первом голосовании за шаттл, вне зависимости от результата, карта и режим будут записаны в SSPersistence.
mod_themes 
Global list of all /datum/mod_theme
never_state 
tgui state: never_state
Always closes the UI, no matter what. See the ui_state in religious_tool.dm to see an example
new_player_state 
tgui state: new_player_state
Checks that the user is a new_player, or if user is an admin
next_unique_datum_id 
The next UID to be used (Increments by 1 for each UID)
not_incapacitated_state 
tgui state: not_incapacitated_state
Checks that the user isn't incapacitated
not_incapacitated_turf_state 
tgui state: not_incapacitated_turf_state
Checks that the user isn't incapacitated and that their loc is a turf
notcontained_state 
tgui state: notcontained_state
Checks that the user is not inside src_object, and then makes the default checks.
observer_state 
tgui state: observer_state
Checks that the user is an observer/ghost.
paper_blanks 
Paper blanks (form templates, basically). Loaded from config/blanks.json
.
If invalid or not found, set to null.
physical_obscured_state 
tgui state: physical_obscured_state
Short-circuits the default state to only check physical distance, being in view doesn't matter
physical_state 
tgui state: physical_state
Short-circuits the default state to only check physical distance.
picture_log_directory 
Picture logging
prototype_language_holders 
A global assoc list containing prototypes of all language holders [Language holder typepath] to [language holder instance] Used for easy reference of what can speak what without needing to constantly recreate language holders.
random_zlevels_generated 
Away missions, VR, random z levels stuff.
reality_smash_track 
We want reality_smash_tracker to exist only once and be accesable from anywhere.
req_console_assistance 
Requests Console
Originally written by errorage, updated by: Carn, needs more work though. I just added some security fixes
screentip_context_icons 
Stores the cursor hint icons for screentip context.
see_through_maps 
global statics for the see_through_component coordinate maps For ease of use, include a comment in the shape of the coordinate map, where O is nothing, X is a hidden tile and A is the object List-coordinate layout is list(relative_x, relative_y, relative_z) Turf finding algorithm needs the z and you can totally use it, but I can't think of any reason to ever do it Also it'd be really cool if you could keep the list-coordinates in here represent their actual relative coords, dont use tabs though since their spacing can differ
self_state 
tgui state: self_state
Only checks that the user and src_object are the same.
slavers_ransom_values 
Price table for when trying to set slave prices automatically
subsystem_log 
cit logging
teleportlocs 
A list of teleport locations
Adding a wizard area teleport list because motherfucking lag -- Urist I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game
the_gateway 
Station home gateway
trait_name_map 
value -> trait name, generated on use from trait_by_type global
transmitters 
-
ПАМЯТКА О КАЧЕСТВЕННОЙ РАССТАНОВКЕ ТЕЛЕФОНОВ НА СТАНЦИИ
-
Данная памятка для мапперов носит рекомендательный характер.
-
Я принес данный предмет на этот билд с CMSS13 (Colonial Marines), качественно улучшил и исправил имевшееся недостатки и баги данного предмета,
-
я заинтересован в повышении качества игры тех, кто будет пользоваться моими наработками. Поэтому я поделюсь ходом моего рассуждения и принятия решений
-
при расстановке данного предмета на станции, т.к. этот предмет разработан, протестирован и откалиброван, основываясь на описанных далее принципах.
-
Даже на оригинальном билде телефоны расставлены с оглядкой на идею о назначении данного предмета, на них же и строятся этим принципы.
-
Данный предмет рассматривается как "звонок в отдел". Не важно кому конкретно и не важно кто возьмет трубку, т.е. телефон это преимущественно
-
способ связи "Персона->Отдел" или "Отдел->Отдел". "Отдел" означает не конкретное подразделение отдела (ксенобиология, роботехи, детектив), а именно
-
отдел целиком (РНД, Карго, СБ). Телефон издает звон в радиусе около 10 тайлов и его слышно сквозь стены.
-
Командные телефоны считаются персональными, т.к. мы звоним конкретному главе и пользуются ими только конкретные главы. Однако на мостике должен стоять один обычный телефон, т.к.
-
он будет телефоном отдела Командования.
-
Также по станции расставлены дополнительные гражданские телефоны, которые не относятся к отделам и установлены для гражданского использования:
-
бар, библиотека, по одному на каждой стороне света станции (север, юг, запад, восток) и в центре станции.
-
Существует строгая вертикальная иерархия телефонных связей:
-
ЦК->СИНДИ->КОМАНДОВАНИЕ->ПУБЛИЧНАЯ
-
Все прозванивается сверху вниз, но никак не наоборот, вышестоящих даже не видно.
-
Принципы расстановки телефонов (начиная с обязательных, заканчивая менее важными):
-
- Один телефон на отдел = идеал. Не более двух телефонов на отдел.
-
Когда пользователь хочет позвонить в отдел не важно какому лицу, ему безразлично звонить ли в токсинную, в ксенобиологию или в робо. Иначе пользователь воспользовался бы ПДА или голопадом. Пользователь будет звонить на первый попавшийся телефон и не будет прозванивать 5 разных телефонов в одном и том же отделе, если в какой-то жопе отдела не было сотрудника.
-
- Телефон должен находиться в зоне концентрации рабочего пространства игроков или близко к нему.
-
Телефон надо ставить там, где ОДНОЗНАЧНО будут ходить или работать активные игроки отдела, даже если это будет в ущерб площади
-
"полезного покрытия". Не надо ставить телефоны в местах, где игроки почти никогда не ходят. Даже если игроки будут слышать телефон
-
из своей рабочей зоны, игроки могут намеренно игнорировать его или просто не успеют взять трубку, если игроку будет далеко идти
-
до телефона.
-
Пример: в отделе СБ телефон надо ставить прямо на проходной, т.к. активные игроки отдела обычно не сидят в глубине, а часто
-
выходят гулять, в отличие, например, от Инженерного отдела, где игроки проводят много времени внутри отдела за настройкой движков, а на
-
проходной почти никогда никого нет.
-
- Телефон должен быть заметным и легкодоступным.
-
Телефон должен хорошо восприниматься при беглом осмотре комнаты, не должен быть завален предметами или находиться в самом дальнем углу комнаты.
-
Желательно, чтобы телефон не был перегорожен стенкой и игроку не приходилось обходить какие-то сторонние предметы
-
на пути (столы, закутки из стен и т.п.).
-
- Телефон должен покрывать максимум "полезного" рабочего пространства.
-
Под "полезным рабочим пространством" подразумевается место с максимальной концентрацией активных игроков отдела, которые не занимаются своими
-
отвлеченными делами. Важно "покрывать" места, где игроки будут готовы ответить на рабочий звонок. Отдельно "покрывать" места отдыха или
-
удаленные закутки отдела неблагоразумно и малополезно, т.к. игроки там не работают или занимаются своими отвлеченными делами
-
и вероятнее всего им будет безразлично на рабочий звонок в отдел, но вероятнее всего там попросту никого не будет.
-
- Нежелательно, чтобы несколько различных телефонов находились близко друг к другу.
-
Под различными телефонами подразумеваются телефоны из разных отделов или "юрисдикций", например общедоступный гражданский телефон, телефон отдела
-
и телефон главы это три различных телефона и ставить их очень близко друг к другу нежелательно, т.к. могут звонить в одно место, а услышат
-
все в округе.
typing_indicator_overlays 
state = overlay/image/object/type/whatever add_overlay will accept
ui_logins 
tgui login
Allows the handling of logins using IDs within tgui.
Two key procs:
- /obj/proc/ui_login_act - Call in your ui_act() proc to catch any login actions and handle them.
- /obj/proc/ui_login_data - Call in your ui_data() proc to pass login info.
How to use (DM side):
- Call /obj/proc/ui_login_act at the start of your ui_act() proc
- Call /obj/proc/ui_login_data in your ui_data() proc while passing the data list
- In your object, call /obj/proc/ui_login_get to get the current login state.
- Optional: call /obj/proc/ui_login_attackby in your attackby() to make the login process easier.
How to use (JS side): Use the
ui_modals 
ui modals
Allows creation of modals within tgui.
ui_vorepanel_state 
tgui state: vorepanel_state
Only checks that the user and src_object are the same.
uid_log 
Log of all UIDs created in the round. Assoc list with type as key and amount as value
unit_test_mapping_logs 
When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
vending_machines_to_restock 
List of vending machines that players can restock, so only vending machines that are on station or don't have a unique condition.
world_suspicious_login_log 
Log associated with [/proc/log_suspicious_login()] - Intended to hold all logins that failed due to suspicious circumstances such as ban detection, CID randomisation etc.
z_state 
tgui state: z_state
Only checks that the Z-level of the user and src_object are the same.
Proc Details
InitGlobaladmin_verbs_permissions
BLUEMOON EDIT END