Global Variables
Vars | |
AdminProcCallHandler | Use this for indirect proccalls which require a user |
---|---|
admin_state | tgui state: admin_state |
always_state | tgui state: always_state |
areas_by_type | An association from typepath to area instance. Only includes areas with unique set. |
blurb_witnesses | List of ckeys that have seen a blurb of a given key. |
character_trait_groups | |
cm_vending_clothing_doctor | defined in senior_officers.dm |
cm_vending_clothing_nurse | If there are no issues with docs getting nurse uniforms and vice-versa, or we remove Nurse role, this will be nuked Only difference is available uniforms, and removal of surgical webbing from accessory list |
conscious_state | tgui state: conscious_state |
contained_state | tgui state: contained_state |
deep_inventory_state | tgui state: deep_inventory_state |
default_state | tgui state: default_state |
focused_test | The name of the test that is currently focused. Use the PERFORM_ALL_TESTS macro instead. |
gamemode_roles | List of roles that can be setup for each gamemode |
hands_state | tgui state: hands_state |
hive_state | tgui state: hive_state |
hive_state_queen | tgui state: hive_state_queen |
human_adjacent_state | tgui state: human_adjacent_state |
inventory_state | tgui state: inventory_state |
never_state | tgui state: never_state |
new_player_state | tgui state: new_player_state |
not_incapacitated_and_adjacent_state | tgui state: not_incapacitated_and_adjacent state |
not_incapacitated_and_adjacent_strict_state | tgui state: not_incapacitated_and_adjacent_strict state |
not_incapacitated_and_adjacent_turf_state | tgui state: not_incapacitated_turf_state |
not_incapacitated_and_adjacent_turf_strict_state | tgui state: not_incapacitated_turf_state |
not_incapacitated_and_inventory_state | tgui state: not_incapacitated_and_inventory_state |
not_incapacitated_and_inventory_turf_state | tgui state: not_incapacitated_and_inventory_turf_state |
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 |
ooc_color_override | In-round override to default OOC color |
perf_flags | Global performance feature toggle flags |
physical_obscured_state | tgui state: physical_obscured_state |
physical_state | tgui state: physical_state |
reverse_contained_state | tgui state: reverse_contained_state |
self_state | tgui state: self_state |
trait_name_map | value -> trait name, generated on use from trait_by_type global |
unit_test_mapping_logs | When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test. |
xeno_datum_list | Xeno caste datums |
z_state | tgui state: z_state |
Var Details
AdminProcCallHandler
Use this for indirect proccalls which require a user
admin_state
tgui state: admin_state
Checks that the user is an admin, end-of-story.
always_state
tgui state: always_state
Always grants the user UI_INTERACTIVE. Period.
areas_by_type
An association from typepath to area instance. Only includes areas with unique
set.
blurb_witnesses
List of ckeys that have seen a blurb of a given key.
character_trait_groups
-
Global lists
-
character_trait_groups should be defined BEFORE character_traits because of dependencies
-
When trying to reference specific traits or trait groups, reference these lists, which
-
store character traits and character trait groups by their type paths
-
Example:
-
GLOB.character_traits/datum/character_trait/language/spanish will get the
-
"Speaks Spanish" character trait, which you can use to give or remove traits
cm_vending_clothing_doctor
defined in senior_officers.dm
cm_vending_clothing_nurse
If there are no issues with docs getting nurse uniforms and vice-versa, or we remove Nurse role, this will be nuked Only difference is available uniforms, and removal of surgical webbing from accessory list
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.
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.
focused_test
The name of the test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.
gamemode_roles
List of roles that can be setup for each gamemode
hands_state
tgui state: hands_state
Checks that the src_object is in the user's hands.
hive_state
tgui state: hive_state
Checks that the user is part of a hive.
hive_state_queen
tgui state: hive_state_queen
Checks that the user is part of a hive and is the leading queen of that hive.
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.
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
not_incapacitated_and_adjacent_state
tgui state: not_incapacitated_and_adjacent state
Checks that the user isn't incapacitated and that they are adjacent
Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
not_incapacitated_and_adjacent_strict_state
tgui state: not_incapacitated_and_adjacent_strict state
Checks that the user isn't incapacitated and that they are adjacent and always does ui_close
Copyright (c) 2020 Aleksej Komarov SPDX-License-Identifier: MIT
not_incapacitated_and_adjacent_turf_state
tgui state: not_incapacitated_turf_state
Checks that the user isn't incapacitated and that their loc is a turf
not_incapacitated_and_adjacent_turf_strict_state
tgui state: not_incapacitated_turf_state
Checks that the user isn't incapacitated and that their loc is a turf
not_incapacitated_and_inventory_state
tgui state: not_incapacitated_and_inventory_state
Checks that the user isn't incapacitated and the obj is in their inventory
not_incapacitated_and_inventory_turf_state
tgui state: not_incapacitated_and_inventory_turf_state
Checks that the user isn't incapacitated and that their loc is a turf and the obj is in their inventory
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.
ooc_color_override
In-round override to default OOC color
perf_flags
Global performance feature toggle flags
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.
reverse_contained_state
tgui state: reverse_contained_state
Checks if src_object is inside of user.
self_state
tgui state: self_state
Only checks that the user and src_object are the same.
trait_name_map
value -> trait name, generated on use from trait_by_type global
unit_test_mapping_logs
When unit testing, all logs sent to log_mapping are stored here and retrieved in log_mapping unit test.
xeno_datum_list
Xeno caste datums
z_state
tgui state: z_state
Only checks that the Z-level of the user and src_object are the same.