byond - Modules - TypesVar Details

global_vars

Vars

access_statetgui state: access_state
additional_admin_item_slot_listList of all additional item slot used by the admin loadout build mode
admin_activitiesAll admin related log lines minus their categories
admin_statetgui state: admin_state
ai_damtype_to_heal_listAssoc list of items to use to treat different damage types
ai_instances_activeA GLOB of all /datum/component/ai_controller that currently exist
ai_squad_presetsList of squads that can be spawned, and the roles in them, sorted in spawn order
alamo_statetgui state: access_state
alert_consolesStation alert consoles, /obj/machinery/computer/station_alert
all_req_accessDictionary of all req_access lists.
all_req_one_accessDictionary of all one_req_access lists.
always_statetgui state: always_state
ammo_listList of all ammo types. Used by guns to tell the projectile how to act.
apcs_listlist of all Area Power Controller machines, separate from machines for powernet speeeeeeed.
areasJust a list of all the area objects in the game Note, areas can have duplicate types
areas_by_typeAn association from typepath to area instance. Only includes areas with unique set.
balance
boiler_glob_image_listList of glob action button images, used for radial selection.
boiler_glob_listList of globs, keyed by icon state. Used for radial selection.
cable_listIndex for all cables, so that powernets don't have to look through the entire world all the time
cached_mapsList of all the maps that have been cached for /proc/load_map
cached_storage_typecachesAlmost 100% of the time the lists passed into set_holdable are reused for each instance Just fucking cache it 4head Yes I could generalize this, but I don't want anyone else using it. in fact, DO NOT COPY THIS If you find yourself needing this pattern, you're likely better off using static typecaches I'm not because I do not trust implementers of the storage component to use them, BUT IF I FIND YOU USING THIS PATTERN IN YOUR CODE I WILL BREAK YOU ACROSS MY KNEES ~Lemon
campaign_default_assetsDefault assets a faction starts with
campaign_default_purchasable_assetsDefault assets a faction can purchase
campaign_jobsAll jobs used in campaign
campaign_mech_spawnersList of all mech spawners in campaign mode
campaign_mission_poolThe weighted potential mission pool by faction
campaign_objectivesList of all objectives in the campaign gamemode loaded in the current mission
campaign_reward_spawnersLocations for rewards to spawn by faction
campaign_som_major_lootLoot table if SOM win a major victory in a campaign mission
campaign_som_minor_lootLoot table if SOM win a minor victory in a campaign mission
campaign_structuresList of non-objective campaign related structures loaded in the current mission
campaign_tank_spawnersList of all tank spawners in campaign mode
campaign_tgmc_major_lootLoot table if Marines win a major victory in a campaign mission
campaign_tgmc_minor_lootLoot table if Marines win a minor victory in a campaign mission
chemical_reactions_listlist of all /datum/chemical_reaction datums index by reactants, Used during chemical reactions
chemical_reagents_listlist of all /datum/reagent datums instances indexed by reagent typepath. Used by chemistry stuff
conscious_statetgui state: conscious_state
contained_statetgui state: contained_state
cooking_recipesGlobal list of all cooking related crafting recipes.
cooking_recipes_atomsThis is a global list of typepaths, these typepaths are atoms or reagents that are associated with cooking recipes. This includes stuff like recipe components and results.
crafting_recipesGlobal list of all non-cooking related crafting recipes.
crafting_recipes_atomsThis is a global list of typepaths, these typepaths are atoms or reagents that are associated with crafting recipes. This includes stuff like recipe components and results.
custom_squad_colorsColor_hex = ui_key assoc list
deep_inventory_statetgui state: deep_inventory_state
default_statetgui state: default_state
droppod_baysList of all droppod bays
dropship_lzsFor remote construction of FOB using a computer on the ship during setup phase
dropship_statetgui state: dropship_state
em_block_colorA globaly cached version of EM_BLOCK_COLOR for quick access.
em_mask_matrixA globaly cached version of EM_MASK_MATRIX for quick access.
emissive_colorA globaly cached version of EMISSIVE_COLOR for quick access.
evo_panelGlobal variable for accessing evolution panel. Does not need to be unique to each xeno as ui_data pulls relevant information based on context.
faction_stats_datumsList of all faction_stats datums, by faction
faction_to_acronymAcronyms for each faction, or the shortest name possible
faction_to_alignementAlignement for each faction
faction_to_campaign_door_signalFaction signals for campaign mode doors
faction_to_data_hudList of correspond factions to data hud
faction_to_iffIff for each faction that is able to use iff
fire_support_typesAssoc list of firesupport types
focused_testsA list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.
fun_statetgui state: fun_state
glass_style_singletonsGlobal list of all glass style singletons created. See /proc/create_glass_styles for list format.
glide_size_multiplierCompensating for time dilation
hands_statetgui state: hands_state
hive_ui_caste_indexReturns the index of the corresponding static caste data given caste typepath.
hive_ui_statetgui state: hive_ui_state
hive_ui_static_dataContains static data passed to all hive status UI.
human_adjacent_statetgui state: human_adjacent_state
human_heights_to_offsetsAssoc list of all heights, cast to strings, to """"tuples""""" The first """tuple""" index is the upper body offset The second """tuple""" index is the lower body offset
human_init_actionsThe actions given to all humans on init
intel_computersAll the intel computers for the random events
inventory_slots_to_stringInventory slot bits to plain english strings
inventory_statetgui state: inventory_state
job_specific_clothes_vendorAssoc list linking the job title with their specific clothes vendor
job_specific_points_vendorAssoc list linking the job title with their specific points vendor
jobs_squad_corpsmanIs a corpsman type job
jobs_squad_engineerIs a engineer type job
jobs_squad_leaderIs an SL type job
jobs_squad_rolesSquad type role, regardless of faction
jobs_squad_specialistIs a specialist type job
jobs_squad_standardIs a squad standard type job
key_to_time_of_role_deathAssoc list of key to timeofdeath (last death from an important role) to know if a player can respawn
language_menu_statetgui state: language_menu_state
layers_to_offsetUsed for human height overlay adjustments Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE)
loadout_instantiate_default_contentsStorage items that will always have their default content
loadout_linked_vendorAll the vendor types which the automated loadout vendor can take items from.
loadout_variant_keyssaved loadout key = icon_state, AGAIN DO NOT EDIT THE KEYS IT WILL BREAK LOADOUTS
machinesNOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing !
mainship_lightslist of mainship lights, used for altering intensity and color during red and delta security levels
never_statetgui state: never_state
new_player_statetgui state: new_player_state
non_ascii_regexRegex for detecting non-ASCII symbols
not_incapacitated_statetgui state: not_incapacitated_state
not_incapacitated_turf_statetgui state: not_incapacitated_turf_state
notcontained_statetgui state: notcontained_state
nuke_disk_spawn_locslist of spawn locations for nuke disk consoles
nuke_ineligible_siteList of area names where /obj/machinery/nuclearbomb cannot be activated
nuke_listlist of all /obj/machinery/nuclearbomb
observer_statetgui state: observer_state
physical_obscured_statetgui state: physical_obscured_state
physical_statetgui state: physical_state
pillars_by_zList of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space) The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1 They are created at transparent turf request, and deleted when no turfs remain
poll_optionsAll poll option datums of running polls
pollsAll currently running polls held as datums
ranked_jobs_by_factionjobs by faction, ranked by seniority
reverse_contained_statetgui state: reverse_contained_state
roles_allowed_minimap_drawA player needs to be unbanned from ALL these roles in order to be able to use the minimap drawing tool
self_statetgui state: self_state
ship_alarmslist of shipside alarm effects used for delta level alert sirens
slot_str_to_slotCorrespondance between slot strings and slot numbers
sorted_areasUsed by jump-to-area etc. Updated by area/updateName() If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please
ssd_living_mobsList of ssd living mobs
strain_listbasetype = list(strain1, strain2)
submerge_filter_timer_listList of all filter removal timers. Glob to avoid an AM level var
teleporter_arraysList of all teleporter arrays
topdown_planesWhitelist of planes allowed to use TOPDOWN_LAYER
unit_test_mapping_logsWhen unit testing, all logs sent to log_mapping are stored here.
vox_soundsIf there is no single listener, broadcast to everyone in the same z level Play voice for all mobs in the z level
xeno_stat_multiplicator_buffHow much xeno stats (health, damage and recov) are buffed
xeno_statetgui state: xeno_state
xeno_tunnels_by_hivelist of all /obj/structure/xeno/tunnel
z_statetgui state: z_state

Var Details

access_state

tgui state: access_state

Humans need to have access and be adjacent to use it. Silicons and other lifeforms get their default ui_state pass.

additional_admin_item_slot_list

List of all additional item slot used by the admin loadout build mode

admin_activities

All admin related log lines minus their categories

admin_state

tgui state: admin_state

Checks that the user is an admin, end-of-story.

ai_damtype_to_heal_list

Assoc list of items to use to treat different damage types

ai_instances_active

A GLOB of all /datum/component/ai_controller that currently exist

ai_squad_presets

List of squads that can be spawned, and the roles in them, sorted in spawn order

alamo_state

tgui state: access_state

Humans need to have access and be adjacent to use it. Silicons and other lifeforms get their default ui_state pass. Xenomorphs need to be intelligent & hive lead

alert_consoles

Station alert consoles, /obj/machinery/computer/station_alert

all_req_access

Dictionary of all req_access lists.

all_req_one_access

Dictionary of all one_req_access lists.

always_state

tgui state: always_state

Always grants the user UI_INTERACTIVE. Period.

ammo_list

List of all ammo types. Used by guns to tell the projectile how to act.

apcs_list

list of all Area Power Controller machines, separate from machines for powernet speeeeeeed.

areas

Just a list of all the area objects in the game Note, areas can have duplicate types

areas_by_type

An association from typepath to area instance. Only includes areas with unique set.

balance

This is for tracking and storing balance values that are automatically added to the database on edit.

boiler_glob_image_list

List of glob action button images, used for radial selection.

boiler_glob_list

List of globs, keyed by icon state. Used for radial selection.

cable_list

Index for all cables, so that powernets don't have to look through the entire world all the time

cached_maps

List of all the maps that have been cached for /proc/load_map

cached_storage_typecaches

Almost 100% of the time the lists passed into set_holdable are reused for each instance Just fucking cache it 4head Yes I could generalize this, but I don't want anyone else using it. in fact, DO NOT COPY THIS If you find yourself needing this pattern, you're likely better off using static typecaches I'm not because I do not trust implementers of the storage component to use them, BUT IF I FIND YOU USING THIS PATTERN IN YOUR CODE I WILL BREAK YOU ACROSS MY KNEES ~Lemon

campaign_default_assets

Default assets a faction starts with

campaign_default_purchasable_assets

Default assets a faction can purchase

campaign_jobs

All jobs used in campaign

campaign_mech_spawners

List of all mech spawners in campaign mode

campaign_mission_pool

The weighted potential mission pool by faction

campaign_objectives

List of all objectives in the campaign gamemode loaded in the current mission

campaign_reward_spawners

Locations for rewards to spawn by faction

campaign_som_major_loot

Loot table if SOM win a major victory in a campaign mission

campaign_som_minor_loot

Loot table if SOM win a minor victory in a campaign mission

campaign_structures

List of non-objective campaign related structures loaded in the current mission

campaign_tank_spawners

List of all tank spawners in campaign mode

campaign_tgmc_major_loot

Loot table if Marines win a major victory in a campaign mission

campaign_tgmc_minor_loot

Loot table if Marines win a minor victory in a campaign mission

chemical_reactions_list

list of all /datum/chemical_reaction datums index by reactants, Used during chemical reactions

chemical_reagents_list

list of all /datum/reagent datums instances indexed by reagent typepath. Used by chemistry stuff

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.

cooking_recipes

Global list of all cooking related crafting recipes.

cooking_recipes_atoms

This is a global list of typepaths, these typepaths are atoms or reagents that are associated with cooking recipes. This includes stuff like recipe components and results.

crafting_recipes

Global list of all non-cooking related crafting recipes.

crafting_recipes_atoms

This is a global list of typepaths, these typepaths are atoms or reagents that are associated with crafting recipes. This includes stuff like recipe components and results.

custom_squad_colors

Color_hex = ui_key assoc list

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.

droppod_bays

List of all droppod bays

dropship_lzs

For remote construction of FOB using a computer on the ship during setup phase

dropship_state

tgui state: dropship_state

Checks that the user is next to the src object

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.

evo_panel

Global variable for accessing evolution panel. Does not need to be unique to each xeno as ui_data pulls relevant information based on context.

faction_stats_datums

List of all faction_stats datums, by faction

faction_to_acronym

Acronyms for each faction, or the shortest name possible

faction_to_alignement

Alignement for each faction

faction_to_campaign_door_signal

Faction signals for campaign mode doors

faction_to_data_hud

List of correspond factions to data hud

faction_to_iff

Iff for each faction that is able to use iff

fire_support_types

Assoc list of firesupport types

focused_tests

A list of every test that is currently focused. Use the PERFORM_ALL_TESTS macro instead.

fun_state

tgui state: fun_state

Checks that the user has the fun privilige.

glass_style_singletons

Global list of all glass style singletons created. See /proc/create_glass_styles for list format.

glide_size_multiplier

Compensating for time dilation

hands_state

tgui state: hands_state

Checks that the src_object is in the user's hands.

hive_ui_caste_index

Returns the index of the corresponding static caste data given caste typepath.

hive_ui_state

tgui state: hive_ui_state

Givens the UI state of hive status page.

hive_ui_static_data

Contains static data passed to all hive status UI.

human_adjacent_state

tgui state: human_adjacent_state

In addition to default checks, only allows interaction for a human adjacent user.

human_heights_to_offsets

Assoc list of all heights, cast to strings, to """"tuples""""" The first """tuple""" index is the upper body offset The second """tuple""" index is the lower body offset

human_init_actions

The actions given to all humans on init

intel_computers

All the intel computers for the random events

inventory_slots_to_string

Inventory slot bits to plain english strings

inventory_state

tgui state: inventory_state

Checks that the src_object is in the user's top-level (hand, ear, pocket, belt, etc) inventory.

job_specific_clothes_vendor

Assoc list linking the job title with their specific clothes vendor

job_specific_points_vendor

Assoc list linking the job title with their specific points vendor

jobs_squad_corpsman

Is a corpsman type job

jobs_squad_engineer

Is a engineer type job

jobs_squad_leader

Is an SL type job

jobs_squad_roles

Squad type role, regardless of faction

jobs_squad_specialist

Is a specialist type job

jobs_squad_standard

Is a squad standard type job

key_to_time_of_role_death

Assoc list of key to timeofdeath (last death from an important role) to know if a player can respawn

language_menu_state

tgui state: language_menu_state

layers_to_offset

Used for human height overlay adjustments Certain standing overlay layers shouldn't have a filter applied and should instead just offset by a pixel y This list contains all the layers that must offset, with its value being whether it's a part of the upper half of the body (TRUE) or not (FALSE)

loadout_instantiate_default_contents

Storage items that will always have their default content

loadout_linked_vendor

All the vendor types which the automated loadout vendor can take items from.

loadout_variant_keys

saved loadout key = icon_state, AGAIN DO NOT EDIT THE KEYS IT WILL BREAK LOADOUTS

machines

NOTE: this is a list of ALL machines now. The processing machines list is SSmachine.processing !

mainship_lights

list of mainship lights, used for altering intensity and color during red and delta security levels

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 /mob/dead/new_player

non_ascii_regex

Regex for detecting non-ASCII symbols

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.

nuke_disk_spawn_locs

list of spawn locations for nuke disk consoles

nuke_ineligible_site

List of area names where /obj/machinery/nuclearbomb cannot be activated

nuke_list

list of all /obj/machinery/nuclearbomb

observer_state

tgui state: observer_state

Checks that the user is an observer/ghost.

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.

pillars_by_z

List of z pillars (datums placed in the bottom left of XbyX squares that control transparency in that space) The pillars are stored in triple depth lists indexed by (world_size % pillar_size) + 1 They are created at transparent turf request, and deleted when no turfs remain

poll_options

All poll option datums of running polls

polls

All currently running polls held as datums

ranked_jobs_by_faction

jobs by faction, ranked by seniority

reverse_contained_state

tgui state: reverse_contained_state

Checks if src_object is inside of user.

roles_allowed_minimap_draw

A player needs to be unbanned from ALL these roles in order to be able to use the minimap drawing tool

self_state

tgui state: self_state

Only checks that the user and src_object are the same.

ship_alarms

list of shipside alarm effects used for delta level alert sirens

slot_str_to_slot

Correspondance between slot strings and slot numbers

sorted_areas

Used by jump-to-area etc. Updated by area/updateName() If this is null, it needs to be recalculated. Use get_sorted_areas() as a getter please

ssd_living_mobs

List of ssd living mobs

strain_list

basetype = list(strain1, strain2)

submerge_filter_timer_list

List of all filter removal timers. Glob to avoid an AM level var

teleporter_arrays

List of all teleporter arrays

topdown_planes

Whitelist of planes allowed to use TOPDOWN_LAYER

unit_test_mapping_logs

When unit testing, all logs sent to log_mapping are stored here.

vox_sounds

If there is no single listener, broadcast to everyone in the same z level Play voice for all mobs in the z level

xeno_stat_multiplicator_buff

How much xeno stats (health, damage and recov) are buffed

xeno_state

tgui state: xeno_state

Checks that the user is a xeno, ezpz.

xeno_tunnels_by_hive

list of all /obj/structure/xeno/tunnel

z_state

tgui state: z_state

Only checks that the Z-level of the user and src_object are the same.