Understanding SS13 code: Difference between revisions

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Other related guides: [[SS13 for experienced programmers]] and [[Guide to mapping]]
Other related guides: [[SS13 for experienced programmers]], [[Guide to mapping|Guide to mapping,]] [[Guide to spriting]], [[Text Formatting|Text Formatting.]]


'''NOTE!!''' This guide uses terms very loosely. Experienced coders, please don't get at me over what an object is and what a method and so forth. This guide is intended '''solely for the new coder.''' The rest of you... don't read it as you'll only get mad at me.
'''NOTE!!''' This guide uses terms very loosely. Experienced coders, please don't get at me over what an object is and what a method and so forth. This guide is intended '''solely for the new coder.''' The rest of you... don't read it as you'll only get mad at me.
==DreamMaker==
==DreamMaker==
The program you will need for both coding and mapping is made out of six major components. The file tree, the object tree, the text editor, the icons editor, the map editor and the error report panel.
The program you will need for both coding and mapping is made out of six major components. The file tree, the object tree, the text editor, the icons editor, the map editor and the error report panel.
=== File tree ===
=== File tree ===
The file tree can be accessed by choosing the 'File' tab in the left-hand vertical panel. It shows the files which make up the code as they are sorted by folders. Double clicking any file will open it in it's respective editor. If you add a new file to the list (in windows explorer) hit the refresh button to refresh the list. The ticks next to files indicate if they're used in the compiling of the code. A common mistake is to forget to include a new file.
The file tree can be accessed by choosing the 'File' tab in the left-hand vertical panel. It shows the files which make up the code as they are sorted by folders. Double clicking any file will open it in it's respective editor. If you add a new file to the list (in windows explorer) hit the refresh button to refresh the list. The ticks next to files indicate if they're used in the compiling of the code. A common mistake is to forget to include a new file.
=== Objects tree ===
=== Objects tree ===
What an object is is explained [[#What is an object?|further down]] in this guide, but for now we can say it contains a list of things, which you can place on the map. They are arranged in a hierarchy. This is also explained and described further down in the guide. The update button at the bottom will update the tree with new sprites and objects, if they have been added in any of the ticked .dm files.
What an object is is explained [[#What is an object?|further down]] in this guide, but for now we can say it contains a list of things, which you can place on the map. They are arranged in a hierarchy. This is also explained and described further down in the guide. The update button at the bottom will update the tree with new sprites and objects, if they have been added in any of the ticked .dm files.
=== Text editor ===
=== Text editor ===
This editor is accessed whenever you open a file with the extension ".dm". It is intended for the writing and editing of the game code.
This editor is accessed whenever you open a file with the extension ".dm". It is intended for the writing and editing of the game code.
=== Icons editor ===
=== Icons editor ===
 
Intended for the editing of icon states and icons, it is accessed when you open a ".dmi" file. It displays a list of all the sprites (often called icon states) which are in the file. Rightclicking anywhere will yield the options to create a new movie or pixmap. A pixmap is a static image, while a movie is either an icon state which can point in several different directions (often called dirs) or is animated. The movie can have either 1 (south), 4 (NSEW) or 8 directions (full compass). Also note that a .dmi file may only have icons of a certain size. In the case of something that changes size over time (for example, the singularity), several .dmi files are needed.
Intended for the editing of icon states and icons, it is accessed when you open a ".dmi" file. It displays a list of all the sprites (often called icon states) which are in the file. Rightclicking anywhere will yield the options to create a new movie or pixmap. A pixmap is a static image, while a movie is either an icon state which can point in several different directions (often called dirs) or is animated. The movie can have either 1 (south), 4 (NSEW) or 8 directions (full compass). Also note that a .dmi file may only have icons of a certain size. In the case of the singularity, which grows as it gains power, several .dmi files are needed.
 
=== Map editor ===
=== Map editor ===
Usually opened at startup or when opening a ".dmm" map file, the map editor displays the map. By default it displays all 4 major groups: area, mob, object and turf. To choose the specifics of what to display, hit the layers tab in the top-most toolbar and select 'Only show selectable layers' and then choose which layers you want to be shown in the same (layers) tab. (Most commonly used to hide the areas overlay). Note that the map will not display if there are any errors in the .dm code. Correct any errors and then recompile it.
Usually opened at startup or when opening a ".dmm" map file, the map editor displays the map. By default it displays all 4 major groups: area, mob, object and turf. To choose the specifics of what to display, hit the layers tab in the top-most toolbar and select 'Only show selectable layers' and then choose which layers you want to be shown in the same (layers) tab. (Most commonly used to hide the areas overlay). Note that the map will not display if there are any errors in the .dm code. Correct any errors and then recompile it.
=== Error report panel ===
=== Error report panel ===
A text-based panel at the bottom of DreamMaker, the error report panel is intended to provide compiling error reports.
A text-based panel at the bottom of DreamMaker, the error report panel is intended to provide compiling error reports.
=== Compile and run ===
=== Compile and run ===
 
To compile updated code without running it, select the 'build' tab in the uppermost toolbar and choose 'compile'. To compile and run hit the 'run' button in the same tab.
To compile updated code without running it, select the 'build' tab in the uppermost toolbar and shoose 'compile'. To compile and run hit the 'run' button in the same tab.
 
==Code components==
==Code components==
===Variables===
===Variables===
[http://www.byond.com/members/?command=reference&path=var reference]
[https://www.byond.com/members/?command=reference&path=var reference]


Variables are intended to store data. Variables are created like this: (creates variable with no defined value)
Variables are intended to store data. Variables are created like this: (creates variable with no defined value)
Line 47: Line 29:
or
or
   var/i = "Hello World"
   var/i = "Hello World"
Once a variable has been defined, you cannot define another one with the same name:
Once a variable has been defined, you cannot define another one with the same name:
   var/i
   var/i
Line 53: Line 34:
   i = 6
   i = 6
   i = 12
   i = 12
==== List ====
==== List ====
[http://www.byond.com/members/?command=reference&path=list reference]
[https://www.byond.com/members/?command=reference&path=list reference]


A list can be defined as either of the three, but special variables associated with lists (such as len for length) will only be available if you use the first declaration.
A list can be defined as either of the three, but special variables associated with lists (such as len for length) will only be available if you use the first declaration.
Line 61: Line 41:
   var/a[9]
   var/a[9]
   var/a = list()
   var/a = list()
==== Other Types ====
==== Other Types ====
If you wish to store a coin in somewhere in the variables of an object and use the coin's defined procs or variables, you'll have to define the variable in which you store the coin as a coin. The second example also creates a variable called D and sets it to a new coin.
If you wish to store a coin in somewhere in the variables of an object and use the coin's defined procs or variables, you'll have to define the variable in which you store the coin as a coin. The second example also creates a variable called D and sets it to a new coin.
   var/obj/item/weapon/coin/C
   var/obj/item/weapon/coin/C
   var/obj/item/weapon/coin/D = new/var/obj/item/weapon/coin(src)
   var/obj/item/weapon/coin/D = new/var/obj/item/weapon/coin(src)
==== Included variables ====
==== Included variables ====
Variables which are built into byond itself and are not defined anywhere in code:
Variables which are built into byond itself and are not defined anywhere in code:
<br>[http://www.byond.com/members/?command=reference&path=atom%2Fvar Atom vars]
<br>[https://www.byond.com/members/?command=reference&path=atom%2Fvar Atom vars]
<br>[http://www.byond.com/members/?command=reference&path=client%2Fvar Client vars]
<br>[https://www.byond.com/members/?command=reference&path=client%2Fvar Client vars]
<br>[http://www.byond.com/members/?command=reference&path=datum%2Fvar Datum vars]
<br>[https://www.byond.com/members/?command=reference&path=datum%2Fvar Datum vars]
<br>[http://www.byond.com/members/?command=reference&path=mob%2Fvar Mob vars]
<br>[https://www.byond.com/members/?command=reference&path=mob%2Fvar Mob vars]
 
===== Direction (dir) var =====
===== Direction (dir) var =====
[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdir reference]
[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdir reference]


'''North:''' 1<br>
'''North:''' 1<br>
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'''Northwest:''' 9 (1 + 8)<br>
'''Northwest:''' 9 (1 + 8)<br>
'''Southwest:''' 10 (2 + 8)<br>
'''Southwest:''' 10 (2 + 8)<br>
 
They are numbered like this because dir uses the 'bitflag' methodology. You can read more about bitflags [[Binary_flags|here.]] It is defined in binary, so...
They are numbered like this because dir uses the 'bitflag' methodology. You can read more about bitflags [[Binary_flags|here.]] It is defined in binary, so...


'''0001''' is north<br>
'''0001''' is north<br>
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Combining these numbers yields north-east (0101), north-west (1001), south-east (0110) and south-west (1010). Tho other combinations (east-west(1100), north-south (0011), north-east-west (1101) and such) are possible for special uses. Smoothwall code is an example.
Combining these numbers yields north-east (0101), north-west (1001), south-east (0110) and south-west (1010). Tho other combinations (east-west(1100), north-south (0011), north-east-west (1101) and such) are possible for special uses. Smoothwall code is an example.
===== Atom vars =====
===== Atom vars =====
These apply to all /obj, /turf, /area, /mob -type objects.
These apply to all /obj, /turf, /area, /mob -type objects.


'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fcontents Contents]: '''List of objects which are inserted into another object. (plasma tanks in radiation arrays, ore in the smelter, etc.)
'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fcontents Contents]: '''List of objects which are inserted into another object. (plasma tanks in radiation arrays, ore in the smelter, etc.)
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdensity Density]: '''0/1 - 0 means your mob can pass through (or over), 1 means you cannot
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdensity Density]: '''0/1 - 0 means your mob can pass through (or over), 1 means you cannot
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdesc Desc]: '''string - Description, displayed upon examine
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdesc Desc]: '''string - Description, displayed upon examine
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdir Dir]: '''1-10 - the direction the object is facing
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fdir Dir]: '''1-10 - the direction the object is facing
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Ficon Icon]: '''The .dmi file which contains the sprite for the icon
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Ficon Icon]: '''The .dmi file which contains the sprite for the icon
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Ficon_state Icon_state]: '''The name of the sprite in the file from Icon
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Ficon_state Icon_state]: '''The name of the sprite in the file from Icon
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Foverlays Overlays]: '''A list of images which are overlayed on the item.
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Foverlays Overlays]: '''A list of images which are overlayed on the item.
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Flayer Layer]: '''If two objects are on the same tile and one has a higher layer number than the other, the one with the higher will be shown as above the one with the lower
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Flayer Layer]: '''If two objects are on the same tile and one has a higher layer number than the other, the one with the higher will be shown as above the one with the lower
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Floc Loc]: '''The X,Y,Z positioning of an item
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Floc Loc]: '''The X,Y,Z positioning of an item
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fluminosity Luminosity]: '''How much does it glow?
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fluminosity Luminosity]: '''How much does it glow?
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fname Name]: '''The name, displayed when you hover your mouse over the item
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fname Name]: '''The name, displayed when you hover your mouse over the item
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fopacity Opacity]: '''Can you see through it?
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fopacity Opacity]: '''Can you see through it?
<br>'''[http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fpixel_x Pixel_x], [http://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fpixel_y pixel_y]: '''Set if the item on the map is nudged a few pixels to either side. Used with APC's, Request Consoles, Fire alarms, etc.
<br>'''[https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fpixel_x Pixel_x], [https://www.byond.com/members/?command=reference&path=atom%2Fvar%2Fpixel_y pixel_y]: '''Set if the item on the map is nudged a few pixels to either side. Used with APC's, Request Consoles, Fire alarms, etc.
<br>'''[http://www.byond.com/members/?command=reference&path=datum%2Fvar%2Ftype Type]: '''Type is the path of the object. A coin would have it's type variable set to: /obj/item/weapon/coin
<br>'''[https://www.byond.com/members/?command=reference&path=datum%2Fvar%2Ftype Type]: '''Type is the path of the object. A coin would have it's type variable set to: /obj/item/weapon/coin
 
=== Included instructions ===
=== Included instructions ===
Reference guides for included instructions (proc-s) can be found at the following links:
Reference guides for included instructions (proc-s) can be found at the following links:
<br>[http://www.byond.com/members/?command=reference&path=area%2Fproc Area procs]
<br>[https://www.byond.com/members/?command=reference&path=area%2Fproc Area procs]
<br>[http://www.byond.com/members/?command=reference&path=mob%2Fproc Mob procs]
<br>[https://www.byond.com/members/?command=reference&path=mob%2Fproc Mob procs]
<br>[http://www.byond.com/members/?command=reference&path=obj%2Fproc Obj procs]
<br>[https://www.byond.com/members/?command=reference&path=obj%2Fproc Obj procs]
<br>[http://www.byond.com/members/?command=reference&path=obj%2Fproc Turf procs]
<br>[https://www.byond.com/members/?command=reference&path=obj%2Fproc Turf procs]
 
=== Conditionals ===
=== Conditionals ===
Conditionals are statements which determine how the code will be executed, depending on a condition. The most common conditional is the IF statement
Conditionals are statements which determine how the code will be executed, depending on a condition. The most common conditional is the IF statement
==== = vs. == ====
==== = vs. == ====
   var/a
   var/a
   a = 14
   a = 14
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   else
   else
     world << "A is not 14"
     world << "A is not 14"
As in the example above, the single = means you assign the value on the right to the variable on the left. In the example above, the variable a was assigned the value 14 (a = 14)
As in the example above, the single = means you assign the value on the right to the variable on the left. In the example above, the variable a was assigned the value 14 (a = 14)


Line 142: Line 107:


Comparison Operators
Comparison Operators
[http://www.byond.com/members/?command=reference&path=proc%2Fif reference]
[https://www.byond.com/members/?command=reference&path=proc%2Fif reference]


The example shows a simple if statement. If statements work by first checking if the statement in the brackets, in the case above a == 14, is true or not. If it's true, it will proceed to execute the code, which is further indented from the if (in the case above: world << "A has the value [a]"). In the other case, if the statement is not true, it will jump to the else statement and execute the code, which is indented from that. It will only jump to the else statement if one is present. In the example, if a was not 14, it would execute world << "A is not 14"
The example shows a simple if statement. If statements work by first checking if the statement in the brackets, in the case above a == 14, is true or not. If it's true, it will proceed to execute the code, which is further indented from the if (in the case above: world << "A has the value [a]"). In the other case, if the statement is not true, it will jump to the else statement and execute the code, which is indented from that. It will only jump to the else statement if one is present. In the example, if a was not 14, it would execute world << "A is not 14"
Line 153: Line 118:
<br>'''<=''' Less or equal
<br>'''<=''' Less or equal
<br>'''>=''' More or equal
<br>'''>=''' More or equal
==== Switch-case statement ====
==== Switch-case statement ====
[http://www.byond.com/members/?command=reference&path=proc%2Fswitch reference]
[https://www.byond.com/members/?command=reference&path=proc%2Fswitch reference]
 
=== Loops ===
=== Loops ===
==== While ====
==== While ====
[http://www.byond.com/members/?command=reference&path=proc%2Fwhile reference]
[https://www.byond.com/members/?command=reference&path=proc%2Fwhile reference]
 
==== For ====
==== For ====
[http://www.byond.com/members/?command=reference&path=proc%2Ffor%2Floop reference]
[https://www.byond.com/members/?command=reference&path=proc%2Ffor%2Floop reference]
 
==== For (foreach) ====
==== For (foreach) ====
[http://www.byond.com/members/?command=reference&path=proc%2Ffor%2Flist reference]
[https://www.byond.com/members/?command=reference&path=proc%2Ffor%2Flist reference]
 
=== Procs ===
=== Procs ===
[http://www.byond.com/members/?command=reference&path=proc reference]
[https://www.byond.com/members/?command=reference&path=proc reference]
 
==What is an object?==
==What is an object?==
SS13 is coded in Byond, which is an object oriented programming language. Please note that by object here i do not mean an item or machine in-game. For this intro alone i will speak of objects as I'll define them here.
SS13 is coded in Byond, which is an object oriented programming language. Please note that by object here i do not mean an item or machine in-game. For this intro alone i will speak of objects as I'll define them here.


Line 180: Line 137:
   /area/
   /area/
   /atom/
   /atom/
An object is made out of both [[#Variables|variables]] and [[#Procs|procs]]
An object is made out of both [[#Variables|variables]] and [[#Procs|procs]]


Here's an example of an object:
Here's an example of an object:
   /turf/simulated/gold_spot
   /turf/simulated/gold_spot
     var/spawned_gold = 0
     var/spawned_gold = 0
Line 198: Line 153:
     ..()
     ..()
     spawn_gold()
     spawn_gold()
=== Hierarchy and Inheritance ===
=== Hierarchy and Inheritance ===
 
Objects inherit all it's parent's variables and procs. This means that an object defined as /obj/item/weapon/storage/box has all the variables of /obj/item/weapon/storage, /obj/item/weapon, /obj/item, /obj and also /atom, but we'll get to that one later. Some procs are already defined for all objects, you can see these [https://www.byond.com/members/?command=reference&path=atom%2Fproc here]. In the above example, New() was an instance of a proc which was inherited from the parent object. This is why New() does not have the proc/ prefix, because it is already defined in the parent object. You should however know that New() was redefined here, so it no longer acts the same way as in the parent objects.  
Objects inherit all it's parent's variables and procs. This means that an object defined as /obj/item/weapon/storage/box has all the variables of /obj/item/weapon/storage, /obj/item/weapon, /obj/item, /obj and also /atom, but we'll get to that one later. Some procs are already defined for all objects, you can see these [http://www.byond.com/members/?command=reference&path=atom%2Fproc here]. In the above example, New() was an instance of a proc which was inherited from the parent object. This is why New() does not have the proc/ prefix, because it is already defined in the parent object. You should however know that New() was redefined here, so it no longer acts the same way as in the parent objects.  


An example of an inherited variable are the name and desc (description) variables. Both were redefined tho. spawned_gold, however, is a new variable. One which the parent proc does not have.
An example of an inherited variable are the name and desc (description) variables. Both were redefined tho. spawned_gold, however, is a new variable. One which the parent proc does not have.
Line 209: Line 162:
   /turf/simulated/gold_spot/plot2
   /turf/simulated/gold_spot/plot2
...we just defined two child objects of /turf/simulated/gold_spot and they inherited all the procs and vars that /turf/simulated/gold_spot has including all those which /turf/simulated/gold_spot inherited from their parent (/turf/simulated).
...we just defined two child objects of /turf/simulated/gold_spot and they inherited all the procs and vars that /turf/simulated/gold_spot has including all those which /turf/simulated/gold_spot inherited from their parent (/turf/simulated).
=== ..() ===
=== ..() ===
   ..()
   ..()
is something you will often see in the code. In other languages this is usually called super(), it calls the parent object's proc with the same name. Unlike some languages it is not automatically executed even if not added, nor is it required to be at the proc's start. These are usually added in New(), Del() and Attackby() procs to get to the original definition in the common parent. These common definitions usually ensure things are properly handled.
is something you will often see in the code. In other languages this is usually called super(), it calls the parent object's proc with the same name. Unlike some languages it is not automatically executed even if not added, nor is it required to be at the proc's start. These are usually added in New(), Del() and Attackby() procs to get to the original definition in the common parent. These common definitions usually ensure things are properly handled.
==Area, Mob, Obj and Turf organization==
==Area, Mob, Obj and Turf organization==
   /datum
   /datum
     /atom
     /atom

Latest revision as of 02:06, 25 July 2021

Other related guides: SS13 for experienced programmers, Guide to mapping, Guide to spriting, Text Formatting.

NOTE!! This guide uses terms very loosely. Experienced coders, please don't get at me over what an object is and what a method and so forth. This guide is intended solely for the new coder. The rest of you... don't read it as you'll only get mad at me.

DreamMaker

The program you will need for both coding and mapping is made out of six major components. The file tree, the object tree, the text editor, the icons editor, the map editor and the error report panel.

File tree

The file tree can be accessed by choosing the 'File' tab in the left-hand vertical panel. It shows the files which make up the code as they are sorted by folders. Double clicking any file will open it in it's respective editor. If you add a new file to the list (in windows explorer) hit the refresh button to refresh the list. The ticks next to files indicate if they're used in the compiling of the code. A common mistake is to forget to include a new file.

Objects tree

What an object is is explained further down in this guide, but for now we can say it contains a list of things, which you can place on the map. They are arranged in a hierarchy. This is also explained and described further down in the guide. The update button at the bottom will update the tree with new sprites and objects, if they have been added in any of the ticked .dm files.

Text editor

This editor is accessed whenever you open a file with the extension ".dm". It is intended for the writing and editing of the game code.

Icons editor

Intended for the editing of icon states and icons, it is accessed when you open a ".dmi" file. It displays a list of all the sprites (often called icon states) which are in the file. Rightclicking anywhere will yield the options to create a new movie or pixmap. A pixmap is a static image, while a movie is either an icon state which can point in several different directions (often called dirs) or is animated. The movie can have either 1 (south), 4 (NSEW) or 8 directions (full compass). Also note that a .dmi file may only have icons of a certain size. In the case of something that changes size over time (for example, the singularity), several .dmi files are needed.

Map editor

Usually opened at startup or when opening a ".dmm" map file, the map editor displays the map. By default it displays all 4 major groups: area, mob, object and turf. To choose the specifics of what to display, hit the layers tab in the top-most toolbar and select 'Only show selectable layers' and then choose which layers you want to be shown in the same (layers) tab. (Most commonly used to hide the areas overlay). Note that the map will not display if there are any errors in the .dm code. Correct any errors and then recompile it.

Error report panel

A text-based panel at the bottom of DreamMaker, the error report panel is intended to provide compiling error reports.

Compile and run

To compile updated code without running it, select the 'build' tab in the uppermost toolbar and choose 'compile'. To compile and run hit the 'run' button in the same tab.

Code components

Variables

reference

Variables are intended to store data. Variables are created like this: (creates variable with no defined value) var/i

To define a value in declaration do this:

 var/i = 5

or

 var/i = "Hello World"

Once a variable has been defined, you cannot define another one with the same name:

 var/i
 i = 2
 i = 6
 i = 12

List

reference

A list can be defined as either of the three, but special variables associated with lists (such as len for length) will only be available if you use the first declaration.

 var/list/a
 var/a[9]
 var/a = list()

Other Types

If you wish to store a coin in somewhere in the variables of an object and use the coin's defined procs or variables, you'll have to define the variable in which you store the coin as a coin. The second example also creates a variable called D and sets it to a new coin.

 var/obj/item/weapon/coin/C
 var/obj/item/weapon/coin/D = new/var/obj/item/weapon/coin(src)

Included variables

Variables which are built into byond itself and are not defined anywhere in code:
Atom vars
Client vars
Datum vars
Mob vars

Direction (dir) var

reference

North: 1
South: 2
East: 4
West: 8
Northeast: 5 (1 + 4)
Southeast: 6 (2 + 4)
Northwest: 9 (1 + 8)
Southwest: 10 (2 + 8)
They are numbered like this because dir uses the 'bitflag' methodology. You can read more about bitflags here. It is defined in binary, so...

0001 is north
0010 is south
0100 is east
1000 is west

Combining these numbers yields north-east (0101), north-west (1001), south-east (0110) and south-west (1010). Tho other combinations (east-west(1100), north-south (0011), north-east-west (1101) and such) are possible for special uses. Smoothwall code is an example.

Atom vars

These apply to all /obj, /turf, /area, /mob -type objects.

Contents: List of objects which are inserted into another object. (plasma tanks in radiation arrays, ore in the smelter, etc.)
Density: 0/1 - 0 means your mob can pass through (or over), 1 means you cannot
Desc: string - Description, displayed upon examine
Dir: 1-10 - the direction the object is facing
Icon: The .dmi file which contains the sprite for the icon
Icon_state: The name of the sprite in the file from Icon
Overlays: A list of images which are overlayed on the item.
Layer: If two objects are on the same tile and one has a higher layer number than the other, the one with the higher will be shown as above the one with the lower
Loc: The X,Y,Z positioning of an item
Luminosity: How much does it glow?
Name: The name, displayed when you hover your mouse over the item
Opacity: Can you see through it?
Pixel_x, pixel_y: Set if the item on the map is nudged a few pixels to either side. Used with APC's, Request Consoles, Fire alarms, etc.
Type: Type is the path of the object. A coin would have it's type variable set to: /obj/item/weapon/coin

Included instructions

Reference guides for included instructions (proc-s) can be found at the following links:
Area procs
Mob procs
Obj procs
Turf procs

Conditionals

Conditionals are statements which determine how the code will be executed, depending on a condition. The most common conditional is the IF statement

= vs. ==

 var/a
 a = 14
 if (a == 14)
   world << "A has the value [a]"
 else
   world << "A is not 14"

As in the example above, the single = means you assign the value on the right to the variable on the left. In the example above, the variable a was assigned the value 14 (a = 14)

The double == is used to compare two values. It's most commonly used in the if statement. In the example above you can see we compared the variable a to 14 (a == 14). This determines how the if will react.

Comparison Operators reference

The example shows a simple if statement. If statements work by first checking if the statement in the brackets, in the case above a == 14, is true or not. If it's true, it will proceed to execute the code, which is further indented from the if (in the case above: world << "A has the value [a]"). In the other case, if the statement is not true, it will jump to the else statement and execute the code, which is indented from that. It will only jump to the else statement if one is present. In the example, if a was not 14, it would execute world << "A is not 14"

Comparison operators include:
== Is Equal To
!= Is Not Equal To
< Less than
> More than
<= Less or equal
>= More or equal

Switch-case statement

reference

Loops

While

reference

For

reference

For (foreach)

reference

Procs

reference

What is an object?

SS13 is coded in Byond, which is an object oriented programming language. Please note that by object here i do not mean an item or machine in-game. For this intro alone i will speak of objects as I'll define them here.

An object can be any defined path in the game. Examples include:

 /obj/item/weapon/sword
 /turf/simulated/floor
 /area/
 /atom/

An object is made out of both variables and procs

Here's an example of an object:

 /turf/simulated/gold_spot
   var/spawned_gold = 0
   name = "Gold Area"
   desc = "This plot may have spawned gold!"
 
 /turf/simulated/gold_spot/proc/spawn_gold()
   if(prob(50))
     new/obj/item/stack/sheet/gold(src)
     spawned_gold = 1
 
 /turf/simulated/gold_spot/New()
   ..()
   spawn_gold()

Hierarchy and Inheritance

Objects inherit all it's parent's variables and procs. This means that an object defined as /obj/item/weapon/storage/box has all the variables of /obj/item/weapon/storage, /obj/item/weapon, /obj/item, /obj and also /atom, but we'll get to that one later. Some procs are already defined for all objects, you can see these here. In the above example, New() was an instance of a proc which was inherited from the parent object. This is why New() does not have the proc/ prefix, because it is already defined in the parent object. You should however know that New() was redefined here, so it no longer acts the same way as in the parent objects.

An example of an inherited variable are the name and desc (description) variables. Both were redefined tho. spawned_gold, however, is a new variable. One which the parent proc does not have.

If we define the following two objects...

 /turf/simulated/gold_spot/plot1
 /turf/simulated/gold_spot/plot2

...we just defined two child objects of /turf/simulated/gold_spot and they inherited all the procs and vars that /turf/simulated/gold_spot has including all those which /turf/simulated/gold_spot inherited from their parent (/turf/simulated).

..()

 ..()

is something you will often see in the code. In other languages this is usually called super(), it calls the parent object's proc with the same name. Unlike some languages it is not automatically executed even if not added, nor is it required to be at the proc's start. These are usually added in New(), Del() and Attackby() procs to get to the original definition in the common parent. These common definitions usually ensure things are properly handled.

Area, Mob, Obj and Turf organization

 /datum
   /atom
     /area --All objects in here are areas, which are used in mapping to define the extent of an APC's power coverage, lighting, atmos, etc.
     /mob
       /dead --ghosts
       /living
         /carbon --humans and monkeys
         /silicon --AI and cyborgs
     /obj
       /effect --Landmarks, trigger objects, effects and decals
       /item
         /clothing --most of the clothing you can wear, belts and backpacks are in obj/item/weapon/storage
         /devices --electronic devices
         /stack --the things which you can stack, such as rods, floor tiles and materials
         /weapons --most items which you can pick up
       /machinery --machines which use power, process every tick and are generally unmovable
       /structure --objects which don't require processing every tick or power, examples include windows, grilles, bookcases etc.
     /turf
       /simulated
         /floor --floors with air
           /airless --floors without air (ALWAYS use these for areas exposed to space)
           /plating --plating
             /airless --airless plating
         /wall --walls
           /r-wall --reinforced walls
       /space --it's space
       /unsimulated --everything used on centcom and places where air movement is not simulated.
Contribution guides
General Development, Downloading the source code / hosting a server, Guide to git, Game resources category, Guide to changelogs
Database (MySQL) Setting up the database, MySQL
Coding Understanding SS13 code, SS13 for experienced programmers, Binary flags‎, Text Formatting, Guide to signals
Mapping Guide to mapping, Map merger, Exploration Ruins
Spriting Guide to spriting
Wiki Guide to contributing to the wiki, Wikicode