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Aurora-Old/code/modules/mob/mob_helpers.dm
jack-fractal 92226dff35 Refresh problems and hotkeys
Ooohkay, so I added a bit more to this while fixing the issue with the
backpack module select screen not refreshing when you stored items.

I did a pass over the hotkeys! Hurray!

All right. Lets do this:

Key X
Previously, this hotkey wouldn't start cycling if your first inventory
slot wasn't filled. So if you had slots 2 and 3 full, but 1 empty,
clicking X would do nothing. Now it works how you'd expect. It cycles if
you have something selected, and if you have nothing selected, it
selects the first item.

Key C
This deselects everything, leaving you able to interact with computers
and distant AI objects. Previously, to do this you had to click on an
empty area of your selected module. It was very awkward.

Key V
This stores your currently selected item.

Key Q
Previously this would just tell you that you weren't allowed to drop
items as a robot. Now it toggles your inventory open or closed.

Key 1,2,3
Previously hitting 1 would activate Help intent, and 4 would activate
Harm intent. Robots have only two intent types, making the toggle key F
more useful. These now select the respective modules.

I also revised how clicking on items in the backpack works. Now,
clicking on an item in the module storage, with a tool selected, will
hot-swap the item into your current module.

Taken together, these changes reduce an enormous amount of unnecessary
clicking.
2015-05-23 00:18:57 -04:00

498 lines
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// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/ishuman(A)
if(istype(A, /mob/living/carbon/human))
return 1
return 0
/proc/ismonkey(A)
if(A && istype(A, /mob/living/carbon/monkey))
return 1
return 0
/proc/isbrain(A)
if(A && istype(A, /mob/living/carbon/brain))
return 1
return 0
/proc/isalien(A)
if(istype(A, /mob/living/carbon/alien))
return 1
return 0
/proc/isalienadult(A)
if(istype(A, /mob/living/carbon/alien/humanoid))
return 1
return 0
/proc/islarva(A)
if(istype(A, /mob/living/carbon/alien/larva))
return 1
return 0
/proc/isslime(A)
if(istype(A, /mob/living/carbon/slime))
return 1
return 0
/proc/isrobot(A)
if(istype(A, /mob/living/silicon/robot))
return 1
return 0
/proc/isanimal(A)
if(istype(A, /mob/living/simple_animal))
return 1
return 0
/proc/iscorgi(A)
if(istype(A, /mob/living/simple_animal/corgi))
return 1
return 0
/proc/iscrab(A)
if(istype(A, /mob/living/simple_animal/crab))
return 1
return 0
/proc/iscat(A)
if(istype(A, /mob/living/simple_animal/cat))
return 1
return 0
/proc/ismouse(A)
if(istype(A, /mob/living/simple_animal/mouse))
return 1
return 0
/proc/isbear(A)
if(istype(A, /mob/living/simple_animal/hostile/bear))
return 1
return 0
/proc/iscarp(A)
if(istype(A, /mob/living/simple_animal/hostile/carp))
return 1
return 0
/proc/isclown(A)
if(istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
return 1
return 0
/proc/isAI(A)
if(istype(A, /mob/living/silicon/ai))
return 1
return 0
/proc/ispAI(A)
if(istype(A, /mob/living/silicon/pai))
return 1
return 0
/proc/iscarbon(A)
if(istype(A, /mob/living/carbon))
return 1
return 0
/proc/issilicon(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
/proc/isliving(A)
if(istype(A, /mob/living))
return 1
return 0
proc/isobserver(A)
if(istype(A, /mob/dead/observer))
return 1
return 0
proc/isorgan(A)
if(istype(A, /datum/organ/external))
return 1
return 0
proc/isdeaf(A)
if(istype(A, /mob))
var/mob/M = A
return (M.sdisabilities & DEAF) || M.ear_deaf
return 0
proc/isnewplayer(A)
if(istype(A, /mob/new_player))
return 1
return 0
proc/hasorgans(A)
return ishuman(A)
/proc/hsl2rgb(h, s, l)
return //TODO: Implement
/*
Miss Chance
*/
//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
//The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
"head" = 40,
"chest" = 10,
"groin" = 20,
"l_leg" = 20,
"r_leg" = 20,
"l_arm" = 20,
"r_arm" = 20,
"l_hand" = 50,
"r_hand" = 50,
"l_foot" = 50,
"r_foot" = 50,
)
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
"head" = 25,
"chest" = 70,
"groin" = 30,
"l_leg" = 25,
"r_leg" = 25,
"l_arm" = 25,
"r_arm" = 25,
"l_hand" = 10,
"r_hand" = 10,
"l_foot" = 10,
"r_foot" = 10,
)
/proc/check_zone(zone)
if(!zone) return "chest"
switch(zone)
if("eyes")
zone = "head"
if("mouth")
zone = "head"
return zone
// Returns zone with a certain probability. If the probability fails, or no zone is specified, then a random body part is chosen.
// Do not use this if someone is intentionally trying to hit a specific body part.
// Use get_zone_with_miss_chance() for that.
/proc/ran_zone(zone, probability)
if (zone)
zone = check_zone(zone)
if (prob(probability))
return zone
var/ran_zone = zone
while (ran_zone == zone)
ran_zone = pick (
organ_rel_size["head"]; "head",
organ_rel_size["chest"]; "chest",
organ_rel_size["groin"]; "groin",
organ_rel_size["l_arm"]; "l_arm",
organ_rel_size["r_arm"]; "r_arm",
organ_rel_size["l_leg"]; "l_leg",
organ_rel_size["r_leg"]; "r_leg",
organ_rel_size["l_hand"]; "l_hand",
organ_rel_size["r_hand"]; "r_hand",
organ_rel_size["l_foot"]; "l_foot",
organ_rel_size["r_foot"]; "r_foot",
)
return ran_zone
// Emulates targetting a specific body part, and miss chances
// May return null if missed
// miss_chance_mod may be negative.
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0)
zone = check_zone(zone)
// you can only miss if your target is standing and not restrained
if(!target.buckled && !target.lying)
var/miss_chance = 10
if (zone in base_miss_chance)
miss_chance = base_miss_chance[zone]
miss_chance = max(miss_chance + miss_chance_mod, 0)
if(prob(miss_chance))
if(prob(70))
return null
return pick(base_miss_chance)
return zone
/proc/stars(n, pr)
if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = n
var/t = ""
n = length(n)
var/p = null
p = 1
while(p <= n)
if ((copytext(te, p, p + 1) == " " || prob(pr)))
t = text("[][]", t, copytext(te, p, p + 1))
else
t = text("[]*", t)
p++
return t
proc/slur(phrase)
phrase = html_decode(phrase)
var/leng=lentext(phrase)
var/counter=lentext(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,3)==3)
if(lowertext(newletter)=="o") newletter="u"
if(lowertext(newletter)=="s") newletter="ch"
if(lowertext(newletter)=="a") newletter="ah"
if(lowertext(newletter)=="c") newletter="k"
switch(rand(1,15))
if(1,3,5,8) newletter="[lowertext(newletter)]"
if(2,4,6,15) newletter="[uppertext(newletter)]"
if(7) newletter+="'"
//if(9,10) newletter="<b>[newletter]</b>"
//if(11,12) newletter="<big>[newletter]</big>"
//if(13) newletter="<small>[newletter]</small>"
newphrase+="[newletter]";counter-=1
return newphrase
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
if (prob(10))
n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
if (prob(5))
n_letter = null
else
n_letter = text("[n_letter]-[n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
/* Turn text into complete gibberish! */
var/returntext = ""
for(var/i = 1, i <= length(t), i++)
var/letter = copytext(t, i, i+1)
if(prob(50))
if(p >= 70)
letter = ""
for(var/j = 1, j <= rand(0, 2), j++)
letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
returntext += letter
return returntext
/proc/ninjaspeak(n)
/*
The difference with stutter is that this proc can stutter more than 1 letter
The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
return
M.shakecamera = 1
spawn(1)
var/atom/oldeye=M.client.eye
var/aiEyeFlag = 0
if(istype(oldeye, /mob/aiEye))
aiEyeFlag = 1
var/x
for(x=0; x<duration, x++)
if(aiEyeFlag)
M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
else
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
M.client.eye=oldeye
M.shakecamera = 0
/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[msg]"))
return 1
return 0
/mob/proc/abiotic(var/full_body = 0)
if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
return 1
if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
return 1
return 0
//converts intent-strings into numbers and back
var/list/intents = list("help","disarm","grab","hurt")
/proc/intent_numeric(argument)
if(istext(argument))
switch(argument)
if("help") return 0
if("disarm") return 1
if("grab") return 2
else return 3
else
switch(argument)
if(0) return "help"
if(1) return "disarm"
if(2) return "grab"
else return "hurt"
/mob/proc/key_pressed_c()
return
/mob/proc/key_pressed_q()
return
/mob/proc/key_pressed_v()
return
/client/verb/key_pressed_c()
set hidden = 1
set name = "key-pressed-c"
if (mob)
mob:key_pressed_c()
/client/verb/key_pressed_q()
set hidden = 1
set name = "key-pressed-q"
if (mob)
mob:key_pressed_q()
/client/verb/key_pressed_v()
set hidden = 1
set name = "key-pressed-v"
if (mob)
mob:key_pressed_v()
/mob/proc/key_pressed_1()
return a_intent_change("help")
/mob/proc/key_pressed_2()
return a_intent_change("disarm")
/mob/proc/key_pressed_3()
return a_intent_change("grab")
/mob/proc/key_pressed_4()
return a_intent_change("hurt")
/client/verb/key_pressed_1()
set hidden = 1
set name = "key-pressed-1"
if (mob)
mob:key_pressed_1()
/client/verb/key_pressed_2()
set hidden = 1
set name = "key-pressed-2"
if (mob)
mob:key_pressed_2()
/client/verb/key_pressed_3()
set hidden = 1
set name = "key-pressed-3"
if (mob)
mob:key_pressed_3()
/client/verb/key_pressed_4()
set hidden = 1
set name = "key-pressed-4"
if (mob)
mob:key_pressed_4()
//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
/mob/verb/a_intent_change(input as text)
set name = "a-intent"
set hidden = 1
if(ishuman(src) || isalienadult(src) || isbrain(src))
switch(input)
if("help","disarm","grab","hurt")
a_intent = input
if("right")
a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
if("left")
a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
if(hud_used && hud_used.action_intent)
hud_used.action_intent.icon_state = "intent_[a_intent]"
else if(isrobot(src) || ismonkey(src) || islarva(src))
switch(input)
if("help")
a_intent = "help"
if("hurt")
a_intent = "hurt"
if("right","left")
a_intent = intent_numeric(intent_numeric(a_intent) - 3)
if(hud_used && hud_used.action_intent)
if(a_intent == "hurt")
hud_used.action_intent.icon_state = "harm"
else
hud_used.action_intent.icon_state = "help"
/proc/broadcast_security_hud_message(var/message, var/broadcast_source)
broadcast_hud_message(message, broadcast_source, sec_hud_users, /obj/item/clothing/glasses/hud/security)
/proc/broadcast_medical_hud_message(var/message, var/broadcast_source)
broadcast_hud_message(message, broadcast_source, med_hud_users, /obj/item/clothing/glasses/hud/health)
/proc/broadcast_hud_message(var/message, var/broadcast_source, var/list/targets, var/icon)
var/turf/sourceturf = get_turf(broadcast_source)
for(var/mob/M in targets)
var/turf/targetturf = get_turf(M)
if((targetturf.z == sourceturf.z))
M.show_message("<span class='info'>\icon[icon] [message]</span>", 1)