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https://github.com/Aurorastation/Aurora.3.git
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Fixes mobs being unable to hear from inside machines or objects. (#14823)
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@@ -14,6 +14,7 @@
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anchored = 1 // don't get pushed around
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simulated = FALSE
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virtual_mob = null // Hear no evil, speak no evil
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var/last_ready_name // This has to be saved because the client is nulled prior to Logout()
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@@ -1,13 +1,103 @@
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/proc/mobs_in_range(var/atom/movable/AM)
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. = list()
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for(var/mob/abstract/observer/virtual/v_mob in range(world.view, get_turf(AM)))
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if(ismob(v_mob.host))
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. += v_mob.host
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/*
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* These calls could easily be setup to be a bunch of call()() with relevant procs and predicates but performance is a concern.
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* BYOND is also a bit inflexible, as some predicates are of the sort /proc/name(host), others host.proc_name(), and some even do host.proc_name(parameter).
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* Nothing that cannot be worked around, but it'd be a little messy. I miss C# lambdas...
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*/
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/proc/clients_in_range(var/atom/movable/AM)
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// Procs are arranged by "in range/hearers/viewers()" usage, as opposed to virtual mob hear/see abilities.
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// Most of these procs can technically take any movable atom but unless they have a virtual mob the returned objects may not be the expected ones
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#define ACQUIRE_VIRTUAL_OR_TURF(A) A = (isvirtualmob(A) ? A : (((istype(A) && A.virtual_mob) ? A.virtual_mob : get_turf(A)))) ; if(!A) return
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#define ACQUIRE_VIRTUAL_OR_RETURN(A) A = (isvirtualmob(A) ? A : (((istype(A) && A.virtual_mob) ? A.virtual_mob : null))) ; if(!A) return
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/****************
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* Range Helpers *
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****************/
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/proc/clients_in_range(var/atom/movable/center_vmob)
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. = list()
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for(var/mob/abstract/observer/virtual/v_mob in range(world.view, get_turf(AM)))
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if(ismob(v_mob.host))
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var/mob/M = v_mob.host
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if(M.client)
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. |= M.client
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ACQUIRE_VIRTUAL_OR_TURF(center_vmob)
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for(var/mob/abstract/observer/virtual/v_mob in range(world.view, center_vmob))
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var/client/C = v_mob.get_client()
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if(C)
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. |= C
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/proc/hearers_in_range(var/atom/movable/center_vmob, var/hearing_range = world.view)
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. = list()
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ACQUIRE_VIRTUAL_OR_TURF(center_vmob)
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for(var/mob/abstract/observer/virtual/v_mob in range(hearing_range, center_vmob))
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if(v_mob.abilities & VIRTUAL_ABILITY_HEAR)
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. |= v_mob.host
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/proc/viewers_in_range(var/atom/movable/center_vmob)
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. = list()
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ACQUIRE_VIRTUAL_OR_TURF(center_vmob)
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for(var/mob/abstract/observer/virtual/v_mob in range(world.view, center_vmob))
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if(v_mob.abilities & VIRTUAL_ABILITY_SEE)
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. |= v_mob.host
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/***************
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* Hear Helpers *
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***************/
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// A mob hears another mob if they have direct line of sight, ignoring turf luminosity.
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// If there is an opaque object beteween the mobs then they cannot hear each other, even if their respective turfs can be seen.
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// Thus, unlike viewing hearing is communicative. I.e. if Mob A can hear Mob B then Mob B can also hear Mob A.
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// Gets the hosts of all the virtual mobs that can hear the given movable atom (or rather, it's virtual mob or turf in that existence order)
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/proc/all_hearers(var/atom/movable/heard_vmob, var/range = world.view)
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. = list()
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ACQUIRE_VIRTUAL_OR_TURF(heard_vmob)
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for(var/mob/abstract/observer/virtual/v_mob in hearers(range, heard_vmob))
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if(v_mob.abilities & VIRTUAL_ABILITY_HEAR)
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. |= v_mob.host
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/***************
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* View Helpers *
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***************/
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// A mob can see another mob if:
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// * Within visual range, with the following differences for (N)PCs.
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// * PCs: Target is within client.view range, with center originating from either the mob or client.eye depending on client.eye_perspective.
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// * NPCs: Target is within world.view range, with center always originating from the mob.
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// * Either of the following is true:
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// * The target mob is in direct line of sight and not standing on a turf with luminosity = 0 unless the viewing mob is close enough for see_in_dark to also be in range
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// * The viewing mob has the SEE_MOBS sight flag.
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// Gets the hosts of all virtual mobs that can see the given atom movable as well as its turf
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/proc/all_viewers(var/mob/abstract/observer/virtual/viewed_atom)
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. = list()
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viewed_atom = istype(viewed_atom) ? viewed_atom.host : viewed_atom
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var/turf/T = get_turf(viewed_atom)
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if(!T)
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return
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for(var/mob/abstract/observer/virtual/seeing_v_mob in viewers(world.view, viewed_atom))
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if(!(seeing_v_mob.abilities & VIRTUAL_ABILITY_SEE))
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continue
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var/atom/movable/host = seeing_v_mob.host
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if(host.virtual_can_see_turf(T))
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. |= host
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// This proc returns all hosts of virtual mobs in the given atom's view range (using its turf), ignoring invisibility, VIRUAL_ABILITY_SEE, and most other restrictions.
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// In most cases you actually want the all_* procs above. This helper was designed with LOOC in mind.
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/proc/hosts_in_view_range(var/atom/movable/viewing_atom, var/range = world.view)
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. = list()
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ACQUIRE_VIRTUAL_OR_TURF(viewing_atom)
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// As per http://www.byond.com/docs/ref/info.html#/proc/view by using a non-mob/client this automatically skips the vast majority of sight checks
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for(var/mob/abstract/observer/virtual/v_mob in viewers(range, get_turf(viewing_atom.loc)))
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. |= v_mob.host
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/*
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Misc. helper
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*/
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// Eye mobs technically see everything always, the owner just has an overlay applied, thus this helper
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/atom/movable/proc/virtual_can_see_turf(var/turf/T)
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return TRUE // We assume objects have already been filtered using viewers() or similar proc
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#undef ACQUIRE_VIRTUAL_OR_TURF
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#undef ACQUIRE_VIRTUAL_OR_RETURN
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