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VMSolidus cc0a809b4c Storyteller Narration Filters (#21767)
This PR adds a feature requested of me by @Fyniiy , adding optional
Filters to the Narrate panel that allow Storytellers to narrate only to
people that meet a set condition. The conditions themselves were
specifically requested to be "Psi Narrates" and "Synth Narrates", with
optional variations on Synth narrates that include people with cranial
implants. While I was touching these files, I've also fixed the improper
message sanitization bug with admin messages in general.

<img width="926" height="536" alt="image"
src="https://github.com/user-attachments/assets/08dcfd2a-5399-48b0-a13d-2bfd3a2c88f0"
/>

Here's a breakdown of the filter options.

1. **Skrell-like Psi-sensitives**: Anyone with a Psi-sensitivity score
of "At least 1". This will include Skrell, anyone with a Psi-receiver,
and people with the High Psi-sensitivity trait. It will exclude people
who are blocked from receiving telepathy for any reason, such as having
a mindshield, mindblanker, or having the psi-suppression power active.
Skrell with the Low Psi-sensitivity trait are counted as "Human-like
Psi-sensitives", and so won't be caught by this filter.
2. **Human-like Psi-sensitives**: Anyone who isn't blocked from
receiving telepathy, and also has a Psi-sensitivity score of "At least
0". This will basically catch "Most people who aren't a Vaurca,
Synthetic, or Diona". It will ignore Humanoids with the Low
Psi-sensitivity trait.
3. **Silicons**: Basically all of the possible robots/IPCs.
4. **Silicons + Implants**: It's fairly common practice during Hivebot
related events for Storytellers to also include characters with brain
implants. This filter automates that by including said brain implant
owners in the "Are you a synthetic?" check.
5. **Hivenet**: Pretty simple, people with the Vaurca language. This
would be Vaurca, plus anyone with the hivenet implants.
2026-02-02 15:40:30 +00:00

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#define is_multi_tile_object(atom) (atom.bound_width > world.icon_size || atom.bound_height > world.icon_size)
#define isAI(A) istype(A, /mob/living/silicon/ai)
#define isDrone(A) istype(A, /mob/living/silicon/robot/drone)
#define isMatriarchDrone(A) istype(A, /mob/living/silicon/robot/drone/construction/matriarch)
#define isalien(A) istype(A, /mob/living/carbon/alien)
#define isanimal(A) istype(A, /mob/living/simple_animal)
#define isairlock(A) istype(A, /obj/machinery/door/airlock)
#define isbrain(A) istype(A, /mob/living/carbon/brain)
#define isvirtualmob(A) istype(A, /mob/abstract/ghost/observer/virtual)
#define iscarbon(A) istype(A, /mob/living/carbon)
#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
#define isEye(A) istype(A, /mob/abstract/eye)
#define ishuman(A) istype(A, /mob/living/carbon/human)
#define ismech(A) istype(A, /mob/living/heavy_vehicle)
#define isliving(A) istype(A, /mob/living)
#define israt(A) istype(A, /mob/living/simple_animal/rat)
#define isnewplayer(A) istype(A, /mob/abstract/new_player)
#define isobj(A) istype(A, /obj)
#define isspace(A) istype(A, /area/space)
#define isspaceturf(A) istype(A, /turf/space)
#define ischasm(A) (istype(A, /turf/simulated/floor/exoplanet/abyss) || istype(A, /turf/simulated/abyss))
#define isghost(A) istype(A, /mob/abstract/ghost)
#define isobserver(A) istype(A, /mob/abstract/ghost/observer)
#define isstoryteller(A) istype(A, /mob/abstract/ghost/storyteller)
#define isabstractmob(A) istype(A, /mob/abstract)
#define isorgan(A) istype(A, /obj/item/organ/external)
#define ispAI(A) istype(A, /mob/living/silicon/pai)
#define isbot(A) istype(A, /mob/living/bot)
#define isrobot(A) istype(A, /mob/living/silicon/robot)
#define issilicon(A) istype(A, /mob/living/silicon)
#define isslime(A) istype(A, /mob/living/carbon/slime)
#define iscapacitor(A) istype(A, /obj/item/stock_parts/capacitor)
#define ismicrolaser(A) istype(A, /obj/item/stock_parts/micro_laser)
#define ismatterbin(A) istype(A, /obj/item/stock_parts/matter_bin)
#define isscanner(A) istype(A, /obj/item/stock_parts/scanning_module)
#define ismanipulator(A) istype(A, /obj/item/stock_parts/manipulator)
#define isclient(A) istype(A, /client)
#define isclothing(A) istype(A, /obj/item/clothing)
#define isaccessory(A) istype(A, /obj/item/clothing/accessory)
/// Projectile helpers
#define isprojectile(A) istype(A, /obj/projectile)
#define isbeam(A) istype(A, /obj/projectile/beam)
#define isenergy(A) istype(A, /obj/projectile/energy)
#define istransparentturf(A) (HAS_TRAIT(A, TURF_Z_TRANSPARENT_TRAIT))
/**
* A common layered filter pattern for psionics. Helps with reducing the size of guard clauses.
* Includes every psionic check for RECEIVING starting with the Zona Bovina, and ending with Psi-sensitivity.
* Set the sensitivity_threshold for your desired minimum Psi-sensitivity to pass.
* The most common ones you might want are:
* 2 for "Antag-like".
* 1 for "Skrell-like".
* 0 for "Human-like".
*
* This one is a define instead of a proc, which gives better code performance.
* This define is only usable if user is at least an /atom/movable/, such as /mob/
*/
#define IS_TELEPATHY_BLOCKED(user, sensitivity_threshold) (!user.has_zona_bovinae() || user.is_psi_blocked() || user.check_psi_sensitivity() < sensitivity_threshold)