Files
Aurora.3/code/modules/mob/mob_helpers.dm
Geeves 98f088d4ea InUs Game-Helm Upgrade (#15684)
* InUs Game-Helm Upgrade

* forgor

* bribed
2023-09-23 10:26:42 +00:00

1313 lines
34 KiB
Plaintext

// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/issmall(A)
if(A && istype(A, /mob/living))
var/mob/living/L = A
return L.mob_size <= MOB_SMALL
return 0
/mob/living/proc/isSynthetic()
return 0
/mob/living/carbon/human/isSynthetic()
// If they are 100% robotic, they count as synthetic.
for(var/obj/item/organ/external/E in organs)
if(!(E.status & ORGAN_ROBOT))
return 0
return 1
/mob/living/carbon/human/proc/isFBP()
return species && (species.appearance_flags & HAS_FBP)
/mob/living/carbon/human/proc/isShell()
return species && (species.name in list(SPECIES_IPC_SHELL, SPECIES_IPC_SHELL_ROGUE))
/proc/isMMI(A)
if(isbrain(A))
var/mob/living/carbon/brain/B = A
return istype(B.container, /obj/item/device/mmi)
/mob/living/bot/isSynthetic()
return 1
/mob/living/silicon/isSynthetic()
return 1
/mob/proc/isMonkey()
return 0
/mob/living/carbon/human/isMonkey()
return istype(species, /datum/species/monkey)
/proc/ishuman_species(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == SPECIES_HUMAN))
return 1
return 0
/proc/isoffworlder(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.get_species() == SPECIES_HUMAN_OFFWORLD)
return TRUE
return FALSE
/proc/isgolem(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(istype(H.species, /datum/species/golem))
return TRUE
return FALSE
/proc/isunathi(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
switch(H.get_species())
if (SPECIES_UNATHI)
return 1
if (SPECIES_ZOMBIE_UNATHI)
return 1
return 0
/proc/istajara(A)
if(istype(A, /mob/living/carbon/human))
switch(A:get_species())
if (SPECIES_TAJARA)
return 1
if(SPECIES_TAJARA_ZHAN)
return 1
if(SPECIES_TAJARA_MSAI)
return 1
if (SPECIES_ZOMBIE_TAJARA)
return 1
if (SPECIES_TAJARA_TESLA_BODY)
return 1
return 0
/proc/isskrell(A)
if(istype(A, /mob/living/carbon/human))
switch(A:get_species())
if (SPECIES_SKRELL)
return 1
if (SPECIES_SKRELL_AXIORI)
return 1
if (SPECIES_ZOMBIE_SKRELL)
return 1
return 0
/proc/isvaurca(A, var/isbreeder = FALSE)
if(istype(A, /mob/living/carbon/human))
switch(A:get_species())
if(SPECIES_VAURCA_WORKER)
if(isbreeder)
return FALSE
return TRUE
if(SPECIES_VAURCA_WARRIOR)
if(isbreeder)
return FALSE
return TRUE
if(SPECIES_VAURCA_BREEDER)
return TRUE
if(SPECIES_VAURCA_BULWARK)
if(isbreeder)
return FALSE
return TRUE
if(SPECIES_VAURCA_WARFORM)
if(isbreeder)
return FALSE
return TRUE
if(SPECIES_MONKEY_VAURCA)
if(isbreeder)
return FALSE
return TRUE
return FALSE
/proc/isipc(A)
. = 0
if(ishuman(A))
var/mob/living/carbon/human/H = A
. = H.species && (H.species.flags & IS_MECHANICAL)
/mob/proc/is_diona()
return FALSE
/mob/living/carbon/human/is_diona()
if(istype(species, /datum/species/diona))
return DIONA_WORKER
return FALSE
/mob/living/carbon/alien/diona/is_diona()
return DIONA_NYMPH
/proc/is_mob_special(A) // determines special mobs. has restrictions on certain things, like welderbombing
if(isrevenant(A))
return TRUE
if(iszombie(A))
return TRUE
return FALSE
/proc/isskeleton(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == SPECIES_SKELETON))
return 1
return 0
/proc/iszombie(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
switch(H.get_species())
if(SPECIES_ZOMBIE)
return TRUE
if(SPECIES_ZOMBIE_TAJARA)
return TRUE
if(SPECIES_ZOMBIE_UNATHI)
return TRUE
if(SPECIES_ZOMBIE_SKRELL)
return TRUE
return FALSE
/proc/isundead(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
switch(H.get_species())
if(SPECIES_SKELETON)
return TRUE
if(SPECIES_CULTGHOST)
return TRUE
if(iszombie(A))
return TRUE
return FALSE
/proc/isrevenant(A)
if(ishuman(A))
var/mob/living/carbon/human/H = A
switch(H.get_species())
if(SPECIES_REVENANT)
return TRUE
return FALSE
/proc/islesserform(A)
if(istype(A, /mob/living/carbon/human))
switch(A:get_species())
if (SPECIES_MONKEY)
return 1
if (SPECIES_MONKEY_TAJARA)
return 1
if (SPECIES_MONKEY_SKRELL)
return 1
if (SPECIES_MONKEY_UNATHI)
return 1
if (SPECIES_MONKEY_VAURCA)
return 1
return 0
/proc/isdeaf(A)
if(istype(A, /mob))
var/mob/M = A
return M.ear_deaf
return 0
/proc/iscuffed(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
if(C.handcuffed)
return 1
return 0
/proc/hassensorlevel(A, var/level)
var/mob/living/carbon/human/H = A
if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
return U.sensor_mode >= level
return 0
/proc/getsensorlevel(A)
var/mob/living/carbon/human/H = A
if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
return U.sensor_mode
return SUIT_SENSOR_OFF
/proc/is_admin(var/mob/user)
return check_rights(R_ADMIN, 0, user) != 0
/proc/hsl2rgb(h, s, l)
return //TODO: Implement
/mob/proc/is_berserk()
return FALSE
/mob/proc/is_pacified()
return FALSE
/mob/proc/is_blind()
return (sdisabilities & BLIND) || blinded
/*
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(
BP_HEAD = 70,
BP_CHEST = 10,
BP_GROIN = 20,
BP_L_LEG = 40,
BP_R_LEG = 40,
BP_L_ARM = 40,
BP_R_ARM = 40,
BP_L_HAND = 60,
BP_R_HAND = 60,
BP_L_FOOT = 60,
BP_R_FOOT = 60
)
//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 armor provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
BP_HEAD = 25,
BP_CHEST = 70,
BP_GROIN = 30,
BP_L_LEG = 25,
BP_R_LEG = 25,
BP_L_ARM = 25,
BP_R_ARM = 25,
BP_L_HAND = 10,
BP_R_HAND = 10,
BP_L_FOOT = 10,
BP_R_FOOT = 10
)
/proc/check_zone(zone)
if(!zone)
return BP_CHEST
switch(zone)
if(BP_EYES)
zone = BP_HEAD
if(BP_MOUTH)
zone = BP_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[BP_HEAD]; BP_HEAD,
organ_rel_size[BP_CHEST]; BP_CHEST,
organ_rel_size[BP_GROIN]; BP_GROIN,
organ_rel_size[BP_L_ARM]; BP_L_ARM,
organ_rel_size[BP_R_ARM]; BP_R_ARM,
organ_rel_size[BP_L_LEG]; BP_L_LEG,
organ_rel_size[BP_R_LEG]; BP_R_LEG,
organ_rel_size[BP_L_HAND]; BP_L_HAND,
organ_rel_size[BP_R_HAND]; BP_R_HAND,
organ_rel_size[BP_L_FOOT]; BP_L_FOOT,
organ_rel_size[BP_R_FOOT]; BP_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, var/ranged_attack=0, var/point_blank = FALSE)
zone = check_zone(zone)
if(!ranged_attack)
// you cannot miss if your target is prone or restrained
if(target.buckled_to || target.lying)
return zone
// if your target is being grabbed aggressively by someone you cannot miss either
for(var/obj/item/grab/G in target.grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
return zone
if(point_blank)
return zone //Point blank shots don't miss.
return target.calculate_zone_with_miss_chance(zone, miss_chance_mod)
/mob/proc/calculate_zone_with_miss_chance(var/zone, var/miss_chance_mod)
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
// never a chance to miss, but you might not hit what you want to hit
/mob/living/heavy_vehicle/calculate_zone_with_miss_chance(zone, miss_chance_mod)
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))
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
var/intag = 0
while(p <= n)
var/char = copytext(te, p, p + 1)
if (char == "<") //let's try to not break tags
intag = !intag
if (intag || char == " " || prob(pr))
t = text("[][]", t, char)
else
t = text("[]*", t)
if (char == ">")
intag = !intag
p++
return t
/proc/slur(phrase, strength = 100)
phrase = html_decode(phrase)
var/leng=length(phrase)
var/counter=length(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(prob(strength))
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+="'"
else
. = null // For dreamchecker, does nothing
newphrase+="[newletter]";counter-=1
return newphrase
/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 sanitize(t)
#define TICKS_PER_RECOIL_ANIM 2
#define PIXELS_PER_STRENGTH_VAL 16
/proc/shake_camera(mob/M, duration, strength = 1)
var/current_time = world.time
if(!M || !M.client || (M.shakecamera > current_time)|| M.stat || isEye(M) || isAI(M))
return
if(((M.client.view != world.view) || (M.client.pixel_x != 0) || (M.client.pixel_y != 0))) //to prevent it while zooming, because zoom does not play well with this code
return
M.shakecamera = current_time + max(TICKS_PER_RECOIL_ANIM, duration)
strength = abs(strength)*PIXELS_PER_STRENGTH_VAL
var/steps = min(1, Floor(duration/TICKS_PER_RECOIL_ANIM))-1
animate(M.client, pixel_x = rand(-(strength), strength), pixel_y = rand(-(strength), strength), time = TICKS_PER_RECOIL_ANIM, easing = JUMP_EASING|EASE_IN)
if(steps)
for(var/i = 1 to steps)
animate(pixel_x = 0 + rand(-(strength), strength), pixel_y = 0 + rand(-(strength), strength), time = TICKS_PER_RECOIL_ANIM, easing = JUMP_EASING|EASE_IN)
animate(pixel_x = 0, pixel_y = 0, time = TICKS_PER_RECOIL_ANIM)
/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(I_HELP,I_DISARM,I_GRAB,I_HURT)
/proc/intent_numeric(argument)
if(istext(argument))
switch(argument)
if(I_HELP) return 0
if(I_DISARM) return 1
if(I_GRAB) return 2
else return 3
else
switch(argument)
if(0) return I_HELP
if(1) return I_DISARM
if(2) return I_GRAB
else return I_HURT
//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) || isbrain(src) || isslime(src))
switch(input)
if(I_HELP,I_DISARM,I_GRAB,I_HURT)
set_intent(input)
if("right")
set_intent(intent_numeric((intent_numeric(a_intent)+1) % 4))
if("left")
set_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))
switch(input)
if(I_HELP)
set_intent(I_HELP)
if(I_HURT)
set_intent(I_HURT)
if("right","left")
set_intent(intent_numeric(intent_numeric(a_intent) - 3))
if(hud_used && hud_used.action_intent)
if(a_intent == I_HURT)
hud_used.action_intent.icon_state = I_HURT
else
hud_used.action_intent.icon_state = I_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 && (targetturf.z == sourceturf.z))
M.show_message("<span class='info'>[icon2html(icon, M)] [message]</span>", 1)
/proc/mobs_in_area(var/area/A)
var/list/mobs = new
for(var/mob/living/M in mob_list)
if(get_area(M) == A)
mobs += M
return mobs
//Direct dead say used both by emote and say
//It is somewhat messy. I don't know what to do.
//I know you can't see the change, but I rewrote the name code. It is significantly less messy now
/proc/say_dead_direct(var/message, var/mob/subject = null)
var/name
var/keyname
if(subject && subject.client)
var/client/C = subject.client
keyname = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
if(C.mob) //Most of the time this is the dead/observer mob; we can totally use him if there is no better name
var/mindname
var/realname = C.mob.real_name
if(C.mob.mind)
mindname = C.mob.mind.name
if(C.mob.mind.original && C.mob.mind.original.real_name)
realname = C.mob.mind.original.real_name
if(mindname && mindname != realname)
name = "[realname] died as [mindname]"
else
name = realname
for(var/mob/M in player_list)
if(M.client && ((!istype(M, /mob/abstract/new_player) && M.stat == DEAD) || (M.client.holder && check_rights(R_DEV|R_MOD|R_ADMIN, 0, M))) && (M.client.prefs.toggles & CHAT_DEAD))
var/follow
var/lname
if(subject)
if(subject != M)
follow = "[ghost_follow_link(subject, M)] "
if(M.stat != DEAD && M.client.holder)
follow = "([admin_jump_link(subject, M.client.holder)]) "
var/mob/abstract/observer/DM
if(istype(subject, /mob/abstract/observer))
DM = subject
if(M.client.holder) // What admins see
lname = "[keyname][(DM && DM.anonsay) ? "*" : (DM ? "" : "^")] ([name])"
else
if(DM && DM.anonsay) // If the person is actually observer they have the option to be anonymous
lname = "Ghost of [name]"
else if(DM) // Non-anons
lname = "[keyname] ([name])"
else // Everyone else (dead people who didn't ghost yet, etc.)
lname = name
lname = "<span class='name'>[lname]</span> "
to_chat(M, "[follow] <span class='deadsay'>" + create_text_tag("DEAD", M.client) + " [lname][message]</span>")
//Announces that a ghost has joined/left, mainly for use with wizards
/proc/announce_ghost_joinleave(O, var/joined_ghosts = 1, var/message = "")
var/client/C
//Accept any type, sort what we want here
if(ismob(O))
var/mob/M = O
if(M.client)
C = M.client
else if(isclient(O))
C = O
else if(istype(O, /datum/mind))
var/datum/mind/M = O
if(M.current && M.current.client)
C = M.current.client
else if(M.original && M.original.client)
C = M.original.client
if(C)
var/name
if(C.mob)
var/mob/M = C.mob
if(M.mind && M.mind.name)
name = M.mind.name
if(M.real_name && M.real_name != name)
if(name)
name += " ([M.real_name])"
else
name = M.real_name
if(!name)
name = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
var/last_at = ""
if(C.mob.lastarea)
last_at = " at [C.mob.lastarea]"
if(joined_ghosts)
say_dead_direct("The ghost of <span class='name'>[name]</span> now [pick("skulks","lurks","prowls","creeps","stalks")] among the dead[last_at]. [message]")
else
say_dead_direct("<span class='name'>[name]</span> no longer [pick("skulks","lurks","prowls","creeps","stalks")] in the realm of the dead. [message]")
/mob/proc/switch_to_camera(var/obj/machinery/camera/C)
if (!C.can_use() || stat || (get_dist(C, src) > 1 || machine != src || blinded || !canmove))
return 0
check_eye(src)
return 1
/mob/living/silicon/ai/switch_to_camera(var/obj/machinery/camera/C)
if(!C.can_use() || !is_in_chassis())
return 0
eyeobj.setLoc(C)
return 1
// Returns true if the mob has a client which has been active in the last given X minutes.
/mob/proc/is_client_active(var/active = 1)
return client && client.inactivity < active MINUTES
/mob/proc/can_eat()
return 1
/mob/proc/can_force_feed()
return 1
#define SAFE_PERP -50
/mob/living/proc/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
if(stat == DEAD)
return SAFE_PERP
return 0
/mob/living/carbon/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
if(handcuffed)
return SAFE_PERP
return ..()
/mob/living/carbon/human/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
var/threatcount = ..()
if(. == SAFE_PERP)
return SAFE_PERP
//Agent cards lower threatlevel.
var/obj/item/card/id/id = GetIdCard()
if(id && istype(id, /obj/item/card/id/syndicate))
threatcount -= 2
// A proper CentCom id is hard currency.
else if(id && istype(id, /obj/item/card/id/centcom))
return SAFE_PERP
if(check_access && !access_obj.allowed(src))
threatcount += 4
if(auth_weapons && !access_obj.allowed(src))
if(istype(l_hand, /obj/item/gun) || istype(l_hand, /obj/item/melee))
threatcount += 4
if(istype(r_hand, /obj/item/gun) || istype(r_hand, /obj/item/melee))
threatcount += 4
if(istype(belt, /obj/item/gun) || istype(belt, /obj/item/melee))
threatcount += 2
if(species.name != SPECIES_HUMAN)
threatcount += 2
if(check_records || check_arrest)
var/perpname = name
if(id)
perpname = id.registered_name
var/datum/record/general/R = SSrecords.find_record("name", perpname)
if(check_records && !R)
threatcount += 4
if(check_arrest && R && R.security && (R.security.criminal == "*Arrest*"))
threatcount += 4
return threatcount
/mob/living/simple_animal/hostile/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
var/threatcount = ..()
if(threatcount == SAFE_PERP)
return SAFE_PERP
if(istype(src, /mob/living/simple_animal/hostile/retaliate/goat) || istype(src, /mob/living/simple_animal/hostile/commanded))
return threatcount
return threatcount + 4
/mob/living/proc/bucklecheck(var/mob/living/user)
if (buckled_to && istype(buckled_to, /obj/structure))
if (istype(user,/mob/living/silicon/robot))
return 2
else
to_chat(user, "You must unbuckle the subject first")
return 0
return 1
/mob/living/carbon/human/proc/delayed_vomit()
if(QDELETED(src))
return
if(!check_has_mouth())
return
if(stat == DEAD)
return
if(chem_effects[CE_ANTIEMETIC])
to_chat(src, SPAN_WARNING("You feel a very brief wave of nausea, but it quickly disapparates."))
return
if(!lastpuke)
lastpuke = 1
to_chat(src, "<span class='warning'>You feel nauseous...</span>")
spawn(150) //15 seconds until second warning
to_chat(src, "<span class='warning'>You feel like you are about to throw up!</span>")
spawn(100) //and you have 10 more for mad dash to the bucket
if(!QDELETED(src))
empty_stomach()
spawn(350) //wait 35 seconds before next volley
lastpuke = 0
/obj/proc/get_equip_slot()
//This function is called by an object which is somewhere on a humanoid mob
//It will return the number of the equipment slot its in
if (!istype(loc, /mob/living/carbon/human))//This function is for finding where we are on a human. not valid otherwise
return null
var/mob/living/carbon/human/H = loc
//Now we check various slots on the mob, the order of these is optimised based on how likely we are to be in that slot
if (H.l_hand == src)
return slot_l_hand
else if (H.r_hand == src)
return slot_r_hand
else if (H.l_store == src)
return slot_l_store
else if (H.r_store == src)
return slot_r_store
else if (H.head == src)
return slot_head
else if (H.wear_suit == src)
return slot_wear_suit
else if (H.s_store == src)
return slot_s_store
else if (H.wear_mask == src)
return slot_wear_mask
else if (H.wear_id == src)
return slot_wear_id
else if (H.w_uniform == src)
return slot_w_uniform
else if (H.gloves == src)
return slot_gloves
else if (H.belt == src)
return slot_belt
else if (H.back == src)
return slot_back
else if (H.r_ear == src)
return slot_r_ear
else if (H.l_ear == src)
return slot_l_ear
else if (H.shoes == src)
return slot_shoes
else if (H.wrists == src)
return slot_wrists
else
return null//We failed to find the slot
/* Variables to check
l_hand
r_hand
head
l_store //Left and right pockets
r_store
s_store //Suit storage?
wear_mask,
wear_id
w_uniform //the uniform
wear_suit
gloves
belt
back
r_ear
l_ear
shoes
*/
/obj/proc/report_onmob_location(var/justmoved, var/slot = null, var/mob/reportto)
if(istype(reportto.loc, /mob/living/bot))
to_chat(reportto, SPAN_NOTICE("You are currently housed within \the [reportto.loc]."))
return
var/mob/living/carbon/human/H//The person who the item is on
var/newlocation
var/preposition= ""
var/action = ""
var/action3 = ""
if (!reportto)
return 0
if (istype(loc, /mob/living/carbon/human))//This function is for finding where we are on a human. not valid otherwise
H = loc
else
H = get_holding_mob()
if (slot != null)
if (slot_l_hand == slot)
if (justmoved)
action += "now "
preposition = "in"
action += "being held"
action3 = "holds"
newlocation = "left hand"
else if (slot_r_hand == slot)
if (justmoved)
action += "now "
preposition = "in"
action += "being held"
action3 = "holds"
newlocation = "right hand"
else if (slot_l_store == slot)
if (justmoved)
preposition = "into"
action = "placed"
action3 = "places"
else
preposition = "inside"
newlocation = "left pocket"
else if (slot_r_store == slot)
if (justmoved)
preposition = "into"
action = "placed"
action3 = "places"
else
preposition = "inside"
newlocation = "right pocket"
else if (slot_s_store == slot)
if (justmoved)
preposition = "into"
action = "placed"
action3 = "places"
else
preposition = "inside"
newlocation = "suit storage"
else
if (justmoved)
action += "now "
action += "being worn"
if (slot_head == slot)
preposition = "as"
action3 = "wears"
newlocation = "hat"
else if (slot_wear_suit == slot)
preposition = "over"
action3 = "wears"
newlocation = "uniform"
else if (slot_wear_mask == slot)
preposition = "on"
action3 = "wears"
newlocation = "face"
else if (slot_wear_id == slot)
preposition = "as"
action3 = "wears"
newlocation = "ID"
else if (slot_w_uniform == slot)
preposition = "on"
action3 = "wears"
newlocation = "body"
else if (slot_gloves == slot)
preposition = "on"
action3 = "wears"
newlocation = "hands"
else if (slot_belt == slot)
preposition = "around"
action3 = "wears"
newlocation = "waist"
else if (slot_back == slot)
preposition = "on"
action3 = "wears"
newlocation = "back"
else if (slot_r_ear == slot)
preposition = "on"
action3 = "wears"
newlocation = "right shoulder"//Ill use ear slots for wearing mobs on the shoulder in future
else if (slot_l_ear == slot)
preposition = "on"
action3 = "wears"
newlocation = "left shoulder"
else if (slot_shoes == slot)
preposition = "on"
action3 = "wears"
newlocation = "feet"
else if (istype(loc,/obj/item/modular_computer))
var/obj/item/modular_computer/S = loc
newlocation = S.name
if (justmoved)
preposition = "into"
action = "slotted"
action3 = "slots"
else
action = "installed"
preposition = "in"
else if (istype(loc,/obj/item/storage))
var/obj/item/storage/S = loc
newlocation = S.name
if (justmoved)
preposition = "into"
action = "placed"
action3 = "places"
else
action = "tucked"
preposition = "inside"
if (justmoved)
reportto.contained_visible_message(H, SPAN_NOTICE("[H] [action3] [reportto] [preposition] their [newlocation]."), SPAN_NOTICE("You are [action] [preposition] [H]'s [newlocation]."), "", 1)
else
to_chat(reportto, SPAN_NOTICE("You are [action] [preposition] [H]'s [newlocation]."))
/atom/proc/get_holding_mob()
//This function will return the mob which is holding this holder, or null if it's not held
//It recurses up the hierarchy out of containers until it reaches a mob, or aturf, or hits the limit
var/x = 0//As a safety, we'll crawl up a maximum of five layers
var/atom/a = src
while (x < 5)
x++
if (isnull(a))
return null
a = a.loc
if (istype(a, /turf))
return null//We must be on a table or a floor, or maybe in a wall. Either way we're not held.
if (istype(a, /mob))
return a
//If none of the above are true, we must be inside a box or backpack or something. Keep recursing up.
return null//If we get here, the holder must be buried many layers deep in nested containers. Shouldn't happen
//This proc retrieves the relevant time of death from
/mob/proc/get_death_time(var/which)
var/datum/preferences/P
if (client)
P = client.prefs
else if (ckey)
// To avoid runtimes during adminghost.
if (copytext(ckey, 1, 2) == "@")
P = preferences_datums[copytext(ckey, 2)]
else
P = preferences_datums[ckey]
else
return null
if (!P)
return null
return P.time_of_death[which]
/mob/proc/set_death_time(var/which, var/value)
var/datum/preferences/P
if (client)
P = client.prefs
else if (ckey)
// To avoid runtimes during adminghost.
if (copytext(ckey, 1, 2) == "@")
P = preferences_datums[copytext(ckey, 2)]
else
P = preferences_datums[ckey]
else
return 0
if (!P)
return 0
P.time_of_death[which] = value
return 1
/**
* Resets death timers for a mob. Should only be called during new player creation.
*/
/mob/proc/reset_death_timers()
var/datum/preferences/P
if (client)
P = client.prefs
else if (ckey)
// To avoid runtimes during adminghost.
if (copytext(ckey, 1, 2) == "@")
P = preferences_datums[copytext(ckey, 2)]
else
P = preferences_datums[ckey]
else
return
if (!P)
return
P.time_of_death.Cut()
//Below here is stuff related to devouring, but which is generally helpful and thus placed here
//See Devour.dm for more info in how these are used
// Returns a bitfield representing the mob's type as relevant to the devour system.
/mob/proc/find_type()
return 0
/mob/living/carbon/human/find_type()
. = ..()
. |= isSynthetic() ? TYPE_SYNTHETIC : TYPE_ORGANIC
if (!islesserform(src))
. |= TYPE_HUMANOID
/mob/living/carbon/slime/find_type()
. = ..()
. |= TYPE_WEIRD
/mob/living/bot/find_type()
. = ..()
. |= TYPE_SYNTHETIC
/mob/living/silicon/find_type()
. = ..()
. |= TYPE_SYNTHETIC
// Yeah, I'm just going to cheat and do istype(src) checks here.
// It's not worth adding a proc for every single one of these types.
/mob/living/simple_animal/find_type()
. = ..()
if (is_type_in_typecache(src, SSmob.mtl_synthetic))
. |= TYPE_SYNTHETIC
if (is_type_in_typecache(src, SSmob.mtl_weird))
. |= TYPE_WEIRD
if (is_type_in_typecache(src, SSmob.mtl_incorporeal))
. |= TYPE_INCORPOREAL
// If it's not TYPE_SYNTHETIC, TYPE_WEIRD or TYPE_INCORPOREAL, we can assume it's TYPE_ORGANIC.
if (!(. & (TYPE_SYNTHETIC|TYPE_WEIRD|TYPE_INCORPOREAL)))
. |= TYPE_ORGANIC
if (is_type_in_typecache(src, SSmob.mtl_humanoid))
. |= TYPE_HUMANOID
#undef SAFE_PERP
/mob/proc/get_multitool(var/obj/P)
if(P?.ismultitool())
return P
/mob/abstract/observer/get_multitool()
return can_admin_interact() && ..(ghost_multitool)
/mob/living/carbon/human/get_multitool()
return ..(get_active_hand())
/mob/living/silicon/robot/get_multitool()
return ..(get_active_hand())
/mob/living/silicon/ai/get_multitool()
return ..(ai_multi)
/mob/proc/get_hydration_mul(var/minscale = 0, var/maxscale = 1)
if(status_flags & GODMODE) //Godmode
return maxscale
if(max_hydration <= 0) //Has no hydration
return maxscale
var/hydration_mul = hydration/max_hydration
if(hydration_mul >= CREW_HYDRATION_OVERHYDRATED)
return minscale + ( (maxscale - minscale) * 0.66)
if(hydration_mul <= CREW_HYDRATION_DEHYDRATED)
return minscale
if(hydration_mul <= CREW_HYDRATION_VERYTHIRSTY)
return minscale + ( (maxscale - minscale) * 0.33)
if(hydration_mul <= CREW_HYDRATION_THIRSTY)
return minscale + ( (maxscale - minscale) * 0.66)
return minscale + ( (maxscale - minscale) * 1)
/mob/proc/get_nutrition_mul(var/minscale = 0, var/maxscale = 1)
if(status_flags & GODMODE) //Godmode
return maxscale
if(max_nutrition <= 0) //Has no nutrition
return maxscale
var/nutrition_mul = nutrition/max_nutrition
if(nutrition_mul >= CREW_NUTRITION_OVEREATEN)
return minscale + ( (maxscale - minscale) * 0.66)
if(nutrition_mul <= CREW_NUTRITION_STARVING)
return minscale
if(nutrition_mul <= CREW_NUTRITION_VERYHUNGRY)
return minscale + ( (maxscale - minscale) * 0.33)
if(nutrition_mul <= CREW_NUTRITION_HUNGRY)
return minscale + ( (maxscale - minscale) * 0.66)
return minscale + ( (maxscale - minscale) * 1)
/mob/proc/adjustNutritionLoss(var/amount)
if(max_nutrition <= 0)
return FALSE
nutrition = max(0,min(max_nutrition,nutrition - amount))
return TRUE
/mob/proc/adjustHydrationLoss(var/amount)
if(max_hydration <= 0)
return FALSE
hydration = max(0,min(max_hydration,hydration - amount))
return TRUE
/mob/proc/get_accumulated_vision_handlers()
var/result[2]
var/asight = 0
var/ainvis = 0
for(var/atom/vision_handler in additional_vision_handlers)
//Grab their flags
asight |= vision_handler.additional_sight_flags()
ainvis = max(ainvis, vision_handler.additional_see_invisible())
result[1] = asight
result[2] = ainvis
return result
/mob/proc/remove_blood_simple(var/blood)
return
/mob/living/carbon/human/needs_wheelchair()
return species.handle_stance_damage(src, TRUE) >= 4
/mob/living/carbon/human/proc/equip_wheelchair()
var/obj/structure/bed/stool/chair/office/wheelchair/W = new(get_turf(src))
if(isturf(loc))
buckled_to = W
update_canmove()
W.set_dir(dir)
W.buckled = src
W.add_fingerprint(src)
/mob/proc/set_intent(var/set_intent)
a_intent = set_intent
/mob/proc/get_accent_icon(var/datum/language/speaking, var/mob/hearer, var/force_accent)
SHOULD_CALL_PARENT(TRUE)
var/used_accent = force_accent ? force_accent : accent
if(used_accent && (speaking?.allow_accents || !speaking))
var/datum/accent/a = SSrecords.accents[used_accent]
if(istype(a))
if(hearer && hearer.client && hearer.client.prefs?.toggles_secondary & ACCENT_TAG_TEXT)
return {"<a href='byond://?src=\ref[src];accent_tag=[url_encode(a)]'>([a.text_tag])</a>"}
else
var/datum/asset/spritesheet/S = get_asset_datum(/datum/asset/spritesheet/chat)
var/final_icon = "accent-[a.tag_icon]"
return {"<span onclick="window.location.href='byond://?src=\ref[src];accent_tag=[url_encode(a)]'">[S.icon_tag(final_icon)]</span>"}
/mob/assign_player(var/mob/user)
ckey = user.ckey
resting = FALSE // ghosting sets resting to true
client.init_verbs()
return src
/mob/proc/remove_nearsighted()
disabilities &= ~NEARSIGHTED
/mob/proc/remove_deaf()
sdisabilities &= ~DEAF
/mob/proc/get_antag_datum(var/antag_role)
if(!mind)
return
var/datum/D = mind.antag_datums[antag_role]
if(D)
return D
/mob/dump_contents()
for(var/thing in get_contained_external_atoms())
var/atom/movable/AM = thing
drop_from_inventory(AM, loc)
if(ismob(AM))
var/mob/M = AM
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
/mob/proc/in_neck_grab()
for(var/thing in grabbed_by)
var/obj/item/grab/G = thing
if(istype(G))
if(G.state >= GRAB_NECK)
return TRUE
return FALSE
/mob/get_cell()
return FALSE
/mob/proc/get_radio()
return null
/mob/proc/can_hear_radio(var/list/speaker_coverage = list())
var/turf/ear = get_turf(src)
if(ear && speaker_coverage[ear])
return TRUE
/mob/proc/handle_vision()
return
/mob/proc/set_name(var/new_name)
real_name = new_name
name = real_name
voice_name = real_name
if(mind)
mind.name = real_name
/mob/proc/get_organ_name_from_zone(var/def_zone)
return parse_zone(def_zone)
/mob/living/silicon/robot/set_name(var/new_name, var/prefix)
..()
if(mmi)
mmi.brainmob.name = real_name
mmi.brainmob.real_name = real_name
mmi.name = "[initial(mmi.name)]: [real_name]"
// We also need to update our internal ID
if(id_card)
if(prefix)
id_card.assignment = prefix
id_card.registered_name = real_name
id_card.update_name()
//We also need to update name of internal camera.
if(camera)
camera.c_tag = real_name
/mob/proc/get_talk_bubble()
return 'icons/mob/talk.dmi'
/mob/proc/adjust_typing_indicator_offsets(var/atom/movable/typing_indicator/indicator)
return
/datum/proc/get_client()
return null
/client/get_client()
return src
/mob/get_client()
return client