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https://github.com/Aurorastation/Aurora.3.git
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1207 lines
31 KiB
Plaintext
1207 lines
31 KiB
Plaintext
// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
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/proc/issmall(A)
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if(A && istype(A, /mob/living))
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var/mob/living/L = A
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return L.mob_size <= MOB_SMALL
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return 0
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/mob/living/proc/isSynthetic()
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return 0
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/mob/living/carbon/human/isSynthetic()
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// If they are 100% robotic, they count as synthetic.
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for(var/obj/item/organ/external/E in organs)
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if(!(E.status & ORGAN_ROBOT))
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return 0
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return 1
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/mob/living/carbon/human/proc/isFBP()
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return species && (species.appearance_flags & HAS_FBP)
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/proc/isMMI(A)
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if(isbrain(A))
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var/mob/living/carbon/brain/B = A
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return istype(B.container, /obj/item/device/mmi)
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/mob/living/bot/isSynthetic()
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return 1
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/mob/living/silicon/isSynthetic()
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return 1
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/mob/proc/isMonkey()
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return 0
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/mob/living/carbon/human/isMonkey()
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return istype(species, /datum/species/monkey)
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/proc/ishuman_species(A)
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if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Human"))
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return 1
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return 0
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/proc/isunathi(A)
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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switch(H.get_species())
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if ("Unathi")
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return 1
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if ("Unathi Zombie")
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return 1
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return 0
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/proc/istajara(A)
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if(istype(A, /mob/living/carbon/human))
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switch(A:get_species())
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if ("Tajara")
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return 1
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if("Zhan-Khazan Tajara")
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return 1
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if("M'sai Tajara")
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return 1
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if ("Tajara Zombie")
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return 1
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return 0
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/proc/isskrell(A)
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if(istype(A, /mob/living/carbon/human))
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switch(A:get_species())
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if ("Skrell")
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return 1
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if ("Skrell Zombie")
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return 1
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return 0
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/proc/isvaurca(A)
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if(istype(A, /mob/living/carbon/human))
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switch(A:get_species())
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if("Vaurca Worker")
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return 1
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if("Vaurca Warrior")
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return 1
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if("Vaurca Breeder")
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return 1
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if("Vaurca Warform")
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return 1
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if("V'krexi")
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return 1
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return 0
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/proc/isipc(A)
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. = 0
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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. = H.species && (H.species.flags & IS_MECHANICAL)
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/proc/isvox(A)
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if(istype(A, /mob/living/carbon/human))
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switch(A:get_species())
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if ("Vox")
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return 1
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if ("Vox Armalis")
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return 1
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return 0
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/mob/proc/is_diona()
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//returns which type of diona we are, or zero
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if (istype(src, /mob/living/carbon/human))
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var/mob/living/carbon/human/T = src
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if (istype(T.species, /datum/species/diona) || istype(src, /mob/living/carbon/human/diona))
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return DIONA_WORKER
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if (istype(src, /mob/living/carbon/alien/diona))
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return DIONA_NYMPH
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return 0
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/proc/isskeleton(A)
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if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Skeleton"))
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return 1
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return 0
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/proc/isundead(A)
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if(istype(A, /mob/living/carbon/human))
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switch(A:get_species())
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if ("Skeleton")
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return 1
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if ("Zombie")
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return 1
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if ("Tajara Zombie")
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return 1
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if ("Unathi Zombie")
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return 1
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if ("Skrell Zombie")
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return 1
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if ("Apparition")
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return 1
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return 0
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/proc/islesserform(A)
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if(istype(A, /mob/living/carbon/human))
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switch(A:get_species())
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if ("Monkey")
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return 1
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if ("Farwa")
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return 1
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if ("Neaera")
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return 1
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if ("Stok")
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return 1
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if ("V'krexi")
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return 1
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return 0
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proc/isdeaf(A)
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if(istype(A, /mob))
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var/mob/M = A
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return (M.sdisabilities & DEAF) || M.ear_deaf
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return 0
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proc/iscuffed(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.handcuffed)
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return 1
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return 0
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proc/hassensorlevel(A, var/level)
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var/mob/living/carbon/human/H = A
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if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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return U.sensor_mode >= level
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return 0
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proc/getsensorlevel(A)
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var/mob/living/carbon/human/H = A
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if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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return U.sensor_mode
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return SUIT_SENSOR_OFF
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/proc/is_admin(var/mob/user)
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return check_rights(R_ADMIN, 0, user) != 0
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/proc/hsl2rgb(h, s, l)
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return //TODO: Implement
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/mob/living/proc/is_wizard(exclude_apprentice = FALSE)
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if(exclude_apprentice)
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return mind && mind.assigned_role == "Space Wizard"
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else
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return mind && (mind.assigned_role == "Space Wizard" || mind.assigned_role == "Apprentice")
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/mob/proc/is_berserk()
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return FALSE
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/mob/proc/is_pacified()
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return FALSE
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/*
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Miss Chance
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*/
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//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
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//The base miss chance for the different defence zones
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var/list/global/base_miss_chance = list(
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BP_HEAD = 70,
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BP_CHEST = 10,
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BP_GROIN = 20,
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BP_L_LEG = 20,
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BP_R_LEG = 20,
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BP_L_ARM = 30,
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BP_R_ARM = 30,
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BP_L_HAND = 50,
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BP_R_HAND = 50,
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BP_L_FOOT = 50,
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BP_R_FOOT = 50
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)
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//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
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//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
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var/list/global/organ_rel_size = list(
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BP_HEAD = 25,
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BP_CHEST = 70,
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BP_GROIN = 30,
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BP_L_LEG = 25,
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BP_R_LEG = 25,
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BP_L_ARM = 25,
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BP_R_ARM = 25,
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BP_L_HAND = 10,
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BP_R_HAND = 10,
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BP_L_FOOT = 10,
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BP_R_FOOT = 10
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)
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/proc/check_zone(zone)
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if(!zone) return BP_CHEST
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switch(zone)
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if(BP_EYES)
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zone = BP_HEAD
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if(BP_MOUTH)
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zone = BP_HEAD
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return zone
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// Returns zone with a certain probability. If the probability fails, or no zone is specified, then a random body part is chosen.
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// Do not use this if someone is intentionally trying to hit a specific body part.
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// Use get_zone_with_miss_chance() for that.
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/proc/ran_zone(zone, probability)
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if (zone)
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zone = check_zone(zone)
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if (prob(probability))
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return zone
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var/ran_zone = zone
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while (ran_zone == zone)
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ran_zone = pick (
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organ_rel_size[BP_HEAD]; BP_HEAD,
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organ_rel_size[BP_CHEST]; BP_CHEST,
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organ_rel_size[BP_GROIN]; BP_GROIN,
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organ_rel_size[BP_L_ARM]; BP_L_ARM,
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organ_rel_size[BP_R_ARM]; BP_R_ARM,
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organ_rel_size[BP_L_LEG]; BP_L_LEG,
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organ_rel_size[BP_R_LEG]; BP_R_LEG,
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organ_rel_size[BP_L_HAND]; BP_L_HAND,
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organ_rel_size[BP_R_HAND]; BP_R_HAND,
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organ_rel_size[BP_L_FOOT]; BP_L_FOOT,
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organ_rel_size[BP_R_FOOT]; BP_R_FOOT
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)
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return ran_zone
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// Emulates targetting a specific body part, and miss chances
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// May return null if missed
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// miss_chance_mod may be negative.
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/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
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zone = check_zone(zone)
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if(!ranged_attack)
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// you cannot miss if your target is prone or restrained
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if(target.buckled || target.lying)
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return zone
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// if your target is being grabbed aggressively by someone you cannot miss either
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for(var/obj/item/grab/G in target.grabbed_by)
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if(G.state >= GRAB_AGGRESSIVE)
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return zone
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var/miss_chance = 10
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if (zone in base_miss_chance)
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miss_chance = base_miss_chance[zone]
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miss_chance = max(miss_chance + miss_chance_mod, 0)
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if(prob(miss_chance))
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if(prob(70))
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return null
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return pick(base_miss_chance)
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return zone
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/proc/stars(n, pr)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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var/intag = 0
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while(p <= n)
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var/char = copytext(te, p, p + 1)
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if (char == "<") //let's try to not break tags
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intag = !intag
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if (intag || char == " " || prob(pr))
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t = text("[][]", t, char)
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else
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t = text("[]*", t)
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if (char == ">")
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intag = !intag
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p++
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return t
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proc/slur(phrase, strength = 100)
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phrase = html_decode(phrase)
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var/leng=length(phrase)
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var/counter=length(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(prob(strength))
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if(rand(1,3)==3)
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if(lowertext(newletter)=="o") newletter="u"
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if(lowertext(newletter)=="s") newletter="ch"
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if(lowertext(newletter)=="a") newletter="ah"
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if(lowertext(newletter)=="c") newletter="k"
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switch(rand(1,15))
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if(1,3,5,8) newletter="[lowertext(newletter)]"
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if(2,4,6,15) newletter="[uppertext(newletter)]"
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if(7) newletter+="'"
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newphrase+="[newletter]";counter-=1
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return newphrase
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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
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n)
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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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.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return sanitize(t)
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#define TICKS_PER_RECOIL_ANIM 2
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#define PIXELS_PER_STRENGTH_VAL 16
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/proc/shake_camera(mob/M, duration, strength = 1)
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set waitfor = 0
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if(!M || !M.client || M.shakecamera || M.stat || isEye(M) || isAI(M))
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return
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M.shakecamera = TRUE
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strength = abs(strength)*PIXELS_PER_STRENGTH_VAL
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var/steps = min(1, Floor(duration/TICKS_PER_RECOIL_ANIM))-1
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animate(M.client, pixel_x = rand(-(strength), strength), pixel_y = rand(-(strength), strength), time = TICKS_PER_RECOIL_ANIM)
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sleep(TICKS_PER_RECOIL_ANIM)
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if(steps)
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for(var/i = 1 to steps)
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animate(M.client, pixel_x = rand(-(strength), strength), pixel_y = rand(-(strength), strength), time = TICKS_PER_RECOIL_ANIM)
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sleep(TICKS_PER_RECOIL_ANIM)
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M?.shakecamera = FALSE
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animate(M.client, pixel_x = 0, pixel_y = 0, time = TICKS_PER_RECOIL_ANIM)
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/proc/findname(msg)
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for(var/mob/M in mob_list)
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if (M.real_name == text("[msg]"))
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return 1
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return 0
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/mob/proc/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
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return 1
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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return 0
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//converts intent-strings into numbers and back
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var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if(I_HELP) return 0
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if(I_DISARM) return 1
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if(I_GRAB) return 2
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else return 3
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else
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switch(argument)
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if(0) return I_HELP
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if(1) return I_DISARM
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if(2) return I_GRAB
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else return I_HURT
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(ishuman(src) || isbrain(src) || isslime(src))
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switch(input)
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if(I_HELP,I_DISARM,I_GRAB,I_HURT)
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "intent_[a_intent]"
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else if(isrobot(src))
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switch(input)
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if(I_HELP)
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a_intent = I_HELP
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if(I_HURT)
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a_intent = I_HURT
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(hud_used && hud_used.action_intent)
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if(a_intent == I_HURT)
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hud_used.action_intent.icon_state = I_HURT
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else
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hud_used.action_intent.icon_state = I_HELP
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proc/is_blind(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.sdisabilities & BLIND || C.blinded)
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return 1
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return 0
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/proc/broadcast_security_hud_message(var/message, var/broadcast_source)
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broadcast_hud_message(message, broadcast_source, sec_hud_users, /obj/item/clothing/glasses/hud/security)
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/proc/broadcast_medical_hud_message(var/message, var/broadcast_source)
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broadcast_hud_message(message, broadcast_source, med_hud_users, /obj/item/clothing/glasses/hud/health)
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/proc/broadcast_hud_message(var/message, var/broadcast_source, var/list/targets, var/icon)
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var/turf/sourceturf = get_turf(broadcast_source)
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for(var/mob/M in targets)
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var/turf/targetturf = get_turf(M)
|
|
if(targetturf && (targetturf.z == sourceturf.z))
|
|
M.show_message("<span class='info'>\icon[icon] [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", "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 != "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 && istype(buckled, /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(!check_has_mouth())
|
|
return
|
|
if(stat == DEAD)
|
|
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
|
|
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
|
|
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)
|
|
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/device/pda))
|
|
var/obj/item/device/pda/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 class='notice'>[H] [action3] [reportto] [preposition] their [newlocation]</span>", "<span class='notice'>You are [action] [preposition] [H]'s [newlocation]</span>", "", 1)
|
|
else
|
|
to_chat(reportto, "<span class='notice'>You are [action] [preposition] [H]'s [newlocation]</span>")
|
|
|
|
/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
|
|
|
|
|
|
/mob/living/proc/get_vessel(create = FALSE)
|
|
if (!create)
|
|
return
|
|
|
|
//we make a new vessel for whatever creature we're devouring. this allows blood to come from creatures that can't normally bleed
|
|
//We create an MD5 hash of the mob's reference to use as its DNA string.
|
|
//This creates unique DNA for each creature in a consistently repeatable process
|
|
var/datum/reagents/vessel = new/datum/reagents(600)
|
|
vessel.add_reagent("blood",560)
|
|
for(var/datum/reagent/blood/B in vessel.reagent_list)
|
|
if(B.id == "blood")
|
|
B.data = list(
|
|
"donor" = WEAKREF(src),
|
|
"viruses" = null,
|
|
"species" = name,
|
|
"blood_DNA" = md5("\ref[src]"),
|
|
"blood_colour" = "#a10808",
|
|
"blood_type" = null,
|
|
"resistances" = null,
|
|
"trace_chem" = null,
|
|
"virus2" = null,
|
|
"antibodies" = list()
|
|
)
|
|
|
|
B.color = B.data["blood_colour"]
|
|
|
|
return vessel
|
|
|
|
/mob/living/carbon/human/get_vessel(create = FALSE)
|
|
. = vessel
|
|
|
|
/mob/living/carbon/alien/diona/get_vessel(create = FALSE)
|
|
. = vessel
|
|
|
|
#define POSESSIVE_PRONOUN 0
|
|
#define POSESSIVE_ADJECTIVE 1
|
|
#define REFLEXIVE 2
|
|
#define SUBJECTIVE_PERSONAL 3
|
|
#define OBJECTIVE_PERSONAL 4
|
|
/mob/proc/get_pronoun(var/type)
|
|
switch (type)
|
|
if (POSESSIVE_PRONOUN)
|
|
switch(gender)
|
|
if (MALE)
|
|
return "his"
|
|
if (FEMALE)
|
|
return "hers"
|
|
else
|
|
return "theirs"
|
|
if (POSESSIVE_ADJECTIVE)
|
|
switch(gender)
|
|
if (MALE)
|
|
return "his"
|
|
if (FEMALE)
|
|
return "her"
|
|
else
|
|
return "their"
|
|
if (REFLEXIVE)
|
|
switch(gender)
|
|
if (MALE)
|
|
return "himself"
|
|
if (FEMALE)
|
|
return "herself"
|
|
else
|
|
return "themselves"
|
|
if (SUBJECTIVE_PERSONAL)
|
|
switch(gender)
|
|
if (MALE)
|
|
return "he"
|
|
if (FEMALE)
|
|
return "she"
|
|
else
|
|
return "they"
|
|
if (OBJECTIVE_PERSONAL)
|
|
switch(gender)
|
|
if (MALE)
|
|
return "him"
|
|
if (FEMALE)
|
|
return "her"
|
|
else
|
|
return "them"
|
|
|
|
else
|
|
return "its"//Something went wrong
|
|
|
|
#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 |