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Aurora.3/code/modules/mob/mob_helpers.dm
NanakoAC 64df4907df Mousetrap, mouse and spawning fixes (#1497)
Adjusts mousetraps a bit. So they'll be triggered by all mobs instead of only humans, and trigger when walked on. Also nerfs the instastun that comes from stepping on them without shoes, because that's pretty broken against giant monsters like vaurca breeders. applies halloss instead based on mob size. Smaller things get hurt more.

Fixes #1445 
Fixes #1449 
Fixes #1450
2017-01-11 22:40:30 +02:00

1148 lines
33 KiB
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// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/isxenomorph(A)
if(istype(A, /mob/living/carbon/human))
var/mob/living/carbon/human/H = A
return istype(H.species, /datum/species/xenos)
return 0
/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/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() == "Human"))
return 1
return 0
/proc/isunathi(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Unathi"))
return 1
return 0
/proc/istajara(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Tajara"))
return 1
return 0
/proc/isskrell(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Skrell"))
return 1
return 0
/proc/isvaurca(A)
if(istype(A, /mob/living/carbon/human))
switch(A:get_species())
if ("Vaurca Worker")
return 1
if("Vaurca Warrior")
return 1
if("Vaurca Breeder")
return 1
if("V'krexi")
return 1
return 0
/proc/isipc(A)
if(istype(A, /mob/living/carbon/human))
switch(A:get_species())
if ("Baseline Frame")
return 1
if ("Industrial Frame")
return 1
if ("Shell Frame")
return 1
if ("Hunter-Killer")
return 1
return 0
/proc/isvox(A)
if(istype(A, /mob/living/carbon/human) && (A:get_species() == "Vox"))
return 1
return 0
/mob/proc/is_diona()
//returns which type of diona we are, or zero
if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/T = src
if (istype(T.species, /datum/species/diona) || istype(src, /mob/living/carbon/human/diona))
return DIONA_WORKER
if (istype(src, /mob/living/carbon/alien/diona))
return DIONA_NYMPH
return 0
proc/isdeaf(A)
if(istype(A, /mob))
var/mob/M = A
return (M.sdisabilities & DEAF) || M.ear_deaf
return 0
proc/hasorgans(A) // Fucking really??
return ishuman(A)
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
/*
Miss Chance
*/
//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
//The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
"head" = 40,
"chest" = 10,
"groin" = 20,
"l_leg" = 20,
"r_leg" = 20,
"l_arm" = 20,
"r_arm" = 20,
"l_hand" = 50,
"r_hand" = 50,
"l_foot" = 50,
"r_foot" = 50
)
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
"head" = 25,
"chest" = 70,
"groin" = 30,
"l_leg" = 25,
"r_leg" = 25,
"l_arm" = 25,
"r_arm" = 25,
"l_hand" = 10,
"r_hand" = 10,
"l_foot" = 10,
"r_foot" = 10
)
/proc/check_zone(zone)
if(!zone) return "chest"
switch(zone)
if("eyes")
zone = "head"
if("mouth")
zone = "head"
return zone
// Returns zone with a certain probability. If the probability fails, or no zone is specified, then a random body part is chosen.
// Do not use this if someone is intentionally trying to hit a specific body part.
// Use get_zone_with_miss_chance() for that.
/proc/ran_zone(zone, probability)
if (zone)
zone = check_zone(zone)
if (prob(probability))
return zone
var/ran_zone = zone
while (ran_zone == zone)
ran_zone = pick (
organ_rel_size["head"]; "head",
organ_rel_size["chest"]; "chest",
organ_rel_size["groin"]; "groin",
organ_rel_size["l_arm"]; "l_arm",
organ_rel_size["r_arm"]; "r_arm",
organ_rel_size["l_leg"]; "l_leg",
organ_rel_size["r_leg"]; "r_leg",
organ_rel_size["l_hand"]; "l_hand",
organ_rel_size["r_hand"]; "r_hand",
organ_rel_size["l_foot"]; "l_foot",
organ_rel_size["r_foot"]; "r_foot"
)
return ran_zone
// Emulates targetting a specific body part, and miss chances
// May return null if missed
// miss_chance_mod may be negative.
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
zone = check_zone(zone)
if(!ranged_attack)
// you cannot miss if your target is prone or restrained
if(target.buckled || target.lying)
return zone
// if your target is being grabbed aggressively by someone you cannot miss either
for(var/obj/item/weapon/grab/G in target.grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
return zone
var/miss_chance = 10
if (zone in base_miss_chance)
miss_chance = base_miss_chance[zone]
miss_chance = max(miss_chance + miss_chance_mod, 0)
if(prob(miss_chance))
if(prob(70))
return null
return pick(base_miss_chance)
return zone
/proc/stars(n, pr)
if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = n
var/t = ""
n = length(n)
var/p = null
p = 1
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)
phrase = html_decode(phrase)
var/leng=lentext(phrase)
var/counter=lentext(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,3)==3)
if(lowertext(newletter)=="o") newletter="u"
if(lowertext(newletter)=="s") newletter="ch"
if(lowertext(newletter)=="a") newletter="ah"
if(lowertext(newletter)=="c") newletter="k"
switch(rand(1,15))
if(1,3,5,8) newletter="[lowertext(newletter)]"
if(2,4,6,15) newletter="[uppertext(newletter)]"
if(7) newletter+="'"
//if(9,10) newletter="<b>[newletter]</b>"
//if(11,12) newletter="<big>[newletter]</big>"
//if(13) newletter="<small>[newletter]</small>"
newphrase+="[newletter]";counter-=1
return newphrase
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
if (prob(10))
n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
if (prob(5))
n_letter = null
else
n_letter = text("[n_letter]-[n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return sanitize(t)
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)
/proc/shake_camera(mob/M, duration, strength=1, var/taper = 0)
if(!M || !M.client || M.shakecamera || M.stat || isEye(M) || isAI(M))
return
M.shakecamera = 1
spawn(2)
if(!M.client)
return
var/atom/oldeye=M.client.eye
var/aiEyeFlag = 0
if(istype(oldeye, /mob/eye/aiEye))
aiEyeFlag = 1
var/x
for(x=0; x<duration, x++)
if(aiEyeFlag)
M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
else
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
//Taper code added by nanako.
//Will make the strength falloff after the duration.
//This helps to reduce jarring effects of major screenshaking suddenly returning to stability
//Recommended taper values are 0.05-0.1
if (taper > 0)
while (strength > 0)
strength -= taper
if(aiEyeFlag)
M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
else
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
M.client.eye=oldeye
M.shakecamera = 0
/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[msg]"))
return 1
return 0
/mob/proc/abiotic(var/full_body = 0)
if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
return 1
if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
return 1
return 0
//converts intent-strings into numbers and back
var/list/intents = list(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)
a_intent = input
if("right")
a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
if("left")
a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
if(hud_used && hud_used.action_intent)
hud_used.action_intent.icon_state = "intent_[a_intent]"
else if(isrobot(src))
switch(input)
if(I_HELP)
a_intent = I_HELP
if(I_HURT)
a_intent = I_HURT
if("right","left")
a_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/is_blind(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
if(C.sdisabilities & BLIND || C.blinded)
return 1
return 0
/proc/broadcast_security_hud_message(var/message, var/broadcast_source)
broadcast_hud_message(message, broadcast_source, sec_hud_users, /obj/item/clothing/glasses/hud/security)
/proc/broadcast_medical_hud_message(var/message, var/broadcast_source)
broadcast_hud_message(message, broadcast_source, med_hud_users, /obj/item/clothing/glasses/hud/health)
/proc/broadcast_hud_message(var/message, var/broadcast_source, var/list/targets, var/icon)
var/turf/sourceturf = get_turf(broadcast_source)
for(var/mob/M in targets)
var/turf/targetturf = get_turf(M)
if((targetturf.z == sourceturf.z))
M.show_message("<span class='info'>\icon[icon] [message]</span>", 1)
/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/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/dead/observer/DM
if(istype(subject, /mob/dead/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> "
M << "<span class='deadsay'>" + create_text_tag("dead", "DEAD:", M.client) + " [lname][follow][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(istype(O, /mob))
var/mob/M = O
if(M.client)
C = M.client
else if(istype(O, /client))
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
if(joined_ghosts)
say_dead_direct("The ghost of <span class='name'>[name]</span> now [pick("skulks","lurks","prowls","creeps","stalks")] among the dead. [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/weapon/card/id/id = GetIdCard()
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
threatcount -= 2
// A proper CentCom id is hard currency.
else if(id && istype(id, /obj/item/weapon/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/weapon/gun) || istype(l_hand, /obj/item/weapon/melee))
threatcount += 4
if(istype(r_hand, /obj/item/weapon/gun) || istype(r_hand, /obj/item/weapon/melee))
threatcount += 4
if(istype(belt, /obj/item/weapon/gun) || istype(belt, /obj/item/weapon/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/data/record/R = find_security_record("name", perpname)
if(check_records && !R)
threatcount += 4
if(check_arrest && R && (R.fields["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(. == SAFE_PERP)
return SAFE_PERP
if(!istype(src, /mob/living/simple_animal/hostile/retaliate/goat))
threatcount += 4
return threatcount
/mob/living/proc/bucklecheck(var/mob/living/user)
if (buckled && istype(buckled, /obj/structure))
if (istype(user,/mob/living/silicon/robot))
return 2
else
user << "You must unbuckle the subject first"
return 0
return 1
/mob/living/carbon/proc/vomit()
var/canVomit = 0
var/mob/living/carbon/human/H
if (istype(src, /mob/living/carbon/human))
H = src
if (H.ingested.total_volume > 0)
canVomit = 1
if (nutrition > 150)
canVomit = 1
if(canVomit)
Stun(4)
src.visible_message("<span class='warning'>[src] vomits!</span>","<span class='warning'>You vomit!</span>")
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/turf/location = loc
if (istype(location, /turf/simulated))
location.add_vomit_floor(src, 1)
nutrition -= 40
if (intoxication)//The pain and system shock of vomiting, sobers you up a little
intoxication *= 0.8
if (istype(src, /mob/living/carbon/human))
ingested.trans_to_turf(location,30)//Vomiting empties the stomach, transferring 30u reagents to the floor where you vomited
else
src.visible_message("<span class='warning'>[src] retches, attempting to vomit!</span>","<span class='warning'>You gag and collapse as you feel the urge to vomit, but there's nothing in your stomach!</span>")
Weaken(4)
/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/weapon/storage))
var/obj/item/weapon/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
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
//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
//Blacklists of mobs that can be excluded from eating by flags in the bitfield
//All of these specific human subtypes are here for a reason.
//Using /mob/living/carbon/human as a generic type would include monkey/stok/farwa/neara.
//We do not want those to count as humanoids, only player species
var/list/humanoid_mobs_specific = list( /mob/living/carbon/human,
/mob/living/carbon/human/bst,
/mob/living/carbon/human/skrell,
/mob/living/carbon/human/unathi,
/mob/living/carbon/human/diona,
/mob/living/carbon/human/tajaran,
/mob/living/carbon/human/vox,
/mob/living/carbon/human/machine,
/mob/living/carbon/human/type_a,
/mob/living/carbon/human/type_b
)
var/list/humanoid_mobs_inclusive = list(
/mob/living/simple_animal/hostile/pirate,
/mob/living/simple_animal/hostile/russian,
/mob/living/simple_animal/hostile/syndicate
)
var/list/synthetic_mobs_specific = list(
/mob/living/carbon/human/machine,
/mob/living/simple_animal/hostile/retaliate/malf_drone,
/mob/living/simple_animal/hostile/viscerator,
/mob/living/simple_animal/spiderbot
)
var/list/synthetic_mobs_inclusive = list( /mob/living/silicon,
/mob/living/simple_animal/hostile/hivebot,
/mob/living/bot
)
var/list/wierd_mobs_specific = list(/mob/living/simple_animal/adultslime)
var/list/wierd_mobs_inclusive = list( /mob/living/simple_animal/construct,
/mob/living/simple_animal/shade,
/mob/living/simple_animal/slime,
/mob/living/simple_animal/hostile/faithless,
/mob/living/carbon/slime
)
/mob/proc/find_type()
if (istype(src, /mob/living))
var/mob/living/L = src
return L.find_type()
return 0
/mob/living/find_type()
//This function returns a bitfield indicating what type(s) the passed mob is.
//Synthetic and wierd are exclusive from organic. We assume it's organic if it's not either of those
//var/mob/living/test = src
var/mobtypes = 0
if (mob_listed(src, synthetic_mobs_specific,1))
mobtypes |= TYPE_SYNTHETIC
else if (mob_listed(src, synthetic_mobs_inclusive,0))
mobtypes |= TYPE_SYNTHETIC
else
if (isSynthetic())
mobtypes |= TYPE_SYNTHETIC
if (mob_listed(src, wierd_mobs_specific,1))
mobtypes |= TYPE_WIERD
else if (mob_listed(src, wierd_mobs_inclusive,0))
mobtypes |= TYPE_WIERD
if (!(mobtypes & TYPE_WIERD) && !(mobtypes & TYPE_SYNTHETIC))
mobtypes |= TYPE_ORGANIC
if (mob_listed(src, humanoid_mobs_specific,1))
mobtypes |= TYPE_HUMANOID
else if (mob_listed(src, humanoid_mobs_inclusive,0))
mobtypes |= TYPE_HUMANOID
return mobtypes
//This function attempts to find the mob's blood vessel, if it has one.
//If it doesn't, and the create var is true, then it will create a new temporary one filled with blood that has fake DNA, and return that
//If no vessel and no create var, then null is returned, getting blood isnt possible.
//The fake DNA is generally useful for animals, it contains enough information to tell what kind of creature it came from
/mob/living/proc/get_vessel(var/create = 0)
//Add any other creatures which have blood, here
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
return H.vessel
else if (istype(src, /mob/living/carbon/alien/diona))
var/mob/living/carbon/alien/diona/D = src
return D.vessel
else if (create)
//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"=src,"viruses"=null,"species"=src.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
else return null
//This function checks against a list to see if the mob is in it.
//Any specified types are checked against exactly, using ==, not istype
//Any types ending in * will be tested with isType
/proc/mob_listed(var/mob/living/test, var/list/toCheck, var/specific = 0)
for (var/i in toCheck)
if (specific)
if (test.type == i)
return 1
else
if (istype(test, i))
return 1
return 0
#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/item/device/multitool/P)
if(istype(P))
return P
mob/dead/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 ..(aiMulti)