Files
Aurora.3/code/game/atoms.dm
Matt Atlas d4666caaac Ports Goonchat from Baystation. (#9635)
changes:

    rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
    rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
    rscadd: "You can change icon style to any font on your system."
    tweak: "The game window has been altered a bit to adjust for this."
    rscdel: "Removed skin style prefs as they are no longer used."
2020-09-24 23:06:04 +03:00

512 lines
15 KiB
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/atom
layer = 2
var/level = 2
var/flags = 0
var/list/fingerprints
var/list/fingerprintshidden
var/fingerprintslast = null
var/list/blood_DNA
var/list/other_DNA
var/other_DNA_type = null
var/was_bloodied
var/blood_color
var/last_bumped = 0
var/pass_flags = 0
var/throwpass = 0
var/germ_level = GERM_LEVEL_AMBIENT // The higher the germ level, the more germ on the atom.
var/simulated = 1 //filter for actions - used by lighting overlays
var/fluorescent // Shows up under a UV light.
///Chemistry.
var/datum/reagents/reagents = null
var/list/reagents_to_add
var/list/reagent_data
var/list/atom_colours //used to store the different colors on an atom
//its inherent color, the colored paint applied on it, special color effect etc...
//var/chem_is_open_container = 0
// replaced by OPENCONTAINER flags and atom/proc/is_open_container()
///Chemistry.
//Detective Work, used for the duplicate data points kept in the scanners
var/list/original_atom
var/gfi_layer_rotation = GFI_ROTATION_DEFAULT
/atom/proc/reveal_blood()
return
/atom/proc/assume_air(datum/gas_mixture/giver)
return null
/atom/proc/remove_air(amount)
return null
/atom/proc/return_air()
if(loc)
return loc.return_air()
else
return null
//return flags that should be added to the viewer's sight var.
//Otherwise return a negative number to indicate that the view should be cancelled.
/atom/proc/check_eye(user as mob)
if (istype(user, /mob/living/silicon/ai)) // WHYYYY
return 0
return -1
/atom/proc/additional_sight_flags()
return 0
/atom/proc/additional_see_invisible()
return 0
/atom/proc/on_reagent_change()
return
// This is called when AM collides with us.
/atom/proc/CollidedWith(atom/movable/AM)
set waitfor = FALSE
return
// Convenience proc to see if a container is open for chemistry handling
// returns true if open
// false if closed
/atom/proc/is_open_container()
return flags & OPENCONTAINER
/*//Convenience proc to see whether a container can be accessed in a certain way.
proc/can_subract_container()
return flags & EXTRACT_CONTAINER
proc/can_add_container()
return flags & INSERT_CONTAINER
*/
/atom/proc/CheckExit()
return 1
// If you want to use this, the atom must have the PROXMOVE flag, and the moving
// atom must also have the PROXMOVE flag currently to help with lag. ~ ComicIronic
/atom/proc/HasProximity(atom/movable/AM as mob|obj)
return
/atom/proc/emp_act(var/severity)
return
/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
P.on_hit(src, 0, def_zone)
. = 0
/atom/proc/in_contents_of(container)//can take class or object instance as argument
if(ispath(container))
if(istype(src.loc, container))
return 1
else if(src in container)
return 1
return
/*
* atom/proc/search_contents_for(path,list/filter_path=null)
* Recursevly searches all atom contens (including contents contents and so on).
*
* ARGS: path - search atom contents for atoms of this type
* list/filter_path - if set, contents of atoms not of types in this list are excluded from search.
*
* RETURNS: list of found atoms
*/
/atom/proc/search_contents_for(path,list/filter_path=null)
var/list/found = list()
for(var/atom/A in src)
if(istype(A, path))
found += A
if(filter_path)
var/pass = 0
for(var/type in filter_path)
pass |= istype(A, type)
if(!pass)
continue
if(A.contents.len)
found += A.search_contents_for(path,filter_path)
return found
//All atoms
/atom/proc/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
//This reformat names to get a/an properly working on item descriptions when they are bloody
var/f_name = "\a [src][infix]."
if(src.blood_DNA && !istype(src, /obj/effect/decal))
if(gender == PLURAL)
f_name = "some "
else
f_name = "a "
if(blood_color != "#030303")
f_name += "<span class='danger'>blood-stained</span> [name][infix]!"
else
f_name += "oil-stained [name][infix]."
to_chat(user, "[icon2html(src, user)] That's [f_name] [suffix]")
to_chat(user, desc)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.glasses)
H.glasses.glasses_examine_atom(src, H)
if(description_cult && (user.mind?.special_role == "Cultist" || isobserver(src)))
to_chat(user, FONT_SMALL(SPAN_CULT(description_cult)))
if(desc_info || desc_fluff)
to_chat(user, SPAN_NOTICE("This item has additional examine info. <a href=?src=\ref[src];examine=fluff>\[View\]</a>"))
if(desc_antag && player_is_antag(user.mind))
to_chat(user, SPAN_NOTICE("This item has additional antag info. <a href=?src=\ref[src];examine=fluff>\[View\]</a>"))
return distance == -1 || (get_dist(src, user) <= distance)
/atom/Topic(href,href_list[])
. = ..()
if (.)
return
switch(href_list["examine"])
if("fluff")
usr.client.statpanel = "Examine"
// called by mobs when e.g. having the atom as their machine, pulledby, loc (AKA mob being inside the atom) or buckled var set.
// see code/modules/mob/mob_movement.dm for more.
/atom/proc/relaymove()
return
//called to set the atom's dir and used to add behaviour to dir-changes
/atom/proc/set_dir(new_dir)
. = new_dir != dir
dir = new_dir
// Lighting
if (.)
var/datum/light_source/L
for (var/thing in light_sources)
L = thing
if (L.light_angle)
L.source_atom.update_light()
/atom/proc/ex_act()
set waitfor = FALSE
return
/atom/proc/emag_act(var/remaining_charges, var/mob/user, var/emag_source)
return NO_EMAG_ACT
/atom/proc/fire_act()
return
/atom/proc/melt()
return
/atom/proc/hitby(atom/movable/AM as mob|obj)
if(density)
AM.throwing = 0
return
/atom/proc/add_hiddenprint(mob/living/M)
if(isnull(M)) return
if(!istype(M, /mob)) return
if(isnull(M.key)) return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna))
return 0
if (H.gloves)
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] (Wearing gloves). Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
return 0
if (!( src.fingerprints ))
if(src.fingerprintslast != H.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",H.real_name, H.key)
src.fingerprintslast = H.key
return 1
else
if(src.fingerprintslast != M.key)
src.fingerprintshidden += text("\[[time_stamp()]\] Real name: [], Key: []",M.real_name, M.key)
src.fingerprintslast = M.key
return
/atom/proc/add_fingerprint(mob/living/M, ignoregloves = 0)
if(isnull(M)) return
if(!istype(M, /mob)) return
if(isAI(M)) return
if(isnull(M.key)) return
if (ishuman(M))
//Add the list if it does not exist.
if(!fingerprintshidden)
fingerprintshidden = list()
//Fibers~
add_fibers(M)
//He has no prints!
if (mFingerprints in M.mutations)
if(fingerprintslast != M.key)
fingerprintshidden += "(Has no fingerprints) Real name: [M.real_name], Key: [M.key]"
fingerprintslast = M.key
return 0 //Now, lets get to the dirty work.
//First, make sure their DNA makes sense.
var/mob/living/carbon/human/H = M
if (!istype(H.dna, /datum/dna) || !H.dna.uni_identity || (length(H.dna.uni_identity) != 32))
if(!istype(H.dna, /datum/dna))
H.dna = new /datum/dna(null)
H.dna.real_name = H.real_name
H.check_dna()
//Now, deal with gloves.
if (H.gloves && H.gloves != src)
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\](Wearing gloves). Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
H.gloves.add_fingerprint(M)
//Deal with gloves the pass finger/palm prints.
if(!ignoregloves)
if(istype(H.gloves, /obj/item/clothing/gloves) && H.gloves != src)
var/obj/item/clothing/gloves/G = H.gloves
if(!prob(G.fingerprint_chance))
return 0
//More adminstuffz
if(fingerprintslast != H.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), H.real_name, H.key)
fingerprintslast = H.key
//Make the list if it does not exist.
if(!fingerprints)
fingerprints = list()
//Hash this shit.
var/full_print = H.get_full_print()
// Add the fingerprints
//
if(fingerprints[full_print])
switch(stringpercent(fingerprints[full_print])) //tells us how many stars are in the current prints.
if(28 to 32)
if(prob(1))
fingerprints[full_print] = full_print // You rolled a one buddy.
else
fingerprints[full_print] = stars(full_print, rand(0,40)) // 24 to 32
if(24 to 27)
if(prob(3))
fingerprints[full_print] = full_print //Sucks to be you.
else
fingerprints[full_print] = stars(full_print, rand(15, 55)) // 20 to 29
if(20 to 23)
if(prob(5))
fingerprints[full_print] = full_print //Had a good run didn't ya.
else
fingerprints[full_print] = stars(full_print, rand(30, 70)) // 15 to 25
if(16 to 19)
if(prob(5))
fingerprints[full_print] = full_print //Welp.
else
fingerprints[full_print] = stars(full_print, rand(40, 100)) // 0 to 21
if(0 to 15)
if(prob(5))
fingerprints[full_print] = stars(full_print, rand(0,50)) // small chance you can smudge.
else
fingerprints[full_print] = full_print
else
fingerprints[full_print] = stars(full_print, rand(0, 20)) //Initial touch, not leaving much evidence the first time.
return 1
else
//Smudge up dem prints some
if(fingerprintslast != M.key)
fingerprintshidden += text("\[[]\]Real name: [], Key: []",time_stamp(), M.real_name, M.key)
fingerprintslast = M.key
//Cleaning up shit.
if(fingerprints && !fingerprints.len)
qdel(fingerprints)
return
/atom/proc/transfer_fingerprints_to(var/atom/A)
if(!istype(A.fingerprints,/list))
A.fingerprints = list()
if(!istype(A.fingerprintshidden,/list))
A.fingerprintshidden = list()
if(!istype(fingerprintshidden, /list))
fingerprintshidden = list()
//skytodo
//A.fingerprints |= fingerprints //detective
//A.fingerprintshidden |= fingerprintshidden //admin
if(A.fingerprints && fingerprints)
A.fingerprints |= fingerprints.Copy() //detective
if(A.fingerprintshidden && fingerprintshidden)
A.fingerprintshidden |= fingerprintshidden.Copy() //admin A.fingerprintslast = fingerprintslast
//returns 1 if made bloody, returns 0 otherwise
/atom/proc/add_blood(mob/living/carbon/human/M)
if(flags & NOBLOODY)
return 0
if(!blood_DNA || !istype(blood_DNA, /list)) //if our list of DNA doesn't exist yet (or isn't a list) initialise it.
blood_DNA = list()
was_bloodied = 1
blood_color = "#A10808"
if(istype(M))
if (!istype(M.dna, /datum/dna))
M.dna = new /datum/dna(null)
M.dna.real_name = M.real_name
M.check_dna()
if (M.species)
blood_color = M.species.blood_color
. = 1
return 1
//For any objects that may require additional handling when swabbed, e.g. a beaker may need to provide information about its contents, not just itself
//Children must return additional_evidence list
/atom/proc/get_additional_forensics_swab_info()
SHOULD_CALL_PARENT(TRUE)
var/list/additional_evidence = list(
"type" = "",
"dna" = list(),
"gsr" = "",
"sample_type" = "",
"sample_message" = ""
)
return additional_evidence
/atom/proc/add_vomit_floor(var/mob/living/carbon/M, var/toxvomit = 0, var/datum/reagents/inject_reagents)
if(istype(src, /turf/simulated))
var/obj/effect/decal/cleanable/vomit/this = new /obj/effect/decal/cleanable/vomit(src)
if(istype(inject_reagents) && inject_reagents.total_volume)
inject_reagents.trans_to_obj(this, min(15, inject_reagents.total_volume))
this.reagents.add_reagent(/datum/reagent/acid/stomach, 5)
// Make toxins vomit look different
if(toxvomit)
this.icon_state = "vomittox_[pick(1,4)]"
/mob/living/proc/handle_additional_vomit_reagents(var/obj/effect/decal/cleanable/vomit/vomit)
vomit.reagents.add_reagent(/datum/reagent/acid/stomach, 5)
/atom/proc/clean_blood()
if(!simulated)
return
fluorescent = 0
src.germ_level = 0
if(istype(blood_DNA, /list))
blood_DNA = null
return TRUE
/atom/proc/on_rag_wipe(var/obj/item/reagent_containers/glass/rag/R)
clean_blood()
R.reagents.splash(src, 1)
/atom/proc/get_global_map_pos()
if(!islist(global_map) || isemptylist(global_map)) return
var/cur_x = null
var/cur_y = null
var/list/y_arr = null
for(cur_x=1,cur_x<=global_map.len,cur_x++)
y_arr = global_map[cur_x]
cur_y = y_arr.Find(src.z)
if(cur_y)
break
if(cur_x && cur_y)
return list("x"=cur_x,"y"=cur_y)
else
return 0
/atom/proc/checkpass(passflag)
return pass_flags&passflag
/atom/proc/isinspace()
if(istype(get_turf(src), /turf/space))
return 1
else
return 0
// Show a message to all mobs and objects in sight of this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(var/message, var/blind_message, var/range = world.view)
var/turf/T = get_turf(src)
var/list/mobs = list()
var/list/objs = list()
get_mobs_and_objs_in_view_fast(T,range, mobs, objs, ONLY_GHOSTS_IN_VIEW)
for(var/o in objs)
var/obj/O = o
O.show_message(message,1,blind_message,2)
for(var/m in mobs)
var/mob/M = m
if(M.see_invisible >= invisibility)
M.show_message(message,1,blind_message,2)
else if(blind_message)
M.show_message(blind_message, 2)
// Show a message to all mobs and objects in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(var/message, var/deaf_message, var/hearing_distance)
var/range = world.view
if(hearing_distance)
range = hearing_distance
var/turf/T = get_turf(src)
var/list/mobs = list()
var/list/objs = list()
get_mobs_and_objs_in_view_fast(T,range, mobs, objs, ONLY_GHOSTS_IN_VIEW)
for(var/m in mobs)
var/mob/M = m
M.show_message(message,2,deaf_message,1)
for(var/o in objs)
var/obj/O = o
O.show_message(message,2,deaf_message,1)
/atom/proc/change_area(var/area/oldarea, var/area/newarea)
change_area_name(oldarea.name, newarea.name)
/atom/proc/change_area_name(var/oldname, var/newname)
name = replacetext(name,oldname,newname)
/atom/movable/proc/dropInto(var/atom/destination)
while(istype(destination))
var/atom/drop_destination = destination.onDropInto(src)
if(!istype(drop_destination) || drop_destination == destination)
return forceMove(destination)
destination = drop_destination
return forceMove(null)
/atom/proc/onDropInto(var/atom/movable/AM)
return // If onDropInto returns null, then dropInto will forceMove AM into us.
/atom/movable/onDropInto(var/atom/movable/AM)
return loc // If onDropInto returns something, then dropInto will attempt to drop AM there.