/* Note from Carnie: The way datum/mind stuff works has been changed a lot. Minds now represent IC characters rather than following a client around constantly. Guidelines for using minds properly: - Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living! ghost.mind is however used as a reference to the ghost's corpse - When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human) the existing mind of the old mob should be transfered to the new mob like so: mind.transfer_to(new_mob) - You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you. By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing the player. - IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you. - When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done. new_mob.key = key The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple! However if you want that mind to have any special properties like being a traitor etc you will have to do that yourself. */ /datum/mind /// Key of the mob var/key /// The name linked to this mind var/name /// replaces name for observers name if set var/ghostname /// Current mob this mind datum is attached to var/mob/living/current /// Is this mind active? var/active = FALSE /// a list of /datum/memories. assoc type of memory = memory datum. only one type of memory will be stored, new ones of the same type overriding the last. var/list/memories = list() /// reference to the memory panel tgui var/datum/memory_panel/memory_panel /// Job datum indicating the mind's role. This should always exist after initialization, as a reference to a singleton. var/datum/job/assigned_role var/special_role var/list/restricted_roles = list() /// Martial art on this mind var/datum/martial_art/martial_art var/static/default_martial_art = new/datum/martial_art /// Mime's vow of silence var/miming = FALSE /// List of antag datums on this mind var/list/antag_datums /// this mind's ANTAG_HUD should have this icon_state var/antag_hud_icon_state = null ///this mind's antag HUD var/datum/atom_hud/alternate_appearance/basic/antagonist_hud/antag_hud = null var/holy_role = NONE //is this person a chaplain or admin role allowed to use bibles, Any rank besides 'NONE' allows for this. ///If this mind's master is another mob (i.e. adamantine golems) var/mob/living/enslaved_to var/datum/language_holder/language_holder var/unconvertable = FALSE var/late_joiner = FALSE /// has this mind ever been an AI var/has_ever_been_ai = FALSE var/last_death = 0 /// Set by Into The Sunset command of the shuttle manipulator. /// If TRUE, the mob will always be considered "escaped" if they are alive and not exiled. var/force_escaped = FALSE var/list/learned_recipes //List of learned recipe TYPES. ///List of skills the user has received a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often var/list/skills_rewarded ///Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp. var/list/known_skills = list() ///Weakref to thecharacter we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not var/datum/weakref/original_character /// The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots var/original_character_slot_index /// The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with) var/current_scar_slot_index ///Skill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there. var/experience_multiplier = 1 ///Skill multiplier list, just slap your multiplier change onto this with the type it is coming from as key. var/list/experience_multiplier_reasons = list() /// A lazy list of statuses to add next to this mind in the traitor panel var/list/special_statuses ///Assoc list of addiction values, key is the type of withdrawal (as singleton type), and the value is the amount of addiction points (as number) var/list/addiction_points ///Assoc list of key active addictions and value amount of cycles that it has been active. var/list/active_addictions ///List of objective-specific equipment that couldn't properly be given to the mind var/list/failed_special_equipment /// A list to keep track of which books a person has read (to prevent people from reading the same book again and again for positive mood events) var/list/book_titles_read /datum/mind/New(_key) key = _key martial_art = default_martial_art init_known_skills() set_assigned_role(SSjob.GetJobType(/datum/job/unassigned)) // Unassigned by default. /datum/mind/Destroy() SSticker.minds -= src QDEL_NULL(antag_hud) QDEL_LIST(memories) QDEL_NULL(memory_panel) QDEL_LIST(antag_datums) QDEL_NULL(language_holder) set_current(null) return ..() /datum/mind/vv_edit_var(var_name, var_value) switch(var_name) if(NAMEOF(src, assigned_role)) set_assigned_role(var_value) . = TRUE if(!isnull(.)) datum_flags |= DF_VAR_EDITED return return ..() /datum/mind/proc/set_current(mob/new_current) if(new_current && QDELETED(new_current)) CRASH("Tried to set a mind's current var to a qdeleted mob, what the fuck") if(current) UnregisterSignal(src, COMSIG_PARENT_QDELETING) current = new_current if(current) RegisterSignal(src, COMSIG_PARENT_QDELETING, PROC_REF(clear_current)) /datum/mind/proc/clear_current(datum/source) SIGNAL_HANDLER set_current(null) /datum/mind/proc/get_language_holder() if(!language_holder) language_holder = new (src) return language_holder /datum/mind/proc/transfer_to(mob/new_character, force_key_move = 0) set_original_character(null) if(current) // remove ourself from our old body's mind variable current.mind = null UnregisterSignal(current, COMSIG_LIVING_DEATH) SStgui.on_transfer(current, new_character) if(key) if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours new_character.ghostize(TRUE) //we'll need to ghostize so that key isn't mobless. else key = new_character.key if(new_character.mind) //disassociate any mind currently in our new body's mind variable new_character.mind.set_current(null) var/mob/living/old_current = current if(current) current.transfer_observers_to(new_character) //transfer anyone observing the old character to the new one set_current(new_character) //associate ourself with our new body QDEL_NULL(antag_hud) new_character.mind = src //and associate our new body with ourself antag_hud = new_character.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/antagonist_hud, "combo_hud", src) for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body var/datum/antagonist/A = a A.on_body_transfer(old_current, current) if(iscarbon(new_character)) var/mob/living/carbon/C = new_character C.last_mind = src transfer_martial_arts(new_character) RegisterSignal(new_character, COMSIG_LIVING_DEATH, PROC_REF(set_death_time)) if(active || force_key_move) new_character.key = key //now transfer the key to link the client to our new body if(new_character.client) LAZYCLEARLIST(new_character.client.recent_examines) new_character.client.init_verbs() // re-initialize character specific verbs current.update_atom_languages() SEND_SIGNAL(src, COMSIG_MIND_TRANSFERRED, old_current) SEND_SIGNAL(current, COMSIG_MOB_MIND_TRANSFERRED_INTO) //I cannot trust you fucks to do this properly /datum/mind/proc/set_original_character(new_original_character) original_character = WEAKREF(new_original_character) /datum/mind/proc/set_death_time() SIGNAL_HANDLER last_death = world.time /datum/mind/Topic(href, href_list) if(!check_rights(R_ADMIN)) return var/self_antagging = usr == current if(href_list["add_antag"]) add_antag_wrapper(text2path(href_list["add_antag"]),usr) if(href_list["remove_antag"]) var/datum/antagonist/A = locate(href_list["remove_antag"]) in antag_datums if(!istype(A)) to_chat(usr,span_warning("Invalid antagonist ref to be removed.")) return A.admin_remove(usr) if(href_list["open_antag_vv"]) var/datum/antagonist/to_vv = locate(href_list["open_antag_vv"]) in antag_datums if(!istype(to_vv)) to_chat(usr, span_warning("Invalid antagonist ref to be vv'd.")) return usr.client?.debug_variables(to_vv) if (href_list["role_edit"]) var/new_role = input("Select new role", "Assigned role", assigned_role.title) as null|anything in sort_list(SSjob.name_occupations) if(isnull(new_role)) return var/datum/job/new_job = SSjob.GetJob(new_role) if (!new_job) to_chat(usr, span_warning("Job not found.")) return set_assigned_role(new_job) else if (href_list["obj_edit"] || href_list["obj_add"]) var/objective_pos //Edited objectives need to keep same order in antag objective list var/def_value var/datum/antagonist/target_antag var/datum/objective/old_objective //The old objective we're replacing/editing var/datum/objective/new_objective //New objective we're be adding if(href_list["obj_edit"]) for(var/datum/antagonist/A in antag_datums) old_objective = locate(href_list["obj_edit"]) in A.objectives if(old_objective) target_antag = A objective_pos = A.objectives.Find(old_objective) break if(!old_objective) to_chat(usr,"Invalid objective.") return else if(href_list["target_antag"]) var/datum/antagonist/X = locate(href_list["target_antag"]) in antag_datums if(X) target_antag = X if(!target_antag) switch(antag_datums.len) if(0) target_antag = add_antag_datum(/datum/antagonist/custom) if(1) target_antag = antag_datums[1] else var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", "(new custom antag)") as null|anything in sort_list(antag_datums) + "(new custom antag)" if (QDELETED(target)) return else if(target == "(new custom antag)") target_antag = add_antag_datum(/datum/antagonist/custom) else target_antag = target if(!GLOB.admin_objective_list) generate_admin_objective_list() if(old_objective) if(old_objective.name in GLOB.admin_objective_list) def_value = old_objective.name var/selected_type = input("Select objective type:", "Objective type", def_value) as null|anything in GLOB.admin_objective_list selected_type = GLOB.admin_objective_list[selected_type] if (!selected_type) return if(!old_objective) //Add new one new_objective = new selected_type new_objective.owner = src new_objective.admin_edit(usr) target_antag.objectives += new_objective message_admins("[key_name_admin(usr)] added a new objective for [current]: [new_objective.explanation_text]") log_admin("[key_name(usr)] added a new objective for [current]: [new_objective.explanation_text]") else if(old_objective.type == selected_type) //Edit the old old_objective.admin_edit(usr) new_objective = old_objective else //Replace the old new_objective = new selected_type new_objective.owner = src new_objective.admin_edit(usr) target_antag.objectives -= old_objective target_antag.objectives.Insert(objective_pos, new_objective) message_admins("[key_name_admin(usr)] edited [current]'s objective to [new_objective.explanation_text]") log_admin("[key_name(usr)] edited [current]'s objective to [new_objective.explanation_text]") else if (href_list["obj_delete"]) var/datum/objective/objective for(var/datum/antagonist/A in antag_datums) objective = locate(href_list["obj_delete"]) in A.objectives if(istype(objective)) A.objectives -= objective break if(!objective) to_chat(usr,"Invalid objective.") return //qdel(objective) Needs cleaning objective destroys message_admins("[key_name_admin(usr)] removed an objective for [current]: [objective.explanation_text]") log_admin("[key_name(usr)] removed an objective for [current]: [objective.explanation_text]") else if(href_list["obj_completed"]) var/datum/objective/objective for(var/datum/antagonist/A in antag_datums) objective = locate(href_list["obj_completed"]) in A.objectives if(istype(objective)) objective = objective break if(!objective) to_chat(usr,"Invalid objective.") return objective.completed = !objective.completed log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]") else if (href_list["silicon"]) switch(href_list["silicon"]) if("unemag") var/mob/living/silicon/robot/R = current if (istype(R)) R.SetEmagged(0) message_admins("[key_name_admin(usr)] has unemag'ed [R].") log_admin("[key_name(usr)] has unemag'ed [R].") if("unemagcyborgs") if(isAI(current)) var/mob/living/silicon/ai/ai = current for (var/mob/living/silicon/robot/R in ai.connected_robots) R.SetEmagged(0) message_admins("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.") log_admin("[key_name(usr)] has unemag'ed [ai]'s Cyborgs.") else if(href_list["edit_obj_tc"]) var/datum/traitor_objective/objective = locate(href_list["edit_obj_tc"]) if(!istype(objective)) return var/telecrystal = input("Set new telecrystal reward for [objective.name]","Syndicate uplink", objective.telecrystal_reward) as null | num if(isnull(telecrystal)) return objective.telecrystal_reward = telecrystal message_admins("[key_name_admin(usr)] changed [objective]'s telecrystal reward count to [telecrystal].") log_admin("[key_name(usr)] changed [objective]'s telecrystal reward count to [telecrystal].") else if(href_list["edit_obj_pr"]) var/datum/traitor_objective/objective = locate(href_list["edit_obj_pr"]) if(!istype(objective)) return var/progression = input("Set new progression reward for [objective.name]","Syndicate uplink", objective.progression_reward) as null | num if(isnull(progression)) return objective.progression_reward = progression message_admins("[key_name_admin(usr)] changed [objective]'s progression reward count to [progression].") log_admin("[key_name(usr)] changed [objective]'s progression reward count to [progression].") else if(href_list["fail_objective"]) var/datum/traitor_objective/objective = locate(href_list["fail_objective"]) if(!istype(objective)) return var/performed = objective.objective_state == OBJECTIVE_STATE_INACTIVE? "skipped" : "failed" message_admins("[key_name_admin(usr)] forcefully [performed] [objective].") log_admin("[key_name(usr)] forcefully [performed] [objective].") objective.fail_objective() else if(href_list["succeed_objective"]) var/datum/traitor_objective/objective = locate(href_list["succeed_objective"]) if(!istype(objective)) return message_admins("[key_name_admin(usr)] forcefully succeeded [objective].") log_admin("[key_name(usr)] forcefully succeeded [objective].") objective.succeed_objective() else if (href_list["common"]) switch(href_list["common"]) if("undress") for(var/obj/item/W in current) current.dropItemToGround(W, TRUE) //The TRUE forces all items to drop, since this is an admin undress. if("takeuplink") take_uplink() wipe_memory()//Remove any memory they may have had. log_admin("[key_name(usr)] removed [current]'s uplink.") if("crystals") if(check_rights(R_FUN)) var/datum/component/uplink/U = find_syndicate_uplink() if(U) var/crystals = input("Amount of telecrystals for [key]","Syndicate uplink", U.uplink_handler.telecrystals) as null | num if(!isnull(crystals)) U.uplink_handler.telecrystals = crystals message_admins("[key_name_admin(usr)] changed [current]'s telecrystal count to [crystals].") log_admin("[key_name(usr)] changed [current]'s telecrystal count to [crystals].") if("progression") if(!check_rights(R_FUN)) return var/datum/component/uplink/uplink = find_syndicate_uplink() if(!uplink) return var/progression = input("Set new progression points for [key]","Syndicate uplink", uplink.uplink_handler.progression_points) as null | num if(isnull(progression)) return uplink.uplink_handler.progression_points = progression message_admins("[key_name_admin(usr)] changed [current]'s progression point count to [progression].") log_admin("[key_name(usr)] changed [current]'s progression point count to [progression].") uplink.uplink_handler.update_objectives() uplink.uplink_handler.generate_objectives() if("give_objective") if(!check_rights(R_FUN)) return var/datum/component/uplink/uplink = find_syndicate_uplink() if(!uplink || !uplink.uplink_handler) return var/list/all_objectives = subtypesof(/datum/traitor_objective) var/objective_typepath = tgui_input_list(usr, "Select objective", "Select objective", all_objectives) if(!objective_typepath) return var/datum/traitor_objective/objective = uplink.uplink_handler.try_add_objective(objective_typepath, force = TRUE) if(objective) message_admins("[key_name_admin(usr)] gave [current] a traitor objective ([objective_typepath]).") log_admin("[key_name(usr)] gave [current] a traitor objective ([objective_typepath]).") else to_chat(usr, span_warning("Failed to generate the objective!")) message_admins("[key_name_admin(usr)] failed to give [current] a traitor objective ([objective_typepath]).") log_admin("[key_name(usr)] failed to give [current] a traitor objective ([objective_typepath]).") if("uplink") var/datum/antagonist/traitor/traitor_datum = has_antag_datum(/datum/antagonist/traitor) if(!give_uplink(antag_datum = traitor_datum || null)) to_chat(usr, span_danger("Equipping a syndicate failed!")) log_admin("[key_name(usr)] tried and failed to give [current] an uplink.") else log_admin("[key_name(usr)] gave [current] an uplink.") //SKYRAT EDIT ADDITION BEGIN -- EXPLOITABLES if("toggle_exploitables") has_exploitables_override = !has_exploitables_override //First we set the override to be the opposite of whatever it was apon execution, then we handle_exploitables() // use ternaries to convert this into true/false for admin logs. log_admin("[key_name(usr)] toggled [current]'s exploitables override to [(has_exploitables_override) ? "true" : "false"].") message_admins("[key_name(usr)] toggled [current]'s exploitables override to [(has_exploitables_override) ? "true" : "false"].") //SKYRAT EDIT ADDITION END else if (href_list["obj_announce"]) announce_objectives() //Something in here might have changed your mob if(self_antagging && (!usr || !usr.client) && current.client) usr = current traitor_panel() /datum/mind/proc/transfer_martial_arts(mob/living/new_character) if(!ishuman(new_character)) return if(martial_art) if(martial_art.base) //Is the martial art temporary? martial_art.remove(new_character) else martial_art.teach(new_character) /datum/mind/proc/has_martialart(string) if(martial_art && martial_art.id == string) return martial_art return FALSE /datum/mind/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients) for(var/mob/dead/observer/G in (ghosts_with_clients ? GLOB.player_list : GLOB.dead_mob_list)) if(G.mind == src) if(G.can_reenter_corpse || even_if_they_cant_reenter) return G break /datum/mind/proc/grab_ghost(force) var/mob/dead/observer/G = get_ghost(even_if_they_cant_reenter = force) . = G if(G) G.reenter_corpse() ///Adds addiction points to the specified addiction /datum/mind/proc/add_addiction_points(type, amount) LAZYSET(addiction_points, type, min(LAZYACCESS(addiction_points, type) + amount, MAX_ADDICTION_POINTS)) var/datum/addiction/affected_addiction = SSaddiction.all_addictions[type] return affected_addiction.on_gain_addiction_points(src) ///Adds addiction points to the specified addiction /datum/mind/proc/remove_addiction_points(type, amount) LAZYSET(addiction_points, type, max(LAZYACCESS(addiction_points, type) - amount, 0)) var/datum/addiction/affected_addiction = SSaddiction.all_addictions[type] return affected_addiction.on_lose_addiction_points(src) /// Setter for the assigned_role job datum. /datum/mind/proc/set_assigned_role(datum/job/new_role) if(assigned_role == new_role) return if(!is_job(new_role)) CRASH("set_assigned_role called with invalid role: [isnull(new_role) ? "null" : new_role]") . = assigned_role assigned_role = new_role /// Sets us to the passed job datum, then greets them to their new job. /// Use this one for when you're assigning this mind to a new job for the first time, /// or for when someone's recieving a job they'd really want to be greeted to. /datum/mind/proc/set_assigned_role_with_greeting(datum/job/new_role) . = set_assigned_role(new_role) if(!.) return to_chat(src, span_infoplain("You are the [new_role.title].")) var/related_policy = get_policy(new_role.title) if(related_policy) to_chat(src, related_policy) /mob/proc/sync_mind() mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist) mind.active = TRUE //indicates that the mind is currently synced with a client /mob/dead/new_player/sync_mind() return /mob/dead/observer/sync_mind() return