/** * Delete a mob * * Removes mob from the following global lists * * GLOB.mob_list * * GLOB.dead_mob_list * * GLOB.alive_mob_list * * GLOB.all_clockwork_mobs * * GLOB.mob_directory * * Unsets the focus var * * Clears alerts for this mob * * Resets all the observers perspectives to the tile this mob is on * * qdels any client colours in place on this mob * * Clears any refs to the mob inside its current location * * Ghostizes the client attached to this mob * * If our mind still exists, clear its current var to prevent harddels * * Parent call */ /mob/Destroy() if(client) stack_trace("Mob with client has been deleted.") else if(ckey) stack_trace("Mob without client but with associated ckey has been deleted.") remove_from_mob_list() remove_from_dead_mob_list() remove_from_alive_mob_list() remove_from_mob_suicide_list() focus = null if(length(progressbars)) stack_trace("[src] destroyed with elements in its progressbars list") progressbars = null for (var/alert in alerts) clear_alert(alert, TRUE) if(observers?.len) for(var/mob/dead/observe as anything in observers) observe.reset_perspective(null) qdel(hud_used) QDEL_LIST(client_colours) ghostize() //False, since we're deleting it currently if(mind?.current == src) //Let's just be safe yeah? This will occasionally be cleared, but not always. Can't do it with ghostize without changing behavior mind.set_current(null) if(mock_client) mock_client.mob = null return ..() /mob/New() // This needs to happen IMMEDIATELY. I'm sorry :( GenerateTag() return ..() /** * Intialize a mob * * Sends global signal COMSIG_GLOB_MOB_CREATED * * Adds to global lists * * GLOB.mob_list * * GLOB.mob_directory (by tag) * * GLOB.dead_mob_list - if mob is dead * * GLOB.alive_mob_list - if the mob is alive * * Other stuff: * * Sets the mob focus to itself * * Generates huds * * If there are any global alternate apperances apply them to this mob * * set a random nutrition level * * Intialize the movespeed of the mob */ /mob/Initialize(mapload) SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src) add_to_mob_list() if(stat == DEAD) add_to_dead_mob_list() else add_to_alive_mob_list() set_focus(src) prepare_huds() for(var/v in GLOB.active_alternate_appearances) if(!v) continue var/datum/atom_hud/alternate_appearance/AA = v AA.onNewMob(src) set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX)) . = ..() update_config_movespeed() initialize_actionspeed() update_movespeed(TRUE) become_hearing_sensitive() log_mob_tag("TAG: [tag] CREATED: [key_name(src)] \[[type]\]") /** * Generate the tag for this mob * * This is simply "mob_"+ a global incrementing counter that goes up for every mob */ /mob/GenerateTag() . = ..() tag = "mob_[next_mob_id++]" /mob/serialize_list(list/options, list/semvers) . = ..() .["tag"] = tag .["name"] = name .["ckey"] = ckey .["key"] = key SET_SERIALIZATION_SEMVER(semvers, "1.0.0") return . /** * set every hud image in the given category active so other people with the given hud can see it. * Arguments: * * hud_category - the index in our active_hud_list corresponding to an image now being shown. * * update_huds - if FALSE we will just put the hud_category into active_hud_list without actually updating the atom_hud datums subscribed to it * * exclusive_hud - if given a reference to an atom_hud, will just update that hud instead of all global ones attached to that category. * This is because some atom_hud subtypes arent supposed to work via global categories, updating normally would affect all of these which we dont want. */ /atom/proc/set_hud_image_active(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud) if(!istext(hud_category) || !hud_list?[hud_category] || active_hud_list?[hud_category]) return FALSE LAZYSET(active_hud_list, hud_category, hud_list[hud_category]) if(!update_huds) return TRUE if(exclusive_hud) exclusive_hud.add_single_hud_category_on_atom(src, hud_category) else for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category]) hud_to_update.add_single_hud_category_on_atom(src, hud_category) return TRUE ///sets every hud image in the given category inactive so no one can see it /atom/proc/set_hud_image_inactive(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud) if(!istext(hud_category)) return FALSE if(!update_huds) LAZYREMOVE(active_hud_list, hud_category) return TRUE if(exclusive_hud) exclusive_hud.remove_single_hud_category_on_atom(src, hud_category) else for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category]) hud_to_update.remove_single_hud_category_on_atom(src, hud_category) LAZYREMOVE(active_hud_list, hud_category) return TRUE /** * Prepare the huds for this atom * * Goes through hud_possible list and adds the images to the hud_list variable (if not already cached) */ /atom/proc/prepare_huds() if(hud_list) // I choose to be lienient about people calling this proc more then once return hud_list = list() for(var/hud in hud_possible) var/hint = hud_possible[hud] if(hint == HUD_LIST_LIST) hud_list[hud] = list() else var/image/I = image('icons/mob/huds/hud.dmi', src, "") I.appearance_flags = RESET_COLOR|RESET_TRANSFORM hud_list[hud] = I set_hud_image_active(hud, update_huds = FALSE) //by default everything is active. but dont add it to huds to keep control. /** * Some kind of debug verb that gives atmosphere environment details */ /mob/proc/Cell() set category = "Admin" set hidden = TRUE if(!loc) return var/datum/gas_mixture/environment = loc.return_air() var/t = "[span_notice("Coordinates: [x],[y] ")]\n" t += "[span_danger("Temperature: [environment.temperature] ")]\n" for(var/id in environment.gases) var/gas = environment.gases[id] if(gas[MOLES]) t+="[span_notice("[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] ")]\n" to_chat(usr, t) /** * Return the desc of this mob for a photo */ /mob/proc/get_photo_description(obj/item/camera/camera) return "a ... thing?" /** * Show a message to this mob (visual or audible) */ /mob/proc/show_message(msg, type, alt_msg, alt_type, avoid_highlighting = FALSE)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2) if(!client) return FALSE msg = copytext_char(msg, 1, MAX_MESSAGE_LEN) // Return TRUE if we sent the original msg, otherwise return FALSE . = TRUE if(type) if(type & MSG_VISUAL && is_blind())//Vision related if(!alt_msg) return FALSE else msg = alt_msg type = alt_type . = FALSE if(type & MSG_AUDIBLE && !can_hear())//Hearing related if(!alt_msg) return FALSE else msg = alt_msg type = alt_type . = FALSE if(type & MSG_VISUAL && is_blind()) return FALSE // voice muffling if(stat == UNCONSCIOUS || stat == HARD_CRIT) if(type & MSG_AUDIBLE) //audio to_chat(src, "... You can almost hear something ...") return FALSE to_chat(src, msg, avoid_highlighting = avoid_highlighting) return . /** * Generate a visible message from this atom * * Show a message to all player mobs who sees this atom * * Show a message to the src mob (if the src is a mob) * * Use for atoms performing visible actions * * message is output to anyone who can see, e.g. `"The [src] does something!"` * * Vars: * * self_message (optional) is what the src mob sees e.g. "You do something!" * * blind_message (optional) is what blind people will hear e.g. "You hear something!" * * vision_distance (optional) define how many tiles away the message can be seen. * * ignored_mob (optional) doesn't show any message to a given mob if TRUE. */ /atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE) var/turf/T = get_turf(src) if(!T) return if(!islist(ignored_mobs)) ignored_mobs = list(ignored_mobs) var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs. hearers -= ignored_mobs if(self_message) hearers -= src var/raw_msg = message if(visible_message_flags & EMOTE_MESSAGE) message = "[src] [message]" for(var/mob/M in hearers) if(!M.client) continue //This entire if/else chain could be in two lines but isn't for readibilties sake. var/msg = message var/msg_type = MSG_VISUAL if(M.see_invisible < invisibility)//if src is invisible to M msg = blind_message msg_type = MSG_AUDIBLE else if(T != loc && T != src) //if src is inside something and not a turf. if(M != loc) // Only give the blind message to hearers that aren't the location msg = blind_message msg_type = MSG_AUDIBLE else if(!HAS_TRAIT(M, TRAIT_HEAR_THROUGH_DARKNESS) && M.lighting_cutoff < LIGHTING_CUTOFF_HIGH && T.is_softly_lit() && !in_range(T,M)) //if it is too dark, unless we're right next to them. msg = blind_message msg_type = MSG_AUDIBLE if(!msg) continue if(visible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, visible_message_flags) && !M.is_blind()) M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags) M.show_message(msg, msg_type, blind_message, MSG_AUDIBLE) ///Adds the functionality to self_message. /mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE) . = ..() if(self_message) show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE) /** * Show a message to all mobs in earshot of this atom * * Use for objects performing audible actions * * vars: * * 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(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE) var/list/hearers = get_hearers_in_view(hearing_distance, src) if(self_message) hearers -= src var/raw_msg = message if(audible_message_flags & EMOTE_MESSAGE) message = "[src] [message]" for(var/mob/M in hearers) if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear()) M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags) M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL) /** * Show a message to all mobs in earshot of this one * * This would be for audible actions by the src mob * * vars: * * message is the message output to anyone who can hear. * * self_message (optional) is what the src mob hears. * * deaf_message (optional) is what deaf people will see. * * hearing_distance (optional) is the range, how many tiles away the message can be heard. */ /mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE) . = ..() if(self_message) show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL) ///Returns the client runechat visible messages preference according to the message type. /atom/proc/runechat_prefs_check(mob/target, visible_message_flags = NONE) if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat)) return FALSE if (!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat_non_mobs)) return FALSE if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes)) return FALSE return TRUE /mob/runechat_prefs_check(mob/target, visible_message_flags = NONE) if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat)) return FALSE if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes)) return FALSE return TRUE ///Get the item on the mob in the storage slot identified by the id passed in /mob/proc/get_item_by_slot(slot_id) return null /// Gets what slot the item on the mob is held in. /// Returns null if the item isn't in any slots on our mob. /// Does not check if the passed item is null, which may result in unexpected outcoms. /mob/proc/get_slot_by_item(obj/item/looking_for) if(looking_for in held_items) return ITEM_SLOT_HANDS return null ///Is the mob incapacitated /mob/proc/incapacitated(flags) return /** * This proc is called whenever someone clicks an inventory ui slot. * * Mostly tries to put the item into the slot if possible, or call attack hand * on the item in the slot if the users active hand is empty */ /mob/proc/attack_ui(slot, params) var/obj/item/W = get_active_held_item() if(istype(W)) if(equip_to_slot_if_possible(W, slot,0,0,0)) return TRUE if(!W) // Activate the item var/obj/item/I = get_item_by_slot(slot) if(istype(I)) var/list/modifiers = params2list(params) I.attack_hand(src, modifiers) return FALSE /** * Try to equip an item to a slot on the mob * * This is a SAFE proc. Use this instead of equip_to_slot()! * * set qdel_on_fail to have it delete W if it fails to equip * * set disable_warning to disable the 'you are unable to equip that' warning. * * unset redraw_mob to prevent the mob icons from being redrawn at the end. * * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it * * set indirect_action to allow insertions into "soft" locked objects, things that are easily opened by the owning mob */ /mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE, initial = FALSE, indirect_action = FALSE) if(!istype(W) || QDELETED(W)) //This qdeleted is to prevent stupid behavior with things that qdel during init, like say stacks return FALSE if(!W.mob_can_equip(src, slot, disable_warning, bypass_equip_delay_self, indirect_action = indirect_action)) if(qdel_on_fail) qdel(W) else if(!disable_warning) to_chat(src, span_warning("You are unable to equip that!")) return FALSE equip_to_slot(W, slot, initial, redraw_mob, indirect_action = indirect_action) //This proc should not ever fail. return TRUE /** * Actually equips an item to a slot (UNSAFE) * * This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on * whether you can or can't equip need to be done before! Use mob_can_equip() for that task. * *In most cases you will want to use equip_to_slot_if_possible() */ /mob/proc/equip_to_slot(obj/item/equipping, slot, initial = FALSE, redraw_mob = FALSE, indirect_action = FALSE) return /** * Equip an item to the slot or delete * * This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to * equip people when the round starts and when events happen and such. * * Also bypasses equip delay checks, since the mob isn't actually putting it on. * Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it * set indirect_action to allow insertions into "soft" locked objects, things that are easily opened by the owning mob */ /mob/proc/equip_to_slot_or_del(obj/item/W, slot, initial = FALSE, indirect_action = FALSE) return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial, indirect_action) /** * Auto equip the passed in item the appropriate slot based on equipment priority * * puts the item "W" into an appropriate slot in a human's inventory * * returns 0 if it cannot, 1 if successful */ /mob/proc/equip_to_appropriate_slot(obj/item/W, qdel_on_fail = FALSE, indirect_action = FALSE) if(!istype(W)) return FALSE var/slot_priority = W.slot_equipment_priority if(!slot_priority) slot_priority = list( \ ITEM_SLOT_BACK, ITEM_SLOT_ID,\ ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\ ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\ ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\ ITEM_SLOT_EARS, ITEM_SLOT_EYES,\ ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\ ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\ ITEM_SLOT_DEX_STORAGE\ ) for(var/slot in slot_priority) if(equip_to_slot_if_possible(W, slot, disable_warning = TRUE, redraw_mob = TRUE, indirect_action = indirect_action)) return TRUE if(qdel_on_fail) qdel(W) return FALSE /** * Reset the attached clients perspective (viewpoint) * * reset_perspective(null) set eye to common default : mob on turf, loc otherwise * reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective) */ /mob/proc/reset_perspective(atom/new_eye) SHOULD_CALL_PARENT(TRUE) if(!client) return if(new_eye) if(ismovable(new_eye)) //Set the new eye unless it's us if(new_eye != src) client.perspective = EYE_PERSPECTIVE client.set_eye(new_eye) else client.set_eye(client.mob) client.perspective = MOB_PERSPECTIVE else if(isturf(new_eye)) //Set to the turf unless it's our current turf if(new_eye != loc) client.perspective = EYE_PERSPECTIVE client.set_eye(new_eye) else client.set_eye(client.mob) client.perspective = MOB_PERSPECTIVE else return TRUE //no setting eye to stupid things like areas or whatever else //Reset to common defaults: mob if on turf, otherwise current loc if(isturf(loc)) client.set_eye(client.mob) client.perspective = MOB_PERSPECTIVE else client.perspective = EYE_PERSPECTIVE client.set_eye(loc) /// Signal sent after the eye has been successfully updated, with the client existing. SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE) return TRUE /** * Examine a mob * * mob verbs are faster than object verbs. See * [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716) * for why this isn't atom/verb/examine() */ /mob/verb/examinate(atom/examinify as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why set name = "Examine" set category = "IC" DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_examinate), examinify)) /mob/proc/run_examinate(atom/examinify) if(isturf(examinify) && !(sight & SEE_TURFS) && !(examinify in view(client ? client.view : world.view, src))) // shift-click catcher may issue examinate() calls for out-of-sight turfs return var/turf/examine_turf = get_turf(examinify) if(is_blind()) //blind people see things differently (through touch) if(!blind_examine_check(examinify)) return else if(!(examine_turf.luminosity || examine_turf.dynamic_lumcount) && \ get_dist(src, examine_turf) > 1 && \ !has_nightvision()) // If you aren't blind, it's in darkness (that you can't see) and farther then next to you return face_atom(examinify) var/list/result if(client) LAZYINITLIST(client.recent_examines) var/ref_to_atom = ref(examinify) var/examine_time = client.recent_examines[ref_to_atom] if(examine_time && (world.time - examine_time < EXAMINE_MORE_WINDOW)) result = examinify.examine_more(src) if(!length(result)) result += span_notice("You examine [examinify] closer, but find nothing of interest...") else result = examinify.examine(src) client.recent_examines[ref_to_atom] = world.time // set to when we last normal examine'd them addtimer(CALLBACK(src, PROC_REF(clear_from_recent_examines), ref_to_atom), RECENT_EXAMINE_MAX_WINDOW) handle_eye_contact(examinify) else result = examinify.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist? if(result.len) for(var/i in 1 to (length(result) - 1)) result[i] += "\n" to_chat(src, examine_block("[result.Join()]")) SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, examinify) /mob/proc/blind_examine_check(atom/examined_thing) return TRUE //The non-living will always succeed at this check. /mob/living/blind_examine_check(atom/examined_thing) //need to be next to something and awake if(!Adjacent(examined_thing) || incapacitated()) to_chat(src, span_warning("Something is there, but you can't see it!")) return FALSE //you can examine things you're holding directly, but you can't examine other things if your hands are full /// the item in our active hand var/obj/item/active_item = get_active_held_item() var/boosted = FALSE if(active_item) if(HAS_TRAIT(active_item, TRAIT_BLIND_TOOL)) boosted = TRUE else if(active_item != examined_thing) to_chat(src, span_warning("Your hands are too full to examine this!")) return FALSE //you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands /// our active hand, to check if it's disabled/detatched var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null if(!active_hand || active_hand.bodypart_disabled || do_after_count() >= usable_hands) to_chat(src, span_warning("You don't have a free hand to examine this!")) return FALSE //you can only queue up one examine on something at a time if(DOING_INTERACTION_WITH_TARGET(src, examined_thing)) return FALSE to_chat(src, span_notice("You start feeling around for something...")) visible_message(span_notice(" [name] begins feeling around for \the [examined_thing.name]...")) /// how long it takes for the blind person to find the thing they're examining var/examine_delay_length = rand(1 SECONDS, 2 SECONDS) if(boosted) examine_delay_length = 0.5 SECONDS if(client?.recent_examines && client?.recent_examines[ref(examined_thing)]) //easier to find things we just touched examine_delay_length = 0.33 SECONDS else if(isobj(examined_thing)) examine_delay_length *= 1.5 else if(ismob(examined_thing) && examined_thing != src) examine_delay_length *= 2 if(examine_delay_length > 0 && !do_after(src, examine_delay_length, target = examined_thing)) to_chat(src, span_notice("You can't get a good feel for what is there.")) return FALSE //now we touch the thing we're examining /// our current intent, so we can go back to it after touching var/previous_combat_mode = combat_mode set_combat_mode(FALSE) INVOKE_ASYNC(examined_thing, TYPE_PROC_REF(/atom, attack_hand), src) set_combat_mode(previous_combat_mode) return TRUE /mob/proc/clear_from_recent_examines(ref_to_clear) SIGNAL_HANDLER if(!client) return LAZYREMOVE(client.recent_examines, ref_to_clear) /** * handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last 2 seconds within 5 tiles, we make eye contact! * * Note that if either party has their face obscured, the other won't get the notice about the eye contact * Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much. * The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them */ /mob/proc/handle_eye_contact(mob/living/examined_mob) return /mob/living/handle_eye_contact(mob/living/examined_mob) if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client) return var/imagined_eye_contact = FALSE if(!LAZYACCESS(examined_mob.client?.recent_examines, src)) // even if you haven't looked at them recently, if you have the shift eyes trait, they may still imagine the eye contact if(HAS_TRAIT(examined_mob, TRAIT_SHIFTY_EYES) && prob(10 - get_dist(src, examined_mob))) imagined_eye_contact = TRUE else return if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE) return // check to see if their face is blocked or, if not, a signal blocks it if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT) var/msg = span_smallnotice("You make eye contact with [examined_mob].") addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), src, msg), 3) // so the examine signal has time to fire and this will print after if(!imagined_eye_contact && is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT) var/msg = span_smallnotice("[src] makes eye contact with you.") addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), examined_mob, msg), 3) /** * Called by using Activate Held Object with an empty hand/limb * * Does nothing by default. The intended use is to allow limbs to call their * own attack_self procs. It is up to the individual mob to override this * parent and actually use it. */ /mob/proc/limb_attack_self() return ///Can this mob resist (default FALSE) /mob/proc/can_resist() return FALSE //overridden in living.dm ///Spin this mob around it's central axis /mob/proc/spin(spintime, speed) set waitfor = 0 var/D = dir if((spintime < 1) || (speed < 1) || !spintime || !speed) return flags_1 |= IS_SPINNING_1 while(spintime >= speed) sleep(speed) switch(D) if(NORTH) D = EAST if(SOUTH) D = WEST if(EAST) D = SOUTH if(WEST) D = NORTH setDir(D) spintime -= speed flags_1 &= ~IS_SPINNING_1 ///Update the pulling hud icon /mob/proc/update_pull_hud_icon() hud_used?.pull_icon?.update_appearance() ///Update the resting hud icon /mob/proc/update_rest_hud_icon() hud_used?.rest_icon?.update_appearance() /** * Verb to activate the object in your held hand * * Calls attack self on the item and updates the inventory hud for hands */ /mob/verb/mode() set name = "Activate Held Object" set category = "Object" set src = usr DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(execute_mode))) ///proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called /mob/proc/execute_mode() if(ismecha(loc)) return if(incapacitated()) return var/obj/item/I = get_active_held_item() if(I) I.attack_self(src) update_held_items() return limb_attack_self() /** * Allows you to respawn, abandoning your current mob * * This sends you back to the lobby creating a new dead mob * * Only works if flag/norespawn is allowed in config */ /mob/verb/abandon_mob() set name = "Respawn" set category = "OOC" if (CONFIG_GET(flag/norespawn)) if (!check_rights_for(usr.client, R_ADMIN)) to_chat(usr, span_boldnotice("Respawning is not enabled!")) return else if (tgui_alert(usr, "Respawning is currently disabled, do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes") return if (stat != DEAD) to_chat(usr, span_boldnotice("You must be dead to use this!")) return if(!check_respawn_delay()) return usr.log_message("used the respawn button.", LOG_GAME) to_chat(usr, span_boldnotice("Please roleplay correctly!")) if(!client) usr.log_message("respawn failed due to disconnect.", LOG_GAME) return client.screen.Cut() client.screen += client.void if(!client) usr.log_message("respawn failed due to disconnect.", LOG_GAME) return var/mob/dead/new_player/M = new /mob/dead/new_player() if(!client) usr.log_message("respawn failed due to disconnect.", LOG_GAME) qdel(M) return M.key = key /mob/proc/check_respawn_delay(override_delay = 0) if(!override_delay && !CONFIG_GET(number/respawn_delay)) return TRUE var/death_time = world.time - client.player_details.time_of_death var/required_delay = override_delay if(!required_delay) required_delay = CONFIG_GET(number/respawn_delay) if(death_time < required_delay) if(!check_rights_for(usr.client, R_ADMIN)) to_chat(usr, "You have been dead for [DisplayTimeText(death_time, 1)].") to_chat(usr, span_warning("You must wait [DisplayTimeText(required_delay, 1)] to respawn!")) return FALSE if(tgui_alert(usr, "You have been dead for [DisplayTimeText(death_time, 1)] out of required [DisplayTimeText(required_delay, 1)]. Do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes") return FALSE return TRUE /** * Sometimes helps if the user is stuck in another perspective or camera */ /mob/verb/cancel_camera() set name = "Cancel Camera View" set category = "OOC" reset_perspective(null) unset_machine() //suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot /mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num) set name = ".click" set hidden = TRUE set category = null return /mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num) set name = ".dblclick" set hidden = TRUE set category = null return /** * Topic call back for any mob * * * Unset machines if "mach_close" sent * * refresh the inventory of machines in range if "refresh" sent * * handles the strip panel equip and unequip as well if "item" sent */ /mob/Topic(href, href_list) if(href_list["mach_close"]) var/t1 = "window=[href_list["mach_close"]]" unset_machine() src << browse(null, t1) /** * Controls if a mouse drop succeeds (return null if it doesnt) */ /mob/MouseDrop(mob/M) . = ..() if(M != usr) return if(usr == src) return if(!Adjacent(usr)) return if(isAI(M)) return ///Is the mob muzzled (default false) /mob/proc/is_muzzled() return FALSE /// Adds this list to the output to the stat browser /mob/proc/get_status_tab_items() . = list("") //we want to offset unique stuff from standard stuff SEND_SIGNAL(src, COMSIG_MOB_GET_STATUS_TAB_ITEMS, .) /** * Convert a list of spells into a displyable list for the statpanel * * Shows charge and other important info */ /mob/proc/get_actions_for_statpanel() var/list/data = list() for(var/datum/action/cooldown/action in actions) var/list/action_data = action.set_statpanel_format() if(!length(action_data)) return data += list(list( // the panel the action gets displayed to // in the future, this could probably be replaced with subtabs (a la admin tabs) action_data[PANEL_DISPLAY_PANEL], // the status of the action, - cooldown, charges, whatever action_data[PANEL_DISPLAY_STATUS], // the name of the action action_data[PANEL_DISPLAY_NAME], // a ref to the action button of this action for this mob // it's a ref to the button specifically, instead of the action itself, // because statpanel href calls click(), which the action button (not the action itself) handles REF(action.viewers[hud_used]), )) return data /mob/proc/swap_hand(held_index) SHOULD_NOT_OVERRIDE(TRUE) // Override perform_hand_swap instead var/obj/item/held_item = get_active_held_item() if(SEND_SIGNAL(src, COMSIG_MOB_SWAPPING_HANDS, held_item) & COMPONENT_BLOCK_SWAP) to_chat(src, span_warning("Your other hand is too busy holding [held_item].")) return FALSE var/result = perform_hand_swap(held_index) if (result) SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS) return result /// Performs the actual ritual of swapping hands, such as setting the held index variables /mob/proc/perform_hand_swap(held_index) PROTECTED_PROC(TRUE) return TRUE /mob/proc/activate_hand(selhand) return /mob/proc/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //For sec bot threat assessment return 0 ///Get the ghost of this mob (from the mind) /mob/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients) if(mind) return mind.get_ghost(even_if_they_cant_reenter, ghosts_with_clients) ///Force get the ghost from the mind /mob/proc/grab_ghost(force) if(mind) return mind.grab_ghost(force = force) ///Notify a ghost that it's body is being cloned /mob/proc/notify_ghost_cloning(message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", sound = 'sound/effects/genetics.ogg', atom/source = null, flashwindow) var/mob/dead/observer/ghost = get_ghost() if(ghost) ghost.notify_cloning(message, sound, source, flashwindow) return ghost /** * Checks to see if the mob can cast normal magic spells. * * args: * * magic_flags (optional) A bitfield with the type of magic being cast (see flags at: /datum/component/anti_magic) **/ /mob/proc/can_cast_magic(magic_flags = MAGIC_RESISTANCE) if(magic_flags == NONE) // magic with the NONE flag can always be cast return TRUE var/restrict_magic_flags = SEND_SIGNAL(src, COMSIG_MOB_RESTRICT_MAGIC, magic_flags) return restrict_magic_flags == NONE /** * Checks to see if the mob can block magic * * args: * * casted_magic_flags (optional) A bitfield with the types of magic resistance being checked (see flags at: /datum/component/anti_magic) * * charge_cost (optional) The cost of charge to block a spell that will be subtracted from the protection used **/ /mob/proc/can_block_magic(casted_magic_flags = MAGIC_RESISTANCE, charge_cost = 1) if(casted_magic_flags == NONE) // magic with the NONE flag is immune to blocking return FALSE // A list of all things which are providing anti-magic to us var/list/antimagic_sources = list() var/is_magic_blocked = FALSE if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, casted_magic_flags, charge_cost, antimagic_sources) & COMPONENT_MAGIC_BLOCKED) is_magic_blocked = TRUE if(HAS_TRAIT(src, TRAIT_ANTIMAGIC)) is_magic_blocked = TRUE if((casted_magic_flags & MAGIC_RESISTANCE_HOLY) && HAS_TRAIT(src, TRAIT_HOLY)) is_magic_blocked = TRUE if(is_magic_blocked && charge_cost > 0 && !HAS_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC)) on_block_magic_effects(casted_magic_flags, antimagic_sources) return is_magic_blocked /// Called whenever a magic effect with a charge cost is blocked and we haven't recently blocked magic. /mob/proc/on_block_magic_effects(magic_flags, list/antimagic_sources) return /mob/living/on_block_magic_effects(magic_flags, list/antimagic_sources) ADD_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC, MAGIC_TRAIT) addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_RECENTLY_BLOCKED_MAGIC, MAGIC_TRAIT), 6 SECONDS) var/mutable_appearance/antimagic_effect var/antimagic_color var/atom/antimagic_source = length(antimagic_sources) ? pick(antimagic_sources) : src if(magic_flags & MAGIC_RESISTANCE) visible_message( span_warning("[src] pulses red as [ismob(antimagic_source) ? p_they() : antimagic_source] absorbs magic energy!"), span_userdanger("An intense magical aura pulses around [ismob(antimagic_source) ? "you" : antimagic_source] as it dissipates into the air!"), ) antimagic_effect = mutable_appearance('icons/effects/effects.dmi', "shield-red", MOB_SHIELD_LAYER) antimagic_color = LIGHT_COLOR_BLOOD_MAGIC playsound(src, 'sound/magic/magic_block.ogg', 50, TRUE) else if(magic_flags & MAGIC_RESISTANCE_HOLY) visible_message( span_warning("[src] starts to glow as [ismob(antimagic_source) ? p_they() : antimagic_source] emits a halo of light!"), span_userdanger("A feeling of warmth washes over [ismob(antimagic_source) ? "you" : antimagic_source] as rays of light surround your body and protect you!"), ) antimagic_effect = mutable_appearance('icons/mob/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER) antimagic_color = LIGHT_COLOR_HOLY_MAGIC playsound(src, 'sound/magic/magic_block_holy.ogg', 50, TRUE) else if(magic_flags & MAGIC_RESISTANCE_MIND) visible_message( span_warning("[src] forehead shines as [ismob(antimagic_source) ? p_they() : antimagic_source] repulses magic from their mind!"), span_userdanger("A feeling of cold splashes on [ismob(antimagic_source) ? "you" : antimagic_source] as your forehead reflects magic usering your mind!"), ) antimagic_effect = mutable_appearance('icons/mob/effects/genetics.dmi', "telekinesishead", MOB_SHIELD_LAYER) antimagic_color = LIGHT_COLOR_DARK_BLUE playsound(src, 'sound/magic/magic_block_mind.ogg', 50, TRUE) mob_light(range = 2, color = antimagic_color, duration = 5 SECONDS) add_overlay(antimagic_effect) addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, cut_overlay), antimagic_effect), 5 SECONDS) /** * Buckle a living mob to this mob. Also turns you to face the other mob * * You can buckle on mobs if you're next to them since most are dense */ /mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, buckle_mob_flags= NONE) if(M.buckled) return FALSE return ..(M, force, check_loc, buckle_mob_flags) ///Call back post buckle to a mob to offset your visual height /mob/post_buckle_mob(mob/living/M) var/height = M.get_mob_buckling_height(src) M.pixel_y = initial(M.pixel_y) + height if(M.layer <= layer) //make sure they stay above our current layer M.layer = layer + 0.1 ///Call back post unbuckle from a mob, (reset your visual height here) /mob/post_unbuckle_mob(mob/living/M) M.layer = initial(M.layer) M.pixel_y = initial(M.pixel_y) ///returns the height in pixel the mob should have when buckled to another mob. /mob/proc/get_mob_buckling_height(mob/seat) if(isliving(seat)) var/mob/living/L = seat if(L.mob_size <= MOB_SIZE_SMALL) //being on top of a small mob doesn't put you very high. return 0 return 9 ///Can the mob interact() with an atom? /mob/proc/can_interact_with(atom/A, treat_mob_as_adjacent) if(isAdminGhostAI(src)) return TRUE //Return early. we do not need to check that we are on adjacent turfs (i.e we are inside a closet) if (treat_mob_as_adjacent && src == A.loc) return TRUE if (Adjacent(A)) return TRUE var/datum/dna/mob_dna = has_dna() if(mob_dna?.check_mutation(/datum/mutation/human/telekinesis) && tkMaxRangeCheck(src, A)) return TRUE //range check if(!interaction_range) // If you don't have extra length, GO AWAY return FALSE var/turf/our_turf = get_turf(src) var/turf/their_turf = get_turf(A) if (!our_turf || !their_turf) return FALSE return ISINRANGE(their_turf.x, our_turf.x - interaction_range, our_turf.x + interaction_range) && ISINRANGE(their_turf.y, our_turf.y - interaction_range, our_turf.y + interaction_range) /** * Checks whether a mob can perform an action to interact with an object * * The default behavior checks if the mob is: * * Directly adjacent (1-tile radius) * * Standing up (not resting) * * Allows telekinesis to be used to skip adjacent checks (if they have DNA mutation) * * * action_bitflags: (see code/__DEFINES/mobs.dm) * * NEED_GRAVITY - If gravity must be present to perform action (can't use pens without gravity) * * NEED_LITERACY - If reading is required to perform action (can't read a book if you are illiterate) * * NEED_LIGHT - If lighting must be present to perform action (can't heal someone in the dark) * * NEED_DEXTERITY - If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey) * * NEED_HANDS - If hands are required to perform action (can't pickup items if you are a cyborg) * * FORBID_TELEKINESIS_REACH - If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation) * * ALLOW_SILICON_REACH - If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away) * * ALLOW_RESTING - If resting on the floor is allowed to perform action () **/ /mob/proc/can_perform_action(atom/movable/target, action_bitflags) return ///Can this mob use storage /mob/proc/canUseStorage() return FALSE /** * Check if the other mob has any factions the same as us * * If exact match is set, then all our factions must match exactly */ /mob/proc/faction_check_mob(mob/target, exact_match) if(exact_match) //if we need an exact match, we need to do some bullfuckery. var/list/faction_src = faction.Copy() var/list/faction_target = target.faction.Copy() if(!("[REF(src)]" in faction_target)) //if they don't have our ref faction, remove it from our factions list. faction_src -= "[REF(src)]" //if we don't do this, we'll never have an exact match. if(!("[REF(target)]" in faction_src)) faction_target -= "[REF(target)]" //same thing here. return faction_check(faction_src, faction_target, TRUE) return faction_check(faction, target.faction, FALSE) /* * Compare two lists of factions, returning true if any match * * If exact match is passed through we only return true if both faction lists match equally */ /proc/faction_check(list/faction_A, list/faction_B, exact_match) var/list/match_list if(exact_match) match_list = faction_A&faction_B //only items in both lists var/length = LAZYLEN(match_list) if(length) return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match. else match_list = faction_A&faction_B return LAZYLEN(match_list) return FALSE /** * Fully update the name of a mob * * This will update a mob's name, real_name, mind.name, GLOB.manifest records, pda, id and traitor text * * Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn */ /mob/proc/fully_replace_character_name(oldname, newname) if(!newname) log_message("[src] failed name change from [oldname] as no new name was specified", LOG_OWNERSHIP) return FALSE if(oldname == newname) log_message("[src] failed name change as the new name was the same as the old one: [oldname]", LOG_OWNERSHIP) return FALSE if(!istext(newname) && !isnull(newname)) stack_trace("[src] attempted to change its name from [oldname] to the non string value [newname]") return FALSE log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP) log_played_names(ckey, newname) real_name = newname name = newname if(mind) mind.name = newname if(mind.key) log_played_names(mind.key,newname) //Just in case the mind is unsynced at the moment. if(oldname) //update the datacore records! This is goig to be a bit costly. replace_records_name(oldname,newname) //update our pda and id if we have them on our person replace_identification_name(oldname,newname) for(var/datum/mind/T in SSticker.minds) for(var/datum/objective/obj in T.get_all_objectives()) // Only update if this player is a target if(obj.target && obj.target.current && obj.target.current.real_name == name) obj.update_explanation_text() log_mob_tag("TAG: [tag] RENAMED: [key_name(src)]") return TRUE ///Updates GLOB.manifest records with new name , see mob/living/carbon/human /mob/proc/replace_records_name(oldname,newname) return ///update the ID name of this mob /mob/proc/replace_identification_name(oldname,newname) var/list/searching = get_all_contents() var/search_id = 1 var/search_pda = 1 for(var/A in searching) if( search_id && isidcard(A) ) var/obj/item/card/id/ID = A if(ID.registered_name == oldname) ID.registered_name = newname ID.update_label() ID.update_icon() if(ID.registered_account?.account_holder == oldname) ID.registered_account.account_holder = newname if(!search_pda) break search_id = 0 else if( search_pda && istype(A, /obj/item/modular_computer/pda) ) var/obj/item/modular_computer/pda/PDA = A if(PDA.saved_identification == oldname) PDA.imprint_id(name = newname) PDA.UpdateDisplay() if(!search_id) break search_pda = 0 /mob/proc/update_stat() return /mob/proc/update_health_hud() return /// Changes the stamina HUD based on new information /mob/proc/update_stamina_hud() return ///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT) /mob/proc/update_sight() SHOULD_CALL_PARENT(TRUE) SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT) sync_lighting_plane_cutoff() ///Set the lighting plane hud filters to the mobs lighting_cutoff var /mob/proc/sync_lighting_plane_cutoff() if(!hud_used) return for(var/atom/movable/screen/plane_master/rendering_plate/lighting/light as anything in hud_used.get_true_plane_masters(RENDER_PLANE_LIGHTING)) light.set_light_cutoff(lighting_cutoff, lighting_color_cutoffs) ///Update the mouse pointer of the attached client in this mob /mob/proc/update_mouse_pointer() if(!client) return if(client.mouse_pointer_icon != initial(client.mouse_pointer_icon))//only send changes to the client if theyre needed client.mouse_pointer_icon = initial(client.mouse_pointer_icon) if(examine_cursor_icon && client.keys_held["Shift"]) //mouse shit is hardcoded, make this non hard-coded once we make mouse modifiers bindable client.mouse_pointer_icon = examine_cursor_icon if(istype(loc, /obj/vehicle/sealed)) var/obj/vehicle/sealed/E = loc if(E.mouse_pointer) client.mouse_pointer_icon = E.mouse_pointer if(client.mouse_override_icon) client.mouse_pointer_icon = client.mouse_override_icon /** * Can this mob see in the dark * * This checks all traits, glasses, and robotic eyeball implants to see if the mob can see in the dark * this does NOT check if the mob is missing it's eyeballs. **/ /mob/proc/has_nightvision() // Somewhat conservative, basically is your lighting plane bright enough that you the user can see stuff var/light_offset = lighting_cutoff if(length(lighting_color_cutoffs) == 3) light_offset += (lighting_color_cutoffs[1] + lighting_color_cutoffs[2] + lighting_color_cutoffs[3]) / 3 return light_offset >= LIGHTING_NIGHTVISION_THRESHOLD /// This mob is abile to read books /mob/proc/is_literate() return HAS_TRAIT(src, TRAIT_LITERATE) && !HAS_TRAIT(src, TRAIT_ILLITERATE) /** * Proc that returns TRUE if the mob can write using the writing_instrument, FALSE otherwise. * * This proc a side effect, outputting a message to the mob's chat with a reason if it returns FALSE. * Unless silent_if_not_writing_tool is TRUE. In that case it'll be silent if it isn't a writing implement/tool/instrument w/e. */ /mob/proc/can_write(obj/item/writing_instrument, silent_if_not_writing_tool = FALSE) if(!writing_instrument) return FALSE var/pen_info = writing_instrument.get_writing_implement_details() if(!pen_info || (pen_info["interaction_mode"] != MODE_WRITING)) if(!silent_if_not_writing_tool) to_chat(src, span_warning("You can't write with the [writing_instrument]!")) return FALSE if(HAS_MIND_TRAIT(src, TRAIT_MIMING) && !istype(writing_instrument, /obj/item/toy/crayon/mime)) to_chat(src, span_warning("Your vow of silence is preventing you from talking with text.")) return FALSE if(!is_literate()) to_chat(src, span_warning("You try to write, but don't know how to spell anything!")) return FALSE if(!has_light_nearby() && !has_nightvision()) to_chat(src, span_warning("It's too dark in here to write anything!")) return FALSE if(has_gravity()) return TRUE var/obj/item/pen/pen = writing_instrument if(istype(pen) && pen.requires_gravity) to_chat(src, span_warning("You try to write, but the [writing_instrument] doesn't work in zero gravity!")) return FALSE return TRUE /** * Checks if there is enough light where the mob is located * * Args: * light_amount (optional) - A decimal amount between 1.0 through 0.0 (default is 0.2) **/ /mob/proc/has_light_nearby(light_amount = LIGHTING_TILE_IS_DARK) var/turf/mob_location = get_turf(src) var/area/mob_area = get_area(src) if(mob_location.get_lumcount() > light_amount) return TRUE else if(!mob_area.static_lighting) return TRUE return FALSE /// Can this mob read /mob/proc/can_read(atom/viewed_atom, reading_check_flags = (READING_CHECK_LITERACY|READING_CHECK_LIGHT), silent = FALSE) if((reading_check_flags & READING_CHECK_LITERACY) && !is_literate()) if(!silent) to_chat(src, span_warning("You try to read [viewed_atom], but can't comprehend any of it.")) return FALSE if((reading_check_flags & READING_CHECK_LIGHT) && !has_light_nearby() && !has_nightvision()) if(!silent) to_chat(src, span_warning("It's too dark in here to read!")) return FALSE return TRUE /** * Get the mob VV dropdown extras */ /mob/vv_get_dropdown() . = ..() VV_DROPDOWN_OPTION("", "---------") VV_DROPDOWN_OPTION(VV_HK_GIB, "Gib") VV_DROPDOWN_OPTION(VV_HK_GIVE_SPELL, "Give Spell") VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell") VV_DROPDOWN_OPTION(VV_HK_GIVE_DISEASE, "Give Disease") VV_DROPDOWN_OPTION(VV_HK_GODMODE, "Toggle Godmode") VV_DROPDOWN_OPTION(VV_HK_DROP_ALL, "Drop Everything") VV_DROPDOWN_OPTION(VV_HK_REGEN_ICONS, "Regenerate Icons") VV_DROPDOWN_OPTION(VV_HK_PLAYER_PANEL, "Show player panel") VV_DROPDOWN_OPTION(VV_HK_BUILDMODE, "Toggle Buildmode") VV_DROPDOWN_OPTION(VV_HK_DIRECT_CONTROL, "Assume Direct Control") VV_DROPDOWN_OPTION(VV_HK_GIVE_DIRECT_CONTROL, "Give Direct Control") VV_DROPDOWN_OPTION(VV_HK_OFFER_GHOSTS, "Offer Control to Ghosts") VV_DROPDOWN_OPTION(VV_HK_VIEW_PLANES, "View/Edit Planes") /mob/vv_do_topic(list/href_list) . = ..() if(href_list[VV_HK_REGEN_ICONS]) if(!check_rights(NONE)) return regenerate_icons() if(href_list[VV_HK_PLAYER_PANEL]) if(!check_rights(NONE)) return usr.client.holder.show_player_panel(src) if(href_list[VV_HK_GODMODE]) if(!check_rights(R_ADMIN)) return usr.client.cmd_admin_godmode(src) if(href_list[VV_HK_GIVE_SPELL]) if(!check_rights(NONE)) return usr.client.give_spell(src) if(href_list[VV_HK_REMOVE_SPELL]) if(!check_rights(NONE)) return usr.client.remove_spell(src) if(href_list[VV_HK_GIVE_DISEASE]) if(!check_rights(NONE)) return usr.client.give_disease(src) if(href_list[VV_HK_GIB]) if(!check_rights(R_FUN)) return usr.client.cmd_admin_gib(src) if(href_list[VV_HK_BUILDMODE]) if(!check_rights(R_BUILD)) return togglebuildmode(src) if(href_list[VV_HK_DROP_ALL]) if(!check_rights(NONE)) return usr.client.cmd_admin_drop_everything(src) if(href_list[VV_HK_DIRECT_CONTROL]) if(!check_rights(NONE)) return usr.client.cmd_assume_direct_control(src) if(href_list[VV_HK_GIVE_DIRECT_CONTROL]) if(!check_rights(NONE)) return usr.client.cmd_give_direct_control(src) if(href_list[VV_HK_OFFER_GHOSTS]) if(!check_rights(NONE)) return offer_control(src) if(href_list[VV_HK_VIEW_PLANES]) if(!check_rights(R_DEBUG)) return usr.client.edit_plane_masters(src) /** * extra var handling for the logging var */ /mob/vv_get_var(var_name) switch(var_name) if(NAMEOF(src, logging)) return debug_variable(var_name, logging, 0, src, FALSE) . = ..() /mob/vv_auto_rename(new_name) //Do not do parent's actions, as we *usually* do this differently. fully_replace_character_name(real_name, new_name) ///Show the language menu for this mob /mob/verb/open_language_menu_verb() set name = "Open Language Menu" set category = "IC" get_language_holder().open_language_menu(usr) ///Adjust the nutrition of a mob /mob/proc/adjust_nutrition(change) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks nutrition = max(0, nutrition + change) ///Force set the mob nutrition /mob/proc/set_nutrition(change) //Seriously fuck you oldcoders. nutrition = max(0, change) /mob/proc/update_equipment_speed_mods() var/speedies = equipped_speed_mods() if(speedies > 0 && HAS_TRAIT(src, TRAIT_SETTLER)) //if our movespeed mod is in the negatives, we don't modify it since that's a benefit speedies *= 0.2 if(!speedies) remove_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod) else add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod, multiplicative_slowdown = speedies) /// Gets the combined speed modification of all worn items /// Except base mob type doesnt really wear items /mob/proc/equipped_speed_mods() for(var/obj/item/I in held_items) if(I.item_flags & SLOWS_WHILE_IN_HAND) . += I.slowdown /mob/proc/set_stat(new_stat) if(new_stat == stat) return . = stat stat = new_stat SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat, .) /// Proc used for custom metabolization of reagents, if any /mob/proc/reagent_check(datum/reagent/chem, seconds_per_tick, times_fired) SHOULD_CALL_PARENT(TRUE) return SEND_SIGNAL(src, COMSIG_MOB_REAGENT_CHECK, chem, seconds_per_tick, times_fired) /mob/vv_edit_var(var_name, var_value) switch(var_name) if(NAMEOF(src, control_object)) var/obj/O = var_value if(!istype(O) || (O.obj_flags & DANGEROUS_POSSESSION)) return FALSE if(NAMEOF(src, machine)) set_machine(var_value) . = TRUE if(NAMEOF(src, focus)) set_focus(var_value) . = TRUE if(NAMEOF(src, nutrition)) set_nutrition(var_value) . = TRUE if(NAMEOF(src, stat)) set_stat(var_value) . = TRUE if(!isnull(.)) datum_flags |= DF_VAR_EDITED return var/slowdown_edit = (var_name == NAMEOF(src, cached_multiplicative_slowdown)) var/diff if(slowdown_edit && isnum(cached_multiplicative_slowdown) && isnum(var_value)) remove_movespeed_modifier(/datum/movespeed_modifier/admin_varedit) diff = var_value - cached_multiplicative_slowdown . = ..() if(. && slowdown_edit && isnum(diff)) add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/admin_varedit, multiplicative_slowdown = diff) /// Cleanup proc that's called when a mob loses a client, either through client destroy or logout /// Logout happens post client del, so we can't just copypaste this there. This keeps things clean and consistent /mob/proc/become_uncliented() if(!canon_client) return for(var/foo in canon_client.player_details.post_logout_callbacks) var/datum/callback/CB = foo CB.Invoke() if(canon_client?.movingmob) LAZYREMOVE(canon_client.movingmob.client_mobs_in_contents, src) canon_client.movingmob = null clear_important_client_contents() canon_client = null ///Shows a tgui window with memories /mob/verb/memory() set name = "Memories" set category = "IC" set desc = "View your character's memories." if(!mind) var/fail_message = "You have no mind!" if(isobserver(src)) fail_message += " You have to be in the current round at some point to have one." to_chat(src, span_warning(fail_message)) return if(!mind.memory_panel) mind.memory_panel = new(usr, mind) mind.memory_panel.ui_interact(usr) /datum/memory_panel var/datum/mind/mind_reference var/client/holder //client of whoever is using this datum /datum/memory_panel/New(user, mind_reference)//user can either be a client or a mob due to byondcode(tm) if (istype(user, /client)) var/client/user_client = user holder = user_client //if its a client, assign it to holder else var/mob/user_mob = user holder = user_mob.client //if its a mob, assign the mob's client to holder src.mind_reference = mind_reference /datum/memory_panel/Destroy(force) mind_reference.memory_panel = null . = ..() /datum/memory_panel/ui_state(mob/user) return GLOB.always_state /datum/memory_panel/ui_close() qdel(src) /datum/memory_panel/ui_interact(mob/user, datum/tgui/ui) ui = SStgui.try_update_ui(user, src, ui) if(!ui) ui = new(user, src, "MemoryPanel") ui.open() /datum/memory_panel/ui_data(mob/user) var/list/data = list() var/list/memories = list() for(var/memory_key in user?.mind.memories) var/datum/memory/memory = user.mind.memories[memory_key] memories += list(list("name" = memory.name, "quality" = memory.story_value)) data["memories"] = memories return data /mob/verb/view_skills() set category = "IC" set name = "View Skills" mind?.print_levels(src)