//check_target_facings() return defines /// Two mobs are facing the same direction #define FACING_SAME_DIR 1 /// Two mobs are facing each others #define FACING_EACHOTHER 2 /// Two mobs one is facing a person, but the other is perpendicular #define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award? /// Returns one of the human blood types at random, weighted by their rarity /proc/random_human_blood_type() RETURN_TYPE(/datum/blood_type) return get_blood_type(pick_weight( list( BLOOD_TYPE_O_MINUS = 4, BLOOD_TYPE_O_PLUS = 36, BLOOD_TYPE_A_MINUS = 3, BLOOD_TYPE_A_PLUS = 28, BLOOD_TYPE_B_MINUS= 1, BLOOD_TYPE_B_PLUS = 20, BLOOD_TYPE_AB_MINUS = 1, BLOOD_TYPE_AB_PLUS = 5, ))) /proc/random_eye_color() switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino")) if("brown") return COLOR_BROWNER_BROWN if("hazel") return "#554422" if("grey") return pick("#666666","#777777","#888888","#999999","#aaaaaa","#bbbbbb","#cccccc") if("blue") return "#3366cc" if("green") return "#006600" if("amber") return "#ffcc00" if("albino") return "#" + pick("cc","dd","ee","ff") + pick("00","11","22","33","44","55","66","77","88","99") + pick("00","11","22","33","44","55","66","77","88","99") else return COLOR_BLACK /proc/random_hair_color() var/static/list/natural_hair_colors = list( "#111111", "#362925", "#3B3831", "#41250C", "#412922", "#544C49", "#583322", "#593029", "#703b30", "#714721", "#744729", "#74482a", "#7b746e", "#855832", "#863019", "#8c4734", "#9F550E", "#A29A96", "#A4381C", "#B17B41", "#C0BAB7", "#EFE5E4", "#F7F3F1", "#FFF2D6", "#a15537", "#a17e61", "#b38b67", "#ba673c", "#c89f73", "#d9b380", "#dbc9b8", "#e1621d", "#e17d17", "#e1af93", "#f1cc8f", "#fbe7a1", ) return pick(natural_hair_colors) /proc/random_underwear(gender) if(length(SSaccessories.underwear_list) == 0) CRASH("No underwear to choose from!") switch(gender) if(MALE) return pick(SSaccessories.underwear_m) if(FEMALE) return pick(SSaccessories.underwear_f) else return pick(SSaccessories.underwear_list) /proc/random_undershirt(gender) if(length(SSaccessories.undershirt_list) == 0) CRASH("No undershirts to choose from!") switch(gender) if(MALE) return pick(SSaccessories.undershirt_m) if(FEMALE) return pick(SSaccessories.undershirt_f) else return pick(SSaccessories.undershirt_list) /proc/random_socks() if(length(SSaccessories.socks_list) == 0) CRASH("No socks to choose from!") return pick(SSaccessories.socks_list) /proc/random_backpack() return pick(GLOB.backpacklist) /proc/random_hairstyle(gender) switch(gender) if(MALE) return pick(SSaccessories.hairstyles_male_list) if(FEMALE) return pick(SSaccessories.hairstyles_female_list) else return pick(SSaccessories.hairstyles_list) /proc/random_facial_hairstyle(gender) switch(gender) if(MALE) return pick(SSaccessories.facial_hairstyles_male_list) if(FEMALE) return pick(SSaccessories.facial_hairstyles_female_list) else return pick(SSaccessories.facial_hairstyles_list) GLOBAL_LIST_INIT(skin_tones, sort_list(list( "albino", "caucasian1", "caucasian2", "caucasian3", "latino", "mediterranean", "asian1", "asian2", "arab", "indian", "mixed1", "mixed2", "mixed3", "mixed4", "african1", "african2" ))) GLOBAL_LIST_INIT(skin_tone_names, list( "african1" = "Medium brown", "african2" = "Dark brown", "albino" = "Albino", "arab" = "Light brown", "asian1" = "Ivory", "asian2" = "Beige", "caucasian1" = "Porcelain", "caucasian2" = "Light peach", "caucasian3" = "Peach", "indian" = "Brown", "latino" = "Light beige", "mediterranean" = "Olive", "mixed1" = "Chestnut", "mixed2" = "Walnut", "mixed3" = "Coffee", "mixed4" = "Macadamia", )) /proc/age2agedescription(age) switch(age) if(0 to 1) return "infant" if(1 to 3) return "toddler" if(3 to 13) return "child" if(13 to 19) return "teenager" if(19 to 30) return "young adult" if(30 to 45) return "adult" if(45 to 60) return "middle-aged" if(60 to 70) return "aging" if(70 to INFINITY) return "elderly" else return "unknown" //some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action /mob/proc/break_do_after_checks(list/checked_health, check_clicks) if(check_clicks && next_move > world.time) return FALSE return TRUE //pass a list in the format list("health" = mob's health var) to check health during this /mob/living/break_do_after_checks(list/checked_health, check_clicks) if(islist(checked_health)) if(health < checked_health["health"]) return FALSE checked_health["health"] = health return ..() /** * Timed action involving one mob user. Target is optional. * * Checks that `user` does not move, change hands, get stunned, etc. for the * given `delay`. Returns `TRUE` on success or `FALSE` on failure. * * @param {mob} user - The mob performing the action. * * @param {number} delay - The time in deciseconds. Use the SECONDS define for readability. `1 SECONDS` is 10 deciseconds. * * @param {atom} target - The target of the action. This is where the progressbar will display. * * @param {flag} timed_action_flags - Flags to control the behavior of the timed action. * * @param {boolean} progress - Whether to display a progress bar / cogbar. * * @param {datum/callback} extra_checks - Additional checks to perform before the action is executed. * * @param {string} interaction_key - The assoc key under which the do_after is capped, with max_interact_count being the cap. Interaction key will default to target if not set. * * @param {number} max_interact_count - The maximum amount of interactions allowed. * * @param {boolean} hidden - By default, any action 1 second or longer shows a cog over the user while it is in progress. If hidden is set to TRUE, the cog will not be shown. * * @param {icon} icon - The icon file of the cog. Default: 'icons/effects/progressbar.dmi' * * @param {iconstate} iconstate - The icon state of the cog. Default: "Cog" * * @param {mob} bar_override - Mob which should see the bar instead of the user */ /proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1, hidden = FALSE, icon = 'icons/effects/progressbar.dmi', iconstate = "cog", mob/bar_override = null) if(!user) return FALSE if(!isnum(delay)) CRASH("do_after was passed a non-number delay: [delay || "null"].") if(!interaction_key && target) interaction_key = target //Use the direct ref to the target if(interaction_key) //Do we have a interaction_key now? var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0 if(current_interaction_count >= max_interact_count) //We are at our peak return LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1) var/atom/user_loc = user.loc var/atom/target_loc = target?.loc var/drifting = FALSE if(!isnull(user.drift_handler)) drifting = TRUE var/holding = user.get_active_held_item() #ifdef UNIT_TESTS timed_action_flags &= ~IGNORE_SLOWDOWNS //it shouldn't stop unit test dummies from being fast as hell #endif if(!(timed_action_flags & IGNORE_SLOWDOWNS)) delay *= user.cached_multiplicative_actions_slowdown var/datum/progressbar/progbar var/datum/cogbar/cog if(progress) if(user.client || bar_override?.client) progbar = new(bar_override || user, delay, target || user) if(!hidden && delay >= 1 SECONDS) cog = new(bar_override || user, icon, iconstate) SEND_SIGNAL(user, COMSIG_DO_AFTER_BEGAN) var/endtime = world.time + delay var/starttime = world.time . = TRUE while (world.time < endtime) stoplag(1) if(!QDELETED(progbar)) progbar.update(world.time - starttime) if(drifting && isnull(user.drift_handler)) drifting = FALSE user_loc = user.loc if(QDELETED(user) \ || (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \ || (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \ || (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \ || (extra_checks && !extra_checks.Invoke())) . = FALSE break if(target && (user != target) && \ (QDELETED(target) \ || (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc))) . = FALSE break if(!QDELETED(progbar)) progbar.end_progress() cog?.remove() if(interaction_key) var/reduced_interaction_count = (LAZYACCESS(user.do_afters, interaction_key) || 0) - 1 if(reduced_interaction_count > 0) // Not done yet! LAZYSET(user.do_afters, interaction_key, reduced_interaction_count) return // all out, let's clear er out fully LAZYREMOVE(user.do_afters, interaction_key) SEND_SIGNAL(user, COMSIG_DO_AFTER_ENDED) /// Returns the total amount of do_afters this mob is taking part in /mob/proc/do_after_count() var/count = 0 for(var/key in do_afters) count += do_afters[key] return count /proc/is_species(A, species_datum) . = FALSE if(ishuman(A)) var/mob/living/carbon/human/H = A if(H.dna && istype(H.dna.species, species_datum)) . = TRUE /// Returns if the given target is a human. Like, a REAL human. /// Not a moth, not a felinid (which are human subtypes), but a human. /proc/ishumanbasic(target) if (!ishuman(target)) return FALSE var/mob/living/carbon/human/human_target = target return human_target.dna?.species?.type == /datum/species/human /proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args) var/turf/T = get_turf(target) if(!T) CRASH("attempt to spawn atom type: [spawn_type] in nullspace") var/list/new_args = list(T) if(extra_args) new_args += extra_args var/atom/X for(var/j in 1 to amount) X = new spawn_type(arglist(new_args)) if (admin_spawn) X.flags_1 |= ADMIN_SPAWNED_1 return X //return the last mob spawned /proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE, cardinals_only = TRUE) var/turf/T = get_turf(target) var/step_count = 0 if(!T) CRASH("attempt to spawn atom type: [spawn_type] in nullspace") var/list/spawned_mobs = new(amount) for(var/j in 1 to amount) var/atom/movable/X if (istype(spawn_type, /list)) var/mob_type = pick(spawn_type) X = new mob_type(T) else X = new spawn_type(T) if (admin_spawn) X.flags_1 |= ADMIN_SPAWNED_1 spawned_mobs[j] = X if(always_max_walk || prob(walk_chance)) if(always_max_walk) step_count = max_walk else step_count = rand(1, max_walk) for(var/i in 1 to step_count) step(X, cardinals_only ? pick(GLOB.cardinals) : pick(GLOB.alldirs)) return spawned_mobs // Displays a message in deadchat, sent by source. source is not linkified, message is, to avoid stuff like character names to be linkified. // Automatically gives the class deadsay to the whole message (message + source) /proc/deadchat_broadcast(message, source=null, mob/follow_target=null, turf/turf_target=null, speaker_key=null, message_type=DEADCHAT_REGULAR, admin_only=FALSE) message = span_deadsay("[source][span_linkify(message)]") if(admin_only) message += span_deadsay(" (This is viewable to admins only).") for(var/mob/M in GLOB.player_list) var/chat_toggles = TOGGLES_DEFAULT_CHAT var/toggles = TOGGLES_DEFAULT var/list/ignoring if(M.client?.prefs) var/datum/preferences/prefs = M.client?.prefs chat_toggles = prefs.chat_toggles toggles = prefs.toggles ignoring = prefs.ignoring if(admin_only) if(!M.client?.holder) continue var/override = FALSE if(M.client?.holder && (chat_toggles & CHAT_DEAD)) override = TRUE if(HAS_TRAIT(M, TRAIT_SIXTHSENSE) && message_type == DEADCHAT_REGULAR) override = TRUE if(SSticker.current_state == GAME_STATE_FINISHED) override = TRUE if(isnewplayer(M) && !override) continue if(M.stat != DEAD && !override) continue if(speaker_key && (speaker_key in ignoring)) continue switch(message_type) if(DEADCHAT_DEATHRATTLE) if(toggles & DISABLE_DEATHRATTLE) continue if(DEADCHAT_ARRIVALRATTLE) if(toggles & DISABLE_ARRIVALRATTLE) continue if(DEADCHAT_LAWCHANGE) if(!(chat_toggles & CHAT_GHOSTLAWS)) continue if(DEADCHAT_LOGIN_LOGOUT) if(!(chat_toggles & CHAT_LOGIN_LOGOUT)) continue if(isobserver(M)) var/rendered_message = message if(follow_target) var/F if(turf_target) F = FOLLOW_OR_TURF_LINK(M, follow_target, turf_target) else F = FOLLOW_LINK(M, follow_target) rendered_message = "[F] [message]" else if(turf_target) var/turf_link = TURF_LINK(M, turf_target) rendered_message = "[turf_link] [message]" to_chat(M, rendered_message, avoid_highlighting = speaker_key == M.key) else to_chat(M, message, avoid_highlighting = speaker_key == M.key) //Used in chemical_mob_spawn. Generates a random mob based on a given gold_core_spawnable value. /proc/create_random_mob(spawn_location, mob_class = HOSTILE_SPAWN) var/static/list/mob_spawn_meancritters = list() // list of possible hostile mobs var/static/list/mob_spawn_nicecritters = list() // and possible friendly mobs if(mob_spawn_meancritters.len <= 0 || mob_spawn_nicecritters.len <= 0) for(var/T in typesof(/mob/living/simple_animal)) var/mob/living/simple_animal/SA = T switch(initial(SA.gold_core_spawnable)) if(HOSTILE_SPAWN) mob_spawn_meancritters += T if(FRIENDLY_SPAWN) mob_spawn_nicecritters += T for(var/mob/living/basic/basic_mob as anything in typesof(/mob/living/basic)) switch(initial(basic_mob.gold_core_spawnable)) if(HOSTILE_SPAWN) mob_spawn_meancritters += basic_mob if(FRIENDLY_SPAWN) mob_spawn_nicecritters += basic_mob var/chosen if(mob_class == FRIENDLY_SPAWN) chosen = pick(mob_spawn_nicecritters) else chosen = pick(mob_spawn_meancritters) var/mob/living/spawned_mob = new chosen(spawn_location) return spawned_mob /proc/passtable_on(target, source) var/mob/living/L = target if (!HAS_TRAIT(L, TRAIT_PASSTABLE) && L.pass_flags & PASSTABLE) ADD_TRAIT(L, TRAIT_PASSTABLE, INNATE_TRAIT) ADD_TRAIT(L, TRAIT_PASSTABLE, source) L.pass_flags |= PASSTABLE /proc/passtable_off(target, source) var/mob/living/L = target REMOVE_TRAIT(L, TRAIT_PASSTABLE, source) if(!HAS_TRAIT(L, TRAIT_PASSTABLE)) L.pass_flags &= ~PASSTABLE /proc/passwindow_on(target, source) var/mob/living/target_mob = target if (!HAS_TRAIT(target_mob, TRAIT_PASSWINDOW) && target_mob.pass_flags & PASSWINDOW) ADD_TRAIT(target_mob, TRAIT_PASSWINDOW, INNATE_TRAIT) ADD_TRAIT(target_mob, TRAIT_PASSWINDOW, source) target_mob.pass_flags |= PASSWINDOW /proc/passwindow_off(target, source) var/mob/living/target_mob = target REMOVE_TRAIT(target_mob, TRAIT_PASSWINDOW, source) if(!HAS_TRAIT(target_mob, TRAIT_PASSWINDOW)) target_mob.pass_flags &= ~PASSWINDOW /proc/dance_rotate(atom/movable/AM, datum/callback/callperrotate, set_original_dir=FALSE) set waitfor = FALSE var/originaldir = AM.dir for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH)) if(!AM) return AM.setDir(i) callperrotate?.Invoke() sleep(0.1 SECONDS) if(set_original_dir) AM.setDir(originaldir) /////////////////////// ///Silicon Mob Procs/// /////////////////////// //Returns a list of unslaved cyborgs /proc/active_free_borgs() . = list() for(var/mob/living/silicon/robot/borg in GLOB.silicon_mobs) if(borg.connected_ai || borg.shell) continue if(borg.stat == DEAD) continue if(borg.emagged || borg.scrambledcodes) continue . += borg //Returns a list of AI's /proc/active_ais(check_mind = FALSE, z = null, skip_syndicate = FALSE, only_syndicate = FALSE) . = list() for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list) if(ai.stat == DEAD) continue if(ai.control_disabled) continue var/syndie_ai = istype(ai, /mob/living/silicon/ai/weak_syndie) if(skip_syndicate && syndie_ai) continue if(only_syndicate && !syndie_ai) continue if(check_mind && !ai.mind) continue if(!isnull(z) && z != ai.z && (!is_station_level(z) || !is_station_level(ai.z))) //if a Z level was specified, AND the AI is not on the same level, AND either is off the station... continue . += ai //Find an active ai with the least borgs. VERBOSE PROCNAME HUH! /proc/select_active_ai_with_fewest_borgs(z) var/mob/living/silicon/ai/selected var/list/active = active_ais(FALSE, z) for(var/mob/living/silicon/ai/A in active) if(!selected || (selected.connected_robots.len > A.connected_robots.len)) selected = A return selected /proc/select_active_free_borg(mob/user) var/list/borgs = active_free_borgs() if(borgs.len) if(user) . = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in sort_list(borgs) else . = pick(borgs) return . /proc/select_active_ai(mob/user, z = null, skip_syndicate, only_syndicate) var/list/ais = active_ais(FALSE, z, skip_syndicate, only_syndicate) if(ais.len) if(user) . = input(user,"AI signals detected:", "AI Selection", ais[1]) in sort_list(ais) else . = pick(ais) return . /** * Used to get the amount of change between two body temperatures * * When passed the difference between two temperatures returns the amount of change to temperature to apply. * The change rate should be kept at a low value tween 0.16 and 0.02 for optimal results. * vars: * * temp_diff (required) The difference between two temperatures * * change_rate (optional)(Default: 0.06) The rate of range multiplier */ /proc/get_temp_change_amount(temp_diff, change_rate = 0.06) if(temp_diff < 0) return -(BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 - (temp_diff * change_rate)) return (BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 + (temp_diff * change_rate)) #define ISADVANCEDTOOLUSER(mob) (HAS_TRAIT(mob, TRAIT_ADVANCEDTOOLUSER) && !HAS_TRAIT(mob, TRAIT_DISCOORDINATED_TOOL_USER)) /// Gets the client of the mob, allowing for mocking of the client. /// You only need to use this if you know you're going to be mocking clients somewhere else. #define GET_CLIENT(mob) (##mob.client || ##mob.mock_client) ///Orders mobs by type then by name. Accepts optional arg to sort a custom list, otherwise copies GLOB.mob_list. /proc/sort_mobs() var/list/moblist = list() var/list/sortmob = sort_names(GLOB.mob_list) for(var/mob/living/silicon/ai/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/eye/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/silicon/pai/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/silicon/robot/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/carbon/human/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/brain/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/carbon/alien/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/dead/observer/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/dead/new_player/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/basic/slime/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/simple_animal/mob_to_sort in sortmob) moblist += mob_to_sort for(var/mob/living/basic/mob_to_sort in sortmob) moblist += mob_to_sort // We've already added slimes. if(isslime(mob_to_sort)) continue return moblist ///returns a mob type controlled by a specified ckey /proc/get_mob_by_ckey(key) if(!key) return var/mob/persistent_mob = GLOB.persistent_clients_by_ckey[key]?.mob if(persistent_mob) return persistent_mob // hopefully the above will always handle it, but any time a coder thinks "no way this will happen", murphy's law guarantees it somehow will for(var/mob/mob as anything in GLOB.mob_list) if(mob.ckey == key) return mob /// Returns a string for the specified body zone. If we have a bodypart in this zone, refers to its plaintext_zone instead. /mob/living/proc/parse_zone_with_bodypart(zone) var/obj/item/bodypart/part = get_bodypart(zone) return part?.plaintext_zone || parse_zone(zone) ///Return a string for the specified body zone. Should be used for parsing non-instantiated bodyparts, otherwise use [/obj/item/bodypart/var/plaintext_zone] /proc/parse_zone(zone) switch(zone) if(BODY_ZONE_CHEST) return "chest" if(BODY_ZONE_HEAD) return "head" if(BODY_ZONE_PRECISE_R_HAND) return "right hand" if(BODY_ZONE_PRECISE_L_HAND) return "left hand" if(BODY_ZONE_L_ARM) return "left arm" if(BODY_ZONE_R_ARM) return "right arm" if(BODY_ZONE_L_LEG) return "left leg" if(BODY_ZONE_R_LEG) return "right leg" if(BODY_ZONE_PRECISE_L_FOOT) return "left foot" if(BODY_ZONE_PRECISE_R_FOOT) return "right foot" if(BODY_ZONE_PRECISE_GROIN) return "groin" else return zone ///Takes a zone and returns its "parent" zone, if it has one. /proc/deprecise_zone(precise_zone) switch(precise_zone) if(BODY_ZONE_PRECISE_GROIN) return BODY_ZONE_CHEST if(BODY_ZONE_PRECISE_EYES) return BODY_ZONE_HEAD if(BODY_ZONE_PRECISE_MOUTH) return BODY_ZONE_HEAD if(BODY_ZONE_PRECISE_R_HAND) return BODY_ZONE_R_ARM if(BODY_ZONE_PRECISE_L_HAND) return BODY_ZONE_L_ARM if(BODY_ZONE_PRECISE_L_FOOT) return BODY_ZONE_L_LEG if(BODY_ZONE_PRECISE_R_FOOT) return BODY_ZONE_R_LEG else return precise_zone ///Returns a list of strings for a given slot flag. /proc/parse_slot_flags(slot_flags) var/list/slot_strings = list() if(slot_flags & ITEM_SLOT_BACK) slot_strings += "back" if(slot_flags & ITEM_SLOT_MASK) slot_strings += "mask" if(slot_flags & ITEM_SLOT_NECK) slot_strings += "neck" if(slot_flags & ITEM_SLOT_HANDCUFFED) slot_strings += "handcuff" if(slot_flags & ITEM_SLOT_LEGCUFFED) slot_strings += "legcuff" if(slot_flags & ITEM_SLOT_BELT) slot_strings += "belt" if(slot_flags & ITEM_SLOT_ID) slot_strings += "id" if(slot_flags & ITEM_SLOT_EARS) slot_strings += "ear" if(slot_flags & ITEM_SLOT_EYES) slot_strings += "glasses" if(slot_flags & ITEM_SLOT_GLOVES) slot_strings += "glove" if(slot_flags & ITEM_SLOT_HEAD) slot_strings += "head" if(slot_flags & ITEM_SLOT_FEET) slot_strings += "shoe" if(slot_flags & ITEM_SLOT_OCLOTHING) slot_strings += "oversuit" if(slot_flags & ITEM_SLOT_ICLOTHING) slot_strings += "undersuit" if(slot_flags & ITEM_SLOT_SUITSTORE) slot_strings += "suit storage" if(slot_flags & (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET)) slot_strings += "pocket" if(slot_flags & ITEM_SLOT_HANDS) slot_strings += "hand" if(slot_flags & ITEM_SLOT_DEX_STORAGE) slot_strings += "dextrous storage" return slot_strings ///Returns the direction that the initiator and the target are facing /proc/check_target_facings(mob/living/initiator, mob/living/target) /*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head. Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time That said, this proc should not be used if the change facing proc of the click code is overridden at the same time*/ if(!isliving(target) || target.body_position == LYING_DOWN) //Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side return FALSE if(initiator.dir == target.dir) //mobs are facing the same direction return FACING_SAME_DIR if(is_source_facing_target(initiator,target) && is_source_facing_target(target,initiator)) //mobs are facing each other return FACING_EACHOTHER if(initiator.dir + 2 == target.dir || initiator.dir - 2 == target.dir || initiator.dir + 6 == target.dir || initiator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st return FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR ///Returns the occupant mob or brain from a specified input /proc/get_mob_or_brainmob(occupant) var/mob/living/mob_occupant if(isliving(occupant)) mob_occupant = occupant else if(isorgan(occupant)) var/obj/item/organ/brain/brain = occupant mob_occupant = brain.brainmob return mob_occupant ///Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame() /mob/proc/apply_pref_name(preference_type, client/requesting_client) if(!requesting_client) requesting_client = client var/oldname = real_name var/newname var/loop = 1 var/safety = 0 var/random = CONFIG_GET(flag/force_random_names) || (requesting_client ? is_banned_from(requesting_client.ckey, "Appearance") : FALSE) while(loop && safety < 5) if(!safety && !random) newname = requesting_client?.prefs?.read_preference(preference_type) else var/datum/preference/preference = GLOB.preference_entries[preference_type] if (requesting_client?.prefs) newname = preference.create_informed_default_value(requesting_client.prefs) else newname = preference.create_default_value() for(var/mob/living/checked_mob in GLOB.player_list) if(checked_mob == src) continue if(!newname || checked_mob.real_name == newname) newname = null loop++ // name is already taken so we roll again break loop-- safety++ if(newname) fully_replace_character_name(oldname, newname) return TRUE return FALSE ///Returns the amount of currently living players /proc/living_player_count() var/living_player_count = 0 for(var/mob in GLOB.player_list) if(mob in GLOB.alive_mob_list) living_player_count += 1 return living_player_count GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new) ///Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant). /proc/dview(range = world.view, center, invis_flags = 0) if(!center) return GLOB.dview_mob.loc = center GLOB.dview_mob.set_invis_see(invis_flags) . = view(range, GLOB.dview_mob) GLOB.dview_mob.loc = null /mob/dview name = "INTERNAL DVIEW MOB" invisibility = INVISIBILITY_ABSTRACT density = FALSE move_resist = INFINITY var/ready_to_die = FALSE /mob/dview/Initialize(mapload) //Properly prevents this mob from gaining huds or joining any global lists SHOULD_CALL_PARENT(FALSE) if(flags_1 & INITIALIZED_1) stack_trace("Warning: [src]([type]) initialized multiple times!") flags_1 |= INITIALIZED_1 return INITIALIZE_HINT_NORMAL /mob/dview/Destroy(force = FALSE) if(!ready_to_die) stack_trace("ALRIGHT WHICH FUCKER TRIED TO DELETE *MY* DVIEW?") if (!force) return QDEL_HINT_LETMELIVE log_world("EVACUATE THE SHITCODE IS TRYING TO STEAL MUH JOBS") GLOB.dview_mob = new return ..() #define FOR_DVIEW(type, range, center, invis_flags) \ GLOB.dview_mob.loc = center; \ GLOB.dview_mob.set_invis_see(invis_flags); \ for(type in view(range, GLOB.dview_mob)) #define FOR_DVIEW_END GLOB.dview_mob.loc = null ///Makes a call in the context of a different usr. Use sparingly /world/proc/push_usr(mob/user_mob, datum/callback/invoked_callback, ...) var/temp = usr usr = user_mob if (length(args) > 2) . = invoked_callback.Invoke(arglist(args.Copy(3))) else . = invoked_callback.Invoke() usr = temp /** * Iterates over all mobs that can see the passed movable and adds specific mood events to them based on their personalities. * * * source: String source for the mood event * * personality_to_mood: A list mapping personality types to mood event types. Example: list(/datum/personality/chill = /datum/mood_event/chill_guy) * * range: The range in which to check for viewers. Default is view range. * * additional args may be supplied to pass into the mood event constructor. */ /proc/add_personality_mood_to_viewers(atom/movable/source, mood_key, list/personality_to_mood, range, ...) for(var/mob/living/nearby in viewers(range, source)) if(nearby.stat >= UNCONSCIOUS || nearby.is_blind()) continue for(var/personality in personality_to_mood) if(HAS_PERSONALITY(nearby, personality)) nearby.add_mood_event(arglist( list("[mood_key]_[personality]", personality_to_mood[personality]) + args.Copy(4) )) break