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https://github.com/Bubberstation/Bubberstation.git
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🆑 Joan rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab. rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics. tweak: The remaining blob chems should, overall, be more powerful. tweak: Shield blobs soak brute damage less well. tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster. experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60. experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally. rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos. tweak: Blobs should block explosions less well. rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos. rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general. tweak: Blobbernauts now attack faster. tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster. rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60. bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars. bugfix: Blob rounds might be less laggy, if they were laggy? tweak: Blobs don't heal as fast, excluding the core. experiment: Blobs are marginally less destructive to their environment. /🆑 Objective: maybe possibly make blob something you can fight instead of wishing the blob didn't exist? but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
964 lines
24 KiB
Plaintext
964 lines
24 KiB
Plaintext
/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
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mob_list -= src
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dead_mob_list -= src
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living_mob_list -= src
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all_clockwork_mobs -= src
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if(observers && observers.len)
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for(var/M in observers)
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var/mob/dead/observe = M
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observe.reset_perspective(null)
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qdel(hud_used)
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if(mind && mind.current == src)
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spellremove(src)
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for(var/infection in viruses)
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qdel(infection)
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for(var/cc in client_colours)
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qdel(cc)
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client_colours = null
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ghostize()
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return ..()
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var/next_mob_id = 0
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/mob/New()
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tag = "mob_[next_mob_id++]"
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mob_list += src
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if(stat == DEAD)
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dead_mob_list += src
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else
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living_mob_list += src
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prepare_huds()
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..()
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/atom/proc/prepare_huds()
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hud_list = list()
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for(var/hud in hud_possible)
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var/image/I = image('icons/mob/hud.dmi', src, "")
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I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
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hud_list[hud] = I
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/mob/proc/Cell()
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set category = "Admin"
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set hidden = 1
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if(!loc) return 0
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var/datum/gas_mixture/environment = loc.return_air()
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var/t = "<span class='notice'>Coordinates: [x],[y] \n</span>"
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t += "<span class='danger'>Temperature: [environment.temperature] \n</span>"
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for(var/id in environment.gases)
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var/gas = environment.gases[id]
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if(gas[MOLES])
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t+="<span class='notice'>[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] \n</span>"
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usr << t
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/mob/proc/show_message(msg, type, alt_msg, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client)
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return
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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if(type)
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if(type & 1 && eye_blind )//Vision related
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if(!alt_msg)
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return
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else
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msg = alt_msg
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type = alt_type
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if(type & 2 && ear_deaf)//Hearing related
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if(!alt_msg)
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return
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else
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msg = alt_msg
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type = alt_type
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if(type & 1 && eye_blind)
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return
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// voice muffling
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if(stat == UNCONSCIOUS)
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if(type & 2) //audio
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src << "<I>... You can almost hear something ...</I>"
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else
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src << msg
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// Show a message the src mob and to all player mobs who sees the src mob
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// This would be for visible actions by the src mob
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// message is the message output to anyone who can see e.g. "[src] does something!"
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// self_message (optional) is what the src mob sees e.g. "You do something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/mob/visible_message(message, self_message, blind_message)
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var/turf/T = get_turf(src)
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if(!T)
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return
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for(var/mob/M in get_hearers_in_view(7, src))
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if(!M.client)
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continue
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var/msg = message
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if(M == src) //the src always see the main message or self message
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if(self_message)
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msg = self_message
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else
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if(M.see_invisible<invisibility || T != loc) //if src is inside something or invisible to us,
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if(blind_message) // then people see blind message if there is one, otherwise nothing.
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msg = blind_message
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else
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continue
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else if(T.lighting_object)
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if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity)
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if(blind_message) //if the light object is dark and not invisible to us, we see blind_message/nothing
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msg = blind_message
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else
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continue
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M.show_message(msg,1,blind_message,2)
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// Show a message to all player mobs who sees this atom
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// Use for objects performing visible actions
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// message is output to anyone who can see, e.g. "The [src] does something!"
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// blind_message (optional) is what blind people will hear e.g. "You hear something!"
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/atom/proc/visible_message(message, blind_message)
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var/turf/T = get_turf(src)
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if(!T)
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return
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for(var/mob/M in get_hearers_in_view(7, src))
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if(!M.client)
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continue
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var/msg = message
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if(M.see_invisible<invisibility || (T != loc && T != src))//if src is invisible to us or is inside something (and isn't a turf),
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if(blind_message) // then people see blind message if there is one, otherwise nothing.
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msg = blind_message
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else
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continue
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else if(T.lighting_object)
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if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity) //the light object is dark and not invisible to us
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if(blind_message)
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msg = blind_message
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else
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continue
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M.show_message(msg,1,blind_message,2)
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// Show a message to all mobs in earshot of this one
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// This would be for audible actions by the src mob
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// message is the message output to anyone who can hear.
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// self_message (optional) is what the src mob hears.
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// deaf_message (optional) is what deaf people will see.
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// hearing_distance (optional) is the range, how many tiles away the message can be heard.
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/mob/audible_message(message, deaf_message, hearing_distance, self_message)
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var/range = 7
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if(hearing_distance)
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range = hearing_distance
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for(var/mob/M in get_hearers_in_view(range, src))
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var/msg = message
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if(self_message && M==src)
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msg = self_message
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M.show_message( msg, 2, deaf_message, 1)
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// Show a message to all mobs in earshot of this atom
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// Use for objects performing audible actions
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// message is the message output to anyone who can hear.
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// deaf_message (optional) is what deaf people will see.
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// hearing_distance (optional) is the range, how many tiles away the message can be heard.
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/atom/proc/audible_message(message, deaf_message, hearing_distance)
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var/range = 7
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if(hearing_distance)
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range = hearing_distance
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for(var/mob/M in get_hearers_in_view(range, src))
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M.show_message( message, 2, deaf_message, 1)
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/mob/proc/movement_delay()
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return 0
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/mob/proc/Life()
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set waitfor = 0
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return
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/mob/proc/get_item_by_slot(slot_id)
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switch(slot_id)
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if(slot_l_hand)
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return l_hand
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if(slot_r_hand)
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return r_hand
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return null
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/mob/proc/restrained(ignore_grab)
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return
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/mob/proc/incapacitated(ignore_restraints, ignore_grab)
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return
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//This proc is called whenever someone clicks an inventory ui slot.
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/mob/proc/attack_ui(slot)
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var/obj/item/W = get_active_hand()
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if(istype(W))
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if(equip_to_slot_if_possible(W, slot,0,0,0))
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return 1
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if(!W)
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// Activate the item
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var/obj/item/I = get_item_by_slot(slot)
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if(istype(I))
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I.attack_hand(src)
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return 0
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//This is a SAFE proc. Use this instead of equip_to_slot()!
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//set qdel_on_fail to have it delete W if it fails to equip
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//set disable_warning to disable the 'you are unable to equip that' warning.
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//unset redraw_mob to prevent the mob from being redrawn at the end.
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/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = 0, disable_warning = 0, redraw_mob = 1)
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if(!istype(W)) return 0
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if(!W.mob_can_equip(src, null, slot, disable_warning))
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if(qdel_on_fail)
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qdel(W)
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else
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if(!disable_warning)
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src << "<span class='warning'>You are unable to equip that!</span>" //Only print if qdel_on_fail is false
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return 0
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equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
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return 1
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//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task.
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//In most cases you will want to use equip_to_slot_if_possible()
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/mob/proc/equip_to_slot(obj/item/W, slot)
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return
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//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds tarts and when events happen and such.
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/mob/proc/equip_to_slot_or_del(obj/item/W, slot)
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equip_to_slot_if_possible(W, slot, 1, 1, 0)
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//puts the item "W" into an appropriate slot in a human's inventory
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//returns 0 if it cannot, 1 if successful
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/mob/proc/equip_to_appropriate_slot(obj/item/W)
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if(!istype(W)) return 0
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var/slot_priority = W.slot_equipment_priority
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if(!slot_priority)
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slot_priority = list( \
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slot_back, slot_wear_id,\
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slot_w_uniform, slot_wear_suit,\
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slot_wear_mask, slot_head,\
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slot_shoes, slot_gloves,\
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slot_ears, slot_glasses,\
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slot_belt, slot_s_store,\
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slot_l_store, slot_r_store,\
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slot_generic_dextrous_storage\
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)
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for(var/slot in slot_priority)
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if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 1; redraw_mob = 1
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return 1
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return 0
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/mob/proc/reset_perspective(atom/A)
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if(client)
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if(istype(A, /atom/movable))
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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if(isturf(loc))
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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return 1
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/mob/living/reset_perspective(atom/A)
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if(..())
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update_sight()
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if(client.eye != src)
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var/atom/AT = client.eye
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AT.get_remote_view_fullscreens(src)
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else
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clear_fullscreen("remote_view", 0)
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update_pipe_vision()
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/mob/dead/reset_perspective(atom/A)
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if(client)
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if(ismob(client.eye) && (client.eye != src))
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var/mob/target = client.eye
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if(target.observers)
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target.observers -= src
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var/list/L = target.observers
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if(!L.len)
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target.observers = null
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if(..())
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if(hud_used)
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client.screen = list()
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hud_used.show_hud(hud_used.hud_version)
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/mob/proc/show_inv(mob/user)
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return
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//mob verbs are faster than object verbs. See http://www.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
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/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
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set name = "Examine"
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set category = "IC"
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if(is_blind(src))
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src << "<span class='notice'>Something is there but you can't see it.</span>"
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return
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face_atom(A)
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A.examine(src)
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//same as above
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//note: ghosts can point, this is intended
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//visible_message will handle invisibility properly
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//overriden here and in /mob/dead/observer for different point span classes and sanity checks
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/mob/verb/pointed(atom/A as mob|obj|turf in view())
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set name = "Point To"
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set category = "Object"
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if(!src || !isturf(src.loc) || !(A in view(src.loc)))
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return 0
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if(istype(A, /obj/effect/overlay/temp/point))
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return 0
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var/tile = get_turf(A)
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if (!tile)
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return 0
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PoolOrNew(/obj/effect/overlay/temp/point, list(A,invisibility))
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return 1
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//this and stop_pulling really ought to be /mob/living procs
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/mob/proc/start_pulling(atom/movable/AM, supress_message = 0)
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if(!AM || !src)
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return
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if(AM == src || !isturf(AM.loc))
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return
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if(AM.anchored || AM.throwing)
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return
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if(throwing || incapacitated())
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return
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AM.add_fingerprint(src)
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// If we're pulling something then drop what we're currently pulling and pull this instead.
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if(pulling)
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// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
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if(AM == pulling)
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return
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stop_pulling()
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changeNext_move(CLICK_CD_GRABBING)
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if(AM.pulledby)
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visible_message("<span class='danger'>[src] has pulled [AM] from [AM.pulledby]'s grip.</span>")
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AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
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pulling = AM
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AM.pulledby = src
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playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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update_pull_hud_icon()
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if(ismob(AM))
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var/mob/M = AM
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if(!supress_message)
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visible_message("<span class='warning'>[src] has grabbed [M] passively!</span>")
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if(!iscarbon(src))
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M.LAssailant = null
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else
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M.LAssailant = usr
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/mob/verb/stop_pulling()
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set name = "Stop Pulling"
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set category = "IC"
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if(pulling)
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pulling.pulledby = null
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if(ismob(pulling))
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var/mob/M = pulling
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M.update_canmove()// mob gets up if it was lyng down in a chokehold
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pulling = null
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grab_state = 0
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update_pull_hud_icon()
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/mob/proc/update_pull_hud_icon()
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if(hud_used)
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if(hud_used.pull_icon)
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hud_used.pull_icon.update_icon(src)
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/mob/verb/mode()
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set name = "Activate Held Object"
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set category = "Object"
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set src = usr
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if(istype(loc,/obj/mecha))
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return
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if(incapacitated())
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return
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if(hand)
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var/obj/item/W = l_hand
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if (W)
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W.attack_self(src)
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update_inv_l_hand()
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else
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var/obj/item/W = r_hand
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if (W)
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W.attack_self(src)
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update_inv_r_hand()
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/*
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/mob/verb/dump_source()
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var/master = "<PRE>"
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for(var/t in typesof(/area))
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master += text("[]\n", t)
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//Foreach goto(26)
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src << browse(master)
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return
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*/
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/mob/verb/memory()
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set name = "Notes"
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set category = "IC"
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if(mind)
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mind.show_memory(src)
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else
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src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
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/mob/verb/add_memory(msg as message)
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set name = "Add Note"
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set category = "IC"
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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msg = sanitize(msg)
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if(mind)
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mind.store_memory(msg)
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else
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src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
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/mob/proc/store_memory(msg as message, popup, sane = 1)
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msg = copytext(msg, 1, MAX_MESSAGE_LEN)
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if (sane)
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msg = sanitize(msg)
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if (length(memory) == 0)
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memory += msg
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else
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memory += "<BR>[msg]"
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if (popup)
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memory()
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/mob/verb/abandon_mob()
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set name = "Respawn"
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set category = "OOC"
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if (!( abandon_allowed ))
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return
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if ((stat != 2 || !( ticker )))
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usr << "<span class='boldnotice'>You must be dead to use this!</span>"
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return
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log_game("[usr.name]/[usr.key] used abandon mob.")
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|
|
usr << "<span class='boldnotice'>Please roleplay correctly!</span>"
|
|
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.")
|
|
return
|
|
client.screen.Cut()
|
|
client.screen += client.void
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.")
|
|
return
|
|
|
|
var/mob/new_player/M = new /mob/new_player()
|
|
if(!client)
|
|
log_game("[usr.key] AM failed due to disconnect.")
|
|
qdel(M)
|
|
return
|
|
|
|
M.key = key
|
|
// M.Login() //wat
|
|
return
|
|
|
|
/mob/verb/observe()
|
|
set name = "Observe"
|
|
set category = "OOC"
|
|
|
|
if(stat != DEAD || istype(src, /mob/new_player))
|
|
usr << "<span class='notice'>You must be observing to use this!</span>"
|
|
return
|
|
|
|
var/list/creatures = getpois()
|
|
|
|
reset_perspective(null)
|
|
|
|
var/eye_name = null
|
|
|
|
eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
|
|
|
|
if (!eye_name)
|
|
return
|
|
|
|
var/mob/mob_eye = creatures[eye_name]
|
|
|
|
if(client && mob_eye)
|
|
client.eye = mob_eye
|
|
if(isobserver(src))
|
|
src.client.screen = list()
|
|
if(mob_eye.hud_used)
|
|
if(!mob_eye.observers)
|
|
mob_eye.observers = list()
|
|
mob_eye.observers |= src
|
|
mob_eye.hud_used.show_hud(1,src)
|
|
|
|
/mob/verb/cancel_camera()
|
|
set name = "Cancel Camera View"
|
|
set category = "OOC"
|
|
reset_perspective(null)
|
|
unset_machine()
|
|
|
|
/mob/Topic(href, href_list)
|
|
if(href_list["mach_close"])
|
|
var/t1 = text("window=[href_list["mach_close"]]")
|
|
unset_machine()
|
|
src << browse(null, t1)
|
|
|
|
if(href_list["refresh"])
|
|
if(machine && in_range(src, usr))
|
|
show_inv(machine)
|
|
|
|
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
|
|
if(href_list["item"])
|
|
var/slot = text2num(href_list["item"])
|
|
var/obj/item/what = get_item_by_slot(slot)
|
|
|
|
if(what)
|
|
usr.stripPanelUnequip(what,src,slot)
|
|
else
|
|
usr.stripPanelEquip(what,src,slot)
|
|
|
|
if(usr.machine == src)
|
|
if(Adjacent(usr))
|
|
show_inv(usr)
|
|
else
|
|
usr << browse(null,"window=mob\ref[src]")
|
|
|
|
// The src mob is trying to strip an item from someone
|
|
// Defined in living.dm
|
|
/mob/proc/stripPanelUnequip(obj/item/what, mob/who)
|
|
return
|
|
|
|
// The src mob is trying to place an item on someone
|
|
// Defined in living.dm
|
|
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
|
|
return
|
|
|
|
/mob/MouseDrop(mob/M)
|
|
..()
|
|
if(M != usr)
|
|
return
|
|
if(usr == src)
|
|
return
|
|
if(!Adjacent(usr))
|
|
return
|
|
if(istype(M, /mob/living/silicon/ai))
|
|
return
|
|
show_inv(usr)
|
|
|
|
/mob/proc/is_active()
|
|
return (0 >= usr.stat)
|
|
|
|
/mob/proc/is_muzzled()
|
|
return 0
|
|
|
|
/mob/proc/see(message)
|
|
if(!is_active())
|
|
return 0
|
|
src << message
|
|
return 1
|
|
|
|
/mob/proc/show_viewers(message)
|
|
for(var/mob/M in viewers())
|
|
M.see(message)
|
|
|
|
/mob/Stat()
|
|
..()
|
|
|
|
if(statpanel("Status"))
|
|
stat(null, "Map: [MAP_NAME]")
|
|
if(nextmap && istype(nextmap))
|
|
stat(null, "Next Map: [nextmap.friendlyname]")
|
|
stat(null, "Server Time: [time2text(world.realtime, "YYYY-MM-DD hh:mm")]")
|
|
if(SSshuttle.emergency)
|
|
var/ETA = SSshuttle.emergency.getModeStr()
|
|
if(ETA)
|
|
stat(null, "[ETA] [SSshuttle.emergency.getTimerStr()]")
|
|
|
|
|
|
if(client && client.holder)
|
|
if(statpanel("MC"))
|
|
stat("Location:", "([x], [y], [z])")
|
|
stat("CPU:", "[world.cpu]")
|
|
stat("Instances:", "[world.contents.len]")
|
|
config.stat_entry()
|
|
stat(null)
|
|
if(Master)
|
|
Master.stat_entry()
|
|
else
|
|
stat("Master Controller:", "ERROR")
|
|
if(Failsafe)
|
|
Failsafe.stat_entry()
|
|
else
|
|
stat("Failsafe Controller:", "ERROR")
|
|
if(Master)
|
|
stat(null)
|
|
for(var/datum/subsystem/SS in Master.subsystems)
|
|
SS.stat_entry()
|
|
cameranet.stat_entry()
|
|
|
|
if(listed_turf && client)
|
|
if(!TurfAdjacent(listed_turf))
|
|
listed_turf = null
|
|
else
|
|
statpanel(listed_turf.name, null, listed_turf)
|
|
var/list/overrides = list()
|
|
for(var/image/I in client.images)
|
|
if(I.loc && I.loc.loc == listed_turf && I.override)
|
|
overrides = I.loc
|
|
for(var/atom/A in listed_turf)
|
|
if(!A.mouse_opacity)
|
|
continue
|
|
if(A.invisibility > see_invisible)
|
|
continue
|
|
if(overrides.len && (A in overrides))
|
|
continue
|
|
statpanel(listed_turf.name, null, A)
|
|
|
|
|
|
if(mind)
|
|
add_spells_to_statpanel(mind.spell_list)
|
|
if(mind.changeling)
|
|
add_stings_to_statpanel(mind.changeling.purchasedpowers)
|
|
add_spells_to_statpanel(mob_spell_list)
|
|
|
|
/mob/proc/add_spells_to_statpanel(list/spells)
|
|
for(var/obj/effect/proc_holder/spell/S in spells)
|
|
if(S.can_be_cast_by(src))
|
|
switch(S.charge_type)
|
|
if("recharge")
|
|
statpanel("[S.panel]","[S.charge_counter/10.0]/[S.charge_max/10]",S)
|
|
if("charges")
|
|
statpanel("[S.panel]","[S.charge_counter]/[S.charge_max]",S)
|
|
if("holdervar")
|
|
statpanel("[S.panel]","[S.holder_var_type] [S.holder_var_amount]",S)
|
|
|
|
/mob/proc/add_stings_to_statpanel(list/stings)
|
|
for(var/obj/effect/proc_holder/changeling/S in stings)
|
|
if(S.chemical_cost >=0 && S.can_be_used_by(src))
|
|
statpanel("[S.panel]",((S.chemical_cost > 0) ? "[S.chemical_cost]" : ""),S)
|
|
|
|
// facing verbs
|
|
/mob/proc/canface()
|
|
if(!canmove)
|
|
return 0
|
|
if(client.moving)
|
|
return 0
|
|
if(world.time < client.move_delay)
|
|
return 0
|
|
if(stat==2)
|
|
return 0
|
|
if(anchored)
|
|
return 0
|
|
if(notransform)
|
|
return 0
|
|
if(restrained())
|
|
return 0
|
|
return 1
|
|
|
|
|
|
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
|
|
//Robots, animals and brains have their own version so don't worry about them
|
|
/mob/proc/update_canmove()
|
|
var/ko = weakened || paralysis || stat || (status_flags & FAKEDEATH)
|
|
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
|
|
var/buckle_lying = !(buckled && !buckled.buckle_lying)
|
|
var/has_legs = get_num_legs()
|
|
var/has_arms = get_num_arms()
|
|
var/ignore_legs = get_leg_ignore()
|
|
if(ko || resting || stunned || chokehold)
|
|
drop_r_hand()
|
|
drop_l_hand()
|
|
unset_machine()
|
|
if(pulling)
|
|
stop_pulling()
|
|
else if(has_legs || ignore_legs)
|
|
lying = 0
|
|
|
|
if(buckled)
|
|
lying = 90*buckle_lying
|
|
else if(!lying)
|
|
if(resting)
|
|
fall()
|
|
else if(ko || (!has_legs && !ignore_legs) || chokehold)
|
|
fall(forced = 1)
|
|
canmove = !(ko || resting || stunned || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms))
|
|
density = !lying
|
|
if(lying)
|
|
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
|
|
layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
|
|
else
|
|
if(layer == LYING_MOB_LAYER)
|
|
layer = initial(layer)
|
|
update_transform()
|
|
update_action_buttons_icon()
|
|
lying_prev = lying
|
|
return canmove
|
|
|
|
|
|
/mob/proc/fall(forced)
|
|
drop_l_hand()
|
|
drop_r_hand()
|
|
|
|
/mob/verb/eastface()
|
|
set hidden = 1
|
|
if(!canface())
|
|
return 0
|
|
setDir(EAST)
|
|
client.move_delay += movement_delay()
|
|
return 1
|
|
|
|
|
|
/mob/verb/westface()
|
|
set hidden = 1
|
|
if(!canface())
|
|
return 0
|
|
setDir(WEST)
|
|
client.move_delay += movement_delay()
|
|
return 1
|
|
|
|
|
|
/mob/verb/northface()
|
|
set hidden = 1
|
|
if(!canface())
|
|
return 0
|
|
setDir(NORTH)
|
|
client.move_delay += movement_delay()
|
|
return 1
|
|
|
|
|
|
/mob/verb/southface()
|
|
set hidden = 1
|
|
if(!canface())
|
|
return 0
|
|
setDir(SOUTH)
|
|
client.move_delay += movement_delay()
|
|
return 1
|
|
|
|
|
|
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
|
|
return 0
|
|
|
|
/mob/proc/swap_hand()
|
|
return
|
|
|
|
/mob/proc/activate_hand(selhand)
|
|
return
|
|
|
|
/mob/proc/assess_threat() //For sec bot threat assessment
|
|
return
|
|
|
|
/mob/proc/get_ghost(even_if_they_cant_reenter = 0)
|
|
if(mind)
|
|
return mind.get_ghost(even_if_they_cant_reenter)
|
|
|
|
/mob/proc/grab_ghost(force)
|
|
if(mind)
|
|
return mind.grab_ghost(force = force)
|
|
|
|
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg', var/atom/source = null)
|
|
var/mob/dead/observer/ghost = get_ghost()
|
|
if(ghost)
|
|
ghost.notify_cloning(message, sound, source)
|
|
return ghost
|
|
|
|
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
|
|
mob_spell_list += S
|
|
S.action.Grant(src)
|
|
|
|
//override to avoid rotating pixel_xy on mobs
|
|
/mob/shuttleRotate(rotation)
|
|
setDir(angle2dir(rotation+dir2angle(dir)))
|
|
|
|
//You can buckle on mobs if you're next to them since most are dense
|
|
/mob/buckle_mob(mob/living/M, force = 0)
|
|
if(M.buckled)
|
|
return 0
|
|
var/turf/T = get_turf(src)
|
|
if(M.loc != T)
|
|
var/old_density = density
|
|
density = 0
|
|
var/can_step = step_towards(M, T)
|
|
density = old_density
|
|
if(!can_step)
|
|
return 0
|
|
return ..()
|
|
|
|
//Default buckling shift visual for mobs
|
|
/mob/post_buckle_mob(mob/living/M)
|
|
if(M in buckled_mobs)//post buckling
|
|
var/height = M.get_mob_buckling_height(src)
|
|
M.pixel_y = initial(M.pixel_y) + height
|
|
if(M.layer < layer)
|
|
M.layer = layer + 0.1
|
|
else //post unbuckling
|
|
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 be buckled to something by default?
|
|
/mob/proc/can_buckle()
|
|
return 1
|
|
|
|
//can the mob be unbuckled from something by default?
|
|
/mob/proc/can_unbuckle()
|
|
return 1
|
|
|
|
//Can the mob see reagents inside of containers?
|
|
/mob/proc/can_see_reagents()
|
|
if(stat == DEAD) //Ghosts and such can always see reagents
|
|
return 1
|
|
if(has_unlimited_silicon_privilege) //Silicons can automatically view reagents
|
|
return 1
|
|
if(ishuman(src))
|
|
var/mob/living/carbon/human/H = src
|
|
if(H.head && istype(H.head, /obj/item/clothing))
|
|
var/obj/item/clothing/CL = H.head
|
|
if(CL.scan_reagents)
|
|
return 1
|
|
if(H.wear_mask && H.wear_mask.scan_reagents)
|
|
return 1
|
|
if(H.glasses && istype(H.glasses, /obj/item/clothing))
|
|
var/obj/item/clothing/CL = H.glasses
|
|
if(CL.scan_reagents)
|
|
return 1
|
|
return 0
|
|
|
|
//Can the mob use Topic to interact with machines
|
|
/mob/proc/canUseTopic()
|
|
return
|
|
|
|
/mob/proc/faction_check(mob/target)
|
|
for(var/F in faction)
|
|
if(F in target.faction)
|
|
return 1
|
|
return 0
|
|
|
|
|
|
//This will update a mob's name, real_name, mind.name, data_core 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)
|
|
return 0
|
|
real_name = newname
|
|
name = newname
|
|
if(mind)
|
|
mind.name = newname
|
|
|
|
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 ticker.minds)
|
|
for(var/datum/objective/obj in T.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()
|
|
return 1
|
|
|
|
//Updates data_core records with new name , see mob/living/carbon/human
|
|
/mob/proc/replace_records_name(oldname,newname)
|
|
return
|
|
|
|
/mob/proc/replace_identification_name(oldname,newname)
|
|
var/list/searching = GetAllContents()
|
|
var/search_id = 1
|
|
var/search_pda = 1
|
|
|
|
for(var/A in searching)
|
|
if( search_id && istype(A,/obj/item/weapon/card/id) )
|
|
var/obj/item/weapon/card/id/ID = A
|
|
if(ID.registered_name == oldname)
|
|
ID.registered_name = newname
|
|
ID.update_label()
|
|
if(!search_pda)
|
|
break
|
|
search_id = 0
|
|
|
|
else if( search_pda && istype(A,/obj/item/device/pda) )
|
|
var/obj/item/device/pda/PDA = A
|
|
if(PDA.owner == oldname)
|
|
PDA.owner = newname
|
|
PDA.update_label()
|
|
if(!search_id)
|
|
break
|
|
search_pda = 0
|
|
|
|
/mob/proc/update_stat()
|
|
return
|
|
|
|
/mob/proc/update_health_hud()
|
|
return
|
|
|
|
/mob/living/on_varedit(modified_var)
|
|
switch(modified_var)
|
|
if("weakened")
|
|
SetWeakened(weakened)
|
|
if("stunned")
|
|
SetStunned(stunned)
|
|
if("paralysis")
|
|
SetParalysis(paralysis)
|
|
if("sleeping")
|
|
SetSleeping(sleeping)
|
|
if("eye_blind")
|
|
set_blindness(eye_blind)
|
|
if("eye_damage")
|
|
set_eye_damage(eye_damage)
|
|
if("eye_blurry")
|
|
set_blurriness(eye_blurry)
|
|
if("ear_deaf")
|
|
setEarDamage(-1, ear_deaf)
|
|
if("ear_damage")
|
|
setEarDamage(ear_damage, -1)
|
|
if("maxHealth")
|
|
updatehealth()
|
|
if("resize")
|
|
update_transform()
|
|
..()
|
|
|
|
/mob/proc/is_literate()
|
|
return 0
|
|
|
|
/mob/proc/can_hold_items()
|
|
return FALSE
|
|
|
|
/mob/proc/get_idcard()
|
|
return
|