Files
Bubberstation/code/datums/mind.dm

826 lines
29 KiB
Plaintext

/* Note from Carnie:
The way datum/mind stuff works has been changed a lot.
Minds now represent IC characters rather than following a client around constantly.
Guidelines for using minds properly:
- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
ghost.mind is however used as a reference to the ghost's corpse
- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
the existing mind of the old mob should be transfered to the new mob like so:
mind.transfer_to(new_mob)
- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing
the player.
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
new_mob.key = key
The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
yourself.
*/
/datum/mind
var/key
var/name //replaces mob/var/original_name
var/ghostname //replaces name for observers name if set
var/mob/living/current
var/active = FALSE
var/memory
var/assigned_role
var/special_role
var/list/restricted_roles = list()
var/list/datum/objective/objectives = list()
var/list/spell_list = list() // Wizard mode & "Give Spell" badmin button.
var/datum/martial_art/martial_art
var/static/default_martial_art = new/datum/martial_art
var/miming = FALSE // Mime's vow of silence
var/list/antag_datums
var/antag_hud_icon_state = null //this mind's ANTAG_HUD should have this icon_state
var/datum/atom_hud/antag/antag_hud = null //this mind's antag HUD
var/damnation_type = 0
var/holy_role = NONE //is this person a chaplain or admin role allowed to use bibles, Any rank besides 'NONE' allows for this.
var/mob/living/enslaved_to //If this mind's master is another mob (i.e. adamantine golems)
var/datum/language_holder/language_holder
var/unconvertable = FALSE
var/late_joiner = FALSE
var/last_death = 0
var/force_escaped = FALSE // Set by Into The Sunset command of the shuttle manipulator
var/list/learned_recipes //List of learned recipe TYPES.
///List of skills the user has received a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often
var/list/skills_rewarded
///Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp.
var/list/known_skills = list()
///What character we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
var/mob/original_character
/// The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots
var/original_character_slot_index
/// The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with)
var/current_scar_slot_index
///Skill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there.
var/experience_multiplier = 1
///Skill multiplier list, just slap your multiplier change onto this with the type it is coming from as key.
var/list/experience_multiplier_reasons = list()
/// A lazy list of statuses to add next to this mind in the traitor panel
var/list/special_statuses
///Assoc list of addiction values, key is the type of withdrawal (as singleton type), and the value is the amount of addiction points (as number)
var/list/addiction_points
///Assoc list of key active addictions and value amount of cycles that it has been active.
var/list/active_addictions
/datum/mind/New(_key)
key = _key
martial_art = default_martial_art
init_known_skills()
/datum/mind/Destroy()
SSticker.minds -= src
QDEL_LIST(antag_datums)
QDEL_NULL(language_holder)
current = null
return ..()
/datum/mind/proc/get_language_holder()
if(!language_holder)
language_holder = new (src)
return language_holder
/datum/mind/proc/transfer_to(mob/new_character, force_key_move = 0)
original_character = null
if(current) // remove ourself from our old body's mind variable
current.mind = null
UnregisterSignal(current, COMSIG_LIVING_DEATH)
SStgui.on_transfer(current, new_character)
if(key)
if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours
new_character.ghostize(1) //we'll need to ghostize so that key isn't mobless.
else
key = new_character.key
if(new_character.mind) //disassociate any mind currently in our new body's mind variable
new_character.mind.current = null
var/datum/atom_hud/antag/hud_to_transfer = antag_hud//we need this because leave_hud() will clear this list
var/mob/living/old_current = current
if(current)
current.transfer_observers_to(new_character) //transfer anyone observing the old character to the new one
current = new_character //associate ourself with our new body
new_character.mind = src //and associate our new body with ourself
for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body
var/datum/antagonist/A = a
A.on_body_transfer(old_current, current)
if(iscarbon(new_character))
var/mob/living/carbon/C = new_character
C.last_mind = src
transfer_antag_huds(hud_to_transfer) //inherit the antag HUD
transfer_actions(new_character)
transfer_martial_arts(new_character)
RegisterSignal(new_character, COMSIG_LIVING_DEATH, .proc/set_death_time)
if(active || force_key_move)
new_character.key = key //now transfer the key to link the client to our new body
if(new_character.client)
LAZYCLEARLIST(new_character.client.recent_examines)
new_character.client.init_verbs() // re-initialize character specific verbs
current.update_atom_languages()
/datum/mind/proc/init_known_skills()
for (var/type in GLOB.skill_types)
known_skills[type] = list(SKILL_LEVEL_NONE, 0)
///Return the amount of EXP needed to go to the next level. Returns 0 if max level
/datum/mind/proc/exp_needed_to_level_up(skill)
var/lvl = update_skill_level(skill)
if (lvl >= length(SKILL_EXP_LIST)) //If we're already past the last exp threshold
return 0
return SKILL_EXP_LIST[lvl+1] - known_skills[skill][SKILL_EXP]
///Adjust experience of a specific skill
/datum/mind/proc/adjust_experience(skill, amt, silent = FALSE, force_old_level = 0)
var/datum/skill/S = GetSkillRef(skill)
var/old_level = force_old_level ? force_old_level : known_skills[skill][SKILL_LVL] //Get current level of the S skill
experience_multiplier = initial(experience_multiplier)
for(var/key in experience_multiplier_reasons)
experience_multiplier += experience_multiplier_reasons[key]
known_skills[skill][SKILL_EXP] = max(0, known_skills[skill][SKILL_EXP] + amt*experience_multiplier) //Update exp. Prevent going below 0
known_skills[skill][SKILL_LVL] = update_skill_level(skill)//Check what the current skill level is based on that skill's exp
if(silent)
return
if(known_skills[skill][SKILL_LVL] > old_level)
S.level_gained(src, known_skills[skill][SKILL_LVL], old_level)
else if(known_skills[skill][SKILL_LVL] < old_level)
S.level_lost(src, known_skills[skill][SKILL_LVL], old_level)
///Set experience of a specific skill to a number
/datum/mind/proc/set_experience(skill, amt, silent = FALSE)
var/old_level = known_skills[skill][SKILL_EXP]
known_skills[skill][SKILL_EXP] = amt
adjust_experience(skill, 0, silent, old_level) //Make a call to adjust_experience to handle updating level
///Set level of a specific skill
/datum/mind/proc/set_level(skill, newlevel, silent = FALSE)
var/oldlevel = get_skill_level(skill)
var/difference = SKILL_EXP_LIST[newlevel] - SKILL_EXP_LIST[oldlevel]
adjust_experience(skill, difference, silent)
///Check what the current skill level is based on that skill's exp
/datum/mind/proc/update_skill_level(skill)
var/i = 0
for (var/exp in SKILL_EXP_LIST)
i ++
if (known_skills[skill][SKILL_EXP] >= SKILL_EXP_LIST[i])
continue
return i - 1 //Return level based on the last exp requirement that we were greater than
return i //If we had greater EXP than even the last exp threshold, we return the last level
///Gets the skill's singleton and returns the result of its get_skill_modifier
/datum/mind/proc/get_skill_modifier(skill, modifier)
var/datum/skill/S = GetSkillRef(skill)
return S.get_skill_modifier(modifier, known_skills[skill][SKILL_LVL])
///Gets the player's current level number from the relevant skill
/datum/mind/proc/get_skill_level(skill)
return known_skills[skill][SKILL_LVL]
///Gets the player's current exp from the relevant skill
/datum/mind/proc/get_skill_exp(skill)
return known_skills[skill][SKILL_EXP]
/datum/mind/proc/get_skill_level_name(skill)
var/level = get_skill_level(skill)
return SSskills.level_names[level]
/datum/mind/proc/print_levels(user)
var/list/shown_skills = list()
for(var/i in known_skills)
if(known_skills[i][SKILL_LVL] > SKILL_LEVEL_NONE) //Do we actually have a level in this?
shown_skills += i
if(!length(shown_skills))
to_chat(user, "<span class='notice'>You don't seem to have any particularly outstanding skills.</span>")
return
var/msg = "<span class='info'>*---------*\n<EM>Your skills</EM></span>\n<span class='notice'>"
for(var/i in shown_skills)
var/datum/skill/the_skill = i
msg += "[initial(the_skill.name)] - [get_skill_level_name(the_skill)]\n"
msg += "</span>"
to_chat(user, msg)
/datum/mind/proc/set_death_time()
SIGNAL_HANDLER
last_death = world.time
/datum/mind/proc/store_memory(new_text)
var/newlength = length_char(memory) + length_char(new_text)
if (newlength > MAX_MESSAGE_LEN * 100)
memory = copytext_char(memory, -newlength-MAX_MESSAGE_LEN * 100)
memory += "[new_text]<BR>"
/datum/mind/proc/wipe_memory()
memory = null
// Datum antag mind procs
/datum/mind/proc/add_antag_datum(datum_type_or_instance, team)
if(!datum_type_or_instance)
return
var/datum/antagonist/A
if(!ispath(datum_type_or_instance))
A = datum_type_or_instance
if(!istype(A))
return
else
A = new datum_type_or_instance()
//Choose snowflake variation if antagonist handles it
var/datum/antagonist/S = A.specialization(src)
if(S && S != A)
qdel(A)
A = S
if(!A.can_be_owned(src))
qdel(A)
return
A.owner = src
LAZYADD(antag_datums, A)
A.create_team(team)
var/datum/team/antag_team = A.get_team()
if(antag_team)
antag_team.add_member(src)
INVOKE_ASYNC(A, /datum/antagonist.proc/on_gain)
log_game("[key_name(src)] has gained antag datum [A.name]([A.type])")
return A
/datum/mind/proc/remove_antag_datum(datum_type)
if(!datum_type)
return
var/datum/antagonist/A = has_antag_datum(datum_type)
if(A)
A.on_removal()
return TRUE
/datum/mind/proc/remove_all_antag_datums() //For the Lazy amongst us.
for(var/a in antag_datums)
var/datum/antagonist/A = a
A.on_removal()
/datum/mind/proc/has_antag_datum(datum_type, check_subtypes = TRUE)
if(!datum_type)
return
for(var/a in antag_datums)
var/datum/antagonist/A = a
if(check_subtypes && istype(A, datum_type))
return A
else if(A.type == datum_type)
return A
/*
Removes antag type's references from a mind.
objectives, uplinks, powers etc are all handled.
*/
/datum/mind/proc/remove_changeling()
var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling)
if(C)
remove_antag_datum(/datum/antagonist/changeling)
special_role = null
/datum/mind/proc/remove_traitor()
remove_antag_datum(/datum/antagonist/traitor)
/datum/mind/proc/remove_nukeop()
var/datum/antagonist/nukeop/nuke = has_antag_datum(/datum/antagonist/nukeop,TRUE)
if(nuke)
remove_antag_datum(nuke.type)
special_role = null
/datum/mind/proc/remove_wizard()
remove_antag_datum(/datum/antagonist/wizard)
special_role = null
/datum/mind/proc/remove_rev()
var/datum/antagonist/rev/rev = has_antag_datum(/datum/antagonist/rev)
if(rev)
remove_antag_datum(rev.type)
special_role = null
/datum/mind/proc/remove_antag_equip()
var/list/Mob_Contents = current.get_contents()
for(var/obj/item/I in Mob_Contents)
var/datum/component/uplink/O = I.GetComponent(/datum/component/uplink) //Todo make this reset signal
if(O)
O.unlock_code = null
/datum/mind/proc/equip_traitor(employer = "The Syndicate", silent = FALSE, datum/antagonist/uplink_owner)
if(!current)
return
var/mob/living/carbon/human/traitor_mob = current
if (!istype(traitor_mob))
return
var/list/all_contents = traitor_mob.GetAllContents()
var/obj/item/pda/PDA = locate() in all_contents
var/obj/item/radio/R = locate() in all_contents
var/obj/item/pen/P
if (PDA) // Prioritize PDA pen, otherwise the pocket protector pens will be chosen, which causes numerous ahelps about missing uplink
P = locate() in PDA
if (!P) // If we couldn't find a pen in the PDA, or we didn't even have a PDA, do it the old way
P = locate() in all_contents
var/obj/item/uplink_loc
var/implant = FALSE
if(traitor_mob.client && traitor_mob.client.prefs)
switch(traitor_mob.client.prefs.uplink_spawn_loc)
if(UPLINK_PDA)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = R
if(!uplink_loc)
uplink_loc = P
if(UPLINK_RADIO)
uplink_loc = R
if(!uplink_loc)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = P
if(UPLINK_PEN)
uplink_loc = P
if(UPLINK_IMPLANT)
implant = TRUE
if(!uplink_loc) // We've looked everywhere, let's just implant you
implant = TRUE
if (!implant)
. = uplink_loc
var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key)
if(!U)
CRASH("Uplink creation failed.")
U.setup_unlock_code()
if(!silent)
if(uplink_loc == R)
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.</span>")
else if(uplink_loc == PDA)
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.</span>")
else if(uplink_loc == P)
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [english_list(U.unlock_code)] from its starting position to unlock its hidden features.</span>")
if(uplink_owner)
uplink_owner.antag_memory += U.unlock_note + "<br>"
else
traitor_mob.mind.store_memory(U.unlock_note)
else
var/obj/item/implant/uplink/starting/I = new(traitor_mob)
I.implant(traitor_mob, null, silent = TRUE)
if(!silent)
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly implanted you with a Syndicate Uplink (although uplink implants cost valuable TC, so you will have slightly less). Simply trigger the uplink to access it.</span>")
return I
//Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.
/datum/mind/proc/enslave_mind_to_creator(mob/living/creator)
if(IS_CULTIST(creator))
add_antag_datum(/datum/antagonist/cult)
else if(IS_REVOLUTIONARY(creator))
var/datum/antagonist/rev/converter = creator.mind.has_antag_datum(/datum/antagonist/rev,TRUE)
converter.add_revolutionary(src,FALSE)
else if(IS_NUKE_OP(creator))
var/datum/antagonist/nukeop/converter = creator.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE)
var/datum/antagonist/nukeop/N = new()
N.send_to_spawnpoint = FALSE
N.nukeop_outfit = null
add_antag_datum(N,converter.nuke_team)
enslaved_to = creator
current.faction |= creator.faction
creator.faction |= current.faction
if(creator.mind.special_role)
message_admins("[ADMIN_LOOKUPFLW(current)] has been created by [ADMIN_LOOKUPFLW(creator)], an antagonist.")
to_chat(current, "<span class='userdanger'>Despite your creator's current allegiances, your true master remains [creator.real_name]. If their loyalties change, so do yours. This will never change unless your creator's body is destroyed.</span>")
/datum/mind/proc/show_memory(mob/recipient, window=1)
if(!recipient)
recipient = current
var/output = "<B>[current.real_name]'s Memories:</B><br>"
output += memory
var/list/all_objectives = list()
for(var/datum/antagonist/A in antag_datums)
output += A.antag_memory
all_objectives |= A.objectives
if(all_objectives.len)
output += "<B>Objectives:</B>"
var/obj_count = 1
for(var/datum/objective/objective in all_objectives)
output += "<br><B>Objective #[obj_count++]</B>: [objective.explanation_text]"
var/list/datum/mind/other_owners = objective.get_owners() - src
if(other_owners.len)
output += "<ul>"
for(var/datum/mind/M in other_owners)
output += "<li>Conspirator: [M.name]</li>"
output += "</ul>"
if(window)
recipient << browse(output,"window=memory")
else if(all_objectives.len || memory)
to_chat(recipient, "<span class='infoplain'><i>[output]</i></span>")
/datum/mind/Topic(href, href_list)
if(!check_rights(R_ADMIN))
return
var/self_antagging = usr == current
if(href_list["add_antag"])
add_antag_wrapper(text2path(href_list["add_antag"]),usr)
if(href_list["remove_antag"])
var/datum/antagonist/A = locate(href_list["remove_antag"]) in antag_datums
if(!istype(A))
to_chat(usr,"<span class='warning'>Invalid antagonist ref to be removed.</span>")
return
A.admin_remove(usr)
if (href_list["role_edit"])
var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in sortList(SSjob.station_jobs)
if (!new_role)
return
assigned_role = new_role
else if (href_list["memory_edit"])
var/new_memo = stripped_multiline_input(usr, "Write new memory", "Memory", memory, MAX_MESSAGE_LEN)
if (isnull(new_memo))
return
memory = new_memo
else if (href_list["obj_edit"] || href_list["obj_add"])
var/objective_pos //Edited objectives need to keep same order in antag objective list
var/def_value
var/datum/antagonist/target_antag
var/datum/objective/old_objective //The old objective we're replacing/editing
var/datum/objective/new_objective //New objective we're be adding
if(href_list["obj_edit"])
for(var/datum/antagonist/A in antag_datums)
old_objective = locate(href_list["obj_edit"]) in A.objectives
if(old_objective)
target_antag = A
objective_pos = A.objectives.Find(old_objective)
break
if(!old_objective)
to_chat(usr,"Invalid objective.")
return
else
if(href_list["target_antag"])
var/datum/antagonist/X = locate(href_list["target_antag"]) in antag_datums
if(X)
target_antag = X
if(!target_antag)
switch(antag_datums.len)
if(0)
target_antag = add_antag_datum(/datum/antagonist/custom)
if(1)
target_antag = antag_datums[1]
else
var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", "(new custom antag)") as null|anything in sortList(antag_datums) + "(new custom antag)"
if (QDELETED(target))
return
else if(target == "(new custom antag)")
target_antag = add_antag_datum(/datum/antagonist/custom)
else
target_antag = target
if(!GLOB.admin_objective_list)
generate_admin_objective_list()
if(old_objective)
if(old_objective.name in GLOB.admin_objective_list)
def_value = old_objective.name
var/selected_type = input("Select objective type:", "Objective type", def_value) as null|anything in GLOB.admin_objective_list
selected_type = GLOB.admin_objective_list[selected_type]
if (!selected_type)
return
if(!old_objective)
//Add new one
new_objective = new selected_type
new_objective.owner = src
new_objective.admin_edit(usr)
target_antag.objectives += new_objective
message_admins("[key_name_admin(usr)] added a new objective for [current]: [new_objective.explanation_text]")
log_admin("[key_name(usr)] added a new objective for [current]: [new_objective.explanation_text]")
else
if(old_objective.type == selected_type)
//Edit the old
old_objective.admin_edit(usr)
new_objective = old_objective
else
//Replace the old
new_objective = new selected_type
new_objective.owner = src
new_objective.admin_edit(usr)
target_antag.objectives -= old_objective
target_antag.objectives.Insert(objective_pos, new_objective)
message_admins("[key_name_admin(usr)] edited [current]'s objective to [new_objective.explanation_text]")
log_admin("[key_name(usr)] edited [current]'s objective to [new_objective.explanation_text]")
else if (href_list["obj_delete"])
var/datum/objective/objective
for(var/datum/antagonist/A in antag_datums)
objective = locate(href_list["obj_delete"]) in A.objectives
if(istype(objective))
A.objectives -= objective
break
if(!objective)
to_chat(usr,"Invalid objective.")
return
//qdel(objective) Needs cleaning objective destroys
message_admins("[key_name_admin(usr)] removed an objective for [current]: [objective.explanation_text]")
log_admin("[key_name(usr)] removed an objective for [current]: [objective.explanation_text]")
else if(href_list["obj_completed"])
var/datum/objective/objective
for(var/datum/antagonist/A in antag_datums)
objective = locate(href_list["obj_completed"]) in A.objectives
if(istype(objective))
objective = objective
break
if(!objective)
to_chat(usr,"Invalid objective.")
return
objective.completed = !objective.completed
log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]")
else if (href_list["silicon"])
switch(href_list["silicon"])
if("unemag")
var/mob/living/silicon/robot/R = current
if (istype(R))
R.SetEmagged(0)
message_admins("[key_name_admin(usr)] has unemag'ed [R].")
log_admin("[key_name(usr)] has unemag'ed [R].")
if("unemagcyborgs")
if(isAI(current))
var/mob/living/silicon/ai/ai = current
for (var/mob/living/silicon/robot/R in ai.connected_robots)
R.SetEmagged(0)
message_admins("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
log_admin("[key_name(usr)] has unemag'ed [ai]'s Cyborgs.")
else if (href_list["common"])
switch(href_list["common"])
if("undress")
for(var/obj/item/W in current)
current.dropItemToGround(W, TRUE) //The TRUE forces all items to drop, since this is an admin undress.
if("takeuplink")
take_uplink()
memory = null//Remove any memory they may have had.
log_admin("[key_name(usr)] removed [current]'s uplink.")
if("crystals")
if(check_rights(R_FUN, 0))
var/datum/component/uplink/U = find_syndicate_uplink()
if(U)
var/crystals = input("Amount of telecrystals for [key]","Syndicate uplink", U.telecrystals) as null | num
if(!isnull(crystals))
U.telecrystals = crystals
message_admins("[key_name_admin(usr)] changed [current]'s telecrystal count to [crystals].")
log_admin("[key_name(usr)] changed [current]'s telecrystal count to [crystals].")
if("uplink")
if(!equip_traitor())
to_chat(usr, "<span class='danger'>Equipping a syndicate failed!</span>")
log_admin("[key_name(usr)] tried and failed to give [current] an uplink.")
else
log_admin("[key_name(usr)] gave [current] an uplink.")
else if (href_list["obj_announce"])
announce_objectives()
//Something in here might have changed your mob
if(self_antagging && (!usr || !usr.client) && current.client)
usr = current
traitor_panel()
/datum/mind/proc/get_all_objectives()
var/list/all_objectives = list()
for(var/datum/antagonist/A in antag_datums)
all_objectives |= A.objectives
return all_objectives
/datum/mind/proc/announce_objectives()
var/obj_count = 1
to_chat(current, "<span class='notice'>Your current objectives:</span>")
for(var/datum/objective/objective as anything in get_all_objectives())
to_chat(current, "<B>[objective.objective_name] #[obj_count]</B>: [objective.explanation_text]")
obj_count++
/datum/mind/proc/find_syndicate_uplink()
var/list/L = current.GetAllContents()
for (var/i in L)
var/atom/movable/I = i
. = I.GetComponent(/datum/component/uplink)
if(.)
break
/datum/mind/proc/take_uplink()
qdel(find_syndicate_uplink())
/datum/mind/proc/make_traitor()
if(!(has_antag_datum(/datum/antagonist/traitor)))
add_antag_datum(/datum/antagonist/traitor)
/datum/mind/proc/make_contractor_support()
if(!(has_antag_datum(/datum/antagonist/traitor/contractor_support)))
add_antag_datum(/datum/antagonist/traitor/contractor_support)
/datum/mind/proc/make_changeling()
var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling)
if(!C)
C = add_antag_datum(/datum/antagonist/changeling)
special_role = ROLE_CHANGELING
return C
/datum/mind/proc/make_wizard()
if(!has_antag_datum(/datum/antagonist/wizard))
special_role = ROLE_WIZARD
assigned_role = ROLE_WIZARD
add_antag_datum(/datum/antagonist/wizard)
/datum/mind/proc/make_rev()
var/datum/antagonist/rev/head/head = new()
head.give_flash = TRUE
head.give_hud = TRUE
add_antag_datum(head)
special_role = ROLE_REV_HEAD
/datum/mind/proc/AddSpell(obj/effect/proc_holder/spell/S)
spell_list += S
S.action.Grant(current)
//To remove a specific spell from a mind
/datum/mind/proc/RemoveSpell(obj/effect/proc_holder/spell/spell)
if(!spell)
return
for(var/X in spell_list)
var/obj/effect/proc_holder/spell/S = X
if(istype(S, spell))
spell_list -= S
qdel(S)
current?.client << output(null, "statbrowser:check_spells")
/datum/mind/proc/RemoveAllSpells()
for(var/obj/effect/proc_holder/S in spell_list)
RemoveSpell(S)
/datum/mind/proc/transfer_martial_arts(mob/living/new_character)
if(!ishuman(new_character))
return
if(martial_art)
if(martial_art.base) //Is the martial art temporary?
martial_art.remove(new_character)
else
martial_art.teach(new_character)
/datum/mind/proc/transfer_actions(mob/living/new_character)
if(current?.actions)
for(var/datum/action/A in current.actions)
A.Grant(new_character)
transfer_mindbound_actions(new_character)
/datum/mind/proc/transfer_mindbound_actions(mob/living/new_character)
for(var/X in spell_list)
var/obj/effect/proc_holder/spell/S = X
S.action.Grant(new_character)
/datum/mind/proc/disrupt_spells(delay, list/exceptions = New())
for(var/X in spell_list)
var/obj/effect/proc_holder/spell/S = X
for(var/type in exceptions)
if(istype(S, type))
continue
S.charge_counter = delay
S.updateButtonIcon()
INVOKE_ASYNC(S, /obj/effect/proc_holder/spell.proc/start_recharge)
/datum/mind/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
for(var/mob/dead/observer/G in (ghosts_with_clients ? GLOB.player_list : GLOB.dead_mob_list))
if(G.mind == src)
if(G.can_reenter_corpse || even_if_they_cant_reenter)
return G
break
/datum/mind/proc/grab_ghost(force)
var/mob/dead/observer/G = get_ghost(even_if_they_cant_reenter = force)
. = G
if(G)
G.reenter_corpse()
/// Sets our can_hijack to the fastest speed our antag datums allow.
/datum/mind/proc/get_hijack_speed()
. = 0
for(var/datum/antagonist/A in antag_datums)
. = max(., A.hijack_speed())
/datum/mind/proc/has_objective(objective_type)
for(var/datum/antagonist/A in antag_datums)
for(var/O in A.objectives)
if(istype(O,objective_type))
return TRUE
/mob/proc/sync_mind()
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
mind.active = TRUE //indicates that the mind is currently synced with a client
/datum/mind/proc/has_martialart(string)
if(martial_art && martial_art.id == string)
return martial_art
return FALSE
///Adds addiction points to the specified addiction
/datum/mind/proc/add_addiction_points(type, amount)
LAZYSET(addiction_points, type, min(LAZYACCESS(addiction_points, type) + amount, MAX_ADDICTION_POINTS))
var/datum/addiction/affected_addiction = SSaddiction.all_addictions[type]
return affected_addiction.on_gain_addiction_points(src)
///Adds addiction points to the specified addiction
/datum/mind/proc/remove_addiction_points(type, amount)
LAZYSET(addiction_points, type, max(LAZYACCESS(addiction_points, type) - amount, 0))
var/datum/addiction/affected_addiction = SSaddiction.all_addictions[type]
return affected_addiction.on_lose_addiction_points(src)
/mob/dead/new_player/sync_mind()
return
/mob/dead/observer/sync_mind()
return
//Initialisation procs
/mob/proc/mind_initialize()
if(mind)
mind.key = key
else
mind = new /datum/mind(key)
SSticker.minds += mind
if(!mind.name)
mind.name = real_name
mind.current = src
/mob/living/carbon/mind_initialize()
..()
last_mind = mind
//HUMAN
/mob/living/carbon/human/mind_initialize()
..()
if(!mind.assigned_role)
mind.assigned_role = "Unassigned" //default
//AI
/mob/living/silicon/ai/mind_initialize()
..()
mind.assigned_role = "AI"
//BORG
/mob/living/silicon/robot/mind_initialize()
..()
mind.assigned_role = "Cyborg"
//PAI
/mob/living/silicon/pai/mind_initialize()
..()
mind.assigned_role = ROLE_PAI
mind.special_role = ""