Files
Bubberstation/code/modules/mob/mob.dm
coiax 5b5d956943 Alternate escape shuttles and ferries (#16761)
* Added a simple bar-theme escape shuttle

Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.

* Changed drone's health to 3000

Bardrone is now strong, to cope from stray gunfire.

* Replaces banned variables with alternates

Step_[xy] is bad, mkay?

* Added STV5, the cramped transport shuttle

Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!

* Removed shuttle area from empty space on STV5

* Added cult shuttle

Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.

* Include the Narnar Shuttle

* Meat ferry added

Very basic, could probably use some love from a map wizard.

* Moved shuttle files to shuttles/ directory

* MAPS MOVED AND RENAMED

* Hyperfractal Gigashuttle

"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."

* I REGRET ADDING THESE

* Into templates you go

* Changed floors

* Hugbox supermatter, for map making

* Shuttles KINDA delete themselves

* Hats in hats in hats in hats in hats

* Use the hugbox supermatter in the shuttle

* Include the new verbs

* Include our new verbs

* Fixed runtime when deleting emergency shuttle

* Added to verb list

* Fixes more runtimes with deleting the shuttle

* Shuttle Destroy verb now functions

* Moved them out of the shuttles/ folder

* We'll need these docks later

* shuttle_import landmark datum made

* Changes z2 to TGM format and adds shuttle_import landmark

* SHUTTLE IMPORT VERB

Is this it? Are we there?

* Some compile fixes

* Emergency bar map updated

* Updated cramped shuttle

* Updated narnar shuttle

* Supermatter shuttle updated

* Meat ferry updated

* Debugging information included

* Debug code, QDEL hints

* Minor updates to collection of maps

* May as well use the snowflake drone code

PICK YOUR OWN BARKEEPING HAT.

* The Lighthouse

*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!

* Made supermatter hallucination too powerful

* Added force argument for docking testing

* Added emergency backup shuttle

Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.

* Added templates for existing shuttles

* Backup shuttle used if emergency shuttle deleted

* Added backup shuttle transit space

Don't know why transit spaces aren't dynamically generated, to be
honest.

* Hyperfractal Gigashuttle improved

More radiation lockers, chairs which makes it "safer".

* Added Shuttle Under Construction

The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.

* Added warnings for shuttle interaction

ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?

I mean, I really don't know what will happen, and it's probably
nothing good.

* Snappop(tm)!

Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!

* Fixed horrific experiment icon, added gambling spawner

* Candle changes

Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.

* Shuttle can dock if already docked

* Fixing bugs with shuttle import

Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.

* Admin notice, unload bad template

* Fixes problems with some shuttles

* Warning message if roundstart dock failed

* Compiles.

* Inform admins of shuttle problems

* Names for shuttles, minor tweaks

* Moved shuttle templates to shuttles/

* Version numbers are lame

* Shuttle datums

* Shuttle manipulator barebones

It doesn't do anything at the moment.

* Added shuttle manipulator to Z2

It still doesn't do anything yet, but it looks pretty.

* Use GetAllContents(), don't delete ghosts

* Fixes bug where nothing would actually load

* Cancel button on Destroy Shuttle

* Fixed birdboat shuttle overwriting bar shuttle
2016-05-07 23:35:57 +02:00

940 lines
24 KiB
Plaintext

/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
mob_list -= src
dead_mob_list -= src
living_mob_list -= src
qdel(hud_used)
if(mind && mind.current == src)
spellremove(src)
for(var/infection in viruses)
qdel(infection)
for(var/cc in client_colours)
qdel(cc)
client_colours = null
ghostize()
return ..()
var/next_mob_id = 0
/mob/New()
tag = "mob_[next_mob_id++]"
mob_list += src
if(stat == DEAD)
dead_mob_list += src
else
living_mob_list += src
prepare_huds()
..()
/atom/proc/prepare_huds()
for(var/hud in hud_possible)
var/image/I = image('icons/mob/hud.dmi', src, "")
I.appearance_flags = RESET_COLOR
hud_list[hud] = I
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc) return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "<span class='notice'>Coordinates: [x],[y] \n</span>"
t += "<span class='danger'>Temperature: [environment.temperature] \n</span>"
for(var/id in environment.gases)
var/gas = environment.gases[id]
if(gas[MOLES])
t+="<span class='notice'>[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] \n</span>"
usr << t
/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)
if(!client)
return
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if(type)
if(type & 1 && eye_blind )//Vision related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 2 && ear_deaf)//Hearing related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 1 && eye_blind)
return
// voice muffling
if(stat == UNCONSCIOUS)
if(type & 2) //audio
src << "<I>... You can almost hear something ...</I>"
else
src << msg
// Show a message the src mob and to all player mobs who sees the src mob
// This would be for visible actions by the src mob
// message is the message output to anyone who can see e.g. "[src] does something!"
// self_message (optional) is what the src mob sees e.g. "You do something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/mob/visible_message(message, self_message, blind_message)
var/turf/T = get_turf(src)
if(!T)
return
for(var/mob/M in get_hearers_in_view(7, src))
if(!M.client)
continue
var/msg = message
if(M == src) //the src always see the main message or self message
if(self_message)
msg = self_message
else
if(M.see_invisible<invisibility || T != loc) //if src is inside something or invisible to us,
if(blind_message) // then people see blind message if there is one, otherwise nothing.
msg = blind_message
else
continue
else if(T.lighting_object)
if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity)
if(blind_message) //if the light object is dark and not invisible to us, we see blind_message/nothing
msg = blind_message
else
continue
M.show_message(msg,1,blind_message,2)
// Show a message to all player mobs who sees this atom
// Use for objects performing visible actions
// message is output to anyone who can see, e.g. "The [src] does something!"
// blind_message (optional) is what blind people will hear e.g. "You hear something!"
/atom/proc/visible_message(message, blind_message)
var/turf/T = get_turf(src)
if(!T)
return
for(var/mob/M in get_hearers_in_view(7, src))
if(!M.client)
continue
var/msg = message
if(M.see_invisible<invisibility || (T != loc && T != src))//if src is invisible to us or is inside something (and isn't a turf),
if(blind_message) // then people see blind message if there is one, otherwise nothing.
msg = blind_message
else
continue
else if(T.lighting_object)
if(T.lighting_object.invisibility <= M.see_invisible && !T.lighting_object.luminosity) //the light object is dark and not invisible to us
if(blind_message)
msg = blind_message
else
continue
M.show_message(msg,1,blind_message,2)
// Show a message to all mobs in earshot of this one
// This would be for audible actions by the src mob
// message is the message output to anyone who can hear.
// self_message (optional) is what the src mob hears.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/mob/audible_message(message, deaf_message, hearing_distance, self_message)
var/range = 7
if(hearing_distance)
range = hearing_distance
for(var/mob/M in get_hearers_in_view(range, src))
var/msg = message
if(self_message && M==src)
msg = self_message
M.show_message( msg, 2, deaf_message, 1)
// Show a message to all mobs in earshot of this atom
// Use for objects performing audible actions
// message is the message output to anyone who can hear.
// deaf_message (optional) is what deaf people will see.
// hearing_distance (optional) is the range, how many tiles away the message can be heard.
/atom/proc/audible_message(message, deaf_message, hearing_distance)
var/range = 7
if(hearing_distance)
range = hearing_distance
for(var/mob/M in get_hearers_in_view(range, src))
M.show_message( message, 2, deaf_message, 1)
/mob/proc/movement_delay()
return 0
/mob/proc/Life()
set waitfor = 0
return
/mob/proc/get_item_by_slot(slot_id)
switch(slot_id)
if(slot_l_hand)
return l_hand
if(slot_r_hand)
return r_hand
return null
/mob/proc/ret_grab(obj/effect/list_container/mobl/L, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
else
return L.container
else
if (!( L ))
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = l_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (istype(r_hand, /obj/item/weapon/grab))
var/obj/item/weapon/grab/G = r_hand
if (!( L.container.Find(G.affecting) ))
L.container += G.affecting
if (G.affecting)
G.affecting.ret_grab(L, 1)
if (!( flag ))
if (L.master == src)
var/list/temp = list( )
temp += L.container
//L = null
qdel(L)
return temp
else
return L.container
return
/mob/proc/restrained()
return
/mob/proc/incapacitated()
return
//This proc is called whenever someone clicks an inventory ui slot.
/mob/proc/attack_ui(slot)
var/obj/item/W = get_active_hand()
if(istype(W))
if(equip_to_slot_if_possible(W, slot,0,0,0))
return 1
if(!W)
// Activate the item
var/obj/item/I = get_item_by_slot(slot)
if(istype(I))
I.attack_hand(src)
return 0
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set qdel_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = 0, disable_warning = 0, redraw_mob = 1)
if(!istype(W)) return 0
if(!W.mob_can_equip(src, slot, disable_warning))
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
src << "<span class='warning'>You are unable to equip that!</span>" //Only print if qdel_on_fail is false
return 0
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return 1
//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.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W, slot)
return
//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.
/mob/proc/equip_to_slot_or_del(obj/item/W, slot)
equip_to_slot_if_possible(W, slot, 1, 1, 0)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W)) return 0
for(var/slot in W.slot_equipment_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 0; redraw_mob = 1
return 1
return 0
/mob/proc/reset_perspective(atom/A)
if(client)
if(istype(A, /atom/movable))
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return 1
/mob/living/reset_perspective(atom/A)
if(..())
update_sight()
if(client.eye != src)
var/atom/AT = client.eye
AT.get_remote_view_fullscreens(src)
else
clear_fullscreen("remote_view", 0)
update_pipe_vision()
/mob/proc/show_inv(mob/user)
return
//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()
/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
set name = "Examine"
set category = "IC"
if(is_blind(src))
src << "<span class='notice'>Something is there but you can't see it.</span>"
return
face_atom(A)
A.examine(src)
//same as above
//note: ghosts can point, this is intended
//visible_message will handle invisibility properly
//overriden here and in /mob/dead/observer for different point span classes and sanity checks
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in view(src.loc)))
return 0
if(istype(A, /obj/effect/overlay/temp/point))
return 0
var/tile = get_turf(A)
if (!tile)
return 0
PoolOrNew(/obj/effect/overlay/temp/point, list(A,invisibility))
return 1
//this and stop_pulling really ought to be /mob/living procs
/mob/proc/start_pulling(atom/movable/AM)
if(!AM || !src)
return
if(AM == src || !isturf(AM.loc))
return
if(AM.anchored)
return
AM.add_fingerprint(src)
// If we're pulling something then drop what we're currently pulling and pull this instead.
if(pulling)
// Are we trying to pull something we are already pulling? Then just stop here, no need to continue.
if(AM == pulling)
return
stop_pulling()
pulling = AM
AM.pulledby = src
update_pull_hud_icon()
if(ismob(AM))
var/mob/M = AM
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
/mob/verb/stop_pulling()
set name = "Stop Pulling"
set category = "IC"
if(pulling)
pulling.pulledby = null
pulling = null
update_pull_hud_icon()
/mob/proc/update_pull_hud_icon()
if(client && hud_used)
if(hud_used.pull_icon)
hud_used.pull_icon.update_icon(src)
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(istype(loc,/obj/mecha))
return
if(incapacitated())
return
if(hand)
var/obj/item/W = l_hand
if (W)
W.attack_self(src)
update_inv_l_hand()
else
var/obj/item/W = r_hand
if (W)
W.attack_self(src)
update_inv_r_hand()
/*
/mob/verb/dump_source()
var/master = "<PRE>"
for(var/t in typesof(/area))
master += text("[]\n", t)
//Foreach goto(26)
src << browse(master)
return
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
if(mind)
mind.show_memory(src)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
src << "The game appears to have misplaced your mind datum, so we can't show you your notes."
/mob/proc/store_memory(msg as message, popup, sane = 1)
msg = copytext(msg, 1, MAX_MESSAGE_LEN)
if (sane)
msg = sanitize(msg)
if (length(memory) == 0)
memory += msg
else
memory += "<BR>[msg]"
if (popup)
memory()
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (!( abandon_allowed ))
return
if ((stat != 2 || !( ticker )))
usr << "<span class='boldnotice'>You must be dead to use this!</span>"
return
log_game("[usr.name]/[usr.key] used abandon mob.")
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"
var/is_admin = 0
if(check_rights_for(client,R_ADMIN))
is_admin = 1
else if(stat != DEAD || istype(src, /mob/new_player))
usr << "<span class='notice'>You must be observing to use this!</span>"
return
if(is_admin && stat == DEAD)
is_admin = 0
var/list/creatures = getpois()
client.perspective = EYE_PERSPECTIVE
var/eye_name = null
var/ok = "[is_admin ? "Admin Observe" : "Observe"]"
eye_name = input("Please, select a player!", ok, 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
/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("Subsystems:", "[round(Master.subsystem_cost, 0.01)]ds")
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/buckle_lying = !(buckled && !buckled.buckle_lying)
var/has_legs = get_num_legs()
var/has_arms = get_num_arms()
if(ko || resting || stunned)
drop_r_hand()
drop_l_hand()
unset_machine()
if(pulling)
stop_pulling()
else if(has_legs)
lying = 0
if(buckled)
lying = 90*buckle_lying
else
if((ko || resting || !has_legs) && !lying)
fall(ko)
canmove = !(ko || resting || stunned || buckled || (!has_legs && !has_arms))
density = !lying
if(lying)
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
layer = MOB_LAYER - 0.2 //so mob lying always appear behind standing mobs
else
if(layer == MOB_LAYER - 0.2)
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
dir = EAST
client.move_delay += movement_delay()
return 1
/mob/verb/westface()
set hidden = 1
if(!canface())
return 0
dir = WEST
client.move_delay += movement_delay()
return 1
/mob/verb/northface()
set hidden = 1
if(!canface())
return 0
dir = NORTH
client.move_delay += movement_delay()
return 1
/mob/verb/southface()
set hidden = 1
if(!canface())
return 0
dir = 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)
for(var/mob/dead/observer/G in dead_mob_list)
if(G.mind == mind)
if(G.can_reenter_corpse || even_if_they_cant_reenter)
return G
break
/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)
dir = 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()
..()