mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-18 21:15:21 +00:00
Also removed some mob vars like sdisabilities and merged the usability with disabilities Removed need for mutations var, they are not handled in dna Removed blinded var, now its handled by eye_blind being bigger than zero Ands lots, lots of other shit in files that used mutations
465 lines
12 KiB
Plaintext
465 lines
12 KiB
Plaintext
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// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
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/proc/ishuman(A)
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if(istype(A, /mob/living/carbon/human))
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return 1
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return 0
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/proc/ismonkey(A)
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if(A && istype(A, /mob/living/carbon/monkey))
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return 1
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return 0
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/proc/isbrain(A)
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if(A && istype(A, /mob/living/carbon/brain))
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return 1
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return 0
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/proc/isalien(A)
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if(istype(A, /mob/living/carbon/alien))
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return 1
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return 0
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/proc/isalienadult(A)
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if(istype(A, /mob/living/carbon/alien/humanoid))
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return 1
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return 0
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/proc/islarva(A)
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if(istype(A, /mob/living/carbon/alien/larva))
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return 1
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return 0
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/proc/isslime(A)
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if(istype(A, /mob/living/carbon/slime))
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return 1
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return 0
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/proc/isrobot(A)
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if(istype(A, /mob/living/silicon/robot))
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return 1
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return 0
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/proc/isanimal(A)
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if(istype(A, /mob/living/simple_animal))
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return 1
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return 0
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/proc/iscorgi(A)
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if(istype(A, /mob/living/simple_animal/corgi))
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return 1
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return 0
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/proc/iscrab(A)
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if(istype(A, /mob/living/simple_animal/crab))
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return 1
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return 0
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/proc/iscat(A)
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if(istype(A, /mob/living/simple_animal/cat))
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return 1
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return 0
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/proc/ismouse(A)
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if(istype(A, /mob/living/simple_animal/mouse))
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return 1
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return 0
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/proc/isbear(A)
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if(istype(A, /mob/living/simple_animal/hostile/bear))
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return 1
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return 0
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/proc/iscarp(A)
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if(istype(A, /mob/living/simple_animal/hostile/carp))
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return 1
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return 0
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/proc/isclown(A)
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if(istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
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return 1
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return 0
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/proc/isAI(A)
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if(istype(A, /mob/living/silicon/ai))
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return 1
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return 0
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/proc/ispAI(A)
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if(istype(A, /mob/living/silicon/pai))
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return 1
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return 0
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/proc/iscarbon(A)
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if(istype(A, /mob/living/carbon))
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return 1
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return 0
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/proc/issilicon(A)
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if(istype(A, /mob/living/silicon))
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return 1
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return 0
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/proc/isliving(A)
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if(istype(A, /mob/living))
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return 1
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return 0
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proc/isobserver(A)
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if(istype(A, /mob/dead/observer))
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return 1
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return 0
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proc/isnewplayer(A)
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if(istype(A, /mob/new_player))
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return 1
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return 0
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proc/isovermind(A)
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if(istype(A, /mob/camera/blob))
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return 1
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return 0
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proc/isdrone(A)
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if(istype(A, /mob/living/simple_animal/drone))
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return 1
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return 0
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proc/isorgan(A)
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if(istype(A, /obj/item/organ/limb))
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return 1
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return 0
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/proc/isloyal(A) //Checks to see if the person contains a loyalty implant, then checks that the implant is actually inside of them
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for(var/obj/item/weapon/implant/loyalty/L in A)
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if(L && L.implanted)
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return 1
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return 0
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/proc/check_zone(zone)
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if(!zone) return "chest"
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switch(zone)
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if("eyes")
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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if("l_foot")
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zone = "l_leg"
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if("r_foot")
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zone = "r_leg"
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if("groin")
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zone = "chest"
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return zone
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/proc/ran_zone(zone, probability = 80)
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zone = check_zone(zone)
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if(prob(probability))
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return zone
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var/t = rand(1, 17) // randomly pick a different zone, or maybe the same one
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switch(t)
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if(1) return "head"
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if(2) return "chest"
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if(3 to 6) return "l_arm"
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if(7 to 10) return "r_arm"
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if(10 to 13) return "l_leg"
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if(14 to 17) return "r_leg"
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return zone
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/proc/above_neck(zone)
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var/list/zones = list("head", "mouth", "eyes")
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if(zones.Find(zone))
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return 1
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else
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return 0
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/proc/stars(n, pr)
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n = strip_html_properly(n)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return sanitize(t)
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/derpspeech(message, stuttering)
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message = replacetext(message, " am ", " ")
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message = replacetext(message, " is ", " ")
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message = replacetext(message, " are ", " ")
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message = replacetext(message, "you", "u")
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message = replacetext(message, "help", "halp")
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message = replacetext(message, "grief", "grife")
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message = replacetext(message, "space", "spess")
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message = replacetext(message, "carp", "crap")
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message = replacetext(message, "reason", "raisin")
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if(prob(50))
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message = uppertext(message)
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message += "[stutter(pick("!", "!!", "!!!"))]"
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if(!stuttering && prob(15))
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message = stutter(message)
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return message
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n)
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/shake_camera(mob/M, duration, strength=1)
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spawn(0)
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if(!M || !M.client || M.shakecamera)
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return
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var/oldeye=M.client.eye
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var/x
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M.shakecamera = 1
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for(x=0; x<duration, x++)
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if(M && M.client)
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M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
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sleep(1)
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if(M)
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M.shakecamera = 0
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if(M.client)
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M.client.eye=oldeye
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/mob/M in mob_list)
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if(M.real_name == msg)
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return M
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return 0
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/mob/proc/abiotic(full_body = 0)
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if(l_hand && !l_hand.flags&ABSTRACT || r_hand && !r_hand.flags&ABSTRACT)
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return 1
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return 0
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//converts intent-strings into numbers and back
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if("help") return 0
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if("disarm") return 1
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if("grab") return 2
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else return 3
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else
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switch(argument)
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if(0) return "help"
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if(1) return "disarm"
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if(2) return "grab"
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else return "harm"
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(ishuman(src) || isalienadult(src) || isbrain(src))
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switch(input)
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if("help", "disarm", "grab", "harm")
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent) + 1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent) + 3) % 4)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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else if(isrobot(src) || ismonkey(src) || islarva(src))
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switch(input)
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if("help")
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a_intent = "help"
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if("harm")
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a_intent = "harm"
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(hud_used && hud_used.action_intent)
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if(a_intent == "harm")
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hud_used.action_intent.icon_state = "harm"
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else
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hud_used.action_intent.icon_state = "help"
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proc/is_blind(A)
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if(ismob(A))
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var/mob/B = A
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return B.eye_blind
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return 0
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proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
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if(!ticker || !ticker.mode)
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return 0
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if(!istype(M))
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return 0
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if(issilicon(M))
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if(isrobot(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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var/mob/living/silicon/robot/R = M
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if(R.emagged || R.syndicate) //Count as antags
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return 1
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if(R.mind && R.mind.special_role && R.laws && R.laws.zeroth).
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if(R.connected_ai)
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if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
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return 0 //AI is the real traitor here, so the borg itself is not a traitor
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return 1 //Slaved but also a traitor
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return 1 //Unslaved, traitor
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else if(isAI(M))
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var/mob/living/silicon/ai/A = M
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if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
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if(ticker.mode.config_tag == "malfunction" && M.mind in ticker.mode.malf_ai)//Malf law is a law 0
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return 2
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return 1
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return 0
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if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
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switch(ticker.mode.config_tag)
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if("revolution")
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if((M.mind in ticker.mode.head_revolutionaries) || (M.mind in ticker.mode.revolutionaries))
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return 2
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if("cult")
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if(M.mind in ticker.mode.cult)
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return 2
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if("nuclear")
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if(M.mind in ticker.mode.syndicates)
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return 2
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if("changeling")
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if(M.mind in ticker.mode.changelings)
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return 2
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if("wizard")
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if(M.mind in ticker.mode.wizards)
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return 2
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if("monkey")
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if(M.viruses && (locate(/datum/disease/transformation/jungle_fever) in M.viruses))
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return 2
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return 1
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return 0
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/mob/proc/has_mutation(var/mutation)
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return mutation in src.mutations ? 1 : 0
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/proc/get_both_hands(mob/living/carbon/M)
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var/list/hands = list(M.l_hand, M.r_hand)
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return hands
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/mob/proc/reagent_check(var/datum/reagent/R) // utilized in the species code
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return 1
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/proc/notify_ghosts(var/message, var/ghost_sound = null) //Easy notification of ghosts.
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for(var/mob/dead/observer/O in player_list)
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if(O.client)
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O << "<span class='ghostalert'>[message]<span>"
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if(ghost_sound)
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O << sound(ghost_sound)
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/proc/item_heal_robotic(var/mob/living/carbon/human/H, var/mob/user, var/brute, var/burn)
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var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute > burn)
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dam = 1
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else
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dam = 0
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if(affecting.status == ORGAN_ROBOTIC)
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if(brute > 0 && affecting.brute_dam > 0 || burn > 0 && affecting.burn_dam > 0)
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affecting.heal_damage(brute,burn,1)
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H.update_damage_overlays(0)
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H.updatehealth()
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user.visible_message("<span class='notice'>[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.getDisplayName()]!</span>")
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return
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else
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user << "<span class='notice'>[H]'s [affecting.getDisplayName()] is already in good condition</span>"
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return
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else
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return
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