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Basic Mobs Now Actually Have A Deathgasp (#72950) ## About The Pull Request Pretty obviously an oversight since we only checked for simple_animal for this, but should also factor in the fact that we could now be a basic mob. Actually I tested it on Sybil just now and deathgasps just never worked. We were setting death_message for... I guess when they die? It's just fucked but it works on my local now. blurgh ## Why It's Good For The Game Ported simple animals that are now basic mobs were able to deathgasp this time last year. Silly that they aren't able to do that now. ## Changelog 🆑 fix: Basic Mobs are now able to deathgasp. /🆑 Let me know if the new variable name for the string is cringe, I just settled on that since it mirrored the type of check we run in select_message_type(). Co-authored-by: san7890 <the@san7890.com>
347 lines
12 KiB
Plaintext
347 lines
12 KiB
Plaintext
/**
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* # Emote
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*
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* Most of the text that's not someone talking is based off of this.
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*
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* Yes, the displayed message is stored on the datum, it would cause problems
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* for emotes with a message that can vary, but that's handled differently in
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* run_emote(), so be sure to use can_message_change if you plan to have
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* different displayed messages from player to player.
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*
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*/
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/datum/emote
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/// What calls the emote.
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var/key = ""
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/// This will also call the emote.
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var/key_third_person = ""
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/// Message displayed when emote is used.
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var/message = ""
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/// Message displayed if the user is a mime.
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var/message_mime = ""
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/// Message displayed if the user is a grown alien.
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var/message_alien = ""
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/// Message displayed if the user is an alien larva.
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var/message_larva = ""
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/// Message displayed if the user is a robot.
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var/message_robot = ""
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/// Message displayed if the user is an AI.
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var/message_AI = ""
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/// Message displayed if the user is a monkey.
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var/message_monkey = ""
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/// Message to display if the user is a simple_animal or basic mob.
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var/message_animal_or_basic = ""
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/// Message with %t at the end to allow adding params to the message, like for mobs doing an emote relatively to something else.
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var/message_param = ""
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/// Whether the emote is visible and/or audible bitflag
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var/emote_type = EMOTE_VISIBLE
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/// Checks if the mob can use its hands before performing the emote.
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var/hands_use_check = FALSE
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/// Will only work if the emote is EMOTE_AUDIBLE.
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var/muzzle_ignore = FALSE
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/// Types that are allowed to use that emote.
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var/list/mob_type_allowed_typecache = /mob
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/// Types that are NOT allowed to use that emote.
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var/list/mob_type_blacklist_typecache
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/// Types that can use this emote regardless of their state.
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var/list/mob_type_ignore_stat_typecache
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/// In which state can you use this emote? (Check stat.dm for a full list of them)
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var/stat_allowed = CONSCIOUS
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/// Sound to play when emote is called.
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var/sound
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/// Used for the honk borg emote.
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var/vary = FALSE
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/// Can only code call this event instead of the player.
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var/only_forced_audio = FALSE
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/// The cooldown between the uses of the emote.
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var/cooldown = 0.8 SECONDS
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/// Does this message have a message that can be modified by the user?
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var/can_message_change = FALSE
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/// How long is the cooldown on the audio of the emote, if it has one?
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var/audio_cooldown = 2 SECONDS
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//SKYRAT EDIT ADDITION BEGIN - EMOTES
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var/sound_volume = 25 //Emote volume
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var/list/allowed_species
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/// Are silicons explicitely allowed to use this emote?
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var/silicon_allowed = FALSE
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//SKYRAT EDIT ADDITION END
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/datum/emote/New()
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switch(mob_type_allowed_typecache)
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if(/mob)
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mob_type_allowed_typecache = GLOB.typecache_mob
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if(/mob/living)
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mob_type_allowed_typecache = GLOB.typecache_living
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else
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mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
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mob_type_blacklist_typecache = typecacheof(mob_type_blacklist_typecache)
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mob_type_ignore_stat_typecache = typecacheof(mob_type_ignore_stat_typecache)
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/**
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* Handles the modifications and execution of emotes.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * params - Parameters added after the emote.
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* * type_override - Override to the current emote_type.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns TRUE if it was able to run the emote, FALSE otherwise.
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*/
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/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
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. = TRUE
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if(!can_run_emote(user, TRUE, intentional))
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return FALSE
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var/msg = select_message_type(user, message, intentional)
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if(params && message_param)
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msg = select_param(user, params)
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msg = replace_pronoun(user, msg)
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if(!msg)
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return
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user.log_message(msg, LOG_EMOTE)
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// SKYRAT EDIT START - Better emotes - Original: var/dchatmsg = "<b>[user]</b> [msg]"
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var/space = should_have_space_before_emote(html_decode(msg)[1]) ? " " : ""
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var/dchatmsg = "<b>[user]</b>[space][msg]"
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// SKYRAT EDIT END
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var/tmp_sound = get_sound(user)
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if(tmp_sound && should_play_sound(user, intentional) && !TIMER_COOLDOWN_CHECK(user, type))
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TIMER_COOLDOWN_START(user, type, audio_cooldown)
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//SKYRAT EDIT CHANGE BEGIN
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//playsound(user, tmp_sound, 50, vary) - SKYRAT EDIT - ORIGINAL
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playsound(user, tmp_sound, sound_volume, vary)
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//SKYRAT EDIT CHANGE END
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var/user_turf = get_turf(user)
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if (user.client)
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for(var/mob/ghost as anything in GLOB.dead_mob_list)
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if(!ghost.client || isnewplayer(ghost))
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continue
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if(ghost.client.prefs.chat_toggles & CHAT_GHOSTSIGHT && !(ghost in viewers(user_turf, null)))
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ghost.show_message("<span class='emote'>[FOLLOW_LINK(ghost, user)] [dchatmsg]</span>")
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//SKYRAT EDIT ADDITION BEGIN - AI QoL
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for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list)
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var/ai_eye_turf = get_turf(ai.eyeobj)
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if(ai.client && !(ai.stat == DEAD) && (get_dist(user_turf, ai_eye_turf)<8))
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ai.show_message("<span class='emote'>[dchatmsg]</span>")
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//SKYRAT EDIT ADDITION END - AI QoL
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if(emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE)) //emote is audible and visible
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user.audible_message(msg, deaf_message = "<span class='emote'>You see how <b>[user]</b> [msg]</span>", audible_message_flags = EMOTE_MESSAGE)
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else if(emote_type & EMOTE_VISIBLE) //emote is only visible
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user.visible_message(msg, visible_message_flags = EMOTE_MESSAGE)
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if(emote_type & EMOTE_IMPORTANT)
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for(var/mob/living/viewer in viewers())
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if(viewer.is_blind() && !viewer.can_hear())
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to_chat(viewer, msg)
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SEND_SIGNAL(user, COMSIG_MOB_EMOTED(key))
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/**
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* For handling emote cooldown, return true to allow the emote to happen.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns FALSE if the cooldown is not over, TRUE if the cooldown is over.
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*/
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/datum/emote/proc/check_cooldown(mob/user, intentional)
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if(!intentional)
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return TRUE
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//SKYRAT EDIT CHANGE BEGIN - EMOTES - GLOBAL COOLDOWN
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//if(user.emotes_used && user.emotes_used[src] + cooldown > world.time) - SKYRAT EDIT - ORIGINAL
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if(user.nextsoundemote > world.time)
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var/datum/emote/default_emote = /datum/emote
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if(cooldown > initial(default_emote.cooldown)) // only worry about longer-than-normal emotes
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to_chat(user, span_danger("You must wait another [DisplayTimeText(user.nextsoundemote - world.time)] before using that emote."))
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return FALSE
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//if(!user.emotes_used)
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// user.emotes_used = list()
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//user.emotes_used[src] = world.time - SKYRAT EDIT - ORIGINAL
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user.nextsoundemote = world.time + cooldown
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//SKYRAT EDIT CHANGE END
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return TRUE
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/**
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* To get the sound that the emote plays, for special sound interactions depending on the mob.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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*
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* Returns the sound that will be made while sending the emote.
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*/
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/datum/emote/proc/get_sound(mob/living/user)
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return sound //by default just return this var.
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/**
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* To replace pronouns in the inputed string with the user's proper pronouns.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * msg - The string to modify.
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*
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* Returns the modified msg string.
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*/
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/datum/emote/proc/replace_pronoun(mob/user, msg)
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if(findtext(msg, "their"))
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msg = replacetext(msg, "their", user.p_their())
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if(findtext(msg, "them"))
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msg = replacetext(msg, "them", user.p_them())
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if(findtext(msg, "they"))
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msg = replacetext(msg, "they", user.p_they())
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if(findtext(msg, "%s"))
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msg = replacetext(msg, "%s", user.p_s())
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return msg
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/**
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* Selects the message type to override the message with.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * msg - The string to modify.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns the new message, or msg directly, if no change was needed.
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*/
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/datum/emote/proc/select_message_type(mob/user, msg, intentional)
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// Basically, we don't care that the others can use datum variables, because they're never going to change.
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. = msg
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if(!muzzle_ignore && user.is_muzzled() && emote_type & EMOTE_AUDIBLE)
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return "makes a [pick("strong ", "weak ", "")]noise."
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if(user.mind?.miming && message_mime)
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. = message_mime
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if(isalienadult(user) && message_alien)
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. = message_alien
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else if(islarva(user) && message_larva)
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. = message_larva
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else if(iscyborg(user) && message_robot)
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. = message_robot
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else if(isAI(user) && message_AI)
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. = message_AI
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else if(ismonkey(user) && message_monkey)
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. = message_monkey
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else if(isanimal_or_basicmob(user) && message_animal_or_basic)
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. = message_animal_or_basic
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/**
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* Replaces the %t in the message in message_param by params.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * params - Parameters added after the emote.
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*
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* Returns the modified string.
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*/
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/datum/emote/proc/select_param(mob/user, params)
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return replacetext(message_param, "%t", params)
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/**
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* Check to see if the user is allowed to run the emote.
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*
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* Arguments:
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* * user - Person that is trying to send the emote.
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* * status_check - Bool that says whether we should check their stat or not.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns a bool about whether or not the user can run the emote.
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*/
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/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE)
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if(!is_type_in_typecache(user, mob_type_allowed_typecache))
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return FALSE
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if(is_type_in_typecache(user, mob_type_blacklist_typecache))
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return FALSE
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if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
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if(user.stat > stat_allowed)
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if(!intentional)
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return FALSE
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switch(user.stat)
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if(SOFT_CRIT)
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to_chat(user, span_warning("You cannot [key] while in a critical condition!"))
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if(UNCONSCIOUS, HARD_CRIT)
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to_chat(user, span_warning("You cannot [key] while unconscious!"))
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if(DEAD)
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to_chat(user, span_warning("You cannot [key] while dead!"))
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return FALSE
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if(hands_use_check && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
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if(!intentional)
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return FALSE
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to_chat(user, span_warning("You cannot use your hands to [key] right now!"))
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return FALSE
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if(HAS_TRAIT(user, TRAIT_EMOTEMUTE))
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return FALSE
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//SKYRAT EDIT BEGIN
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if(allowed_species)
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var/check = FALSE
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if(silicon_allowed && issilicon(user))
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check = TRUE
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if(ishuman(user))
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var/mob/living/carbon/human/sender = user
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if(sender.dna.species.type in allowed_species)
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check = TRUE
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return check
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//SKYRAT EDIT END
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return TRUE
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/**
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* Check to see if the user should play a sound when performing the emote.
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*
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* Arguments:
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* * user - Person that is doing the emote.
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* * intentional - Bool that says whether the emote was forced (FALSE) or not (TRUE).
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*
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* Returns a bool about whether or not the user should play a sound when performing the emote.
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*/
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/datum/emote/proc/should_play_sound(mob/user, intentional = FALSE)
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if(emote_type & EMOTE_AUDIBLE && !muzzle_ignore)
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if(user.is_muzzled())
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return FALSE
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if(HAS_TRAIT(user, TRAIT_MUTE))
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return FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/loud_mouth = user
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if(loud_mouth.mind?.miming) // vow of silence prevents outloud noises
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return FALSE
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if(!loud_mouth.getorganslot(ORGAN_SLOT_TONGUE))
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return FALSE
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if(only_forced_audio && intentional)
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return FALSE
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return TRUE
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/**
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* Allows the intrepid coder to send a basic emote
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* Takes text as input, sends it out to those who need to know after some light parsing
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* If you need something more complex, make it into a datum emote
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* Arguments:
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* * text - The text to send out
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*
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* Returns TRUE if it was able to run the emote, FALSE otherwise.
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*/
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/mob/proc/manual_emote(text) //Just override the song and dance
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. = TRUE
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if(stat != CONSCIOUS)
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return
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if(!text)
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CRASH("Someone passed nothing to manual_emote(), fix it")
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log_message(text, LOG_EMOTE)
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var/ghost_text = "<b>[src]</b> [text]"
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var/origin_turf = get_turf(src)
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if(client)
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for(var/mob/ghost as anything in GLOB.dead_mob_list)
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if(!ghost.client || isnewplayer(ghost))
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continue
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if(ghost.client.prefs.chat_toggles & CHAT_GHOSTSIGHT && !(ghost in viewers(origin_turf, null)))
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ghost.show_message("[FOLLOW_LINK(ghost, src)] [ghost_text]")
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visible_message(text, visible_message_flags = EMOTE_MESSAGE)
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