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Bubberstation/code/modules/mob/interactive.dm
Cyberboss 3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00

1640 lines
51 KiB
Plaintext

/*
NPC VAR EXPLANATIONS (for modules and other things)
doing = their current action, INTERACTING, TRAVEL or FIGHTING
interest = how interested the NPC is in the situation, if they are idle, this drops
timeout = this is internal
TARGET = their current target
LAST_TARGET = their last target
nearby = a list of nearby mobs
best_force = the highest force object, used for checking when to swap items
retal = this is internal
retal_target = this is internal
update_hands = this is a bool (1/0) to determine if the NPC should update what is in his hands
MYID = their ID card
MYPDA = their PDA
main_hand = what is in their "main" hand (chosen from left > right)
TRAITS = the traits assigned to this npc
mymjob = the job assigned to the npc
robustness = the chance for the npc to hit something
smartness = the inverse chance for an npc to do stupid things
attitude = the chance for an npc to do rude or mean things
slyness = the chance for an npc to do naughty things ie thieving
functions = the list of procs that the npc will use for modules
graytide = shitmin var to make them go psycho
*/
#define NPC_SPEAK_FILE "npc_chatter.json"
/mob/living/carbon/human/interactive
name = "interactive station member"
var/doing = 0
var/interest = 10
var/maxInterest = 10
var/timeout = 0
var/inactivity_period = 0
var/TARGET = null
var/LAST_TARGET = null
var/list/nearby = list()
var/best_force = 0
var/retal = 0
var/mob/retal_target = null
var/update_hands = 0
var/list/blacklistItems = list() // items we should be ignoring
var/maxStepsTick = 6 // step as many times as we can per frame
//Job and mind data
var/obj/item/weapon/card/id/MYID
var/obj/item/weapon/card/id/RPID // the "real" idea they use
var/obj/item/device/pda/MYPDA
var/obj/item/main_hand
var/obj/item/other_hand
var/TRAITS = 0
var/obj/item/weapon/card/id/Path_ID
var/datum/job/myjob
var/list/myPath = list()
faction = list("synth")
//trait vars
var/robustness = 50
var/smartness = 50
var/attitude = 50
var/slyness = 50
var/graytide = 0
var/list/favoured_types = list() // allow a mob to favour a type, and hold onto them
var/chattyness = CHANCE_TALK
var/targetInterestShift = 5 // how much a good action should "reward" the npc
//modules
var/list/functions = list("nearbyscan","combat","shitcurity","chatter")
var/restrictedJob = 0
var/shouldUseDynamicProc = 0 // switch to make the AI control it's own proccessing
var/alternateProcessing = 1
var/forceProcess = 0
var/processTime = 8
var/lastProc = 0
var/walkdebug = 0 //causes sparks in our path target. used for debugging
var/debugexamine = 0 //If we show debug info in our examine
var/showexaminetext = 1 //If we show our telltale examine text
var/list/knownStrings = list()
//snpc traitor variables
var/isTraitor = 0
var/traitorTarget
var/traitorScale = 0 // our ability as a traitor
var/traitorType = 0
/// SNPC voice handling
/mob/living/carbon/human/interactive/proc/loadVoice()
var/savefile/S = new /savefile("data/npc_saves/snpc.sav")
S["knownStrings"] >> knownStrings
if(isnull(knownStrings))
knownStrings = list()
/mob/living/carbon/human/interactive/proc/saveVoice()
var/savefile/S = new /savefile("data/npc_saves/snpc.sav")
S["knownStrings"] << knownStrings
//botPool funcs
/mob/living/carbon/human/interactive/proc/takeDelegate(mob/living/carbon/human/interactive/from,doReset=TRUE)
eye_color = "red"
if(from == src)
return FALSE
TARGET = from.TARGET
LAST_TARGET = from.LAST_TARGET
retal = from.retal
retal_target = from.retal_target
doing = from.doing
//
timeout = 0
inactivity_period = 0
interest = maxInterest
//
update_icons()
if(doReset)
from.TARGET = null
from.LAST_TARGET = null
from.retal = 0
from.retal_target = null
from.doing = 0
return TRUE
//end pool funcs
/mob/living/carbon/human/interactive/proc/random()
//this is here because this has no client/prefs/brain whatever.
age = rand(AGE_MIN,AGE_MAX)
//job handling
myjob = new/datum/job/assistant()
job = myjob.title
myjob.equip(src)
/mob/living/carbon/human/interactive/attacked_by(obj/item/I, mob/living/user, def_zone)
. = ..()
retal = 1
retal_target = user
/mob/living/carbon/human/interactive/bullet_act(obj/item/projectile/P, def_zone)
var/potentialAssault = locate(/mob/living) in view(2,P.starting)
if(potentialAssault)
retal = 1
retal_target = potentialAssault
..()
/client/proc/resetSNPC(var/mob/A in SSnpc.botPool_l)
set name = "Reset SNPC"
set desc = "Reset the SNPC"
set category = "Debug"
if(!holder)
return
if(A)
if(!istype(A,/mob/living/carbon/human/interactive))
return
var/mob/living/carbon/human/interactive/T = A
if(T)
T.timeout = 100
T.retal = 0
T.doing = 0
/client/proc/toggleSNPC(var/mob/A in SSnpc.botPool_l)
set name = "Toggle SNPC Proccessing Mode"
set desc = "Toggle SNPC Proccessing Mode"
set category = "Debug"
if(!holder)
return
if(A)
if(!istype(A,/mob/living/carbon/human/interactive))
return
var/mob/living/carbon/human/interactive/T = A
if(T)
T.alternateProcessing = !T.alternateProcessing
T.forceProcess = 1
usr << "[T]'s processing has been switched to [T.alternateProcessing ? "High Profile" : "Low Profile"]"
/client/proc/customiseSNPC(var/mob/A in SSnpc.botPool_l)
set name = "Customize SNPC"
set desc = "Customise the SNPC"
set category = "Debug"
if(!holder)
return
if(A)
if(!istype(A,/mob/living/carbon/human/interactive))
return
var/mob/living/carbon/human/interactive/T = A
var/choice = input("Customization Choices") as null|anything in list("Service NPC","Security NPC","Random","Custom")
if(choice)
if(choice == "Service NPC" || choice == "Security NPC")
var/job = choice == "Service NPC" ? pick("Bartender","Cook","Botanist","Janitor") : pick("Warden","Detective","Security Officer")
for(var/j in SSjob.occupations)
var/datum/job/J = j
if(J.title == job)
T.myjob = J
T.job = T.myjob.title
for(var/obj/item/W in T)
qdel(W)
T.myjob.equip(T)
T.doSetup()
break
if(choice == "Random")
T.myjob = pick(SSjob.occupations)
T.job = T.myjob.title
for(var/obj/item/W in T)
qdel(W)
T.myjob.equip(T)
T.doSetup()
if(prob(25))
var/list/validchoices = list()
for(var/mob/living/carbon/human/M in mob_list)
validchoices += M
var/mob/living/carbon/human/chosen = pick(validchoices)
var/datum/dna/toDoppel = chosen.dna
T.real_name = toDoppel.real_name
toDoppel.transfer_identity(T, transfer_SE=1)
T.updateappearance(mutcolor_update=1)
T.domutcheck()
if(prob(25))
var/cType = pick(list(SNPC_BRUTE,SNPC_STEALTH,SNPC_MARTYR,SNPC_PSYCHO))
T.makeTraitor(cType)
T.loc = pick(get_area_turfs(T.job2area(T.myjob)))
if(choice == "Custom")
var/cjob = input("Choose Job") as null|anything in SSjob.occupations
if(cjob)
T.myjob = cjob
T.job = T.myjob.title
for(var/obj/item/W in T)
qdel(W)
T.myjob.equip(T)
T.doSetup()
var/shouldDoppel = input("Do you want the SNPC to disguise themself as a crewmember?") as null|anything in list("Yes","No")
if(shouldDoppel)
if(shouldDoppel == "Yes")
var/list/validchoices = list()
for(var/mob/living/carbon/human/M in mob_list)
validchoices += M
var/mob/living/carbon/human/chosen = input("Which crewmember?") as null|anything in validchoices
if(chosen)
var/datum/dna/toDoppel = chosen.dna
T.real_name = toDoppel.real_name
toDoppel.transfer_identity(T, transfer_SE=1)
T.updateappearance(mutcolor_update=1)
T.domutcheck()
var/doTrait = input("Do you want the SNPC to be a traitor?") as null|anything in list("Yes","No")
if(doTrait)
if(doTrait == "Yes")
var/list/tType = list("Brute" = SNPC_BRUTE, "Stealth" = SNPC_STEALTH, "Martyr" = SNPC_MARTYR, "Psycho" = SNPC_PSYCHO)
var/cType = input("Choose the traitor personality.") as null|anything in tType
if(cType)
var/value = tType[cType]
T.makeTraitor(value)
var/doTele = input("Place the SNPC in their department?") as null|anything in list("Yes","No")
if(doTele)
if(doTele == "Yes")
T.loc = pick(get_area_turfs(T.job2area(T.myjob)))
/mob/living/carbon/human/interactive/proc/doSetup()
Path_ID = new /obj/item/weapon/card/id(src)
var/datum/job/captain/C = new/datum/job/captain
Path_ID.access = C.get_access()
MYID = new(src)
MYID.name = "[src.real_name]'s ID Card ([myjob.title])"
MYID.assignment = "[myjob.title]"
MYID.registered_name = src.real_name
MYID.access = Path_ID.access // Automatons have strange powers... strange indeed
RPID = new(src)
RPID.name = "[src.real_name]'s ID Card ([myjob.title])"
RPID.assignment = "[myjob.title]"
RPID.registered_name = src.real_name
RPID.access = myjob.get_access()
equip_to_slot_or_del(MYID, slot_wear_id)
MYPDA = new(src)
MYPDA.owner = real_name
MYPDA.ownjob = "Crew"
MYPDA.name = "PDA-[real_name] ([myjob.title])"
equip_to_slot_or_del(MYPDA, slot_belt)
zone_selected = "chest"
//arms
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(prob((FUZZY_CHANCE_LOW+FUZZY_CHANCE_HIGH)/4))
BP.change_bodypart_status(BODYPART_ROBOTIC)
update_icons()
update_damage_overlays()
functions = list("nearbyscan","combat","shitcurity","chatter") // stop customize adding multiple copies of a function
//job specific favours
switch(myjob.title)
if("Assistant")
favoured_types = list(/obj/item/clothing, /obj/item/weapon)
if("Captain","Head of Personnel")
favoured_types = list(/obj/item/clothing, /obj/item/weapon/stamp/captain,/obj/item/weapon/disk/nuclear)
if("Cook")
favoured_types = list(/obj/item/weapon/reagent_containers/food, /obj/item/weapon/kitchen)
functions += "souschef"
restrictedJob = 1
if("Bartender")
favoured_types = list(/obj/item/weapon/reagent_containers/food, /obj/item/weapon/kitchen)
functions += "bartend"
restrictedJob = 1
if("Station Engineer","Chief Engineer","Atmospheric Technician")
favoured_types = list(/obj/item/stack, /obj/item/weapon, /obj/item/clothing)
if("Chief Medical Officer","Medical Doctor","Chemist","Virologist","Geneticist")
favoured_types = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/storage/firstaid, /obj/item/stack/medical, /obj/item/weapon/reagent_containers/syringe)
functions += "healpeople"
if("Research Director","Scientist","Roboticist")
favoured_types = list(/obj/item/weapon/reagent_containers/glass/beaker, /obj/item/stack, /obj/item/weapon/reagent_containers)
if("Head of Security","Warden","Security Officer","Detective")
favoured_types = list(/obj/item/clothing, /obj/item/weapon, /obj/item/weapon/restraints)
if("Janitor")
favoured_types = list(/obj/item/weapon/mop, /obj/item/weapon/reagent_containers/glass/bucket, /obj/item/weapon/reagent_containers/spray/cleaner, /obj/effect/decal/cleanable)
functions += "dojanitor"
if("Clown")
favoured_types = list(/obj/item/weapon/soap, /obj/item/weapon/reagent_containers/food/snacks/grown/banana,/obj/item/weapon/grown/bananapeel)
functions += "clowning"
if("Mime")
functions -= "chatter"
if("Botanist")
favoured_types = list(/obj/machinery/hydroponics, /obj/item/weapon/reagent_containers, /obj/item/weapon)
functions += "botany"
restrictedJob = 1
else
favoured_types = list(/obj/item/clothing)
if(TRAITS & TRAIT_ROBUST)
robustness = 75
else if(TRAITS & TRAIT_UNROBUST)
robustness = 25
//modifiers are prob chances, lower = smarter
if(TRAITS & TRAIT_SMART)
smartness = 75
else if(TRAITS & TRAIT_DUMB)
disabilities |= CLUMSY
smartness = 25
if(TRAITS & TRAIT_MEAN)
attitude = 75
else if(TRAITS & TRAIT_FRIENDLY)
attitude = 1
if(TRAITS & TRAIT_THIEVING)
slyness = 75
/mob/living/carbon/human/interactive/proc/makeTraitor(var/inPers)
isTraitor = 1
traitorScale = (slyness + smartness) + rand(-10,10)
traitorType = inPers
switch(traitorType)
if(SNPC_BRUTE) // SMASH KILL RAAARGH
traitorTarget = pick(mob_list)
if(SNPC_STEALTH) // Shhh we is sneekies
var/A = pick(typesof(/datum/objective_item/steal) - /datum/objective_item/steal)
var/datum/objective_item/steal/S = new A
traitorTarget = locate(S.targetitem) in world
if(SNPC_MARTYR) // MY LIFE FOR SPESZUL
var/targetType = pick(/obj/machinery/gravity_generator/main/station,/obj/machinery/power/smes/engineering,/obj/machinery/telecomms/hub)
traitorTarget = locate(targetType) in machines
if(SNPC_PSYCHO) // YOU'RE LIKE A FLESH BICYLE AND I WANT TO DISMANTLE YOU
traitorTarget = null
functions += "traitor"
faction -= "neutral"
faction += "hostile"
/mob/living/carbon/human/interactive/New()
..()
set_species(/datum/species/synth)
random()
doSetup()
SSnpc.insertBot(src)
loadVoice()
// a little bit of variation to make individuals more unique
robustness += rand(-10,10)
smartness += rand(-10,10)
attitude += rand(-10,10)
slyness += rand(-10,10)
doProcess()
/mob/living/carbon/human/interactive/proc/retalTarget(var/target)
var/mob/living/carbon/human/M = target
if(target)
if(health > 0)
if(M.a_intent == INTENT_HELP)
chatter()
if(M.a_intent == INTENT_HARM)
retal = 1
retal_target = target
//Retaliation clauses
/mob/living/carbon/human/interactive/hitby(atom/movable/AM, skipcatch, hitpush, blocked)
..(AM,skipcatch,hitpush,blocked)
var/mob/living/carbon/C = locate(/mob/living/carbon) in view(MIN_RANGE_FIND,src)
if(C)
retalTarget(C)
/mob/living/carbon/human/interactive/attack_hand(mob/living/carbon/human/M)
..(M)
retalTarget(M)
/mob/living/carbon/human/interactive/show_inv(mob/user)
..(user)
retalTarget(user)
/mob/living/carbon/human/interactive/can_inject(mob/user, error_msg, target_zone, var/penetrate_thick = 0)
..(user,error_msg,target_zone,penetrate_thick)
retalTarget(user)
//THESE EXIST FOR DEBUGGING OF THE DOING/INTEREST SYSTEM EASILY
/mob/living/carbon/human/interactive/proc/doing2string(doin)
var/toReturn = ""
if(!doin)
toReturn = "not doing anything"
if(doin & INTERACTING)
toReturn += "interacting with something, "
if(doin & FIGHTING)
toReturn += "engaging in combat, "
if(doin & TRAVEL)
toReturn += "and going somewhere"
return toReturn
/mob/living/carbon/human/interactive/proc/interest2string(inter)
var/toReturn = "Flatlined"
if(inter >= 0 && inter <= 25)
toReturn = "Very Bored"
if(inter >= 26 && inter <= 50)
toReturn = "Bored"
if(inter >= 51 && inter <= 75)
toReturn = "Content"
if(inter >= 76)
toReturn = "Excited"
return toReturn
//END DEBUG
/mob/living/carbon/human/interactive/proc/IsDeadOrIncap(checkDead = TRUE)
if(!canmove)
return 1
if(health <= 0 && checkDead)
return 1
if(restrained())
return 1
if(paralysis)
return 1
if(stunned)
return 1
if(stat)
return 1
if(inactivity_period > 0)
return 1
return 0
/mob/living/carbon/human/interactive/proc/enforce_hands()
if(main_hand)
if(main_hand.loc != src)
main_hand = null
if(other_hand)
if(other_hand.loc != src)
other_hand = null
var/obj/item/L = get_item_for_held_index(1) //just going to hardcode SNPCs to 2 hands, for now.
var/obj/item/R = get_item_for_held_index(2) //they're just VERY assume-y about 2 hands.
if(active_hand_index == 1)
if(!L)
main_hand = null
if(R)
swap_hands()
else
if(!R)
main_hand = null
if(L)
swap_hands()
/mob/living/carbon/human/interactive/proc/swap_hands()
var/oindex = active_hand_index
if(active_hand_index == 1)
active_hand_index = 2
else
active_hand_index = 1
main_hand = get_active_held_item()
other_hand = get_item_for_held_index(oindex)
update_hands = 1
/mob/living/carbon/human/interactive/proc/take_to_slot(obj/item/G, var/hands=0)
var/list/slots = list ("left pocket" = slot_l_store,"right pocket" = slot_r_store,"left hand" = slot_hands,"right hand" = slot_hands)
if(hands)
slots = list ("left hand" = slot_hands,"right hand" = slot_hands)
G.loc = src
if(G.force && G.force > best_force)
best_force = G.force
equip_in_one_of_slots(G, slots)
update_hands = 1
/mob/living/carbon/human/interactive/proc/insert_into_backpack()
var/list/slots = list ("left pocket" = slot_l_store,"right pocket" = slot_r_store,"left hand" = slot_hands,"right hand" = slot_hands)
var/obj/item/I = get_item_by_slot(pick(slots))
var/obj/item/weapon/storage/BP = get_item_by_slot(slot_back)
if(back && BP && I)
if(BP.can_be_inserted(I,0))
BP.handle_item_insertion(I,0)
else
dropItemToGround(I,TRUE)
update_hands = 1
/mob/living/carbon/human/interactive/proc/targetRange(towhere)
return get_dist(get_turf(towhere), get_turf(src))
/mob/living/carbon/human/interactive/Life()
..()
if(ticker.current_state == GAME_STATE_FINISHED)
saveVoice()
if(!alternateProcessing || forceProcess || world.time > lastProc + processTime)
doProcess()
/mob/living/carbon/human/interactive/death()
saveVoice()
..()
/mob/living/carbon/human/interactive/Hear(message, atom/movable/speaker, message_langs, raw_message, radio_freq, list/spans)
if(speaker != src)
knownStrings |= html_decode(raw_message)
..()
/mob/living/carbon/human/interactive/proc/doProcess()
set waitfor = 0
forceProcess = 0
lastProc = world.time
if(shouldUseDynamicProc)
var/isSeen = 0
for(var/mob/living/carbon/human/A in orange(12,src))
if(A.client)
isSeen = 1
alternateProcessing = isSeen
if(alternateProcessing)
forceProcess = 1
if(IsDeadOrIncap())
walk(src,0)
return
//---------------------------
//---- interest flow control
if(interest < 0 || inactivity_period < 0)
if(interest < 0)
interest = 0
if(inactivity_period < 0)
inactivity_period = 0
if(interest > maxInterest)
interest = maxInterest
//---------------------------
//VIEW FUNCTIONS
//doorscan is now integrated into life and runs before all other procs
for(var/dir in alldirs)
var/turf/T = get_step(src,dir)
if(T)
for(var/obj/machinery/door/D in T.contents)
if(!istype(D,/obj/machinery/door/poddoor) && D.density)
if(istype(D,/obj/machinery/door/airlock))
var/obj/machinery/door/airlock/AL = D
if(!AL.CanAStarPass(RPID)) // only crack open doors we can't get through
AL.panel_open = 1
AL.update_icon()
AL.shock(src,(100 - smartness)/2)
sleep(5)
AL.unbolt()
if(!AL.wires.is_cut(WIRE_BOLTS))
AL.wires.cut(WIRE_BOLTS)
if(!AL.wires.is_cut(WIRE_POWER1))
AL.wires.cut(WIRE_POWER1)
if(!AL.wires.is_cut(WIRE_POWER2))
AL.wires.cut(WIRE_POWER2)
sleep(5)
AL.panel_open = 0
AL.update_icon()
D.open()
if(update_hands)
var/obj/item/l_hand = get_item_for_held_index(1)
var/obj/item/r_hand = get_item_for_held_index(2)
if(l_hand || r_hand)
if(l_hand)
active_hand_index = 1
main_hand = l_hand
if(r_hand)
other_hand = r_hand
else if(r_hand)
active_hand_index = 2
main_hand = r_hand
if(l_hand) //this technically shouldnt occur, but its a redundancy
other_hand = l_hand
update_icons()
update_hands = 0
if(pulledby)
if(Adjacent(pulledby))
a_intent = INTENT_DISARM
pulledby.attack_hand(src)
inactivity_period = 10
if(buckled)
resist()
inactivity_period = 10
//proc functions
for(var/Proc in functions)
if(!IsDeadOrIncap())
callfunction(Proc)
//target interaction stays hardcoded
if(TARGET) // don't use blacklisted items
if(TARGET in blacklistItems)
TARGET = null
if((TARGET && Adjacent(TARGET)))
doing |= INTERACTING
//--------DOORS
if(istype(TARGET, /obj/machinery/door))
var/obj/machinery/door/D = TARGET
if(D.check_access(MYID) && !istype(D,/obj/machinery/door/poddoor))
D.open()
//sleep(15)
var/turf/T = get_step(get_step(D.loc,dir),dir) //recursion yo
tryWalk(T)
//THIEVING SKILLS
if(!TARGET in blacklistItems)
insert_into_backpack() // dump random item into backpack to make space
//---------ITEMS
if(istype(TARGET, /obj/item))
if(istype(TARGET, /obj/item/weapon))
var/obj/item/weapon/W = TARGET
if(W.force >= best_force || prob((FUZZY_CHANCE_LOW+FUZZY_CHANCE_HIGH)/2))
if(!get_item_for_held_index(1) || !get_item_for_held_index(2))
put_in_hands(W)
else
insert_into_backpack()
else
if(!get_item_for_held_index(1) || !get_item_for_held_index(2))
put_in_hands(TARGET)
else
insert_into_backpack()
//---------FASHION
if(istype(TARGET,/obj/item/clothing))
var/obj/item/clothing/C = TARGET
drop_item()
spawn(5)
take_to_slot(C,1)
if(!equip_to_appropriate_slot(C))
var/obj/item/I = get_item_by_slot(C)
dropItemToGround(I)
spawn(5)
equip_to_appropriate_slot(C)
update_hands = 1
if(MYPDA in src.loc || MYID in src.loc)
if(MYPDA in src.loc)
equip_to_appropriate_slot(MYPDA)
if(MYID in src.loc)
equip_to_appropriate_slot(MYID)
//THIEVING SKILLS END
//-------------TOUCH ME
if(istype(TARGET,/obj/structure))
var/obj/structure/STR = TARGET
if(main_hand)
var/obj/item/weapon/W = main_hand
STR.attackby(W, src)
else
STR.attack_hand(src)
interest += targetInterestShift
doing = doing & ~INTERACTING
timeout = 0
TARGET = null
else
if(TARGET)
tryWalk(TARGET)
timeout++
if(doing == 0)
interest--
else
interest++
if(inactivity_period > 0)
inactivity_period--
if(interest <= 0 || timeout >= 10) // facilitate boredom functions
TARGET = null
doing = 0
timeout = 0
myPath = list()
//this is boring, lets move
if(!doing && !IsDeadOrIncap() && !TARGET)
doing |= TRAVEL
if(!isTraitor || !traitorTarget)
var/choice = rand(1,50)
switch(choice)
if(1 to 30)
//chance to chase an item
TARGET = locate(/obj/item) in favouredObjIn(oview(MIN_RANGE_FIND,src))
if(31 to 40)
TARGET = safepick(get_area_turfs(job2area(myjob)))
if(41 to 45)
TARGET = pick(target_filter(favouredObjIn(urange(MAX_RANGE_FIND,src,1))))
if(46 to 50)
TARGET = pick(target_filter(oview(MIN_RANGE_FIND,src)))
else if(isTraitor && traitorTarget)
TARGET = traitorTarget
tryWalk(TARGET)
LAST_TARGET = TARGET
if(alternateProcessing)
addtimer(CALLBACK(src, .proc/doProcess), processTime)
/mob/living/carbon/human/interactive/proc/favouredObjIn(var/list/inList)
var/list/outList = list()
for(var/i in inList)
for(var/path in favoured_types)
if(ispath(i,path))
outList += i
if(outList.len <= 0)
outList = inList
return outList
/mob/living/carbon/human/interactive/proc/callfunction(Proc)
set waitfor = 0
spawn(0)
call(src,Proc)(src)
/mob/living/carbon/human/interactive/proc/tryWalk(turf/inTarget, override = 0)
if(restrictedJob && !override) // we're a job that has to stay in our home
if(!(get_turf(inTarget) in get_area_turfs(job2area(myjob))))
TARGET = null
return
if(!IsDeadOrIncap())
if(!walk2derpless(inTarget))
timeout++
else
timeout++
/mob/living/carbon/human/interactive/proc/getGoodPath(target,var/maxtries=512)
set background = 1
var/turf/end = get_turf(target)
var/turf/current = get_turf(src)
var/list/path = list()
var/tries = 0
while(current != end && tries < maxtries)
var/turf/shortest = current
for(var/turf/T in view(current,1))
var/foundDense = 0
for(var/atom/A in T)
if(A.density)
foundDense = 1
if(T.density == 0 && !foundDense)
if(get_dist(T, target) < get_dist(shortest,target))
shortest = T
else
tries++
else
tries++
current = shortest
path += shortest
return path
/mob/living/carbon/human/interactive/proc/walk2derpless(target)
set background = 1
if(!target)
return 0
if(walkdebug)
var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread
spark_system.set_up(5, 0, target)
spark_system.attach(target)
spark_system.start()
if(myPath.len <= 0)
myPath = get_path_to(src, get_turf(target), /turf/proc/Distance, MAX_RANGE_FIND + 1, 250,1, id=Path_ID)
if(myPath)
if(myPath.len > 0)
doing = doing & ~TRAVEL
for(var/i = 0; i < maxStepsTick; ++i)
if(!IsDeadOrIncap())
if(myPath.len >= 1)
walk_to(src,myPath[1],0,5)
myPath -= myPath[1]
return 1
return 0
/mob/living/carbon/human/interactive/proc/job2area(target)
var/datum/job/T = target
if(T.title == "Assistant")
return /area/hallway/primary
if(T.title == "Captain" || T.title == "Head of Personnel")
return /area/bridge
if(T.title == "Bartender")
return /area/crew_quarters/bar
if(T.title == "Cook")
return /area/crew_quarters/kitchen
if(T.title == "Station Engineer" || T.title == "Chief Engineer" || T.title == "Atmospheric Technician")
return /area/engine
if(T.title == "Chief Medical Officer" || T.title == "Medical Doctor" || T.title == "Chemist" || T.title == "Virologist" || T.title == "Geneticist")
return /area/medical
if(T.title == "Research Director" || T.title == "Scientist" || T.title == "Roboticist")
return /area/toxins
if(T.title == "Head of Security" || T.title == "Warden" || T.title == "Security Officer" || T.title == "Detective")
return /area/security
if(T.title == "Botanist")
return /area/hydroponics
else
return pick(/area/hallway,/area/crew_quarters)
/mob/living/carbon/human/interactive/proc/target_filter(target)
var/list/filtered_targets = list(/area, /turf, /obj/machinery/door, /atom/movable/light, /obj/structure/cable, /obj/machinery/atmospherics)
var/list/L = target
for(var/atom/A in target) // added a bunch of "junk" that clogs up the general find procs
if(is_type_in_list(A,filtered_targets))
L -= A
return L
/mob/living/carbon/human/interactive/proc/shouldModulePass() // returns 1 if the npc is in anything "primary"
if(doing & FIGHTING)
return 1
if(retal)
return 1
return 0
///BUILT IN MODULES
/mob/living/carbon/human/interactive/proc/chatter(obj)
var/verbs_use = pick_list(NPC_SPEAK_FILE,"verbs_use")
var/verbs_touch = pick_list(NPC_SPEAK_FILE,"verbs_touch")
var/verbs_move = pick_list(NPC_SPEAK_FILE,"verbs_move")
var/nouns_insult = pick_list(NPC_SPEAK_FILE,"nouns_insult")
var/nouns_generic = pick_list(NPC_SPEAK_FILE,"nouns_generic")
var/nouns_objects = pick_list(NPC_SPEAK_FILE,"nouns_objects")
var/nouns_body = pick_list(NPC_SPEAK_FILE,"nouns_body")
var/adjective_insult = pick_list(NPC_SPEAK_FILE,"adjective_insult")
var/adjective_objects = pick_list(NPC_SPEAK_FILE,"adjective_objects")
var/adjective_generic = pick_list(NPC_SPEAK_FILE,"adjective_generic")
var/curse_words = pick_list(NPC_SPEAK_FILE,"curse_words")
var/chatmsg = ""
if(prob(10)) // 10% chance to broadcast it over the radio
chatmsg = ";"
if(prob(chattyness) || knownStrings.len < 10) // say a generic phrase, otherwise draw from our strings.
if(doing & INTERACTING)
if(prob(chattyness))
chatmsg += pick("This [nouns_objects] is a little [adjective_objects].",
"Well [verbs_use] my [nouns_body], this [nouns_insult] is pretty [adjective_insult].",
"[capitalize(curse_words)], what am I meant to do with this [adjective_insult] [nouns_objects].")
else if(doing & TRAVEL)
if(prob(chattyness))
chatmsg += pick("Oh [curse_words], [verbs_move]!",
"Time to get my [adjective_generic] [adjective_insult] [nouns_body] elsewhere.",
"I wonder if there is anything to [verbs_use] and [verbs_touch] somewhere else..")
else if(doing & FIGHTING)
if(prob(chattyness))
chatmsg += pick("I'm going to [verbs_use] you, you [adjective_insult] [nouns_insult]!",
"Rend and [verbs_touch], rend and [verbs_use]!",
"You [nouns_insult], I'm going to [verbs_use] you right in the [nouns_body]. JUST YOU WAIT!")
if(prob(chattyness/2))
chatmsg = ";"
var/what = pick(1,2,3,4,5)
switch(what)
if(1)
chatmsg += "Well [curse_words], this is a [adjective_generic] situation."
if(2)
chatmsg += "Oh [curse_words], that [nouns_insult] was one hell of an [adjective_insult] [nouns_body]."
if(3)
chatmsg += "I want to [verbs_use] that [nouns_insult] when I find them."
if(4)
chatmsg += "[pick("Innocent","Guilty","Traitorous","Honk")] until proven [adjective_generic]!"
if(5)
var/toSay = ""
for(var/i = 0; i < 5; i++)
curse_words = pick_list(NPC_SPEAK_FILE,"curse_words")
toSay += "[curse_words] "
chatmsg += "Hey [nouns_generic], why dont you go [toSay], you [nouns_insult]!"
else if(prob(chattyness))
chatmsg += pick(knownStrings)
if(prob(25)) // cut out some phrases now and then to make sure we're fresh and new
knownStrings -= pick(chatmsg)
if(chatmsg != ";" && chatmsg != "")
src.say(chatmsg)
/mob/living/carbon/human/interactive/proc/getAllContents()
var/list/allContents = list()
for(var/atom/A in contents)
allContents += A
if(A.contents.len > 0)
for(var/atom/B in A)
allContents += B
return allContents
/mob/living/carbon/human/interactive/proc/enforceHome()
var/list/validHome = get_area_turfs(job2area(myjob))
if(TARGET)
var/atom/tcheck = TARGET
if(tcheck)
if(!(get_turf(tcheck) in validHome))
TARGET = null
return 1
if(!(get_turf(src) in validHome))
tryWalk(pick(get_area_turfs(job2area(myjob))))
return 1
return 0
/mob/living/carbon/human/interactive/proc/npcDrop(var/obj/item/A,var/blacklist = 0)
if(blacklist)
blacklistItems += A
A.loc = get_turf(src) // drop item works inconsistently
enforce_hands()
update_icons()
/mob/living/carbon/human/interactive/proc/traitor(obj)
if(traitorType == SNPC_PSYCHO)
traitorTarget = pick(nearby)
if(prob(traitorScale))
if(!Adjacent(traitorTarget) && !(traitorType == SNPC_PSYCHO))
tryWalk(get_turf(traitorTarget))
else
switch(traitorType)
if(SNPC_BRUTE)
retal = 1
retal_target = traitorTarget
if(SNPC_STEALTH)
if(istype(traitorTarget,/mob)) // it's inside something, lets kick their shit in
var/mob/M = traitorTarget
if(!M.stat)
retal = 1
retal_target = traitorTarget
else
var/obj/item/I = traitorTarget
I.loc = get_turf(traitorTarget) // pull it outta them
else
take_to_slot(traitorTarget)
if(SNPC_MARTYR)
customEmote("[src]'s chest opens up, revealing a large mass of explosives and tangled wires!")
if(inactivity_period <= 0)
inactivity_period = 9999 // technically infinite
if(do_after(src,60,target=traitorTarget))
customEmote("A fire bursts from [src]'s eyes, igniting white hot and consuming their body in a flaming explosion!")
explosion(src, 6, 6, 6)
else
inactivity_period = 0
customEmote("[src]'s chest closes, hiding their insides.")
if(SNPC_PSYCHO)
var/choice = pick(typesof(/obj/item/weapon/grenade/chem_grenade) - /obj/item/weapon/grenade/chem_grenade)
new choice(src)
retal = 1
retal_target = traitorTarget
/mob/living/carbon/human/interactive/proc/botany(obj)
if(shouldModulePass())
return
if(enforceHome())
return
var/list/allContents = getAllContents()
var/obj/item/weapon/reagent_containers/glass/beaker/bluespace/internalBeaker = locate(/obj/item/weapon/reagent_containers/glass/beaker/bluespace) in allContents
var/obj/item/weapon/storage/bag/plants/internalBag = locate(/obj/item/weapon/storage/bag/plants) in allContents
if(!internalBag)
internalBag = new/obj/item/weapon/storage/bag/plants(src)
if(!internalBeaker)
internalBeaker = new/obj/item/weapon/reagent_containers/glass/beaker/bluespace(src)
internalBeaker.name = "Grow-U-All Super Spray"
if(internalBeaker && internalBag)
var/obj/machinery/hydroponics/HP
//consider the appropriate target
var/list/considered = list()
for(var/obj/machinery/hydroponics/tester in view(12,src))
considered[tester] = 1
if(!tester.myseed)
considered[tester] += 50
if(tester.weedlevel > 0)
considered[tester] += 5
if(tester.pestlevel > 0)
considered[tester] += 5
if(tester.nutrilevel < tester.maxnutri)
considered[tester] += 15
if(tester.waterlevel < tester.maxwater)
considered[tester] += 15
if(tester.harvest || tester.dead)
considered[tester] += 100
considered[tester] = max(1,considered[tester] - get_dist(src,tester))
var/index = 0
for(var/A in considered)
++index
if(considered[A] > considered[HP] || !HP)
HP = considered[index]
if(HP)
TARGET = HP
if(!Adjacent(HP))
tryWalk(get_turf(HP))
else
if(HP.harvest || HP.dead)
HP.attack_hand(src)
else if(!HP.myseed)
var/seedType = pick(typesof(/obj/item/seeds) - /obj/item/seeds)
var/obj/item/seeds/SEED = new seedType(src)
customEmote("[src] [pick("gibbers","drools","slobbers","claps wildly","spits")] towards [TARGET], producing a [SEED]!")
HP.attackby(SEED,src)
else
var/change = 0
if(HP.weedlevel > 0)
change = 1
if(!internalBeaker.reagents.has_reagent("weedkiller", 10))
internalBeaker.reagents.add_reagent("weedkiller",10)
if(HP.pestlevel > 0)
change = 1
if(!internalBeaker.reagents.has_reagent("pestkiller", 10))
internalBeaker.reagents.add_reagent("pestkiller",10)
if(HP.nutrilevel < HP.maxnutri)
change = 1
if(!internalBeaker.reagents.has_reagent("eznutriment", 15))
internalBeaker.reagents.add_reagent("eznutriment",15)
if(!internalBeaker.reagents.has_reagent("diethylamine", 15))
internalBeaker.reagents.add_reagent("diethylamine",15)
if(HP.waterlevel < HP.maxwater)
change = 1
if(!internalBeaker.reagents.has_reagent("holywater", 50))
internalBeaker.reagents.add_reagent("holywater",50)
if(change)
HP.attackby(internalBeaker,src)
var/obj/item/weapon/reagent_containers/food/snacks/grown/GF = locate(/obj/item/weapon/reagent_containers/food/snacks/grown) in view(12,src)
if(GF)
if(!Adjacent(GF))
tryWalk(get_turf(GF))
else
GF.attackby(internalBag,src)
if(internalBag.contents.len > 0)
var/obj/machinery/smartfridge/SF = locate(/obj/machinery/smartfridge) in range(12,src)
if(!Adjacent(SF))
tryWalk(get_turf(SF), 1)
else
customEmote("[src] [pick("gibbers","drools","slobbers","claps wildly","spits")], upending the [internalBag]'s contents all over the [SF]!")
//smartfridges call updateUsrDialog when you call attackby, so we're going to have to cheese-magic-space this
for(var/obj/toLoad in internalBag.contents)
if(contents.len >= SF.max_n_of_items)
break
if(SF.accept_check(toLoad))
SF.load(toLoad)
else
qdel(toLoad) // destroy everything we dont need
/mob/living/carbon/human/interactive/proc/bartend(obj)
if(shouldModulePass())
return
if(enforceHome())
return
var/list/rangeCheck = oview(6,src)
var/obj/structure/table/RT
var/mob/living/carbon/human/serveTarget
for(var/mob/living/carbon/human/H in rangeCheck)
if(!locate(/obj/item/weapon/reagent_containers/food/drinks) in orange(1,H))
serveTarget = H
if(serveTarget)
RT = locate(/obj/structure/table) in orange(1,serveTarget)
if(RT && serveTarget)
if(!Adjacent(RT))
tryWalk(get_turf(RT))
else
var/drinkChoice = pick(typesof(/obj/item/weapon/reagent_containers/food/drinks) - /obj/item/weapon/reagent_containers/food/drinks)
if(drinkChoice)
var/obj/item/weapon/reagent_containers/food/drinks/D = new drinkChoice(get_turf(src))
RT.attackby(D,src)
src.say("[pick("Something to wet your whistle!","Down the hatch, a tasty beverage!","One drink, coming right up!","Tasty liquid for your oral intake!","Enjoy!")]")
customEmote("[src] [pick("gibbers","drools","slobbers","claps wildly","spits")], serving up a [D]!")
/mob/living/carbon/human/interactive/proc/shitcurity(obj)
var/list/allContents = getAllContents()
for(var/mob/living/carbon/human/C in nearby)
var/perpname = C.get_face_name(C.get_id_name())
var/datum/data/record/R = find_record("name", perpname, data_core.security)
if(R && R.fields["criminal"])
switch(R.fields["criminal"])
if("*Arrest*")
retalTarget(C)
if(retal && TARGET)
for(var/obj/item/I in allContents)
if(istype(I,/obj/item/weapon/restraints))
I.attack(TARGET,src) // go go bluespace restraint launcher!
sleep(25)
/mob/living/carbon/human/interactive/proc/clowning(obj)
if(shouldModulePass())
return
var/list/allContents = getAllContents()
var/list/rangeCheck = orange(12,src)
var/mob/living/carbon/human/clownTarget
var/list/clownPriority = list()
var/obj/item/weapon/reagent_containers/spray/S = locate(/obj/item/weapon/reagent_containers/spray) in allContents
if(!S)
S = new/obj/item/weapon/reagent_containers/spray(src)
S.amount_per_transfer_from_this = 10
for(var/mob/living/carbon/human/C in rangeCheck)
var/pranksNearby = 100
for(var/turf/open/T in orange(1,C))
for(var/obj/item/A in T)
if(istype(A,/obj/item/weapon/soap) || istype(A,/obj/item/weapon/reagent_containers/food/snacks/grown/banana) || istype(A,/obj/item/weapon/grown/bananapeel))
pranksNearby--
if(T.wet)
pranksNearby -= 10
clownPriority[C] = pranksNearby
for(var/A in clownPriority)
if(!clownTarget)
clownTarget = A
else
if(clownPriority[A] > clownPriority[clownTarget])
clownTarget = clownPriority[A]
if(clownTarget)
if(!Adjacent(clownTarget))
tryWalk(clownTarget)
else
var/hasPranked = 0
for(var/A in allContents)
if(prob(smartness/2) && !hasPranked)
if(istype(A,/obj/item/weapon/soap))
npcDrop(A)
hasPranked = 1
if(istype(A,/obj/item/weapon/reagent_containers/food/snacks/grown/banana))
var/obj/item/weapon/reagent_containers/food/snacks/B = A
B.attack(src, src)
if(istype(A,/obj/item/weapon/grown/bananapeel))
npcDrop(A)
hasPranked = 1
if(!hasPranked)
if(S.reagents.total_volume <= 5)
S.reagents.add_reagent("water", 25)
S.afterattack(get_turf(pick(orange(1,clownTarget))),src)
/mob/living/carbon/human/interactive/proc/healpeople(obj)
var/shouldTryHeal = 0
var/obj/item/stack/medical/M
var/list/allContents = getAllContents()
for(var/A in allContents)
if(istype(A,/obj/item/stack/medical))
shouldTryHeal = 1
M = A
var/obj/item/weapon/reagent_containers/hypospray/HPS
if(!locate(/obj/item/weapon/reagent_containers/hypospray) in allContents)
new/obj/item/weapon/reagent_containers/hypospray(src)
else
HPS = locate(/obj/item/weapon/reagent_containers/hypospray) in allContents
if(!shouldTryHeal)
shouldTryHeal = 2 // we have no stackables to use, lets use our internal hypospray instead
if(shouldTryHeal == 1)
for(var/mob/living/carbon/human/C in nearby)
if(C.health <= 75)
if(get_dist(src,C) <= 2)
src.say("Wait, [C], let me heal you!")
M.attack(C,src)
sleep(25)
else
tryWalk(get_turf(C))
else if(shouldTryHeal == 2)
if(HPS)
if(HPS.reagents.total_volume <= 0)
HPS.reagents.add_reagent("tricordrazine",30)
for(var/mob/living/carbon/human/C in nearby)
if(C.health <= 75 && C.reagents.get_reagent_amount("tricordrazine") <= 0) // make sure they wont be overdosing
if(get_dist(src,C) <= 2)
src.say("Wait, [C], let me heal you!")
HPS.attack(C,src)
sleep(25)
else
tryWalk(get_turf(C))
/mob/living/carbon/human/interactive/proc/dojanitor(obj)
if(shouldModulePass())
return
var/list/allContents = getAllContents()
//now with bluespace magic!
var/obj/item/weapon/reagent_containers/spray/S
if(!locate(/obj/item/weapon/reagent_containers/spray) in allContents)
new/obj/item/weapon/reagent_containers/spray(src)
else
S = locate(/obj/item/weapon/reagent_containers/spray) in allContents
if(S)
if(S.reagents.total_volume <= 5)
S.reagents.add_reagent("cleaner", 25) // bluespess water delivery for AI
var/obj/effect/decal/cleanable/TC
TC = locate(/obj/effect/decal/cleanable) in range(MAX_RANGE_FIND,src)
if(TC)
if(!Adjacent(TC))
tryWalk(TC)
else
S.afterattack(TC,src)
sleep(25)
/mob/living/carbon/human/interactive/proc/customEmote(var/text)
visible_message("<span class='notice'>[text]</span>")
// START COOKING MODULE
/mob/living/carbon/human/interactive/proc/cookingwithmagic(var/obj/item/weapon/reagent_containers/food/snacks/target)
if(Adjacent(target))
customEmote("[src] [pick("gibbers","drools","slobbers","claps wildly","spits")] towards [target], and with a bang, it's instantly cooked!")
var/obj/item/weapon/reagent_containers/food/snacks/S = new target.cooked_type (get_turf(src))
target.initialize_cooked_food(S, 100)
if(target) // cleaning up old food seems inconsistent, so this will clean up stragglers
qdel(target)
else
tryWalk(target)
/mob/living/carbon/human/interactive/proc/souschef(obj)
if(shouldModulePass())
return
if(enforceHome())
return
var/list/allContents = getAllContents()
//Bluespace in some inbuilt tools
var/obj/item/weapon/kitchen/rollingpin/RP = locate(/obj/item/weapon/kitchen/rollingpin) in allContents
if(!RP)
new/obj/item/weapon/kitchen/rollingpin(src)
var/obj/item/weapon/kitchen/knife/KK = locate(/obj/item/weapon/kitchen/knife) in allContents
if(!KK)
new/obj/item/weapon/kitchen/knife(src)
var/foundCookable = 0
if(RP && KK) // Ready to cook!
var/list/rangeCheck = view(6,src)
//Make some basic custom food
var/list/customableTypes = list(/obj/item/weapon/reagent_containers/food/snacks/customizable,/obj/item/weapon/reagent_containers/food/snacks/store/bread/plain,/obj/item/weapon/reagent_containers/food/snacks/pizzabread,/obj/item/weapon/reagent_containers/food/snacks/bun,/obj/item/weapon/reagent_containers/food/snacks/store/cake/plain,/obj/item/weapon/reagent_containers/food/snacks/pie/plain,/obj/item/weapon/reagent_containers/food/snacks/pastrybase)
var/foundCustom
for(var/obj/item/weapon/reagent_containers/food/snacks/donkpocket/DP in rangeCheck) // donkpockets are hitler to chef SNPCs
if(prob(50))
customEmote("[src] points at the [DP], emitting a loud [pick("bellow","screech","yell","scream")], and it bursts into flame.")
qdel(DP)
for(var/customType in customableTypes)
var/A = locate(customType) in rangeCheck
if(A)
foundCustom = A // this will eventually wittle down to 0
var/obj/machinery/smartfridge/SF = locate(/obj/machinery/smartfridge) in rangeCheck
if(SF)
if(SF.contents.len > 0)
if(!Adjacent(SF))
tryWalk(get_turf(SF),1)
else
customEmote("[src] [pick("gibbers","drools","slobbers","claps wildly","spits")], grabbing various foodstuffs from [SF] and sticking them in it's mouth!")
for(var/obj/item/A in SF.contents)
if(prob(smartness/2))
A.loc = src
if(foundCustom)
var/obj/item/weapon/reagent_containers/food/snacks/FC = foundCustom
for(var/obj/item/weapon/reagent_containers/food/snacks/toMake in allContents)
if(prob(smartness))
if(FC.reagents)
FC.attackby(toMake,src)
else
qdel(FC) // this food is usless, toss it
//Process dough into various states
var/obj/item/weapon/reagent_containers/food/snacks/dough/D = locate(/obj/item/weapon/reagent_containers/food/snacks/dough) in rangeCheck
var/obj/item/weapon/reagent_containers/food/snacks/flatdough/FD = locate(/obj/item/weapon/reagent_containers/food/snacks/flatdough) in rangeCheck
var/obj/item/weapon/reagent_containers/food/snacks/cakebatter/CB = locate(/obj/item/weapon/reagent_containers/food/snacks/cakebatter) in rangeCheck
var/obj/item/weapon/reagent_containers/food/snacks/piedough/PD = locate(/obj/item/weapon/reagent_containers/food/snacks/piedough) in rangeCheck
if(D)
TARGET = D
var/choice = pick(1,2)
if(choice == 1)
tryWalk(get_turf(D))
sleep(get_dist(src,D))
D.attackby(RP,src)
else
cookingwithmagic(D)
foundCookable = 1
else if(FD)
TARGET = FD
var/choice = pick(1,2)
if(choice == 1)
tryWalk(get_turf(D))
sleep(get_dist(src,D))
FD.attackby(KK,src)
else
cookingwithmagic(FD)
foundCookable = 1
else if(CB)
TARGET = CB
var/choice = pick(1,2)
if(choice == 1)
tryWalk(get_turf(D))
sleep(get_dist(src,D))
CB.attackby(RP,src)
else
cookingwithmagic(CB)
foundCookable = 1
else if(PD)
TARGET = PD
var/choice = pick(1,2)
if(choice == 1)
tryWalk(get_turf(D))
sleep(get_dist(src,D))
PD.attackby(KK,src)
else
cookingwithmagic(PD)
foundCookable = 1
//Cook various regular foods into processed versions
var/obj/item/weapon/reagent_containers/food/snacks/toCook = locate(/obj/item/weapon/reagent_containers/food/snacks) in rangeCheck
if(toCook)
if(toCook.cooked_type)
TARGET = toCook
foundCookable = 1
if(Adjacent(toCook))
cookingwithmagic(toCook)
else
tryWalk(get_turf(toCook))
var/list/finishedList = list()
for(var/obj/item/weapon/reagent_containers/food/snacks/toDisplay in allContents)
if(!toDisplay.cooked_type && !istype(toDisplay,/obj/item/weapon/reagent_containers/food/snacks/grown)) // dont display our ingredients
finishedList += toDisplay
for(var/obj/item/weapon/reagent_containers/food/snacks/toGrab in rangeCheck)
if(!(locate(/obj/structure/table/reinforced) in get_turf(toGrab))) //it's not being displayed
foundCookable = 1
if(!Adjacent(toGrab))
tryWalk(toGrab)
else
toGrab.loc = src
if(finishedList.len > 0)
var/obj/structure/table/reinforced/RT
for(var/obj/structure/table/reinforced/toCheck in rangeCheck)
var/counted = 0
for(var/obj/item/weapon/reagent_containers/food/snacks/S in get_turf(toCheck))
++counted
if(counted < 12) // make sure theres not too much food here
RT = toCheck
break
if(RT)
foundCookable = 1
if(!Adjacent(RT))
tryWalk(get_turf(RT))
else
for(var/obj/item/weapon/reagent_containers/food/snacks/toPlop in allContents)
RT.attackby(toPlop,src)
if(!foundCookable)
var/list/allTypes = list(/obj/item/weapon/reagent_containers/food/snacks/piedough,/obj/item/weapon/reagent_containers/food/snacks/cakebatter,/obj/item/weapon/reagent_containers/food/snacks/dough,/obj/item/weapon/reagent_containers/food/snacks/flatdough)
for(var/A in typesof(/obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/weapon/reagent_containers/food/snacks/O = A
if(initial(O.cooked_type))
allTypes += A
var/chosenType = pick(allTypes)
var/obj/item/weapon/reagent_containers/food/snacks/newSnack = new chosenType(get_turf(src))
TARGET = newSnack
newSnack.reagents.remove_any((newSnack.reagents.total_volume/2)-1)
newSnack.name = "Synthetic [newSnack.name]"
customEmote("[src] [pick("gibbers","drools","slobbers","claps wildly","spits")] as they vomit [newSnack] from their mouth!")
// END COOKING MODULE
/mob/living/carbon/human/interactive/proc/compareFaction(var/list/targetFactions)
var/hasSame = 0
for(var/A in targetFactions)
if(A in faction)
hasSame = 1
return hasSame
/mob/living/carbon/human/interactive/proc/combat(obj)
enforce_hands()
if(canmove)
if((graytide || (TRAITS & TRAIT_MEAN)) || retal)
interest += targetInterestShift
a_intent = INTENT_HARM
zone_selected = pick("chest","r_leg","l_leg","r_arm","l_arm","head")
doing |= FIGHTING
if(retal)
TARGET = retal_target
else
var/mob/living/M = locate(/mob/living) in oview(7,src)
if(!M)
doing = doing & ~FIGHTING
else if(M != src && !compareFaction(M.faction))
TARGET = M
//no infighting
if(retal)
if(retal_target)
if(compareFaction(retal_target.faction))
retal = 0
retal_target = null
TARGET = null
doing = 0
//ensure we're using the best object possible
var/obj/item/weapon/best
var/foundFav = 0
var/list/allContents = getAllContents()
for(var/test in allContents)
for(var/a in favoured_types)
if(ispath(test,a) && !(doing & FIGHTING)) // if we're not in combat and we find our favourite things, use them (for people like janitor and doctors)
best = test
foundFav = 1
return
if(!foundFav)
if(istype(test,/obj/item/weapon))
var/obj/item/weapon/R = test
if(R.force > 2) // make sure we don't equip any non-weaponlike items, ie bags and stuff
if(!best)
best = R
else
if(best.force < R.force)
best = R
if(istype(R,/obj/item/weapon/gun))
var/obj/item/weapon/gun/G = R
if(G.can_shoot())
best = R
break // gun with ammo? screw the rest
if(best)
take_to_slot(best,1)
if((TARGET && (doing & FIGHTING))) // this is a redundancy check
var/mob/living/M = TARGET
if(isliving(M))
if(M.health > 1)
//THROWING OBJECTS
for(var/A in allContents)
if(istype(A,/obj/item/weapon/gun)) // guns are for shooting, not throwing.
continue
if(prob(robustness))
if(istype(A,/obj/item/weapon))
var/obj/item/weapon/W = A
if(W.throwforce > 19) // Only throw worthwile stuff, no more lobbing wrenches at wenches
npcDrop(W,1)
throw_item(TARGET)
if(istype(A,/obj/item/weapon/grenade)) // Allahu ackbar! ALLAHU ACKBARR!!
var/obj/item/weapon/grenade/G = A
G.attack_self(src)
if(prob(smartness))
npcDrop(G,1)
sleep(15)
throw_item(TARGET)
if(!main_hand && other_hand)
swap_hands()
if(main_hand)
if(main_hand.force != 0)
if(istype(main_hand,/obj/item/weapon/gun))
var/obj/item/weapon/gun/G = main_hand
if(G.can_trigger_gun(src))
if(istype(main_hand,/obj/item/weapon/gun/ballistic))
var/obj/item/weapon/gun/ballistic/P = main_hand
if(!P.chambered)
P.chamber_round()
P.update_icon()
else if(P.get_ammo(1) == 0)
P.update_icon()
npcDrop(P,1)
else
P.afterattack(TARGET, src)
else if(istype(main_hand,/obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/P = main_hand
var/stunning = 0
for(var/A in P.ammo_type)
if(ispath(A,/obj/item/ammo_casing/energy/electrode))
stunning = 1
var/shouldFire = 1
var/mob/stunCheck = TARGET
if(stunning && stunCheck.stunned)
shouldFire = 0
if(shouldFire)
if(P.power_supply.charge <= 10) // can shoot seems to bug out for tasers, using this hacky method instead
P.update_icon()
npcDrop(P,1)
else
P.afterattack(TARGET, src)
else
if(get_dist(src,TARGET) > 6)
if(!walk2derpless(TARGET))
timeout++
else
var/obj/item/weapon/W = main_hand
W.attack(TARGET,src)
else
G.loc = get_turf(src) // drop item works inconsistently
enforce_hands()
update_icons()
else
if(targetRange(TARGET) > 2)
tryWalk(TARGET)
else
if(Adjacent(TARGET))
a_intent = pick(INTENT_DISARM, INTENT_HARM)
M.attack_hand(src)
timeout++
else if(timeout >= 10 || !(targetRange(M) > 14))
doing = doing & ~FIGHTING
timeout = 0
TARGET = null
retal = 0
retal_target = null
else
timeout++
/mob/living/carbon/human/interactive/proc/nearbyscan(obj)
nearby = list()
for(var/mob/living/M in view(4,src))
if(M != src)
nearby += M
//END OF MODULES
/mob/living/carbon/human/interactive/angry/New()
TRAITS |= TRAIT_ROBUST
TRAITS |= TRAIT_MEAN
faction += "bot_angry"
..()
/mob/living/carbon/human/interactive/friendly/New()
TRAITS |= TRAIT_FRIENDLY
TRAITS |= TRAIT_UNROBUST
faction += "bot_friendly"
faction += "neutral"
functions -= "combat"
..()
/mob/living/carbon/human/interactive/greytide/New()
TRAITS |= TRAIT_ROBUST
TRAITS |= TRAIT_MEAN
TRAITS |= TRAIT_THIEVING
TRAITS |= TRAIT_DUMB
maxInterest = 5 // really short attention span
targetInterestShift = 2 // likewise
faction += "bot_grey"
graytide = 1
..()
//Walk softly and carry a big stick
/mob/living/carbon/human/interactive/robust/New()
TRAITS |= TRAIT_FRIENDLY
TRAITS |= TRAIT_ROBUST
TRAITS |= TRAIT_SMART
faction += "bot_power"
..()