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* New station trait job: Human AI (#81681) This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Oh right * so this works * whoooops --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
1730 lines
58 KiB
Plaintext
1730 lines
58 KiB
Plaintext
/**
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* Delete a mob
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*
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* Removes mob from the following global lists
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* * GLOB.mob_list
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* * GLOB.dead_mob_list
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* * GLOB.alive_mob_list
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* * GLOB.all_clockwork_mobs
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* * GLOB.mob_directory
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*
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* Unsets the focus var
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*
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* Clears alerts for this mob
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*
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* Resets all the observers perspectives to the tile this mob is on
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*
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* qdels any client colours in place on this mob
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*
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* Clears any refs to the mob inside its current location
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*
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* Ghostizes the client attached to this mob
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*
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* If our mind still exists, clear its current var to prevent harddels
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*
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* Parent call
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*/
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/mob/Destroy()
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if(client)
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stack_trace("Mob with client has been deleted.")
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else if(ckey)
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stack_trace("Mob without client but with associated ckey, [ckey], has been deleted.")
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unset_machine()
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remove_from_mob_list()
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remove_from_dead_mob_list()
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remove_from_alive_mob_list()
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remove_from_mob_suicide_list()
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focus = null
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if(length(progressbars))
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stack_trace("[src] destroyed with elements in its progressbars list")
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progressbars = null
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for (var/alert in alerts)
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clear_alert(alert, TRUE)
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if(observers?.len)
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for(var/mob/dead/observe as anything in observers)
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observe.reset_perspective(null)
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qdel(hud_used)
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QDEL_LIST(client_colours)
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ghostize(can_reenter_corpse = FALSE) //False, since we're deleting it currently
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if(mind?.current == src) //Let's just be safe yeah? This will occasionally be cleared, but not always. Can't do it with ghostize without changing behavior
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mind.set_current(null)
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if(mock_client)
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mock_client.mob = null
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return ..()
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/mob/New()
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// This needs to happen IMMEDIATELY. I'm sorry :(
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GenerateTag()
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return ..()
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/**
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* Intialize a mob
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*
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* Sends global signal COMSIG_GLOB_MOB_CREATED
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*
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* Adds to global lists
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* * GLOB.mob_list
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* * GLOB.mob_directory (by tag)
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* * GLOB.dead_mob_list - if mob is dead
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* * GLOB.alive_mob_list - if the mob is alive
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*
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* Other stuff:
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* * Sets the mob focus to itself
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* * Generates huds
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* * If there are any global alternate apperances apply them to this mob
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* * set a random nutrition level
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* * Intialize the movespeed of the mob
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*/
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/mob/Initialize(mapload)
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src)
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add_to_mob_list()
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if(stat == DEAD)
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add_to_dead_mob_list()
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else
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add_to_alive_mob_list()
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set_focus(src)
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prepare_huds()
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for(var/v in GLOB.active_alternate_appearances)
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if(!v)
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continue
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var/datum/atom_hud/alternate_appearance/AA = v
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AA.onNewMob(src)
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set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX))
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. = ..()
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update_config_movespeed()
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initialize_actionspeed()
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update_movespeed(TRUE)
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become_hearing_sensitive()
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log_mob_tag("TAG: [tag] CREATED: [key_name(src)] \[[type]\]")
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/**
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* Generate the tag for this mob
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*
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* This is simply "mob_"+ a global incrementing counter that goes up for every mob
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*/
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/mob/GenerateTag()
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. = ..()
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tag = "mob_[next_mob_id++]"
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/mob/serialize_list(list/options, list/semvers)
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. = ..()
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.["tag"] = tag
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.["name"] = name
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.["ckey"] = ckey
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.["key"] = key
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SET_SERIALIZATION_SEMVER(semvers, "1.0.0")
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return .
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/**
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* set every hud image in the given category active so other people with the given hud can see it.
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* Arguments:
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* * hud_category - the index in our active_hud_list corresponding to an image now being shown.
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* * update_huds - if FALSE we will just put the hud_category into active_hud_list without actually updating the atom_hud datums subscribed to it
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* * exclusive_hud - if given a reference to an atom_hud, will just update that hud instead of all global ones attached to that category.
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* This is because some atom_hud subtypes arent supposed to work via global categories, updating normally would affect all of these which we dont want.
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*/
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/atom/proc/set_hud_image_active(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud)
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if(!istext(hud_category) || !hud_list?[hud_category] || active_hud_list?[hud_category])
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return FALSE
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LAZYSET(active_hud_list, hud_category, hud_list[hud_category])
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if(!update_huds)
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return TRUE
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if(exclusive_hud)
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exclusive_hud.add_single_hud_category_on_atom(src, hud_category)
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else
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for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category])
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hud_to_update.add_single_hud_category_on_atom(src, hud_category)
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return TRUE
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///sets every hud image in the given category inactive so no one can see it
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/atom/proc/set_hud_image_inactive(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud)
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if(!istext(hud_category))
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return FALSE
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if(!update_huds)
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LAZYREMOVE(active_hud_list, hud_category)
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return TRUE
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if(exclusive_hud)
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exclusive_hud.remove_single_hud_category_on_atom(src, hud_category)
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else
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for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category])
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hud_to_update.remove_single_hud_category_on_atom(src, hud_category)
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LAZYREMOVE(active_hud_list, hud_category)
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return TRUE
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/**
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* Prepare the huds for this atom
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*
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* Goes through hud_possible list and adds the images to the hud_list variable (if not already cached)
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*/
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/atom/proc/prepare_huds()
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if(hud_list) // I choose to be lienient about people calling this proc more then once
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return
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hud_list = list()
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for(var/hud in hud_possible)
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var/hint = hud_possible[hud]
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if(hint == HUD_LIST_LIST)
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hud_list[hud] = list()
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else
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var/image/I = image('modular_skyrat/master_files/icons/mob/huds/hud.dmi', src, "") //SKYRAT EDIT: original filepath 'icons/mob/huds/hud.dmi'
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I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
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hud_list[hud] = I
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set_hud_image_active(hud, update_huds = FALSE) //by default everything is active. but dont add it to huds to keep control.
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/**
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* Some kind of debug verb that gives atmosphere environment details
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*/
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/mob/proc/Cell()
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set category = "Admin"
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set hidden = TRUE
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if(!loc)
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return
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var/datum/gas_mixture/environment = loc.return_air()
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var/t = "[span_notice("Coordinates: [x],[y] ")]\n"
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t += "[span_danger("Temperature: [environment.temperature] ")]\n"
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for(var/id in environment.gases)
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var/gas = environment.gases[id]
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if(gas[MOLES])
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t+="[span_notice("[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] ")]\n"
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to_chat(usr, t)
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/**
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* Return the desc of this mob for a photo
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*/
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/mob/proc/get_photo_description(obj/item/camera/camera)
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return "a ... thing?"
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/**
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* Show a message to this mob (visual or audible)
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*/
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/mob/proc/show_message(msg, type, alt_msg, alt_type, avoid_highlighting = FALSE)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client)
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return FALSE
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msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
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// Return TRUE if we sent the original msg, otherwise return FALSE
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. = TRUE
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if(type)
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if(type & MSG_VISUAL && is_blind())//Vision related
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if(!alt_msg)
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return FALSE
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else
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msg = alt_msg
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type = alt_type
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. = FALSE
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if(type & MSG_AUDIBLE && !can_hear())//Hearing related
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if(!alt_msg)
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return FALSE
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else
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msg = alt_msg
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type = alt_type
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. = FALSE
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if(type & MSG_VISUAL && is_blind())
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return FALSE
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// voice muffling
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if(stat == UNCONSCIOUS || stat == HARD_CRIT)
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if(type & MSG_AUDIBLE) //audio
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to_chat(src, "<I>... You can almost hear something ...</I>")
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return FALSE
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to_chat(src, msg, avoid_highlighting = avoid_highlighting)
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return .
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/**
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* Generate a visible message from this atom
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*
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* Show a message to all player mobs who sees this atom
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*
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* Show a message to the src mob (if the src is a mob)
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*
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* Use for atoms performing visible actions
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*
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* message is output to anyone who can see, e.g. `"The [src] does something!"`
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*
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* Vars:
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* * self_message (optional) is what the src mob sees e.g. "You do something!"
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* * blind_message (optional) is what blind people will hear e.g. "You hear something!"
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* * vision_distance (optional) define how many tiles away the message can be seen.
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* * ignored_mob (optional) doesn't show any message to a given mob if TRUE.
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*/
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/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE, separation = " ", pref_to_check) // SKYRAT EDIT ADDITION - separation, pref checks
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var/turf/T = get_turf(src)
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if(!T)
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return
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if(!islist(ignored_mobs))
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ignored_mobs = list(ignored_mobs)
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var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
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hearers -= ignored_mobs
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//SKYRAT EDIT ADDITION BEGIN - AI QoL
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for(var/mob/camera/ai_eye/ai_eye in hearers)
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if(ai_eye.ai?.client && !(ai_eye.ai.stat == DEAD))
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hearers -= ai_eye
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hearers |= ai_eye.ai
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for(var/obj/effect/overlay/holo_pad_hologram/holo in hearers)
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if(holo.Impersonation?.client)
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hearers |= holo.Impersonation
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//SKYRAT EDIT ADDITION END - AI QoL
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if(self_message)
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hearers -= src
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var/raw_msg = message
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if(visible_message_flags & EMOTE_MESSAGE)
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message = "<span class='emote'><b>[src]</b>[separation][message]</span>" // SKYRAT EDIT - Better emotes
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for(var/mob/M in hearers)
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if(!M.client)
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continue
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// SKYRAT EDIT ADDITION - Emote pref checks
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if(pref_to_check && !M.client?.prefs.read_preference(pref_to_check))
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continue
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// SKYRAT EDIT END
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//This entire if/else chain could be in two lines but isn't for readibilties sake.
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var/msg = message
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var/msg_type = MSG_VISUAL
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if(M.see_invisible < invisibility)//if src is invisible to M
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msg = blind_message
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msg_type = MSG_AUDIBLE
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else if(T != loc && T != src) //if src is inside something and not a turf.
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if(M != loc) // Only give the blind message to hearers that aren't the location
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msg = blind_message
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msg_type = MSG_AUDIBLE
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else if(!HAS_TRAIT(M, TRAIT_HEAR_THROUGH_DARKNESS) && M.lighting_cutoff < LIGHTING_CUTOFF_HIGH && T.is_softly_lit() && !in_range(T,M)) //if it is too dark, unless we're right next to them.
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msg = blind_message
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msg_type = MSG_AUDIBLE
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if(!msg)
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continue
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if(visible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, visible_message_flags) && !M.is_blind())
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M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags)
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M.show_message(msg, msg_type, blind_message, MSG_AUDIBLE)
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///Adds the functionality to self_message.
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/mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE, separation = " ", pref_to_check) // SKYRAT EDIT ADDITION - Better emotes, pref checks
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. = ..()
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if(self_message)
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show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
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/**
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* Show a message to all mobs in earshot of this atom
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*
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* Use for objects performing audible actions
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*
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* vars:
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* * message is the message output to anyone who can hear.
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* * deaf_message (optional) is what deaf people will see.
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* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
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*/
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/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE, separation = " ", pref_to_check) // SKYRAT EDIT ADDITION - Better emotes, pref checks
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var/list/hearers = get_hearers_in_view(hearing_distance, src)
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//SKYRAT EDIT ADDITION BEGIN - AI QoL
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for(var/mob/camera/ai_eye/ai_eye in hearers)
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if(ai_eye.ai?.client && !(ai_eye.ai.stat == DEAD))
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hearers -= ai_eye
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hearers |= ai_eye.ai
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for(var/obj/effect/overlay/holo_pad_hologram/holo in hearers)
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if(holo.Impersonation?.client)
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hearers |= holo.Impersonation
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//SKYRAT EDIT ADDITION END - AI QoL
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if(self_message)
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hearers -= src
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var/raw_msg = message
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if(audible_message_flags & EMOTE_MESSAGE)
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message = "<span class='emote'><b>[src]</b>[separation][message]</span>" //SKYRAT EDIT CHANGE
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for(var/mob/M in hearers)
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// SKYRAT EDIT ADDITION - Emote pref checks
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if(pref_to_check && !M.client?.prefs.read_preference(pref_to_check))
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continue
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// SKYRAT EDIT END
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if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear())
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M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags)
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M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
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/**
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* Show a message to all mobs in earshot of this one
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*
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* This would be for audible actions by the src mob
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*
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* vars:
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* * message is the message output to anyone who can hear.
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* * self_message (optional) is what the src mob hears.
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* * deaf_message (optional) is what deaf people will see.
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* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
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*/
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/mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE, separation = " ", pref_to_check) // SKYRAT EDIT ADDITION - Better emotes, pref checks
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. = ..()
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if(self_message)
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show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
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///Returns the client runechat visible messages preference according to the message type.
|
|
/atom/proc/runechat_prefs_check(mob/target, visible_message_flags = NONE)
|
|
if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat))
|
|
return FALSE
|
|
if (!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat_non_mobs))
|
|
return FALSE
|
|
if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/runechat_prefs_check(mob/target, visible_message_flags = NONE)
|
|
if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat))
|
|
return FALSE
|
|
if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
|
|
///Get the item on the mob in the storage slot identified by the id passed in
|
|
/mob/proc/get_item_by_slot(slot_id)
|
|
return null
|
|
|
|
/// Gets what slot the item on the mob is held in.
|
|
/// Returns null if the item isn't in any slots on our mob.
|
|
/// Does not check if the passed item is null, which may result in unexpected outcoms.
|
|
/mob/proc/get_slot_by_item(obj/item/looking_for)
|
|
if(looking_for in held_items)
|
|
return ITEM_SLOT_HANDS
|
|
|
|
return null
|
|
|
|
///Is the mob incapacitated
|
|
/mob/proc/incapacitated(flags)
|
|
return
|
|
|
|
/**
|
|
* This proc is called whenever someone clicks an inventory ui slot.
|
|
*
|
|
* Mostly tries to put the item into the slot if possible, or call attack hand
|
|
* on the item in the slot if the users active hand is empty
|
|
*/
|
|
/mob/proc/attack_ui(slot, params)
|
|
var/obj/item/W = get_active_held_item()
|
|
|
|
if(istype(W))
|
|
if(equip_to_slot_if_possible(W, slot,0,0,0))
|
|
return TRUE
|
|
|
|
if(!W)
|
|
// Activate the item
|
|
var/obj/item/I = get_item_by_slot(slot)
|
|
if(istype(I))
|
|
var/list/modifiers = params2list(params)
|
|
I.attack_hand(src, modifiers)
|
|
|
|
return FALSE
|
|
|
|
/**
|
|
* Try to equip an item to a slot on the mob
|
|
*
|
|
* This is a SAFE proc. Use this instead of equip_to_slot()!
|
|
*
|
|
* set qdel_on_fail to have it delete W if it fails to equip
|
|
*
|
|
* set disable_warning to disable the 'you are unable to equip that' warning.
|
|
*
|
|
* unset redraw_mob to prevent the mob icons from being redrawn at the end.
|
|
*
|
|
* Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
|
|
*
|
|
* set indirect_action to allow insertions into "soft" locked objects, things that are easily opened by the owning mob
|
|
*/
|
|
/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE, initial = FALSE, indirect_action = FALSE)
|
|
if(!istype(W) || QDELETED(W)) //This qdeleted is to prevent stupid behavior with things that qdel during init, like say stacks
|
|
return FALSE
|
|
if(!W.mob_can_equip(src, slot, disable_warning, bypass_equip_delay_self, indirect_action = indirect_action))
|
|
if(qdel_on_fail)
|
|
qdel(W)
|
|
else if(!disable_warning)
|
|
to_chat(src, span_warning("You are unable to equip that!"))
|
|
return FALSE
|
|
equip_to_slot(W, slot, initial, redraw_mob, indirect_action = indirect_action) //This proc should not ever fail.
|
|
return TRUE
|
|
|
|
/**
|
|
* Actually equips an item to a slot (UNSAFE)
|
|
*
|
|
* This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on
|
|
* whether you can or can't equip need to be done before! Use mob_can_equip() for that task.
|
|
*
|
|
*In most cases you will want to use equip_to_slot_if_possible()
|
|
*/
|
|
/mob/proc/equip_to_slot(obj/item/equipping, slot, initial = FALSE, redraw_mob = FALSE, indirect_action = FALSE)
|
|
return
|
|
|
|
/**
|
|
* Equip an item to the slot or delete
|
|
*
|
|
* This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to
|
|
* equip people when the round starts and when events happen and such.
|
|
*
|
|
* Also bypasses equip delay checks, since the mob isn't actually putting it on.
|
|
* Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
|
|
* set indirect_action to allow insertions into "soft" locked objects, things that are easily opened by the owning mob
|
|
*/
|
|
/mob/proc/equip_to_slot_or_del(obj/item/W, slot, initial = FALSE, indirect_action = FALSE)
|
|
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial, indirect_action)
|
|
|
|
/**
|
|
* Auto equip the passed in item the appropriate slot based on equipment priority
|
|
*
|
|
* puts the item "W" into an appropriate slot in a human's inventory
|
|
*
|
|
* returns 0 if it cannot, 1 if successful
|
|
*/
|
|
/mob/proc/equip_to_appropriate_slot(obj/item/W, qdel_on_fail = FALSE, indirect_action = FALSE, blacklist, initial) //SKYRAT EDIT CHANGE
|
|
|
|
if(!istype(W))
|
|
return FALSE
|
|
var/slot_priority = W.slot_equipment_priority
|
|
|
|
if(!slot_priority)
|
|
slot_priority = list( \
|
|
ITEM_SLOT_BACK, ITEM_SLOT_ID,\
|
|
ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
|
|
ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\
|
|
ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\
|
|
ITEM_SLOT_EARS, ITEM_SLOT_EYES,\
|
|
ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\
|
|
ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\
|
|
ITEM_SLOT_DEX_STORAGE\
|
|
)
|
|
|
|
//SKYRAT EDIT CHANGE BEGIN - CUSTOMIZATION
|
|
/*
|
|
for(var/slot in slot_priority)
|
|
if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, FALSE)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE;
|
|
*/
|
|
if (blacklist)
|
|
slot_priority -= blacklist
|
|
for(var/slot in slot_priority)
|
|
if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, initial, indirect_action = indirect_action)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE;
|
|
//SKYRAT EDIT CHANGE END
|
|
return TRUE
|
|
|
|
if(qdel_on_fail)
|
|
qdel(W)
|
|
return FALSE
|
|
/**
|
|
* Reset the attached clients perspective (viewpoint)
|
|
*
|
|
* reset_perspective(null) set eye to common default : mob on turf, loc otherwise
|
|
* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
|
|
*/
|
|
/mob/proc/reset_perspective(atom/new_eye)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
if(!client)
|
|
return
|
|
|
|
if(new_eye)
|
|
if(ismovable(new_eye))
|
|
//Set the new eye unless it's us
|
|
if(new_eye != src)
|
|
client.perspective = EYE_PERSPECTIVE
|
|
client.set_eye(new_eye)
|
|
else
|
|
client.set_eye(client.mob)
|
|
client.perspective = MOB_PERSPECTIVE
|
|
|
|
else if(isturf(new_eye))
|
|
//Set to the turf unless it's our current turf
|
|
if(new_eye != loc)
|
|
client.perspective = EYE_PERSPECTIVE
|
|
client.set_eye(new_eye)
|
|
else
|
|
client.set_eye(client.mob)
|
|
client.perspective = MOB_PERSPECTIVE
|
|
else
|
|
return TRUE //no setting eye to stupid things like areas or whatever
|
|
else
|
|
//Reset to common defaults: mob if on turf, otherwise current loc
|
|
if(isturf(loc))
|
|
client.set_eye(client.mob)
|
|
client.perspective = MOB_PERSPECTIVE
|
|
else
|
|
client.perspective = EYE_PERSPECTIVE
|
|
client.set_eye(loc)
|
|
/// Signal sent after the eye has been successfully updated, with the client existing.
|
|
SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE)
|
|
return TRUE
|
|
|
|
/**
|
|
* Examine a mob
|
|
*
|
|
* mob verbs are faster than object verbs. See
|
|
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
|
|
* for why this isn't atom/verb/examine()
|
|
*/
|
|
/mob/verb/examinate(atom/examinify as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
|
|
set name = "Examine"
|
|
set category = "IC"
|
|
|
|
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_examinate), examinify))
|
|
|
|
/mob/proc/run_examinate(atom/examinify)
|
|
|
|
if(isturf(examinify) && !(sight & SEE_TURFS) && !(examinify in view(client ? client.view : world.view, src)))
|
|
// shift-click catcher may issue examinate() calls for out-of-sight turfs
|
|
return
|
|
|
|
var/turf/examine_turf = get_turf(examinify)
|
|
if(is_blind()) //blind people see things differently (through touch)
|
|
if(!blind_examine_check(examinify))
|
|
return
|
|
else if(examine_turf && !(examine_turf.luminosity || examine_turf.dynamic_lumcount) && \
|
|
get_dist(src, examine_turf) > 1 && \
|
|
!has_nightvision()) // If you aren't blind, it's in darkness (that you can't see) and farther then next to you
|
|
return
|
|
|
|
face_atom(examinify)
|
|
var/list/result
|
|
if(client)
|
|
LAZYINITLIST(client.recent_examines)
|
|
var/ref_to_atom = ref(examinify)
|
|
var/examine_time = client.recent_examines[ref_to_atom]
|
|
if(examine_time && (world.time - examine_time < EXAMINE_MORE_WINDOW))
|
|
result = examinify.examine_more(src)
|
|
if(!length(result))
|
|
result += span_notice("<i>You examine [examinify] closer, but find nothing of interest...</i>")
|
|
else
|
|
result = examinify.examine(src)
|
|
SEND_SIGNAL(src, COMSIG_MOB_EXAMINING, examinify, result)
|
|
client.recent_examines[ref_to_atom] = world.time // set to when we last normal examine'd them
|
|
addtimer(CALLBACK(src, PROC_REF(clear_from_recent_examines), ref_to_atom), RECENT_EXAMINE_MAX_WINDOW)
|
|
handle_eye_contact(examinify)
|
|
else
|
|
result = examinify.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
|
|
|
|
//SKYRAT EDIT CHANGE
|
|
if(result.len)
|
|
for(var/i = 1; i <= length(result); i++)
|
|
if(result[i] != EXAMINE_SECTION_BREAK)
|
|
result[i] += "\n"
|
|
else
|
|
// remove repeated <hr's> and ones on the ends.
|
|
if((i == 1) || (i == length(result)) || (result[i - 1] == EXAMINE_SECTION_BREAK))
|
|
result.Cut(i, i + 1)
|
|
i--
|
|
//SKYRAT EDIT END
|
|
|
|
to_chat(src, examine_block("<span class='infoplain'>[result.Join()]</span>"))
|
|
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, examinify)
|
|
|
|
/mob/proc/blind_examine_check(atom/examined_thing)
|
|
return TRUE //The non-living will always succeed at this check.
|
|
|
|
|
|
/mob/living/blind_examine_check(atom/examined_thing)
|
|
//need to be next to something and awake
|
|
if(!Adjacent(examined_thing) || incapacitated())
|
|
to_chat(src, span_warning("Something is there, but you can't see it!"))
|
|
return FALSE
|
|
|
|
//you can examine things you're holding directly, but you can't examine other things if your hands are full
|
|
/// the item in our active hand
|
|
var/obj/item/active_item = get_active_held_item()
|
|
var/boosted = FALSE
|
|
if(active_item)
|
|
if(HAS_TRAIT(active_item, TRAIT_BLIND_TOOL))
|
|
boosted = TRUE
|
|
else if(active_item != examined_thing)
|
|
to_chat(src, span_warning("Your hands are too full to examine this!"))
|
|
return FALSE
|
|
|
|
//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
|
|
/// our active hand, to check if it's disabled/detatched
|
|
var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null
|
|
if(!active_hand || active_hand.bodypart_disabled || do_after_count() >= usable_hands)
|
|
to_chat(src, span_warning("You don't have a free hand to examine this!"))
|
|
return FALSE
|
|
|
|
//you can only queue up one examine on something at a time
|
|
if(DOING_INTERACTION_WITH_TARGET(src, examined_thing))
|
|
return FALSE
|
|
|
|
to_chat(src, span_notice("You start feeling around for something..."))
|
|
visible_message(span_notice(" [name] begins feeling around for \the [examined_thing.name]..."))
|
|
|
|
/// how long it takes for the blind person to find the thing they're examining
|
|
var/examine_delay_length = rand(1 SECONDS, 2 SECONDS)
|
|
if(boosted)
|
|
examine_delay_length = 0.5 SECONDS
|
|
if(client?.recent_examines && client?.recent_examines[ref(examined_thing)]) //easier to find things we just touched
|
|
examine_delay_length = 0.33 SECONDS
|
|
else if(isobj(examined_thing))
|
|
examine_delay_length *= 1.5
|
|
else if(ismob(examined_thing) && examined_thing != src)
|
|
examine_delay_length *= 2
|
|
|
|
if(examine_delay_length > 0 && !do_after(src, examine_delay_length, target = examined_thing))
|
|
to_chat(src, span_notice("You can't get a good feel for what is there."))
|
|
return FALSE
|
|
|
|
//now we touch the thing we're examining
|
|
/// our current intent, so we can go back to it after touching
|
|
var/previous_combat_mode = combat_mode
|
|
set_combat_mode(FALSE)
|
|
INVOKE_ASYNC(examined_thing, TYPE_PROC_REF(/atom, attack_hand), src)
|
|
set_combat_mode(previous_combat_mode)
|
|
return TRUE
|
|
|
|
|
|
/mob/proc/clear_from_recent_examines(ref_to_clear)
|
|
SIGNAL_HANDLER
|
|
if(!client)
|
|
return
|
|
LAZYREMOVE(client.recent_examines, ref_to_clear)
|
|
|
|
/**
|
|
* handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last 2 seconds within 5 tiles, we make eye contact!
|
|
*
|
|
* Note that if either party has their face obscured, the other won't get the notice about the eye contact
|
|
* Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much.
|
|
* The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them
|
|
*/
|
|
/mob/proc/handle_eye_contact(mob/living/examined_mob)
|
|
return
|
|
|
|
/mob/living/handle_eye_contact(mob/living/examined_mob)
|
|
if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client)
|
|
return
|
|
|
|
var/imagined_eye_contact = FALSE
|
|
if(!LAZYACCESS(examined_mob.client?.recent_examines, src))
|
|
// even if you haven't looked at them recently, if you have the shift eyes trait, they may still imagine the eye contact
|
|
if(HAS_TRAIT(examined_mob, TRAIT_SHIFTY_EYES) && prob(10 - get_dist(src, examined_mob)))
|
|
imagined_eye_contact = TRUE
|
|
else
|
|
return
|
|
|
|
if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE)
|
|
return
|
|
|
|
// check to see if their face is blocked or, if not, a signal blocks it
|
|
if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT)
|
|
var/msg = span_smallnotice("You make eye contact with [examined_mob].")
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), src, msg), 3) // so the examine signal has time to fire and this will print after
|
|
|
|
if(!imagined_eye_contact && is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT)
|
|
var/msg = span_smallnotice("[src] makes eye contact with you.")
|
|
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), examined_mob, msg), 3)
|
|
|
|
/**
|
|
* Called by using Activate Held Object with an empty hand/limb
|
|
*
|
|
* Does nothing by default. The intended use is to allow limbs to call their
|
|
* own attack_self procs. It is up to the individual mob to override this
|
|
* parent and actually use it.
|
|
*/
|
|
/mob/proc/limb_attack_self()
|
|
return
|
|
|
|
///Can this mob resist (default FALSE)
|
|
/mob/proc/can_resist()
|
|
return FALSE //overridden in living.dm
|
|
|
|
#define SPIN_PROC_TRAIT "trait_from_spin()"
|
|
|
|
///Spin this mob around it's central axis
|
|
/mob/proc/spin(spintime, speed)
|
|
set waitfor = 0
|
|
var/D = dir
|
|
if((spintime < 1) || (speed < 1) || !spintime || !speed)
|
|
return
|
|
|
|
ADD_TRAIT(src, TRAIT_SPINNING, SPIN_PROC_TRAIT)
|
|
while(spintime >= speed)
|
|
sleep(speed)
|
|
switch(D)
|
|
if(NORTH)
|
|
D = EAST
|
|
if(SOUTH)
|
|
D = WEST
|
|
if(EAST)
|
|
D = SOUTH
|
|
if(WEST)
|
|
D = NORTH
|
|
setDir(D)
|
|
spintime -= speed
|
|
REMOVE_TRAIT(src, TRAIT_SPINNING, SPIN_PROC_TRAIT)
|
|
|
|
#undef SPIN_PROC_TRAIT
|
|
|
|
///Update the pulling hud icon
|
|
/mob/proc/update_pull_hud_icon()
|
|
hud_used?.pull_icon?.update_appearance()
|
|
|
|
///Update the resting hud icon
|
|
/mob/proc/update_rest_hud_icon()
|
|
hud_used?.rest_icon?.update_appearance()
|
|
|
|
/**
|
|
* Verb to activate the object in your held hand
|
|
*
|
|
* Calls attack self on the item and updates the inventory hud for hands
|
|
*/
|
|
/mob/verb/mode()
|
|
set name = "Activate Held Object"
|
|
set category = "Object"
|
|
set src = usr
|
|
|
|
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(execute_mode)))
|
|
|
|
///proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called
|
|
/mob/proc/execute_mode()
|
|
if(ismecha(loc))
|
|
return
|
|
|
|
if(incapacitated())
|
|
return
|
|
|
|
var/obj/item/I = get_active_held_item()
|
|
if(I)
|
|
I.attack_self(src)
|
|
update_held_items()
|
|
return
|
|
|
|
limb_attack_self()
|
|
|
|
/**
|
|
* Allows you to respawn, abandoning your current mob
|
|
*
|
|
* This sends you back to the lobby creating a new dead mob
|
|
*
|
|
* Only works if flag/allow_respawn is allowed in config
|
|
*/
|
|
/mob/verb/abandon_mob()
|
|
set name = "Respawn"
|
|
set category = "OOC"
|
|
|
|
switch(CONFIG_GET(flag/allow_respawn))
|
|
if(RESPAWN_FLAG_NEW_CHARACTER)
|
|
if(tgui_alert(usr, "Note, respawning is only allowed as another character. If you don't have another free slot you may not be able to respawn.", "Respawn", list("Ok", "Nevermind")) != "Ok")
|
|
return
|
|
|
|
if(RESPAWN_FLAG_FREE)
|
|
pass() // Normal respawn
|
|
|
|
if(RESPAWN_FLAG_DISABLED)
|
|
if (!check_rights_for(usr.client, R_ADMIN))
|
|
to_chat(usr, span_boldnotice("Respawning is not enabled!"))
|
|
return
|
|
if (tgui_alert(usr, "Respawning is currently disabled, do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes")
|
|
return
|
|
|
|
if (stat != DEAD)
|
|
to_chat(usr, span_boldnotice("You must be dead to use this!"))
|
|
return
|
|
|
|
if(!check_respawn_delay())
|
|
return
|
|
|
|
//SKYRAT EDIT ADDITION
|
|
if(ckey)
|
|
if(is_banned_from(ckey, BAN_RESPAWN))
|
|
to_chat(usr, "<span class='boldnotice'>You are respawn banned, you can't respawn!</span>")
|
|
return
|
|
//SKYRAT EDIT END
|
|
|
|
usr.log_message("used the respawn button.", LOG_GAME)
|
|
|
|
to_chat(usr, span_boldnotice("Please roleplay correctly!"))
|
|
|
|
if(!client)
|
|
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
|
|
return
|
|
client.screen.Cut()
|
|
client.screen += client.void
|
|
if(!client)
|
|
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
|
|
return
|
|
|
|
var/mob/dead/new_player/M = new /mob/dead/new_player()
|
|
if(!client)
|
|
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
|
|
qdel(M)
|
|
return
|
|
|
|
M.key = key
|
|
|
|
/// Checks if the mob can respawn yet according to the respawn delay
|
|
/mob/proc/check_respawn_delay(override_delay = 0)
|
|
if(!override_delay && !CONFIG_GET(number/respawn_delay))
|
|
return TRUE
|
|
|
|
var/death_time = world.time - client.player_details.time_of_death
|
|
|
|
var/required_delay = override_delay || CONFIG_GET(number/respawn_delay)
|
|
|
|
if(death_time < required_delay)
|
|
if(!check_rights_for(usr.client, R_ADMIN))
|
|
to_chat(usr, "You have been dead for [DisplayTimeText(death_time, 1)].")
|
|
to_chat(usr, span_warning("You must wait [DisplayTimeText(required_delay, 1)] to respawn!"))
|
|
return FALSE
|
|
if(tgui_alert(usr, "You have been dead for [DisplayTimeText(death_time, 1)] out of required [DisplayTimeText(required_delay, 1)]. Do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/**
|
|
* Sometimes helps if the user is stuck in another perspective or camera
|
|
*/
|
|
/mob/verb/cancel_camera()
|
|
set name = "Cancel Camera View"
|
|
set category = "OOC"
|
|
reset_perspective(null)
|
|
unset_machine()
|
|
|
|
//suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot
|
|
/mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
|
|
set name = ".click"
|
|
set hidden = TRUE
|
|
set category = null
|
|
return
|
|
|
|
/mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
|
|
set name = ".dblclick"
|
|
set hidden = TRUE
|
|
set category = null
|
|
return
|
|
|
|
/**
|
|
* Controls if a mouse drop succeeds (return null if it doesnt)
|
|
*/
|
|
/mob/MouseDrop(mob/M)
|
|
. = ..()
|
|
if(M != usr)
|
|
return
|
|
if(usr == src)
|
|
return
|
|
if(!Adjacent(usr))
|
|
return
|
|
if(isAI(M))
|
|
return
|
|
|
|
///Is the mob muzzled (default false)
|
|
/mob/proc/is_muzzled()
|
|
return FALSE
|
|
|
|
/// Adds this list to the output to the stat browser
|
|
/mob/proc/get_status_tab_items()
|
|
. = list("") //we want to offset unique stuff from standard stuff
|
|
SEND_SIGNAL(src, COMSIG_MOB_GET_STATUS_TAB_ITEMS, .)
|
|
|
|
/**
|
|
* Convert a list of spells into a displyable list for the statpanel
|
|
*
|
|
* Shows charge and other important info
|
|
*/
|
|
/mob/proc/get_actions_for_statpanel()
|
|
var/list/data = list()
|
|
for(var/datum/action/cooldown/action in actions)
|
|
var/list/action_data = action.set_statpanel_format()
|
|
if(!length(action_data))
|
|
return
|
|
|
|
data += list(list(
|
|
// the panel the action gets displayed to
|
|
// in the future, this could probably be replaced with subtabs (a la admin tabs)
|
|
action_data[PANEL_DISPLAY_PANEL],
|
|
// the status of the action, - cooldown, charges, whatever
|
|
action_data[PANEL_DISPLAY_STATUS],
|
|
// the name of the action
|
|
action_data[PANEL_DISPLAY_NAME],
|
|
// a ref to the action button of this action for this mob
|
|
// it's a ref to the button specifically, instead of the action itself,
|
|
// because statpanel href calls click(), which the action button (not the action itself) handles
|
|
REF(action.viewers[hud_used]),
|
|
))
|
|
|
|
return data
|
|
|
|
/mob/proc/swap_hand(held_index)
|
|
SHOULD_NOT_OVERRIDE(TRUE) // Override perform_hand_swap instead
|
|
|
|
var/obj/item/held_item = get_active_held_item()
|
|
if(SEND_SIGNAL(src, COMSIG_MOB_SWAPPING_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
|
|
to_chat(src, span_warning("Your other hand is too busy holding [held_item]."))
|
|
return FALSE
|
|
|
|
var/result = perform_hand_swap(held_index)
|
|
if (result)
|
|
SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS)
|
|
|
|
return result
|
|
|
|
/// Performs the actual ritual of swapping hands, such as setting the held index variables
|
|
/mob/proc/perform_hand_swap(held_index)
|
|
PROTECTED_PROC(TRUE)
|
|
if (!HAS_TRAIT(src, TRAIT_CAN_HOLD_ITEMS))
|
|
return FALSE
|
|
|
|
if(!held_index)
|
|
held_index = (active_hand_index % held_items.len) + 1
|
|
|
|
if(!isnum(held_index))
|
|
CRASH("You passed [held_index] into swap_hand instead of a number. WTF man")
|
|
|
|
var/previous_index = active_hand_index
|
|
active_hand_index = held_index
|
|
if(hud_used)
|
|
var/atom/movable/screen/inventory/hand/held_location
|
|
held_location = hud_used.hand_slots["[previous_index]"]
|
|
if(!isnull(held_location))
|
|
held_location.update_appearance()
|
|
held_location = hud_used.hand_slots["[held_index]"]
|
|
if(!isnull(held_location))
|
|
held_location.update_appearance()
|
|
return TRUE
|
|
|
|
/mob/proc/activate_hand(selected_hand)
|
|
if (!HAS_TRAIT(src, TRAIT_CAN_HOLD_ITEMS))
|
|
return
|
|
|
|
if(!selected_hand)
|
|
selected_hand = (active_hand_index % held_items.len)+1
|
|
|
|
if(istext(selected_hand))
|
|
selected_hand = lowertext(selected_hand)
|
|
if(selected_hand == "right" || selected_hand == "r")
|
|
selected_hand = 2
|
|
if(selected_hand == "left" || selected_hand == "l")
|
|
selected_hand = 1
|
|
|
|
if(selected_hand != active_hand_index)
|
|
swap_hand(selected_hand)
|
|
else
|
|
mode()
|
|
|
|
/mob/proc/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //For sec bot threat assessment
|
|
return 0
|
|
|
|
///Get the ghost of this mob (from the mind)
|
|
/mob/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
|
|
if(mind)
|
|
return mind.get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
|
|
|
|
///Force get the ghost from the mind
|
|
/mob/proc/grab_ghost(force)
|
|
if(mind)
|
|
return mind.grab_ghost(force = force)
|
|
|
|
///Notify a ghost that its body is being revived
|
|
/mob/proc/notify_revival(message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", sound = 'sound/effects/genetics.ogg', atom/source = null, flashwindow = TRUE)
|
|
var/mob/dead/observer/ghost = get_ghost()
|
|
if(ghost)
|
|
ghost.send_revival_notification(message, sound, source, flashwindow)
|
|
return ghost
|
|
|
|
/**
|
|
* Checks to see if the mob can cast normal magic spells.
|
|
*
|
|
* args:
|
|
* * magic_flags (optional) A bitfield with the type of magic being cast (see flags at: /datum/component/anti_magic)
|
|
**/
|
|
/mob/proc/can_cast_magic(magic_flags = MAGIC_RESISTANCE)
|
|
if(magic_flags == NONE) // magic with the NONE flag can always be cast
|
|
return TRUE
|
|
|
|
var/restrict_magic_flags = SEND_SIGNAL(src, COMSIG_MOB_RESTRICT_MAGIC, magic_flags)
|
|
return restrict_magic_flags == NONE
|
|
|
|
/**
|
|
* Checks to see if the mob can block magic
|
|
*
|
|
* args:
|
|
* * casted_magic_flags (optional) A bitfield with the types of magic resistance being checked (see flags at: /datum/component/anti_magic)
|
|
* * charge_cost (optional) The cost of charge to block a spell that will be subtracted from the protection used
|
|
**/
|
|
/mob/proc/can_block_magic(casted_magic_flags = MAGIC_RESISTANCE, charge_cost = 1)
|
|
if(casted_magic_flags == NONE) // magic with the NONE flag is immune to blocking
|
|
return FALSE
|
|
|
|
// A list of all things which are providing anti-magic to us
|
|
var/list/antimagic_sources = list()
|
|
var/is_magic_blocked = FALSE
|
|
|
|
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, casted_magic_flags, charge_cost, antimagic_sources) & COMPONENT_MAGIC_BLOCKED)
|
|
is_magic_blocked = TRUE
|
|
if(HAS_TRAIT(src, TRAIT_ANTIMAGIC))
|
|
is_magic_blocked = TRUE
|
|
if((casted_magic_flags & MAGIC_RESISTANCE_HOLY) && HAS_TRAIT(src, TRAIT_HOLY))
|
|
is_magic_blocked = TRUE
|
|
|
|
if(is_magic_blocked && charge_cost > 0 && !HAS_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC))
|
|
on_block_magic_effects(casted_magic_flags, antimagic_sources)
|
|
|
|
return is_magic_blocked
|
|
|
|
/// Called whenever a magic effect with a charge cost is blocked and we haven't recently blocked magic.
|
|
/mob/proc/on_block_magic_effects(magic_flags, list/antimagic_sources)
|
|
return
|
|
|
|
/mob/living/on_block_magic_effects(magic_flags, list/antimagic_sources)
|
|
ADD_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC, MAGIC_TRAIT)
|
|
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_RECENTLY_BLOCKED_MAGIC, MAGIC_TRAIT), 6 SECONDS)
|
|
|
|
var/mutable_appearance/antimagic_effect
|
|
var/antimagic_color
|
|
var/atom/antimagic_source = length(antimagic_sources) ? pick(antimagic_sources) : src
|
|
|
|
if(magic_flags & MAGIC_RESISTANCE)
|
|
visible_message(
|
|
span_warning("[src] pulses red as [ismob(antimagic_source) ? p_they() : antimagic_source] absorbs magic energy!"),
|
|
span_userdanger("An intense magical aura pulses around [ismob(antimagic_source) ? "you" : antimagic_source] as it dissipates into the air!"),
|
|
)
|
|
antimagic_effect = mutable_appearance('icons/effects/effects.dmi', "shield-red", MOB_SHIELD_LAYER)
|
|
antimagic_color = LIGHT_COLOR_BLOOD_MAGIC
|
|
playsound(src, 'sound/magic/magic_block.ogg', 50, TRUE)
|
|
|
|
else if(magic_flags & MAGIC_RESISTANCE_HOLY)
|
|
visible_message(
|
|
span_warning("[src] starts to glow as [ismob(antimagic_source) ? p_they() : antimagic_source] emits a halo of light!"),
|
|
span_userdanger("A feeling of warmth washes over [ismob(antimagic_source) ? "you" : antimagic_source] as rays of light surround your body and protect you!"),
|
|
)
|
|
antimagic_effect = mutable_appearance('icons/mob/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER)
|
|
antimagic_color = LIGHT_COLOR_HOLY_MAGIC
|
|
playsound(src, 'sound/magic/magic_block_holy.ogg', 50, TRUE)
|
|
|
|
else if(magic_flags & MAGIC_RESISTANCE_MIND)
|
|
visible_message(
|
|
span_warning("[src] forehead shines as [ismob(antimagic_source) ? p_they() : antimagic_source] repulses magic from their mind!"),
|
|
span_userdanger("A feeling of cold splashes on [ismob(antimagic_source) ? "you" : antimagic_source] as your forehead reflects magic usering your mind!"),
|
|
)
|
|
antimagic_effect = mutable_appearance('icons/mob/effects/genetics.dmi', "telekinesishead", MOB_SHIELD_LAYER)
|
|
antimagic_color = LIGHT_COLOR_DARK_BLUE
|
|
playsound(src, 'sound/magic/magic_block_mind.ogg', 50, TRUE)
|
|
|
|
mob_light(range = 2, power = 2, color = antimagic_color, duration = 5 SECONDS)
|
|
add_overlay(antimagic_effect)
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, cut_overlay), antimagic_effect), 5 SECONDS)
|
|
|
|
/**
|
|
* Buckle a living mob to this mob. Also turns you to face the other mob
|
|
*
|
|
* You can buckle on mobs if you're next to them since most are dense
|
|
*/
|
|
/mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, buckle_mob_flags= NONE)
|
|
if(M.buckled)
|
|
return FALSE
|
|
return ..(M, force, check_loc, buckle_mob_flags)
|
|
|
|
///Call back post buckle to a mob to offset your visual height
|
|
/mob/post_buckle_mob(mob/living/M)
|
|
var/height = M.get_mob_buckling_height(src)
|
|
M.pixel_y = initial(M.pixel_y) + height
|
|
if(M.layer <= layer) //make sure they stay above our current layer
|
|
M.layer = layer + 0.1
|
|
///Call back post unbuckle from a mob, (reset your visual height here)
|
|
/mob/post_unbuckle_mob(mob/living/M)
|
|
M.layer = initial(M.layer)
|
|
M.pixel_y = initial(M.pixel_y)
|
|
|
|
///returns the height in pixel the mob should have when buckled to another mob.
|
|
/mob/proc/get_mob_buckling_height(mob/seat)
|
|
if(isliving(seat))
|
|
var/mob/living/L = seat
|
|
if(L.mob_size <= MOB_SIZE_SMALL) //being on top of a small mob doesn't put you very high.
|
|
return 0
|
|
return 9
|
|
|
|
///Can the mob interact() with an atom?
|
|
/mob/proc/can_interact_with(atom/A, treat_mob_as_adjacent)
|
|
if(isAdminGhostAI(src))
|
|
return TRUE
|
|
//Return early. we do not need to check that we are on adjacent turfs (i.e we are inside a closet)
|
|
if (treat_mob_as_adjacent && src == A.loc)
|
|
return TRUE
|
|
if (Adjacent(A))
|
|
return TRUE
|
|
var/datum/dna/mob_dna = has_dna()
|
|
if(mob_dna?.check_mutation(/datum/mutation/human/telekinesis) && tkMaxRangeCheck(src, A))
|
|
return TRUE
|
|
var/obj/item/item_in_hand = get_active_held_item()
|
|
if(istype(item_in_hand, /obj/item/machine_remote))
|
|
return TRUE
|
|
|
|
//range check
|
|
if(!interaction_range) // If you don't have extra length, GO AWAY
|
|
return FALSE
|
|
var/turf/our_turf = get_turf(src)
|
|
var/turf/their_turf = get_turf(A)
|
|
if (!our_turf || !their_turf)
|
|
return FALSE
|
|
return ISINRANGE(their_turf.x, our_turf.x - interaction_range, our_turf.x + interaction_range) && ISINRANGE(their_turf.y, our_turf.y - interaction_range, our_turf.y + interaction_range)
|
|
|
|
/**
|
|
* Checks whether a mob can perform an action to interact with an object
|
|
*
|
|
* The default behavior checks if the mob is:
|
|
* * Directly adjacent (1-tile radius)
|
|
* * Standing up (not resting)
|
|
* * Allows telekinesis to be used to skip adjacent checks (if they have DNA mutation)
|
|
* *
|
|
* action_bitflags: (see code/__DEFINES/mobs.dm)
|
|
* * NEED_GRAVITY - If gravity must be present to perform action (can't use pens without gravity)
|
|
* * NEED_LITERACY - If reading is required to perform action (can't read a book if you are illiterate)
|
|
* * NEED_LIGHT - If lighting must be present to perform action (can't heal someone in the dark)
|
|
* * NEED_DEXTERITY - If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)
|
|
* * NEED_HANDS - If hands are required to perform action (can't pickup items if you are a cyborg)
|
|
* * FORBID_TELEKINESIS_REACH - If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)
|
|
* * ALLOW_SILICON_REACH - If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)
|
|
* * ALLOW_RESTING - If resting on the floor is allowed to perform action ()
|
|
**/
|
|
/mob/proc/can_perform_action(atom/movable/target, action_bitflags)
|
|
return
|
|
|
|
///Can this mob use storage
|
|
/mob/proc/canUseStorage()
|
|
return FALSE
|
|
|
|
/*
|
|
* Compare two lists of factions, returning true if any match
|
|
*
|
|
* If exact match is passed through we only return true if both faction lists match equally
|
|
*/
|
|
/proc/faction_check(list/faction_A, list/faction_B, exact_match)
|
|
var/list/match_list
|
|
if(exact_match)
|
|
match_list = faction_A&faction_B //only items in both lists
|
|
var/length = LAZYLEN(match_list)
|
|
if(length)
|
|
return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match.
|
|
else
|
|
match_list = faction_A&faction_B
|
|
return LAZYLEN(match_list)
|
|
return FALSE
|
|
|
|
|
|
/**
|
|
* Fully update the name of a mob
|
|
*
|
|
* This will update a mob's name, real_name, mind.name, GLOB.manifest records, pda, id and traitor text
|
|
*
|
|
* Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
|
|
*/
|
|
/mob/proc/fully_replace_character_name(oldname, newname)
|
|
if(!newname)
|
|
log_message("[src] failed name change from [oldname] as no new name was specified", LOG_OWNERSHIP)
|
|
return FALSE
|
|
if(oldname == newname)
|
|
log_message("[src] failed name change as the new name was the same as the old one: [oldname]", LOG_OWNERSHIP)
|
|
return FALSE
|
|
if(!istext(newname) && !isnull(newname))
|
|
stack_trace("[src] attempted to change its name from [oldname] to the non string value [newname]")
|
|
return FALSE
|
|
|
|
log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP)
|
|
|
|
log_played_names(
|
|
ckey,
|
|
list(
|
|
"[newname]" = tag,
|
|
),
|
|
)
|
|
|
|
real_name = newname
|
|
name = newname
|
|
if(mind)
|
|
mind.name = newname
|
|
if(mind.key)
|
|
log_played_names(
|
|
ckey(mind.key),
|
|
list(
|
|
"[newname]" = tag,
|
|
),
|
|
) //Just in case the mind is unsynced at the moment.
|
|
|
|
if(oldname)
|
|
//update the datacore records! This is goig to be a bit costly.
|
|
replace_records_name(oldname,newname)
|
|
|
|
//update our pda and id if we have them on our person
|
|
replace_identification_name(oldname,newname)
|
|
|
|
for(var/datum/mind/T in SSticker.minds)
|
|
for(var/datum/objective/obj in T.get_all_objectives())
|
|
// Only update if this player is a target
|
|
if(obj.target && obj.target.current && obj.target.current.real_name == name)
|
|
obj.update_explanation_text()
|
|
|
|
log_mob_tag("TAG: [tag] RENAMED: [key_name(src)]")
|
|
|
|
return TRUE
|
|
|
|
///Updates GLOB.manifest records with new name , see mob/living/carbon/human
|
|
/mob/proc/replace_records_name(oldname,newname)
|
|
return
|
|
|
|
///update the ID name of this mob
|
|
/mob/proc/replace_identification_name(oldname,newname)
|
|
var/list/searching = get_all_contents()
|
|
var/search_id = 1
|
|
var/search_pda = 1
|
|
|
|
for(var/A in searching)
|
|
if( search_id && isidcard(A) )
|
|
var/obj/item/card/id/ID = A
|
|
if(ID.registered_name == oldname)
|
|
ID.registered_name = newname
|
|
ID.update_label()
|
|
ID.update_icon()
|
|
if(ID.registered_account?.account_holder == oldname)
|
|
ID.registered_account.account_holder = newname
|
|
if(!search_pda)
|
|
break
|
|
search_id = 0
|
|
|
|
else if( search_pda && istype(A, /obj/item/modular_computer/pda) )
|
|
var/obj/item/modular_computer/pda/PDA = A
|
|
if(PDA.saved_identification == oldname)
|
|
PDA.imprint_id(name = newname)
|
|
PDA.UpdateDisplay()
|
|
if(!search_id)
|
|
break
|
|
search_pda = 0
|
|
|
|
/mob/proc/update_stat()
|
|
return
|
|
|
|
/mob/proc/update_health_hud()
|
|
return
|
|
|
|
/// Changes the stamina HUD based on new information
|
|
/mob/proc/update_stamina_hud()
|
|
return
|
|
|
|
///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT)
|
|
/mob/proc/update_sight()
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
|
|
sync_lighting_plane_cutoff()
|
|
|
|
///Set the lighting plane hud filters to the mobs lighting_cutoff var
|
|
/mob/proc/sync_lighting_plane_cutoff()
|
|
if(!hud_used)
|
|
return
|
|
for(var/atom/movable/screen/plane_master/rendering_plate/lighting/light as anything in hud_used.get_true_plane_masters(RENDER_PLANE_LIGHTING))
|
|
light.set_light_cutoff(lighting_cutoff, lighting_color_cutoffs)
|
|
|
|
///Update the mouse pointer of the attached client in this mob
|
|
/mob/proc/update_mouse_pointer()
|
|
if(!client)
|
|
return
|
|
if(client.mouse_pointer_icon != initial(client.mouse_pointer_icon))//only send changes to the client if theyre needed
|
|
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
|
|
if(examine_cursor_icon && client.keys_held["Shift"]) //mouse shit is hardcoded, make this non hard-coded once we make mouse modifiers bindable
|
|
client.mouse_pointer_icon = examine_cursor_icon
|
|
if(istype(loc, /obj/vehicle/sealed))
|
|
var/obj/vehicle/sealed/E = loc
|
|
if(E.mouse_pointer)
|
|
client.mouse_pointer_icon = E.mouse_pointer
|
|
if(client.mouse_override_icon)
|
|
client.mouse_pointer_icon = client.mouse_override_icon
|
|
|
|
/**
|
|
* Can this mob see in the dark
|
|
*
|
|
* This checks all traits, glasses, and robotic eyeball implants to see if the mob can see in the dark
|
|
* this does NOT check if the mob is missing it's eyeballs.
|
|
**/
|
|
/mob/proc/has_nightvision()
|
|
// Somewhat conservative, basically is your lighting plane bright enough that you the user can see stuff
|
|
var/light_offset = lighting_cutoff
|
|
if(length(lighting_color_cutoffs) == 3)
|
|
light_offset += (lighting_color_cutoffs[1] + lighting_color_cutoffs[2] + lighting_color_cutoffs[3]) / 3
|
|
return light_offset >= LIGHTING_NIGHTVISION_THRESHOLD
|
|
|
|
/// This mob is abile to read books
|
|
/mob/proc/is_literate()
|
|
return HAS_TRAIT(src, TRAIT_LITERATE) && !HAS_TRAIT(src, TRAIT_ILLITERATE)
|
|
|
|
/**
|
|
* Proc that returns TRUE if the mob can write using the writing_instrument, FALSE otherwise.
|
|
*
|
|
* This proc a side effect, outputting a message to the mob's chat with a reason if it returns FALSE.
|
|
* Unless silent_if_not_writing_tool is TRUE. In that case it'll be silent if it isn't a writing implement/tool/instrument w/e.
|
|
*/
|
|
/mob/proc/can_write(obj/item/writing_instrument, silent_if_not_writing_tool = FALSE)
|
|
if(!writing_instrument)
|
|
return FALSE
|
|
|
|
var/pen_info = writing_instrument.get_writing_implement_details()
|
|
if(!pen_info || (pen_info["interaction_mode"] != MODE_WRITING))
|
|
if(!silent_if_not_writing_tool)
|
|
to_chat(src, span_warning("You can't write with the [writing_instrument]!"))
|
|
return FALSE
|
|
|
|
if(!is_literate())
|
|
to_chat(src, span_warning("You try to write, but don't know how to spell anything!"))
|
|
return FALSE
|
|
|
|
if(!has_light_nearby() && !has_nightvision())
|
|
to_chat(src, span_warning("It's too dark in here to write anything!"))
|
|
return FALSE
|
|
|
|
if(has_gravity())
|
|
return TRUE
|
|
|
|
var/obj/item/pen/pen = writing_instrument
|
|
|
|
if(istype(pen) && pen.requires_gravity)
|
|
to_chat(src, span_warning("You try to write, but the [writing_instrument] doesn't work in zero gravity!"))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/**
|
|
* Checks if there is enough light where the mob is located
|
|
*
|
|
* Args:
|
|
* light_amount (optional) - A decimal amount between 1.0 through 0.0 (default is 0.2)
|
|
**/
|
|
/mob/proc/has_light_nearby(light_amount = LIGHTING_TILE_IS_DARK)
|
|
var/turf/mob_location = get_turf(src)
|
|
var/area/mob_area = get_area(src)
|
|
|
|
if(mob_location.get_lumcount() > light_amount)
|
|
return TRUE
|
|
else if(!mob_area.static_lighting)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
|
|
|
|
/// Can this mob read
|
|
/mob/proc/can_read(atom/viewed_atom, reading_check_flags = (READING_CHECK_LITERACY|READING_CHECK_LIGHT), silent = FALSE)
|
|
if((reading_check_flags & READING_CHECK_LITERACY) && !is_literate())
|
|
if(!silent)
|
|
to_chat(src, span_warning("You try to read [viewed_atom], but can't comprehend any of it."))
|
|
return FALSE
|
|
|
|
if((reading_check_flags & READING_CHECK_LIGHT) && !has_light_nearby() && !has_nightvision())
|
|
if(!silent)
|
|
to_chat(src, span_warning("It's too dark in here to read!"))
|
|
return FALSE
|
|
|
|
return TRUE
|
|
|
|
/**
|
|
* Get the mob VV dropdown extras
|
|
*/
|
|
/mob/vv_get_dropdown()
|
|
. = ..()
|
|
VV_DROPDOWN_OPTION("", "---------")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIB, "Gib")
|
|
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_SPELL, "Give Spell")
|
|
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_MOB_ACTION, "Give Mob Ability")
|
|
VV_DROPDOWN_OPTION(VV_HK_REMOVE_MOB_ACTION, "Remove Mob Ability")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_DISEASE, "Give Disease")
|
|
VV_DROPDOWN_OPTION(VV_HK_GODMODE, "Toggle Godmode")
|
|
VV_DROPDOWN_OPTION(VV_HK_DROP_ALL, "Drop Everything")
|
|
VV_DROPDOWN_OPTION(VV_HK_REGEN_ICONS, "Regenerate Icons")
|
|
VV_DROPDOWN_OPTION(VV_HK_PLAYER_PANEL, "Show player panel")
|
|
VV_DROPDOWN_OPTION(VV_HK_BUILDMODE, "Toggle Buildmode")
|
|
VV_DROPDOWN_OPTION(VV_HK_DIRECT_CONTROL, "Assume Direct Control")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_DIRECT_CONTROL, "Give Direct Control")
|
|
VV_DROPDOWN_OPTION(VV_HK_OFFER_GHOSTS, "Offer Control to Ghosts")
|
|
VV_DROPDOWN_OPTION(VV_HK_VIEW_PLANES, "View/Edit Planes")
|
|
|
|
|
|
/mob/vv_do_topic(list/href_list)
|
|
. = ..()
|
|
|
|
if(!.)
|
|
return
|
|
|
|
if(href_list[VV_HK_REGEN_ICONS])
|
|
if(!check_rights(NONE))
|
|
return
|
|
regenerate_icons()
|
|
|
|
if(href_list[VV_HK_PLAYER_PANEL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.holder.show_player_panel(src)
|
|
|
|
if(href_list[VV_HK_GODMODE])
|
|
if(!check_rights(R_ADMIN))
|
|
return
|
|
usr.client.cmd_admin_godmode(src)
|
|
|
|
if(href_list[VV_HK_GIVE_MOB_ACTION])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.give_mob_action(src)
|
|
|
|
if(href_list[VV_HK_REMOVE_MOB_ACTION])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.remove_mob_action(src)
|
|
|
|
if(href_list[VV_HK_GIVE_SPELL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.give_spell(src)
|
|
|
|
if(href_list[VV_HK_REMOVE_SPELL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.remove_spell(src)
|
|
|
|
if(href_list[VV_HK_GIVE_DISEASE])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.give_disease(src)
|
|
|
|
if(href_list[VV_HK_GIB])
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
usr.client.cmd_admin_gib(src)
|
|
|
|
if(href_list[VV_HK_BUILDMODE])
|
|
if(!check_rights(R_BUILD))
|
|
return
|
|
togglebuildmode(src)
|
|
|
|
if(href_list[VV_HK_DROP_ALL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.cmd_admin_drop_everything(src)
|
|
|
|
if(href_list[VV_HK_DIRECT_CONTROL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.cmd_assume_direct_control(src)
|
|
|
|
if(href_list[VV_HK_GIVE_DIRECT_CONTROL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.cmd_give_direct_control(src)
|
|
|
|
if(href_list[VV_HK_OFFER_GHOSTS])
|
|
if(!check_rights(NONE))
|
|
return
|
|
offer_control(src)
|
|
|
|
if(href_list[VV_HK_VIEW_PLANES])
|
|
if(!check_rights(R_DEBUG))
|
|
return
|
|
usr.client.edit_plane_masters(src)
|
|
|
|
/**
|
|
* extra var handling for the logging var
|
|
*/
|
|
/mob/vv_get_var(var_name)
|
|
switch(var_name)
|
|
if(NAMEOF(src, logging))
|
|
return debug_variable(var_name, logging, 0, src, FALSE)
|
|
. = ..()
|
|
|
|
/mob/vv_auto_rename(new_name)
|
|
//Do not do parent's actions, as we *usually* do this differently.
|
|
fully_replace_character_name(real_name, new_name)
|
|
|
|
///Show the language menu for this mob
|
|
/mob/verb/open_language_menu_verb()
|
|
set name = "Open Language Menu"
|
|
set category = "IC"
|
|
|
|
get_language_holder().open_language_menu(usr)
|
|
|
|
///Adjust the nutrition of a mob
|
|
/mob/proc/adjust_nutrition(change, forced = FALSE) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks
|
|
if(HAS_TRAIT(src, TRAIT_NOHUNGER) && !forced)
|
|
return
|
|
|
|
nutrition = max(0, nutrition + change)
|
|
hud_used?.hunger?.update_appearance()
|
|
|
|
/mob/living/adjust_nutrition(change, forced)
|
|
. = ..()
|
|
mob_mood?.update_nutrition_moodlets()
|
|
|
|
///Force set the mob nutrition
|
|
/mob/proc/set_nutrition(set_to, forced = FALSE) //Seriously fuck you oldcoders.
|
|
if(HAS_TRAIT(src, TRAIT_NOHUNGER) && !forced)
|
|
return
|
|
|
|
nutrition = max(0, set_to)
|
|
hud_used?.hunger?.update_appearance()
|
|
|
|
/mob/living/set_nutrition(set_to, forced)
|
|
. = ..()
|
|
mob_mood?.update_nutrition_moodlets()
|
|
|
|
///Apply a proper movespeed modifier based on items we have equipped
|
|
/mob/proc/update_equipment_speed_mods()
|
|
var/speedies = 0
|
|
for(var/obj/item/thing in get_equipped_speed_mod_items())
|
|
speedies += thing.slowdown
|
|
if(speedies > 0 && HAS_TRAIT(src, TRAIT_SETTLER)) //if our movespeed mod is in the negatives, we don't modify it since that's a benefit
|
|
speedies *= 0.2
|
|
if(!speedies)
|
|
remove_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod)
|
|
else
|
|
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod, multiplicative_slowdown = speedies)
|
|
|
|
///Get all items in our possession that should affect our movespeed
|
|
/mob/proc/get_equipped_speed_mod_items()
|
|
. = list()
|
|
for(var/obj/item/thing in held_items)
|
|
if(thing.item_flags & SLOWS_WHILE_IN_HAND)
|
|
. += thing
|
|
|
|
/mob/proc/set_stat(new_stat)
|
|
if(new_stat == stat)
|
|
return
|
|
. = stat
|
|
stat = new_stat
|
|
SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat, .)
|
|
|
|
/// Proc used for custom metabolization of reagents, if any
|
|
/mob/proc/reagent_check(datum/reagent/chem, seconds_per_tick, times_fired)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
return SEND_SIGNAL(src, COMSIG_MOB_REAGENT_CHECK, chem, seconds_per_tick, times_fired)
|
|
|
|
/mob/vv_edit_var(var_name, var_value)
|
|
switch(var_name)
|
|
if(NAMEOF(src, machine))
|
|
set_machine(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, focus))
|
|
set_focus(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, nutrition))
|
|
set_nutrition(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, stat))
|
|
set_stat(var_value)
|
|
. = TRUE
|
|
|
|
if(!isnull(.))
|
|
datum_flags |= DF_VAR_EDITED
|
|
return
|
|
|
|
var/slowdown_edit = (var_name == NAMEOF(src, cached_multiplicative_slowdown))
|
|
var/diff
|
|
if(slowdown_edit && isnum(cached_multiplicative_slowdown) && isnum(var_value))
|
|
remove_movespeed_modifier(/datum/movespeed_modifier/admin_varedit)
|
|
diff = var_value - cached_multiplicative_slowdown
|
|
|
|
. = ..()
|
|
|
|
if(. && slowdown_edit && isnum(diff))
|
|
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/admin_varedit, multiplicative_slowdown = diff)
|
|
|
|
/// Cleanup proc that's called when a mob loses a client, either through client destroy or logout
|
|
/// Logout happens post client del, so we can't just copypaste this there. This keeps things clean and consistent
|
|
/mob/proc/become_uncliented()
|
|
if(!canon_client)
|
|
return
|
|
|
|
for(var/foo in canon_client.player_details.post_logout_callbacks)
|
|
var/datum/callback/CB = foo
|
|
CB.Invoke()
|
|
|
|
if(canon_client?.movingmob)
|
|
LAZYREMOVE(canon_client.movingmob.client_mobs_in_contents, src)
|
|
canon_client.movingmob = null
|
|
|
|
clear_important_client_contents()
|
|
canon_client = null
|
|
|
|
///Shows a tgui window with memories
|
|
/mob/verb/memory()
|
|
set name = "Memories"
|
|
set category = "IC"
|
|
set desc = "View your character's memories."
|
|
if(!mind)
|
|
var/fail_message = "You have no mind!"
|
|
if(isobserver(src))
|
|
fail_message += " You have to be in the current round at some point to have one."
|
|
to_chat(src, span_warning(fail_message))
|
|
return
|
|
if(!mind.memory_panel)
|
|
mind.memory_panel = new(usr, mind)
|
|
mind.memory_panel.ui_interact(usr)
|
|
|
|
/datum/memory_panel
|
|
var/datum/mind/mind_reference
|
|
var/client/holder //client of whoever is using this datum
|
|
|
|
/datum/memory_panel/New(user, mind_reference)//user can either be a client or a mob due to byondcode(tm)
|
|
if (istype(user, /client))
|
|
var/client/user_client = user
|
|
holder = user_client //if its a client, assign it to holder
|
|
else
|
|
var/mob/user_mob = user
|
|
holder = user_mob.client //if its a mob, assign the mob's client to holder
|
|
src.mind_reference = mind_reference
|
|
|
|
/datum/memory_panel/Destroy(force)
|
|
mind_reference.memory_panel = null
|
|
. = ..()
|
|
|
|
/datum/memory_panel/ui_state(mob/user)
|
|
return GLOB.always_state
|
|
|
|
/datum/memory_panel/ui_close()
|
|
qdel(src)
|
|
|
|
/datum/memory_panel/ui_interact(mob/user, datum/tgui/ui)
|
|
ui = SStgui.try_update_ui(user, src, ui)
|
|
if(!ui)
|
|
ui = new(user, src, "MemoryPanel")
|
|
ui.open()
|
|
|
|
/datum/memory_panel/ui_data(mob/user)
|
|
var/list/data = list()
|
|
var/list/memories = list()
|
|
|
|
for(var/memory_key in user?.mind.memories)
|
|
var/datum/memory/memory = user.mind.memories[memory_key]
|
|
memories += list(list("name" = memory.name, "quality" = memory.story_value))
|
|
|
|
data["memories"] = memories
|
|
return data
|
|
|
|
/mob/verb/view_skills()
|
|
set category = "IC"
|
|
set name = "View Skills"
|
|
|
|
mind?.print_levels(src)
|
|
|
|
/mob/key_down(key, client/client, full_key)
|
|
..()
|
|
SEND_SIGNAL(src, COMSIG_MOB_KEYDOWN, key, client, full_key)
|