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## About The Pull Request Just found out we actually had 4 handed people in-game now and looked at it in-game just to find out the basic things of the drop button and opening inventories were off, so this fixes that. https://github.com/user-attachments/assets/5521d5f8-a16e-4ce4-8cf1-92b70d154a94 6 hands works too  Before:  ## Why It's Good For The Game Four hands work a little better wahoo ## Changelog 🆑 fix: Four handed wizards now have a drop button & open inventory above their hands. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
218 lines
8.4 KiB
Plaintext
218 lines
8.4 KiB
Plaintext
/**
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* The mob, usually meant to be a creature of some type
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*
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* Has a client attached that is a living person (most of the time), although I have to admit
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* sometimes it's hard to tell they're sentient
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*
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* Has a lot of the creature game world logic, such as health etc
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*/
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/mob
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density = TRUE
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layer = MOB_LAYER
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animate_movement = SLIDE_STEPS
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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pass_flags_self = PASSMOB
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// we never want to hide a turf because it's not lit
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// We can rely on the lighting plane to handle that for us
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see_in_dark = 1e6
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// A list of factions that this mob is currently in, for hostile mob targeting, amongst other things
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faction = list(FACTION_NEUTRAL)
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/// The current client inhabiting this mob. Managed by login/logout
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/// This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed
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/// We need to do this because the mob on logout never actually has a reference to client
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/// We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout
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/// HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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var/client/canon_client
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/// It's like a client, but persists! Persistent clients will stick to a mob until the client in question is logged into a different mob.
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var/datum/persistent_client/persistent_client
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var/shift_to_open_context_menu = TRUE
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/// Percentage of how much rgb to max the lighting plane at
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/// This lets us brighten it without washing out color
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/// Scale from 0-100, reset off update_sight()
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var/lighting_cutoff = LIGHTING_CUTOFF_VISIBLE
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// Individual color max for red, we can use this to color darkness without tinting the light
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var/lighting_cutoff_red = 0
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// Individual color max for green, we can use this to color darkness without tinting the light
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var/lighting_cutoff_green = 0
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// Individual color max for blue, we can use this to color darkness without tinting the light
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var/lighting_cutoff_blue = 0
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/// A list of red, green and blue cutoffs
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/// This is what actually gets applied to the mob, it's modified by things like glasses
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var/list/lighting_color_cutoffs = null
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var/datum/mind/mind
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var/static/next_mob_id = 0
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/// List of movement speed modifiers applying to this mob
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var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
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/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob speed slowdown based on the modifiers list
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var/cached_multiplicative_slowdown
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/// List of action speed modifiers applying to this mob
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var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
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/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob action speed slowdown based on the modifiers list
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var/cached_multiplicative_actions_slowdown
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/// List of action hud items the user has
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var/list/datum/action/actions
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///Cursor icon used when holding shift over things
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var/examine_cursor_icon = 'icons/effects/mouse_pointers/examine_pointer.dmi'
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/// Mob bitflags
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var/mob_flags = NONE
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/// Whether a mob is alive or dead. TODO: Move this to living - Nodrak (2019, still here)
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var/stat = CONSCIOUS
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/**
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* Whether and how a mob is incapacitated
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*
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* Normally being restrained, agressively grabbed, or in stasis counts as incapacitated
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* unless there is a flag being used to check if it's ignored
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*
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* * bitflags: (see code/__DEFINES/status_effects.dm)
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* * INCAPABLE_RESTRAINTS - if our mob is in a restraint (handcuffs)
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* * INCAPABLE_STASIS - if our mob is in stasis (stasis bed, etc.)
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* * INCAPABLE_GRAB - if our mob is being agressively grabbed
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*
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**/
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VAR_FINAL/incapacitated = NONE
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/* A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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/// The zone this mob is currently targeting
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var/zone_selected = BODY_ZONE_CHEST
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var/computer_id = null
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var/list/logging = list()
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/// Tick time the mob can next move
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var/next_move = null
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/// What is the mobs real name (name is overridden for disguises etc)
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var/real_name = null
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/// Default body temperature
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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/// Our body temperatue as of the last process, prevents pointless work when handling alerts
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var/old_bodytemperature = 0
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/// Hunger level of the mob
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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/// Satiation level of the mob
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var/satiety = 0//Carbon
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/// How many ticks this mob has been over reating
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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/// The last known IP of the client who was in this mob
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var/lastKnownIP = null
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/// movable atom we are buckled to
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var/atom/movable/buckled = null//Living
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//Hands
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///What hand is the active hand
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var/active_hand_index = 1
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/**
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* list of items held in hands
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*
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* len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand
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* and 1 empty hand.
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*
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* NB: contains nulls!
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*
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* `held_items[active_hand_index]` is the actively held item, but please use
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* [get_active_held_item()][/mob/proc/get_active_held_item] instead, because OOP
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*/
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var/list/held_items = list()
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///How many hands this mob has by default, which we divide by to know what y offset to give open inventories.
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var/default_hand_amount = 2
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//HUD things
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/// Storage component (for mob inventory)
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var/datum/storage/active_storage
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/// Active hud
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var/datum/hud/hud_used = null
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/// Is the mob throw intent on
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var/throw_mode = THROW_MODE_DISABLED
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/// What job does this mob have
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var/job = null//Living
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/// bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH
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///Calls relay_move() to whatever this is set to when the mob tries to move
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var/atom/movable/remote_control
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///the current turf being examined in the stat panel
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var/turf/listed_turf = null
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///The list of people observing this mob.
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var/list/observers = null
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///List of progress bars this mob is currently seeing for actions
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var/list/progressbars = null //for stacking do_after bars
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///For storing what do_after's someone has, key = string, value = amount of interactions of that type happening.
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var/list/do_afters
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///Allows a datum to intercept all click calls this mob is the source of
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var/datum/click_intercept
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///The z level this mob is currently registered in
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var/registered_z = null
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var/memory_throttle_time = 0
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/// Contains [/atom/movable/screen/alert] only.
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///
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/// On [/mob] so clientless mobs will throw alerts properly.
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var/list/alerts = list()
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var/list/screens = list()
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/// Assoc list of client_colour datum -> source it came from
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var/list/client_colours = list()
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/// List of filter names used in the past client color update for cleanup
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var/list/color_filter_store = list()
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var/hud_type = /datum/hud
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var/datum/focus //What receives our keyboard inputs. src by default
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/// Used for tracking last uses of emotes for cooldown purposes
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var/list/emotes_used
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///Whether the mob is updating glide size when movespeed updates or not
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var/updating_glide_size = TRUE
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///Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
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var/sound_environment_override = SOUND_ENVIRONMENT_NONE
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/// A mock client, provided by tests and friends
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var/datum/client_interface/mock_client
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var/interaction_range = 0 //how far a mob has to be to interact with something without caring about obsctruction, defaulted to 0 tiles
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///the icon currently used for the typing indicator's bubble
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var/active_typing_indicator
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///the icon currently used for the thinking indicator's bubble
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var/active_thinking_indicator
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/// A ref of the area we're taking our ambient loop from.
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var/area/ambience_tracked_area
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