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* Ambience Buzz Handling Changes + Ambience buzz requires enviorment power * Update areas.dm --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
162 lines
5.5 KiB
Plaintext
162 lines
5.5 KiB
Plaintext
/**
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* Run when a client is put in this mob or reconnets to byond and their client was on this mob.
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* Anything that sleeps can result in the client reference being dropped, due to byond using that sleep to handle a client disconnect.
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* You can save a lot of headache if you make Login use SHOULD_NOT_SLEEP, but that would require quite a bit of refactoring how Login code works.
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*
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* Things it does:
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* * Adds player to player_list
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* * sets lastKnownIP
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* * sets computer_id
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* * logs the login
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* * tells the world to update it's status (for player count)
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* * create mob huds for the mob if needed
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* * reset next_move to 1
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* * Set statobj to our mob
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* * NOT the parent call. The only unique thing it does is a very obtuse move op, see the comment lower down
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* * if the client exists set the perspective to the mob loc
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* * call on_log on the loc (sigh)
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* * reload the huds for the mob
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* * reload all full screen huds attached to this mob
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* * load any global alternate apperances
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* * sync the mind datum via sync_mind()
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* * call any client login callbacks that exist
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* * grant any actions the mob has to the client
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* * calls [auto_deadmin_on_login](mob.html#proc/auto_deadmin_on_login)
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* * send signal COMSIG_MOB_CLIENT_LOGIN
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* * attaches the ash listener element so clients can hear weather
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* client can be deleted mid-execution of this proc, chiefly on parent calls, with lag
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*/
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/mob/Login()
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if(!client)
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return FALSE
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canon_client = client
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add_to_player_list()
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lastKnownIP = client.address
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computer_id = client.computer_id
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log_access("Mob Login: [key_name(src)] was assigned to a [type] ([tag])")
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world.update_status()
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client.clear_screen() //remove hud items just in case
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client.images = list()
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client.set_right_click_menu_mode(shift_to_open_context_menu)
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if(!hud_used)
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create_mob_hud() // creating a hud will add it to the client's screen, which can process a disconnect
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if(!client)
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return FALSE
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if(hud_used)
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hud_used.show_hud(hud_used.hud_version) // see above, this can process a disconnect
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if(!client)
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return FALSE
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hud_used.update_ui_style(ui_style2icon(client.prefs?.read_preference(/datum/preference/choiced/ui_style)))
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next_move = 1
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client.statobj = src
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// DO NOT CALL PARENT HERE
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// BYOND's internal implementation of login does two things
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// 1: Set statobj to the mob being logged into (We got this covered)
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// 2: And I quote "If the mob has no location, place it near (1,1,1) if possible"
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// See, near is doing an agressive amount of legwork there
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// What it actually does is takes the area that (1,1,1) is in, and loops through all those turfs
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// If you successfully move into one, it stops
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// Because we want Move() to mean standard movements rather then just what byond treats it as (ALL moves)
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// We don't allow moves from nullspace -> somewhere. This means the loop has to iterate all the turfs in (1,1,1)'s area
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// For us, (1,1,1) is a space tile. This means roughly 200,000! calls to Move()
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// You do not want this
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if(!client)
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return FALSE
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enable_client_mobs_in_contents(client)
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SEND_SIGNAL(src, COMSIG_MOB_LOGIN)
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if (key != client.key)
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key = client.key
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reset_perspective(loc)
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if(loc)
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loc.on_log(TRUE)
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//readd this mob's HUDs (antag, med, etc)
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reload_huds()
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reload_fullscreen() // Reload any fullscreen overlays this mob has.
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add_click_catcher()
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sync_mind()
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//Reload alternate appearances
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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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update_client_colour()
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update_mouse_pointer()
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update_ambience_area(get_area(src))
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if(!can_hear())
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stop_sound_channel(CHANNEL_AMBIENCE)
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if(client)
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if(client.view_size)
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client.view_size.resetToDefault() // Resets the client.view in case it was changed.
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else
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client.change_view(getScreenSize(client.prefs.read_preference(/datum/preference/toggle/widescreen)))
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if(client.player_details.player_actions.len)
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for(var/datum/action/A in client.player_details.player_actions)
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A.Grant(src)
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for(var/foo in client.player_details.post_login_callbacks)
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var/datum/callback/CB = foo
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CB.Invoke()
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log_played_names(
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client.ckey,
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list(
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"[name]" = tag,
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"[real_name]" = tag,
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),
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)
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auto_deadmin_on_login()
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log_message("Client [key_name(src)] has taken ownership of mob [src]([src.type])", LOG_OWNERSHIP)
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log_mob_tag("TAG: [tag] NEW OWNER: [key_name(src)]")
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SEND_SIGNAL(src, COMSIG_MOB_CLIENT_LOGIN, client)
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SEND_SIGNAL(client, COMSIG_CLIENT_MOB_LOGIN, src)
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client.init_verbs()
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AddElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_LOGGED_IN, src)
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return TRUE
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/**
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* Checks if the attached client is an admin and may deadmin them
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*
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* Configs:
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* * flag/auto_deadmin_players
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* * client.prefs?.toggles & DEADMIN_ALWAYS
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* * User is antag and flag/auto_deadmin_antagonists or client.prefs?.toggles & DEADMIN_ANTAGONIST
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* * or if their job demands a deadminning SSjob.handle_auto_deadmin_roles()
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*
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* Called from [login](mob.html#proc/Login)
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*/
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/mob/proc/auto_deadmin_on_login() //return true if they're not an admin at the end.
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if(!client?.holder)
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return TRUE
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if(CONFIG_GET(flag/auto_deadmin_players) || (client.prefs?.toggles & DEADMIN_ALWAYS))
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return client.holder.auto_deadmin()
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if(mind.has_antag_datum(/datum/antagonist) && (CONFIG_GET(flag/auto_deadmin_antagonists) || client.prefs?.toggles & DEADMIN_ANTAGONIST))
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return client.holder.auto_deadmin()
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if(job)
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return SSjob.handle_auto_deadmin_roles(client, job)
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