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Bubberstation/code/modules/mob/mob.dm
Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00

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/**
* Delete a mob
*
* Removes mob from the following global lists
* * GLOB.mob_list
* * GLOB.dead_mob_list
* * GLOB.alive_mob_list
* * GLOB.all_clockwork_mobs
* * GLOB.mob_directory
*
* Unsets the focus var
*
* Clears alerts for this mob
*
* Resets all the observers perspectives to the tile this mob is on
*
* qdels any client colours in place on this mob
*
* Ghostizes the client attached to this mob
*
* Parent call
*
* Returns QDEL_HINT_HARDDEL (don't change this)
*/
/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
remove_from_mob_list()
remove_from_dead_mob_list()
remove_from_alive_mob_list()
focus = null
if(length(progressbars))
stack_trace("[src] destroyed with elements in its progressbars list")
progressbars = null
for (var/alert in alerts)
clear_alert(alert, TRUE)
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
observe.reset_perspective(null)
qdel(hud_used)
QDEL_LIST(client_colours)
ghostize()
..()
return QDEL_HINT_HARDDEL
/**
* Intialize a mob
*
* Sends global signal COMSIG_GLOB_MOB_CREATED
*
* Adds to global lists
* * GLOB.mob_list
* * GLOB.mob_directory (by tag)
* * GLOB.dead_mob_list - if mob is dead
* * GLOB.alive_mob_list - if the mob is alive
*
* Other stuff:
* * Sets the mob focus to itself
* * Generates huds
* * If there are any global alternate apperances apply them to this mob
* * set a random nutrition level
* * Intialize the movespeed of the mob
*/
/mob/Initialize()
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src)
add_to_mob_list()
if(stat == DEAD)
add_to_dead_mob_list()
else
add_to_alive_mob_list()
set_focus(src)
prepare_huds()
for(var/v in GLOB.active_alternate_appearances)
if(!v)
continue
var/datum/atom_hud/alternate_appearance/AA = v
AA.onNewMob(src)
set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX))
. = ..()
update_config_movespeed()
update_movespeed(TRUE)
/**
* Generate the tag for this mob
*
* This is simply "mob_"+ a global incrementing counter that goes up for every mob
*/
/mob/GenerateTag()
tag = "mob_[next_mob_id++]"
/**
* Prepare the huds for this atom
*
* Goes through hud_possible list and adds the images to the hud_list variable (if not already
* cached)
*/
/atom/proc/prepare_huds()
hud_list = list()
for(var/hud in hud_possible)
var/hint = hud_possible[hud]
switch(hint)
if(HUD_LIST_LIST)
hud_list[hud] = list()
else
var/image/I = image('icons/mob/hud.dmi', src, "")
I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
hud_list[hud] = I
/**
* Some kind of debug verb that gives atmosphere environment details
*/
/mob/proc/Cell()
set category = "Admin"
set hidden = 1
if(!loc)
return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = "<span class='notice'>Coordinates: [x],[y] \n</span>"
t += "<span class='danger'>Temperature: [environment.temperature] \n</span>"
for(var/id in environment.gases)
var/gas = environment.gases[id]
if(gas[MOLES])
t+="<span class='notice'>[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] \n</span>"
to_chat(usr, t)
/**
* Return the desc of this mob for a photo
*/
/mob/proc/get_photo_description(obj/item/camera/camera)
return "a ... thing?"
/**
* Show a message to this mob (visual or audible)
*/
/mob/proc/show_message(msg, type, alt_msg, alt_type)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client)
return
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
if(type)
if(type & MSG_VISUAL && is_blind() )//Vision related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & MSG_AUDIBLE && !can_hear())//Hearing related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & MSG_VISUAL && is_blind())
return
// voice muffling
if(stat == UNCONSCIOUS)
if(type & MSG_AUDIBLE) //audio
to_chat(src, "<I>... You can almost hear something ...</I>")
return
to_chat(src, msg)
/**
* Generate a visible message from this atom
*
* Show a message to all player mobs who sees this atom
*
* Show a message to the src mob (if the src is a mob)
*
* Use for atoms performing visible actions
*
* message is output to anyone who can see, e.g. "The [src] does something!"
*
* Vars:
* * self_message (optional) is what the src mob sees e.g. "You do something!"
* * blind_message (optional) is what blind people will hear e.g. "You hear something!"
* * vision_distance (optional) define how many tiles away the message can be seen.
* * ignored_mob (optional) doesn't show any message to a given mob if TRUE.
*/
/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs)
var/turf/T = get_turf(src)
if(!T)
return
if(!islist(ignored_mobs))
ignored_mobs = list(ignored_mobs)
var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
hearers -= ignored_mobs
if(self_message)
hearers -= src
for(var/mob/M in hearers)
if(!M.client)
continue
//This entire if/else chain could be in two lines but isn't for readibilties sake.
var/msg = message
if(M.see_invisible < invisibility)//if src is invisible to M
msg = blind_message
else if(T != loc && T != src) //if src is inside something and not a turf.
msg = blind_message
else if(T.lighting_object && T.lighting_object.invisibility <= M.see_invisible && T.is_softly_lit()) //if it is too dark.
msg = blind_message
if(!msg)
continue
M.show_message(msg, MSG_VISUAL, blind_message, MSG_AUDIBLE)
///Adds the functionality to self_message.
/mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs)
. = ..()
if(self_message)
show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
/**
* Show a message to all mobs in earshot of this atom
*
* Use for objects performing audible actions
*
* vars:
* * message is the message output to anyone who can hear.
* * deaf_message (optional) is what deaf people will see.
* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
*/
/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message)
var/list/hearers = get_hearers_in_view(hearing_distance, src)
if(self_message)
hearers -= src
for(var/mob/M in hearers)
M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
/**
* Show a message to all mobs in earshot of this one
*
* This would be for audible actions by the src mob
*
* vars:
* * message is the message output to anyone who can hear.
* * self_message (optional) is what the src mob hears.
* * deaf_message (optional) is what deaf people will see.
* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
*/
/mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message)
. = ..()
if(self_message)
show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
///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
///Is the mob restrained
/mob/proc/restrained(ignore_grab)
return
///Is the mob incapacitated
/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
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)
var/obj/item/W = get_active_held_item()
if(istype(W))
if(equip_to_slot_if_possible(W, slot,0,0,0))
return 1
if(!W)
// Activate the item
var/obj/item/I = get_item_by_slot(slot)
if(istype(I))
I.attack_hand(src)
return 0
/**
* 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
*/
/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, swap = FALSE)
if(!istype(W))
return FALSE
if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self, swap))
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
to_chat(src, "<span class='warning'>You are unable to equip that!</span>")
return FALSE
equip_to_slot(W, slot, initial, redraw_mob, swap) //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/W, slot)
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
*/
/mob/proc/equip_to_slot_or_del(obj/item/W, slot, initial = FALSE)
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial)
/**
* 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, swap=FALSE)
if(!istype(W))
return 0
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\
)
for(var/slot in slot_priority)
if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, FALSE, swap)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE;
return 1
return 0
/**
* Reset the attached clients perspective (viewpoint)
*
* reset_perspective() 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/A)
if(client)
if(A)
if(ismovable(A))
//Set the the thing unless it's us
if(A != src)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else if(isturf(A))
//Set to the turf unless it's our current turf
if(A != loc)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
//Do nothing
else
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return 1
/// Show the mob's inventory to another mob
/mob/proc/show_inv(mob/user)
return
/**
* 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/A 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"
if(isturf(A) && !(sight & SEE_TURFS) && !(A in view(client ? client.view : world.view, src)))
// shift-click catcher may issue examinate() calls for out-of-sight turfs
return
if(is_blind())
to_chat(src, "<span class='warning'>Something is there but you can't see it!</span>")
return
face_atom(A)
var/list/result
if(client)
LAZYINITLIST(client.recent_examines)
if(isnull(client.recent_examines[A]) || client.recent_examines[A] < world.time) // originally this wasn't an assoc list, but sometimes the timer failed and atoms stayed in a client's recent_examines, so we check here manually
client.recent_examines[A] = world.time + EXAMINE_MORE_TIME
result = A.examine(src)
addtimer(CALLBACK(src, .proc/clear_from_recent_examines, A), EXAMINE_MORE_TIME)
else
result = A.examine_more(src)
else
result = A.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
to_chat(src, result.Join("\n"))
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
/mob/proc/clear_from_recent_examines(atom/A)
if(QDELETED(A) || !client)
return
LAZYREMOVE(client.recent_examines, A)
/**
* Point at an atom
*
* 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/pointed()
*
* note: ghosts can point, this is intended
*
* visible_message will handle invisibility properly
*
* overridden here and in /mob/dead/observer for different point span classes and sanity checks
*/
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc))
return FALSE
if(client && !(A in view(client.view, src)))
return FALSE
if(istype(A, /obj/effect/temp_visual/point))
return FALSE
var/tile = get_turf(A)
if (!tile)
return FALSE
new /obj/effect/temp_visual/point(A,invisibility)
return TRUE
///Can this mob resist (default FALSE)
/mob/proc/can_resist()
return FALSE //overridden in living.dm
///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
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
///Update the pulling hud icon
/mob/proc/update_pull_hud_icon()
hud_used?.pull_icon?.update_icon()
///Update the resting hud icon
/mob/proc/update_rest_hud_icon()
hud_used?.rest_icon?.update_icon()
/**
* 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
if(ismecha(loc))
return
if(incapacitated())
return
var/obj/item/I = get_active_held_item()
if(I)
I.attack_self(src)
update_inv_hands()
/**
* Get the notes of this mob
*
* This actually gets the mind datums notes
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
set desc = "View your character's notes memory."
if(mind)
mind.show_memory(src)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't look at your notes, if you had any.")
/**
* Add a note to the mind datum
*/
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
if(mind)
if (world.time < memory_throttle_time)
return
memory_throttle_time = world.time + 5 SECONDS
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
mind.store_memory(msg)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't add a note to it.")
/**
* Allows you to respawn, abandoning your current mob
*
* This sends you back to the lobby creating a new dead mob
*
* Only works if flag/norespawn is allowed in config
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (CONFIG_GET(flag/norespawn))
return
if ((stat != DEAD || !( SSticker )))
to_chat(usr, "<span class='boldnotice'>You must be dead to use this!</span>")
return
log_game("[key_name(usr)] used abandon mob.")
to_chat(usr, "<span class='boldnotice'>Please roleplay correctly!</span>")
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
return
var/mob/dead/new_player/M = new /mob/dead/new_player()
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
qdel(M)
return
M.key = key
// M.Login() //wat
return
/**
* 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
/**
* Topic call back for any mob
*
* * Unset machines if "mach_close" sent
* * refresh the inventory of machines in range if "refresh" sent
* * handles the strip panel equip and unequip as well if "item" sent
*/
/mob/Topic(href, href_list)
var/mob/user = usr
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(user != src)
if(href_list["item"] && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
var/slot = text2num(href_list["item"])
var/hand_index = text2num(href_list["hand_index"])
var/obj/item/what
if(hand_index)
what = get_item_for_held_index(hand_index)
slot = list(slot,hand_index)
else
what = get_item_by_slot(slot)
if(what)
if(!(what.item_flags & ABSTRACT))
user.stripPanelUnequip(what,src,slot)
else
user.stripPanelEquip(what,src,slot)
if(user.machine == src)
if(Adjacent(user))
show_inv(user)
else
user << browse(null,"window=mob[REF(src)]")
// The src mob is trying to strip an item from someone
// Defined in living.dm
/mob/proc/stripPanelUnequip(obj/item/what, mob/who)
return
// The src mob is trying to place an item on someone
// Defined in living.dm
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
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
/**
* Handle the result of a click drag onto this mob
*
* For mobs this just shows the inventory
*/
/mob/MouseDrop_T(atom/dropping, atom/user)
. = ..()
if(ismob(dropping) && dropping != user)
var/mob/M = dropping
if(ismob(user))
var/mob/U = user
if(!iscyborg(U) || U.a_intent == INTENT_HARM)
M.show_inv(U)
else
M.show_inv(user)
///Is the mob muzzled (default false)
/mob/proc/is_muzzled()
return 0
/**
* Output an update to the stat panel for the client
*
* calculates client ping, round id, server time, time dilation and other data about the round
* and puts it in the mob status panel on a regular loop
*/
/mob/Stat()
..()
if(statpanel("Status"))
if (client)
stat(null, "Ping: [round(client.lastping, 1)]ms (Average: [round(client.avgping, 1)]ms)")
stat(null, "Map: [SSmapping.config?.map_name || "Loading..."]")
var/datum/map_config/cached = SSmapping.next_map_config
if(cached)
stat(null, "Next Map: [cached.map_name]")
stat(null, "Round ID: [GLOB.round_id ? GLOB.round_id : "NULL"]")
stat(null, "Server Time: [time2text(world.timeofday, "YYYY-MM-DD hh:mm:ss")]")
if (SSticker.round_start_time)
stat(null, "Round Time: [gameTimestamp("hh:mm:ss", (world.time - SSticker.round_start_time))]")
else
stat(null, "Lobby Time: [gameTimestamp("hh:mm:ss", 0)]")
stat(null, "Station Time: [station_time_timestamp()]")
stat(null, "Time Dilation: [round(SStime_track.time_dilation_current,1)]% AVG:([round(SStime_track.time_dilation_avg_fast,1)]%, [round(SStime_track.time_dilation_avg,1)]%, [round(SStime_track.time_dilation_avg_slow,1)]%)")
if(SSshuttle.emergency)
var/ETA = SSshuttle.emergency.getModeStr()
if(ETA)
stat(null, "[ETA] [SSshuttle.emergency.getTimerStr()]")
if(client && client.holder)
if(statpanel("MC"))
var/turf/T = get_turf(client.eye)
stat("Location:", COORD(T))
stat("CPU:", "[world.cpu]")
stat("Instances:", "[num2text(world.contents.len, 10)]")
stat("World Time:", "[world.time]")
GLOB.stat_entry()
config.stat_entry()
stat(null)
if(Master)
Master.stat_entry()
else
stat("Master Controller:", "ERROR")
if(Failsafe)
Failsafe.stat_entry()
else
stat("Failsafe Controller:", "ERROR")
if(Master)
stat(null)
for(var/datum/controller/subsystem/SS in Master.subsystems)
SS.stat_entry()
GLOB.cameranet.stat_entry()
if(statpanel("Tickets"))
GLOB.ahelp_tickets.stat_entry()
if(length(GLOB.sdql2_queries))
if(statpanel("SDQL2"))
stat("Access Global SDQL2 List", GLOB.sdql2_vv_statobj)
for(var/i in GLOB.sdql2_queries)
var/datum/SDQL2_query/Q = i
Q.generate_stat()
if(listed_turf && client)
if(!TurfAdjacent(listed_turf))
listed_turf = null
else
statpanel(listed_turf.name, null, listed_turf)
var/list/overrides = list()
for(var/image/I in client.images)
if(I.loc && I.loc.loc == listed_turf && I.override)
overrides += I.loc
for(var/atom/A in listed_turf)
if(!A.mouse_opacity)
continue
if(A.invisibility > see_invisible)
continue
if(overrides.len && (A in overrides))
continue
if(A.IsObscured())
continue
statpanel(listed_turf.name, null, A)
if(mind)
add_spells_to_statpanel(mind.spell_list)
add_spells_to_statpanel(mob_spell_list)
/**
* Convert a list of spells into a displyable list for the statpanel
*
* Shows charge and other important info
*/
/mob/proc/add_spells_to_statpanel(list/spells)
for(var/obj/effect/proc_holder/spell/S in spells)
if(S.can_be_cast_by(src))
switch(S.charge_type)
if("recharge")
statpanel("[S.panel]","[S.charge_counter/10.0]/[S.charge_max/10]",S)
if("charges")
statpanel("[S.panel]","[S.charge_counter]/[S.charge_max]",S)
if("holdervar")
statpanel("[S.panel]","[S.holder_var_type] [S.holder_var_amount]",S)
#define MOB_FACE_DIRECTION_DELAY 1
// facing verbs
/**
* Returns true if a mob can turn to face things
*
* Conditions:
* * client.last_turn > world.time
* * not dead or unconcious
* * not anchored
* * no transform not set
* * we are not restrained
*/
/mob/proc/canface()
if(world.time < client.last_turn)
return FALSE
if(stat == DEAD || stat == UNCONSCIOUS)
return FALSE
if(anchored)
return FALSE
if(notransform)
return FALSE
if(restrained())
return FALSE
return TRUE
///Checks mobility move as well as parent checks
/mob/living/canface()
if(!(mobility_flags & MOBILITY_MOVE))
return FALSE
return ..()
/mob/dead/observer/canface()
return TRUE
///Hidden verb to turn east
/mob/verb/eastface()
set hidden = TRUE
if(!canface())
return FALSE
setDir(EAST)
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
return TRUE
///Hidden verb to turn west
/mob/verb/westface()
set hidden = TRUE
if(!canface())
return FALSE
setDir(WEST)
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
return TRUE
///Hidden verb to turn north
/mob/verb/northface()
set hidden = TRUE
if(!canface())
return FALSE
setDir(NORTH)
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
return TRUE
///Hidden verb to turn south
/mob/verb/southface()
set hidden = TRUE
if(!canface())
return FALSE
setDir(SOUTH)
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
return TRUE
///This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return FALSE
/mob/proc/swap_hand()
var/obj/item/held_item = get_active_held_item()
if(SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
to_chat(src, "<span class='warning'>Your other hand is too busy holding [held_item].</span>")
return FALSE
return TRUE
/mob/proc/activate_hand(selhand)
return
/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 it's body is being cloned
/mob/proc/notify_ghost_cloning(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)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound, source, flashwindow)
return ghost
///Add a spell to the mobs spell list
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
mob_spell_list += S
S.action.Grant(src)
///Remove a spell from the mobs spell list
/mob/proc/RemoveSpell(obj/effect/proc_holder/spell/spell)
if(!spell)
return
for(var/X in mob_spell_list)
var/obj/effect/proc_holder/spell/S = X
if(istype(S, spell))
mob_spell_list -= S
qdel(S)
///Return any anti magic atom on this mob that matches the magic type
/mob/proc/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE)
if(!magic && !holy && !tinfoil)
return
var/list/protection_sources = list()
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, src, magic, holy, tinfoil, chargecost, self, protection_sources) & COMPONENT_BLOCK_MAGIC)
if(protection_sources.len)
return pick(protection_sources)
else
return src
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
return src
/**
* Buckle to another mob
*
* You can buckle on mobs if you're next to them since most are dense
*
* Turns you to face the other mob too
*/
/mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(M.buckled)
return FALSE
var/turf/T = get_turf(src)
if(M.loc != T)
var/old_density = density
density = FALSE
var/can_step = step_towards(M, T)
density = old_density
if(!can_step)
return FALSE
return ..()
///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)
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 be buckled to something by default?
/mob/proc/can_buckle()
return 1
///can the mob be unbuckled from something by default?
/mob/proc/can_unbuckle()
return 1
///Can the mob interact() with an atom?
/mob/proc/can_interact_with(atom/A)
return IsAdminGhost(src) || Adjacent(A)
///Can the mob use Topic to interact with machines
/mob/proc/canUseTopic(atom/movable/M, be_close=FALSE, no_dexterity=FALSE, no_tk=FALSE)
return
///Can this mob use storage
/mob/proc/canUseStorage()
return FALSE
/**
* Check if the other mob has any factions the same as us
*
* If exact match is set, then all our factions must match exactly
*/
/mob/proc/faction_check_mob(mob/target, exact_match)
if(exact_match) //if we need an exact match, we need to do some bullfuckery.
var/list/faction_src = faction.Copy()
var/list/faction_target = target.faction.Copy()
if(!("[REF(src)]" in faction_target)) //if they don't have our ref faction, remove it from our factions list.
faction_src -= "[REF(src)]" //if we don't do this, we'll never have an exact match.
if(!("[REF(target)]" in faction_src))
faction_target -= "[REF(target)]" //same thing here.
return faction_check(faction_src, faction_target, TRUE)
return faction_check(faction, target.faction, 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.data_core 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)
log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP)
if(!newname)
return 0
log_played_names(ckey,newname)
real_name = newname
name = newname
if(mind)
mind.name = newname
if(mind.key)
log_played_names(mind.key,newname) //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()
return 1
///Updates GLOB.data_core 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 = GetAllContents()
var/search_id = 1
var/search_pda = 1
for(var/A in searching)
if( search_id && istype(A, /obj/item/card/id) )
var/obj/item/card/id/ID = A
if(ID.registered_name == oldname)
ID.registered_name = newname
ID.update_label()
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/pda) )
var/obj/item/pda/PDA = A
if(PDA.owner == oldname)
PDA.owner = newname
PDA.update_label()
if(!search_id)
break
search_pda = 0
/mob/proc/update_stat()
return
/mob/proc/update_health_hud()
return
///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT)
/mob/proc/update_sight()
SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
sync_lighting_plane_alpha()
///Set the lighting plane hud alpha to the mobs lighting_alpha var
/mob/proc/sync_lighting_plane_alpha()
if(hud_used)
var/obj/screen/plane_master/lighting/L = hud_used.plane_masters["[LIGHTING_PLANE]"]
if (L)
L.alpha = lighting_alpha
///Update the mouse pointer of the attached client in this mob
/mob/proc/update_mouse_pointer()
if (!client)
return
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
if (ismecha(loc))
var/obj/mecha/M = loc
if(M.mouse_pointer)
client.mouse_pointer_icon = M.mouse_pointer
else if (istype(loc, /obj/vehicle/sealed))
var/obj/vehicle/sealed/E = loc
if(E.mouse_pointer)
client.mouse_pointer_icon = E.mouse_pointer
///This mob is abile to read books
/mob/proc/is_literate()
return FALSE
///Can this mob read (is literate and not blind)
/mob/proc/can_read(obj/O)
if(is_blind())
to_chat(src, "<span class='warning'>As you are trying to read [O], you suddenly feel very stupid!</span>")
return
if(!is_literate())
to_chat(src, "<span class='notice'>You try to read [O], but can't comprehend any of it.</span>")
return
return TRUE
///Can this mob hold items
/mob/proc/can_hold_items()
return FALSE
///Get the id card on this mob
/mob/proc/get_idcard(hand_first)
return
/mob/proc/get_id_in_hand()
return
/**
* 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_GIVE_SPELL, "Give Spell")
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
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")
/mob/vv_do_topic(list/href_list)
. = ..()
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_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)
/**
* extra var handling for the logging var
*/
/mob/vv_get_var(var_name)
switch(var_name)
if("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()
set name = "Open Language Menu"
set category = "IC"
var/datum/language_holder/H = get_language_holder()
H.open_language_menu(usr)
///Adjust the nutrition of a mob
/mob/proc/adjust_nutrition(var/change) //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
nutrition = max(0, nutrition + change)
///Force set the mob nutrition
/mob/proc/set_nutrition(var/change) //Seriously fuck you oldcoders.
nutrition = max(0, change)
///Set the movement type of the mob and update it's movespeed
/mob/setMovetype(newval)
. = ..()
update_movespeed(FALSE)
/// Updates the grab state of the mob and updates movespeed
/mob/setGrabState(newstate)
. = ..()
switch(grab_state)
if(GRAB_PASSIVE)
remove_movespeed_modifier(MOVESPEED_ID_MOB_GRAB_STATE)
if(GRAB_AGGRESSIVE)
add_movespeed_modifier(/datum/movespeed_modifier/grab_slowdown/aggressive)
if(GRAB_NECK)
add_movespeed_modifier(/datum/movespeed_modifier/grab_slowdown/neck)
if(GRAB_KILL)
add_movespeed_modifier(/datum/movespeed_modifier/grab_slowdown/kill)
/mob/proc/update_equipment_speed_mods()
var/speedies = equipped_speed_mods()
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)
/// Gets the combined speed modification of all worn items
/// Except base mob type doesnt really wear items
/mob/proc/equipped_speed_mods()
for(var/obj/item/I in held_items)
if(I.item_flags & SLOWS_WHILE_IN_HAND)
. += I.slowdown
/mob/proc/set_stat(new_stat)
if(new_stat == stat)
return
SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat)
. = stat
stat = new_stat