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## About The Pull Request Relies on #72886 for some render relay expansion I use for light_mask stuff. Hello bestie! Night vision pissed me off, so I've come to burn this place to the ground. Two sections to discuss here. First we'll talk about see_in_dark and why I hate it, second we'll discuss the lighting plane and how we brighten it, plus introducing color to the party. ### `see_in_dark` and why it kinda sucks https://www.byond.com/docs/ref/#/mob/var/see_in_dark See in dark lets us control how far away from us a turf can be before we hide it/its contents if it's dark (not got luminosity set) We currently set it semi inconsistently to provide nightvision to mobs. The trouble is stuff that produces light != stuff that sets luminosity. The worst case of this can be seen by walking out of escape on icebox, where you'll see this  Snow draws above the lighting plane, so the snow will intermittently draw, depending on see_in_dark and the luminosity from tracking lights. This would in theory be solvable by modifying the area, but the same problem applies across many things in the codebase. As things currently stand, to be emissive you NEED to have a light on your tile. People are bad at this, and honestly it's a bit much to expect of them. An emissive overlay on a canister shouldn't need an element or something and a list on turfs to manage it. This gets worse when you factor in the patterns I'm using to avoid drawing lights above nothing, which leads to lights that should show, but are misoffset because their parent pixel offsets. It's silly. We do it so we can have things like mesons without just handing out night vision, but even there the effect of just hiding objects and mobs looks baddddddd when moving. It's always bothered me. I'll complain about mesons more later, but really just like, they're too bright as it is. I'm proposing here that rather then manually hiding stuff based off distance from the player, we can instead show/hide using just the lighting plane. This means things like mesons are gonna get dimmer, but that's fine because they suck. It does have some side effects, things like view() on mobs won't hide stuff in darkness, but that's fine because none actually thinks about view like that, I think. Oh and I added a case to prevent examining stuff that's in darkness, and not right next to you when you don't have enough nightvision, to match the old behavior `see_in_dark` gave us. Now I'd like to go on a mild tangent about color, please bare with me ### Color and why `lighting_alpha` REALLY sucks You ever walk around with mesons on when there's a fire going, or an ethereal or firelocks down. You notice how there isn't really much color to our lights? Doesn't that suck? It's because the way we go about brighting lighting is by making everything on the lighting plane transparent. This is fine for brightening things, but it ends up looking kinda crummy in the end and leads to really washed out colors that should be bright. Playing engineer or miner gets fucking depressing. The central idea of this pr, that everything else falls out of, is instead of making the plane more transparent, we can use color matrixes to make things AT LEAST x bright. https://www.byond.com/docs/ref/#/{notes}/color-matrix Brief recap for color matrixes, fully expanded they're a set of 20 different values in a list Units generally scale 0-1 as multipliers, though since it's multiplication in order to make an rgb(1,1,1) pixel fullbright you would need to use 255s. A "unit matrix" for color looks like this: ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0 ) ``` The first four rows are how much each r, g, b and a impact r, g, b and well a. So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of r. and 0 units of green, blue and alpha, and so on. A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green component, and leave red, blue and alpha alone, shifting any red of whatever it's applied to a green. Using these we can essentially color transform our world. It's a fun tool. But there's more. That last row there doesn't take a variable input like the others. Instead, it ADDS some fraction of 255 to red, green, blue and alpha. So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it could possibly be. This is what we're going to exploit here. You see all these values accept negative multipliers, so we can lower colors down instead of raising them up! The key idea is using color matrix filters https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these operations together. Pulling alllll the way back, we want to brighten darkness without affecting brighter colors. Lower rgb values are darker, higher ones are brighter. This relationship isn't really linear because of suffering reasons, but it's good enough for this. Let's try chaining some matrixes on the lighting plane, which is bright where fullbright, and dark where dark. Take a list like this ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, -0.2, -0.2, -0.2, 0 ) ``` That would darken the lighting a bit, but negative values will get rounded to 0 A subsequent raising by the same amount ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0.2, 0.2, 0.2, 0 ) ``` Will essentially threshold our brightness at that value. This ensures we aren't washing out colors when we make things brighter, while leaving higher values unaffected since they basically just had a constant subtracted and then readded. ### But wait, there's more You may have noticed, we gain access to individual color components here. This means not only can we darken and lighten by thresholds, we can COLOR those thresholds. ``` list(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0.1, 0.2, 0.1, 0 ) ``` Something like the above, if applied with its inverse, would tint the darkness green. The delta between the different scalars will determine how vivid the color is, and the actual value will impact the brightness. Something that's always bothered me about nightvision is it's just greyscale for the most part, there isn't any color to it. There was an old idea of coloring the game plane to match their lenses, but if you've ever played with the colorblind quirk you know that gets headachey really fast. So instead of that, lets color just the darkness that these glasses produce. It provides some reminder that you're wearing them, instead of just being something you forget about while playing, and provides a reason to use flashlights and such since they can give you a clearer, less tinted view of things while retaining the ability to look around things. I've so far applied this pattern to JUST headwear for humans (also those mining wisps) I'm planning on furthering it to mobs that use nightvision, but I wanted to get this up cause I don't wanna pr it the day before the freeze. Mesons are green, sec night vision is red, thermals orange, etc. I think the effect this gives is really really nice. I've tuned most things to work for the station, though mesons works for lavaland for obvious reasons. I've tuned things significantly darker then we have them set currently, since I really hate flat lighting and this system suffers when interacting with it. My goal with these is to give you a rough idea of what's around you, without a good eye for detail. That's the difference between say, mesons, and night vision. One helps you see outlines, the other gives you detail and prevents missing someone in the darkness. It's hard to balance this precisely because of different colored backgrounds (looking at you icebox) More can be done on this front in future but I'm quite happy with things as of now ### **EDIT** I have since expanded to all uses of nightvision, coloring most all of them. Along the way I turned some toggleable nightvision into just one level. Fullbright sucks, and I'd rather just have one "good" value. I've kept it for a few cases, mostly eyes you rip out of mobs. Impacted mobs are nightmares, aliens, zombies, revenants, states and sort of stands. I've done a pass on all mobs and items that impact nightvision and added what I thought was the right level of color to them. This includes stuff like blobs and shuttle control consoles As with glasses much of this was around reducing vision, though I kept it stronger here, since many of these mobs rely on it for engaging with the game <details> <summary> Technical Changes </summary> #### Adds filter proc (the ones that act like templates) support to filter transitions. Found this when testing this pr, seemed silly. #### Makes our emissive mask mask all light instead This avoids dumbass overlay lighting lighting up wallmounts. We switch modes if some turfflags are set, to accomplish the same thing with more overhead, and support showing things through the darkness. Also fixes a bug where you'd only get one fullscreen object per mob, so opening and closing a submap would take it away Also also fixes the lighting backdrop not actually spanning the screen. It doesn't actually do anything anymore because of the fullscreen light we have, but just in case that's unsued. Needs cleanup in future. #### Moves openspace to its own plane that doesn't draw, maxing its color with a sprite This is to support the above We relay this plane to lighting mask so openspace can like, have lighting #### Changes our definition of nightvision to the light cutoff of night vision goggles and such Side affect of removing see_in_dark. This logic is a bit weak atm, needs some work. #### Removes the nightvision spell It's a dupe of the nightvision action button, and newly redundant since I've removed all uses of it #### Cleans up existing plane master critical defines, ensures trasnparent won't render These sucked Also transparent stuff should never render, if it does you'll get white blobs which suck </details> ## Why It's Good For The Game Videos! (Github doesn't like using a summary here I'm sorry) <details> Demonstration of ghost lighting, and color https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4 Engi-glass mesons and walking in maint (Potentially overtuned, yellow is hard) https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4 Diagnostic nightvision goggles and see_in_dark not hiding emissives https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4 Sec nightvision (I just think it looks neat) https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4 Medical nightvision goggles and other colors https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4 Miner mesons and mobs hiding in lavaland (This is basically the darkest possible environment) https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4 Thermal goggles and coloring displayed mobs https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4 </details> I think it's pretty, and see_in_dark sucks butt. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: The darkness that glasses and hud goggles that impact your nightvision (think mesons, nightvision goggles, etc) lighten is now tinted to match the glasses. S pretty IMO, and hopefully it helps with forgetting you're wearing X. balance: Nightvision is darker. I think bright looks bad, and things like mesons do way too much balance: Mesons (and mobs in general) no longer have a static distance you can see stuff in the dark. If a tile is lit, you can now see it. fix: Nightvision no longer dims colored lights, instead simply thresholding off bits of darkness that are dimmer then some level. /🆑
1496 lines
50 KiB
Plaintext
1496 lines
50 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 has been deleted.")
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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() //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("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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/**
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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('icons/mob/huds/hud.dmi', src, "")
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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
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msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
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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
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else
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msg = alt_msg
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type = alt_type
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if(type & MSG_AUDIBLE && !can_hear())//Hearing related
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if(!alt_msg)
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return
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else
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msg = alt_msg
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type = alt_type
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if(type & MSG_VISUAL && is_blind())
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return
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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
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to_chat(src, msg, avoid_highlighting = avoid_highlighting)
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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)
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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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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> [message]</span>"
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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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//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())
|
|
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags)
|
|
|
|
M.show_message(msg, msg_type, 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, visible_message_flags = NONE)
|
|
. = ..()
|
|
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, audible_message_flags = NONE)
|
|
var/list/hearers = get_hearers_in_view(hearing_distance, src)
|
|
if(self_message)
|
|
hearers -= src
|
|
var/raw_msg = message
|
|
if(audible_message_flags & EMOTE_MESSAGE)
|
|
message = "<span class='emote'><b>[src]</b> [message]</span>"
|
|
for(var/mob/M in hearers)
|
|
if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear())
|
|
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags)
|
|
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, audible_message_flags = NONE)
|
|
. = ..()
|
|
if(self_message)
|
|
show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
|
|
|
|
|
|
///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
|
|
*/
|
|
/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)
|
|
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))
|
|
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) //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, qdel_on_fail = FALSE)
|
|
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\
|
|
)
|
|
|
|
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;
|
|
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.luminosity && \
|
|
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)
|
|
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?
|
|
|
|
if(result.len)
|
|
for(var/i in 1 to (length(result) - 1))
|
|
result[i] += "\n"
|
|
|
|
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 || LAZYLEN(do_afters) >= 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
|
|
|
|
///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
|
|
|
|
flags_1 |= IS_SPINNING_1
|
|
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
|
|
flags_1 &= ~IS_SPINNING_1
|
|
|
|
///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/norespawn is allowed in config
|
|
*/
|
|
/mob/verb/abandon_mob()
|
|
set name = "Respawn"
|
|
set category = "OOC"
|
|
|
|
if (CONFIG_GET(flag/norespawn))
|
|
if (!check_rights_for(usr.client, R_ADMIN))
|
|
to_chat(usr, span_boldnotice("Respawning is not enabled!"))
|
|
return
|
|
else 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
|
|
|
|
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
|
|
|
|
|
|
/**
|
|
* 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)
|
|
if(href_list["mach_close"])
|
|
var/t1 = text("window=[href_list["mach_close"]]")
|
|
unset_machine()
|
|
src << browse(null, t1)
|
|
|
|
/**
|
|
* 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)
|
|
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
|
|
|
|
/**
|
|
* 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
|
|
|
|
var/list/protection_was_used = list() // this is a janky way of interrupting signals using lists
|
|
var/is_magic_blocked = SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, casted_magic_flags, charge_cost, protection_was_used) & COMPONENT_MAGIC_BLOCKED
|
|
|
|
if(casted_magic_flags && 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
|
|
|
|
return is_magic_blocked
|
|
|
|
/**
|
|
* 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
|
|
|
|
//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
|
|
/**
|
|
* 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.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, 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()
|
|
|
|
log_mob_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.saved_identification = 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_color_cutoffs[1] + lighting_color_cutoffs[2] + lighting_color_cutoffs[3]) / 3 + lighting_cutoff
|
|
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.
|
|
*/
|
|
/mob/proc/can_write(obj/item/writing_instrument)
|
|
if(!istype(writing_instrument))
|
|
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
|
|
|
|
var/pen_info = writing_instrument.get_writing_implement_details()
|
|
if(!pen_info || (pen_info["interaction_mode"] != MODE_WRITING))
|
|
to_chat(src, span_warning("You can't write with the [writing_instrument]!"))
|
|
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)
|
|
return mob_location.get_lumcount() > light_amount
|
|
|
|
|
|
/// 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_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")
|
|
VV_DROPDOWN_OPTION(VV_HK_VIEW_PLANES, "View/Edit Planes")
|
|
|
|
/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)
|
|
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()
|
|
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(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(change) //Seriously fuck you oldcoders.
|
|
nutrition = max(0, change)
|
|
|
|
/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
|
|
. = stat
|
|
stat = new_stat
|
|
SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat, .)
|
|
|
|
/mob/vv_edit_var(var_name, var_value)
|
|
switch(var_name)
|
|
if(NAMEOF(src, control_object))
|
|
var/obj/O = var_value
|
|
if(!istype(O) || (O.obj_flags & DANGEROUS_POSSESSION))
|
|
return FALSE
|
|
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)
|
|
|
|
/mob/proc/set_active_storage(new_active_storage)
|
|
if(active_storage)
|
|
UnregisterSignal(active_storage, COMSIG_PARENT_QDELETING)
|
|
active_storage = new_active_storage
|
|
if(active_storage)
|
|
RegisterSignal(active_storage, COMSIG_PARENT_QDELETING, PROC_REF(active_storage_deleted))
|
|
|
|
/mob/proc/active_storage_deleted(datum/source)
|
|
SIGNAL_HANDLER
|
|
set_active_storage(null)
|
|
|
|
/// 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)
|