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Bubberstation/code/modules/mob/mob.dm
SkyratBot a8c10d1659 [MIRROR] Converts a shitload of istypes to their more concise macros [MDB IGNORE] (#15702)
Converts a shitload of istypes to their more concise macros

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-08-27 16:23:44 -04:00

1468 lines
48 KiB
Plaintext

/**
* 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
*
* Clears any refs to the mob inside its current location
*
* Ghostizes the client attached to this mob
*
* If our mind still exists, clear its current var to prevent harddels
*
* Parent call
*/
/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()
remove_from_mob_suicide_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?.len)
for(var/mob/dead/observe as anything in observers)
observe.reset_perspective(null)
qdel(hud_used)
QDEL_LIST(client_colours)
ghostize() //False, since we're deleting it currently
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
mind.set_current(null)
if(mock_client)
mock_client.mob = null
return ..()
/**
* 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(mapload)
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()
initialize_actionspeed()
update_movespeed(TRUE)
become_hearing_sensitive()
log_mob_tag("\[[tag]\] CREATED: [key_name(src)]")
/**
* 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++]"
/**
* set every hud image in the given category active so other people with the given hud can see it.
* Arguments:
* * hud_category - the index in our active_hud_list corresponding to an image now being shown.
* * 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
* * exclusive_hud - if given a reference to an atom_hud, will just update that hud instead of all global ones attached to that category.
* 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.
*/
/atom/proc/set_hud_image_active(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud)
if(!istext(hud_category) || !hud_list?[hud_category] || active_hud_list?[hud_category])
return FALSE
LAZYSET(active_hud_list, hud_category, hud_list[hud_category])
if(!update_huds)
return TRUE
if(exclusive_hud)
exclusive_hud.add_single_hud_category_on_atom(src, hud_category)
else
for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category])
hud_to_update.add_single_hud_category_on_atom(src, hud_category)
return TRUE
///sets every hud image in the given category inactive so no one can see it
/atom/proc/set_hud_image_inactive(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud)
if(!istext(hud_category))
return FALSE
if(!update_huds)
LAZYREMOVE(active_hud_list, hud_category)
return TRUE
if(exclusive_hud)
exclusive_hud.remove_single_hud_category_on_atom(src, hud_category)
else
for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category])
hud_to_update.remove_single_hud_category_on_atom(src, hud_category)
LAZYREMOVE(active_hud_list, hud_category)
return TRUE
/**
* 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()
if(hud_list) // I choose to be lienient about people calling this proc more then once
return
hud_list = list()
for(var/hud in hud_possible)
var/hint = hud_possible[hud]
if(hint == HUD_LIST_LIST)
hud_list[hud] = list()
else
var/image/I = image('modular_skyrat/master_files/icons/mob/huds/hud.dmi', src, "") //SKYRAT EDIT: original filepath 'icons/mob/huds/hud.dmi'
I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
hud_list[hud] = I
set_hud_image_active(hud, update_huds = FALSE) //by default everything is active. but dont add it to huds to keep control.
/**
* Some kind of debug verb that gives atmosphere environment details
*/
/mob/proc/Cell()
set category = "Admin"
set hidden = TRUE
if(!loc)
return
var/datum/gas_mixture/environment = loc.return_air()
var/t = "[span_notice("Coordinates: [x],[y] ")]\n"
t += "[span_danger("Temperature: [environment.temperature] ")]\n"
for(var/id in environment.gases)
var/gas = environment.gases[id]
if(gas[MOLES])
t+="[span_notice("[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] ")]\n"
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, avoid_highlighting = FALSE)//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 || stat == HARD_CRIT)
if(type & MSG_AUDIBLE) //audio
to_chat(src, "<I>... You can almost hear something ...</I>")
return
to_chat(src, msg, avoid_highlighting = avoid_highlighting)
/**
* 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, visible_message_flags = NONE, separation = " ") // SKYRAT EDIT ADDITION - SEPERATION
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
var/raw_msg = message
if(visible_message_flags & EMOTE_MESSAGE)
message = "<span class='emote'><b>[src]</b>[separation][message]</span>" // SKYRAT EDIT - Better emotes
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
var/msg_type = MSG_VISUAL
if(M.see_invisible < invisibility)//if src is invisible to M
msg = blind_message
msg_type = MSG_AUDIBLE
else if(T != loc && T != src) //if src is inside something and not a turf.
if(M != loc) // Only give the blind message to hearers that aren't the location
msg = blind_message
msg_type = MSG_AUDIBLE
else if(!HAS_TRAIT(M, TRAIT_HEAR_THROUGH_DARKNESS) && M.lighting_alpha > LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE && T.is_softly_lit() && !in_range(T,M)) //if it is too dark, unless we're right next to them.
msg = blind_message
msg_type = MSG_AUDIBLE
if(!msg)
continue
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, separation = " ") // SKYRAT EDIT ADDITION - Better emotes
. = ..()
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, separation = " ") // SKYRAT EDIT ADDITION - Better emotes
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>[separation][message]</span>" //SKYRAT EDIT CHANGE
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, separation = " ") // SKYRAT EDIT ADDITION - Better emotes
. = ..()
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, null, 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, blacklist, initial) //SKYRAT EDIT CHANGE
if(!istype(W))
return FALSE
var/slot_priority = W.slot_equipment_priority
if(!slot_priority)
slot_priority = list( \
ITEM_SLOT_BACK, ITEM_SLOT_ID,\
ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\
ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\
ITEM_SLOT_EARS, ITEM_SLOT_EYES,\
ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\
ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\
ITEM_SLOT_DEX_STORAGE\
)
//SKYRAT EDIT CHANGE BEGIN - CUSTOMIZATION
/*
for(var/slot in slot_priority)
if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, FALSE)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE;
*/
if (blacklist)
slot_priority -= blacklist
for(var/slot in slot_priority)
if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, initial)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE;
//SKYRAT EDIT CHANGE END
return TRUE
if(qdel_on_fail)
qdel(W)
return FALSE
/**
* Reset the attached clients perspective (viewpoint)
*
* reset_perspective(null) set eye to common default : mob on turf, loc otherwise
* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
*/
/mob/proc/reset_perspective(atom/new_eye)
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.eye = new_eye
else
client.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.eye = new_eye
else
client.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.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.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/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
if(is_blind() && !blind_examine_check(examinify)) //blind people see things differently (through touch)
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/clear_from_recent_examines, ref_to_atom), RECENT_EXAMINE_MAX_WINDOW)
handle_eye_contact(examinify)
else
result = examinify.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
//SKYRAT EDIT CHANGE
if(result.len)
for(var/i = 1; i <= length(result); i++)
if(result[i] != EXAMINE_SECTION_BREAK)
result[i] += "\n"
else
// remove repeated <hr's> and ones on the ends.
if((i == 1) || (i == length(result)) || (result[i - 1] == EXAMINE_SECTION_BREAK))
result.Cut(i, i + 1)
i--
//SKYRAT EDIT END
to_chat(src, examine_block("<span class='infoplain'>[result.Join()]</span>"))
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, examinify)
/mob/proc/blind_examine_check(atom/examined_thing)
return TRUE //The non-living will always succeed at this check.
/mob/living/blind_examine_check(atom/examined_thing)
//need to be next to something and awake
if(!Adjacent(examined_thing) || incapacitated())
to_chat(src, span_warning("Something is there, but you can't see it!"))
return FALSE
//you can examine things you're holding directly, but you can't examine other things if your hands are full
/// the item in our active hand
var/obj/item/active_item = get_active_held_item()
var/boosted = FALSE
if(active_item)
if(HAS_TRAIT(active_item, TRAIT_BLIND_TOOL))
boosted = TRUE
else if(active_item != examined_thing)
to_chat(src, span_warning("Your hands are too full to examine this!"))
return FALSE
//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
/// our active hand, to check if it's disabled/detatched
var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null
if(!active_hand || active_hand.bodypart_disabled || 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, /atom/proc/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, .proc/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, .proc/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/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) && (!check_rights_for(usr.client, R_ADMIN) || tgui_alert(usr, "Respawn configs disabled. Do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes"))
return
if ((stat != DEAD || !( SSticker )))
to_chat(usr, span_boldnotice("You must be dead to use this!"))
return
//SKYRAT EDIT ADDITION
if(ckey)
if(is_banned_from(ckey, BAN_RESPAWN))
to_chat(usr, "<span class='boldnotice'>You are respawn banned, you can't respawn!</span>")
return
//SKYRAT EDIT END
usr.log_message("used the respawn button.", LOG_GAME)
to_chat(usr, span_boldnotice("Please roleplay correctly!"))
if(!client)
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
return
client.screen.Cut()
client.screen += client.void
if(!client)
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
return
var/mob/dead/new_player/M = new /mob/dead/new_player()
if(!client)
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
qdel(M)
return
M.key = key
/**
* 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()
/**
* 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()
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_warning("Your other hand is too busy holding [held_item]."))
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
/**
* 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)
///Can the mob use Topic to interact with machines
/mob/proc/canUseTopic(atom/movable/M, be_close=FALSE, no_dexterity=FALSE, no_tk=FALSE, need_hands = FALSE, floor_okay=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)
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("\[[tag]\] RENAMED: [key_name(src)]")
return TRUE
///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 = 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/tablet/pda) )
var/obj/item/modular_computer/tablet/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()
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/atom/movable/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
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. Also see_in_dark is a BYOND mob var (that defaults to 2)
**/
/mob/proc/has_nightvision()
return see_in_dark >= NIGHTVISION_FOV_RANGE
/// Is this mob affected by nearsight
/mob/proc/is_nearsighted()
return HAS_TRAIT(src, TRAIT_NEARSIGHT)
/// 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(obj/O, check_for_light = TRUE)
if(!is_literate())
to_chat(src, span_warning("You try to read [O], but can't comprehend any of it."))
return FALSE
if(check_for_light && !has_light_nearby() && !has_nightvision())
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")
/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(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(NAMEOF(src, eye_blind))
set_blindness(var_value)
. = TRUE
if(NAMEOF(src, eye_blurry))
set_blurriness(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/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)