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* Life() Optimization Part 1: Organ order It turns out organ code is really quite dumb. Wastes a lot of time. I'm going to be doing what I can to optimize it in this branch. To start with: If we can ensure organs are sorted according to organ_process_order inside internal_organs_slot We can do away with a needless get_organ_slot call in handle_organs, and avoid needing to iterate over 30 entries, one per possible organ slot, instead iterating just the ones we have This saves roughly 5% of life * Organ Optimization Part 2: base on_life() Organ on_life, despite not looking it, is a remarkably hot proc. Called something close to 9 times for each human on the map, it's worth taking care to clean it up. As things currently stand, we do two dumb things. The first is manually checking for organ failure each iteration. We do this because we allow organ damage to be modified outside of the applyOrganDamage proc, which also calls check_failing_thresholds. There's no reason to do this, so I've gone through and removed all instances of it The second is calling applyOrganDamage no matter what, to "heal" the organ. Even if it isn't damaged. The fix for this is simple, just an if check. This saves roughly 10% of pre changes Life() cost * Blood cleanup beta version Blood code is slightly more sane, but it calls get_part_bleed_rate a lot, and does other checks that are the same so long as the bleed rate never changes. This is reasonably expensive So, I'm going to make it event driven, and cache the bleed rate. But to do that, I need to be able to react to limb ownership changes, and well, there's a few that don't use the existing setter. This commit fixes that * Blood cleanup beta 2.0 I'm starting on the work to make bleed rate cached Adds NO_BLEED to the signal registration of set_owner This lets us generically react to it Makes changing your bleedstacks into a proc we can hook into Fully implements it * Blood optimization beta 3.0 Hooks into embedding/embed details updating, this ensures the embed aspect of bleed rate is properly accounted for * Blood optimization beta 4.0 Hooks wounds into refresh_bleed_rate, adds a setter for blood flow to support this I feel like there are places where this would be useful, but I'm not totally sure Kinda wanted to ask ryll * Blood optimization, the final countdown Fully caches bleed_rate. Because I can do this, we only need to call update_part_wound_overlay when bleed rate updates This saves 15%! of human life tick. Get owned * Optimizes body_temperature_alerts It turns out that clearing alerts and sending signals every process is wasteful. There's no reason to do it unless last process was a problem one The change for that is quite easy, literally just a new var on human. Saves 2% of human life tick. Very nice for the amount of time I put into it BTW, I have a feeling that most of the overhead of bodytemp is caused by human body temperature being higher then room temperature. Not sure what to do about this though * Does something similar to disgust Basically, don't continusly send signals if you have no disgust It's rare enough that this is all the caching we really need to do Saves roughly 1% of life tick. Right on the edge of not worth it * Some cleanup to how mob fires handle their lighting, adds a check to liver coder * Cleans up update_gravity slightly It's very close to outside a measurable deviation faster, but I honestly just did it to make it easier to read * Fuck you * Very minor organ optimization Instead of using internal_organs_slot for our organ iteration, we use it to produce a sorted internal_organs list. This is barely worth it, ends up being 0.7% of life saved. I only did it because it makes a semi noticable impact on our current numbers. * Revert "Very minor organ optimization" It turns out mutating internal_organs is important sometimes The usefulness of this change is small enough that I don't want to spend more time on it So back it goes into the dirt This reverts commit 622bd34adb8d8a3d5f2763ac659446ef3362e3cd. * Properly returns false in IgniteMob * Adds a parent call to setBleedStacks I like it, it's a good idea
453 lines
19 KiB
Plaintext
453 lines
19 KiB
Plaintext
#define COOLDOWN_STUN 120 SECONDS
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#define COOLDOWN_DAMAGE 60 SECONDS
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#define COOLDOWN_MEME 30 SECONDS
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#define COOLDOWN_NONE 10 SECONDS
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/// Used to stop listeners with silly or clown-esque (first) names such as "Honk" or "Flip" from screwing up certain commands.
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GLOBAL_DATUM(all_voice_of_god_triggers, /regex)
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/// List of all voice of god commands
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GLOBAL_LIST_INIT(voice_of_god_commands, init_voice_of_god_commands())
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/proc/init_voice_of_god_commands()
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. = list()
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var/all_triggers
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var/separator
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for(var/datum/voice_of_god_command/prototype as anything in subtypesof(/datum/voice_of_god_command))
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var/init_trigger = initial(prototype.trigger)
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if(!init_trigger)
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continue
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. += new prototype
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all_triggers += "[separator][init_trigger]"
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separator = "|" // Shouldn't be at the start or end of the regex, or it won't work.
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GLOB.all_voice_of_god_triggers = regex(all_triggers, "i")
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//////////////////////////////////////
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///////////VOICE OF GOD///////////////
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//////////////////////////////////////
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/*
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* The main proc for the voice of god power. it makes the user shout a message in an ominous way,
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* The first matching command (from a list of static datums) the listeners must obey,
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* and the return value of this proc the cooldown variable of the command dictates. (only relevant for things with cooldowns i guess)
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*/
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/proc/voice_of_god(message, mob/living/user, list/span_list, base_multiplier = 1, include_speaker = FALSE, forced = null)
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var/log_message = uppertext(message)
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var/is_cultie = IS_CULTIST(user)
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if(LAZYLEN(span_list) && is_cultie)
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span_list = list("narsiesmall")
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if(!user.say(message, spans = span_list, sanitize = FALSE))
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return
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message = lowertext(message)
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var/list/mob/living/listeners = list()
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//used to check if the speaker specified a name or a job to focus on
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var/list/specific_listeners = list()
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// string to remove at the end of the following of the following loop, so saying "Burn Mr. Hopkins" doesn't also burn the HoP later when we check jobs.
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var/to_remove_string
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var/list/candidates = get_hearers_in_view(8, user) - (include_speaker ? null : user)
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for(var/mob/living/candidate in candidates)
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if(candidate.stat != DEAD && candidate.can_hear())
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if(candidate.can_block_magic(MAGIC_RESISTANCE_HOLY|MAGIC_RESISTANCE_MIND, charge_cost = 0))
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to_chat(span_userdanger("Something's wrong! [candidate] seems to be resisting your commands."))
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continue
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listeners += candidate
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//Let's ensure the listener's name is not matched within another word or command (and viceversa). e.g. "Saul" in "somersault"
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var/their_first_name = candidate.first_name()
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if(!GLOB.all_voice_of_god_triggers.Find(their_first_name) && findtext(message, regex("(\\L|^)[their_first_name](\\L|$)", "i")))
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specific_listeners += candidate //focus on those with the specified name
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to_remove_string += "[to_remove_string ? "|" : null][their_first_name]"
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continue
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var/their_last_name = candidate.last_name()
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if(their_last_name != their_first_name && !GLOB.all_voice_of_god_triggers.Find(their_last_name) && findtext(message, regex("(\\L|^)[their_last_name](\\L|$)", "i")))
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specific_listeners += candidate // Ditto
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to_remove_string += "[to_remove_string ? "|" : null][their_last_name]"
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if(!listeners.len)
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return
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if(to_remove_string)
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to_remove_string = "(\\L|^)([to_remove_string])(\\L|$)"
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message = replacetext(message, regex(to_remove_string, "i"), "")
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var/power_multiplier = base_multiplier * (user.mind?.assigned_role.voice_of_god_power || 1)
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//Cultists are closer to their gods and are more powerful, but they'll give themselves away
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if(is_cultie)
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power_multiplier *= 2
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//Now get the proper job titles and check for matches.
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var/job_message = get_full_job_name(message)
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for(var/mob/living/candidate in candidates)
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var/their_role = candidate.mind?.assigned_role.title
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if(their_role && findtext(job_message, their_role))
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specific_listeners |= candidate //focus on those with the specified job. "|=" instead "+=" so "Mrs. Capri the Captain" doesn't get affected twice.
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if(specific_listeners.len)
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listeners = specific_listeners
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power_multiplier *= (1 + (1/specific_listeners.len)) //2x on a single guy, 1.5x on two and so on
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for(var/datum/voice_of_god_command/command as anything in GLOB.voice_of_god_commands)
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if(findtext(message, command.trigger))
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. = command.execute(listeners, user, power_multiplier, message) || command.cooldown
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break
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if(!forced)
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message_admins("[ADMIN_LOOKUPFLW(user)] has said '[log_message]' with a Voice of God, affecting [english_list(listeners)], with a power multiplier of [power_multiplier].")
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log_game("[key_name(user)] has said '[log_message]' with a Voice of God[forced ? " forced by [forced]" : ""], affecting [english_list(listeners)], with a power multiplier of [power_multiplier].")
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SSblackbox.record_feedback("tally", "voice_of_god", 1, log_message)
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/// Voice of god command datums that are used in [/proc/voice_of_god()]
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/datum/voice_of_god_command
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///a text string or regex that triggers the command.
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var/trigger
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/// Is the trigger supposed to be a regex? If so, convert it to such on New()
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var/is_regex = TRUE
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/// cooldown variable which is normally returned to [proc/voice_of_god] and used as its return value.
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var/cooldown = COOLDOWN_MEME
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/datum/voice_of_god_command/New()
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if(is_regex)
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trigger = regex(trigger)
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/*
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* What happens when the command is triggered.
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* If a return value is set, it'll be used in place of the 'cooldown' var.
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* Args:
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* * listeners: the list of living mobs who are affected by the command.
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* * user: the one who casted Voice of God
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* * power_multiplier: multiplies the power of the command, most times.
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*/
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/datum/voice_of_god_command/proc/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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return
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/// This command knocks the listeners down.
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/datum/voice_of_god_command/knockdown
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trigger = "drop|fall|trip|knockdown"
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cooldown = COOLDOWN_STUN
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/datum/voice_of_god_command/knockdown/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.Knockdown(4 SECONDS * power_multiplier)
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/// This command stops the listeners from moving.
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/datum/voice_of_god_command/immobilize
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trigger = "stop|wait|stand\\s*still|hold\\s*on|halt"
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cooldown = COOLDOWN_STUN
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/datum/voice_of_god_command/immobilize/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.Immobilize(4 SECONDS * power_multiplier)
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/// This command makes carbon listeners throw up like Mr. Creosote.
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/datum/voice_of_god_command/vomit
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trigger = "vomit|throw\\s*up|sick"
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cooldown = COOLDOWN_STUN
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/datum/voice_of_god_command/vomit/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/carbon/target in listeners)
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target.vomit(10 * power_multiplier, distance = power_multiplier, stun = FALSE)
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/// This command silences the listeners. Thrice as effective is the user is a mime or curator.
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/datum/voice_of_god_command/silence
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trigger = "shut\\s*up|silence|be\\s*silent|ssh|quiet|hush"
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cooldown = COOLDOWN_STUN
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/datum/voice_of_god_command/silence/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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power_multiplier *= user.mind?.assigned_role?.voice_of_god_silence_power || 1
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for(var/mob/living/carbon/target in listeners)
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target.silent += (10 * power_multiplier)
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/// This command makes the listeners see others as corgis, carps, skellies etcetera etcetera.
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/datum/voice_of_god_command/hallucinate
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trigger = "see\\s*the\\s*truth|hallucinate"
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/datum/voice_of_god_command/hallucinate/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/carbon/target in listeners)
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new /datum/hallucination/delusion(target, TRUE, null, 150 * power_multiplier, 0)
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/// This command wakes up the listeners.
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/datum/voice_of_god_command/wake_up
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trigger = "wake\\s*up|awaken"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/wake_up/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.SetSleeping(0)
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/// This command heals the listeners for 10 points of total damage.
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/datum/voice_of_god_command/heal
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trigger = "live|heal|survive|mend|life|heroes\\s*never\\s*die"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/heal/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.heal_overall_damage(10 * power_multiplier, 10 * power_multiplier)
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/// This command applies 15 points of brute damage to the listeners. There's subtle theological irony in this being more powerful than healing.
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/datum/voice_of_god_command/brute
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trigger = "die|suffer|hurt|pain|death"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/brute/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.apply_damage(15 * power_multiplier, def_zone = BODY_ZONE_CHEST, wound_bonus = CANT_WOUND)
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/// This command makes carbon listeners bleed from a random body part.
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/datum/voice_of_god_command/bleed
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trigger = "bleed|there\\s*will\\s*be\\s*blood"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/bleed/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/carbon/human/target in listeners)
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var/obj/item/bodypart/chosen_part = pick(target.bodyparts)
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chosen_part.adjustBleedStacks(5)
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/// This command sets the listeners ablaze.
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/datum/voice_of_god_command/burn
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trigger = "burn|ignite"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/burn/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.adjust_fire_stacks(1 * power_multiplier)
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target.IgniteMob()
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/// This command heats the listeners up like boiling water.
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/datum/voice_of_god_command/hot
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trigger = "heat|hot|hell"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/hot/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.adjust_bodytemperature(50 * power_multiplier)
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/// This command cools the listeners down like freezing water.
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/datum/voice_of_god_command/cold
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trigger = "cold|chill|freeze"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/cold/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.adjust_bodytemperature(-50 * power_multiplier)
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/// This command throws the listeners away from the user.
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/datum/voice_of_god_command/repulse
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trigger = "shoo|go\\s*away|leave\\s*me\\s*alone|begone|flee|fus\\s*ro\\s*dah|get\\s*away|repulse"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/repulse/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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var/throwtarget = get_edge_target_turf(user, get_dir(user, get_step_away(target, user)))
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target.throw_at(throwtarget, 3 * power_multiplier, 1 * power_multiplier)
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/// This command throws the listeners at the user.
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/datum/voice_of_god_command/attract
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trigger = "come\\s*here|come\\s*to\\s*me|get\\s*over\\s*here|attract"
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cooldown = COOLDOWN_DAMAGE
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/datum/voice_of_god_command/attract/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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target.throw_at(get_step_towards(user, target), 3 * power_multiplier, 1 * power_multiplier)
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/// This command forces the listeners to say their true name (so masks and hoods won't help).
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/datum/voice_of_god_command/who_are_you
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trigger = "who\\s*are\\s*you|say\\s*your\\s*name|state\\s*your\\s*name|identify"
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/datum/voice_of_god_command/who_are_you/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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var/iteration = 1
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for(var/mob/living/target as anything in listeners)
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addtimer(CALLBACK(target, /atom/movable/proc/say, target.real_name), 0.5 SECONDS * iteration)
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iteration++
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/// This command forces the listeners to say the user's name
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/datum/voice_of_god_command/say_my_name
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trigger = "say\\s*my\\s*name|who\\s*am\\s*i"
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/datum/voice_of_god_command/say_my_name/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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var/iteration = 1
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for(var/mob/living/target as anything in listeners)
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addtimer(CALLBACK(target, /atom/movable/proc/say, user.name), 0.5 SECONDS * iteration)
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iteration++
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/// This command forces the listeners to say "Who's there?".
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/datum/voice_of_god_command/knock_knock
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trigger = "knock\\s*knock"
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/datum/voice_of_god_command/knock_knock/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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var/iteration = 1
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for(var/mob/living/target as anything in listeners)
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addtimer(CALLBACK(target, /atom/movable/proc/say, "Who's there?"), 0.5 SECONDS * iteration)
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iteration++
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/// This command forces silicon listeners to state all their laws.
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/datum/voice_of_god_command/state_laws
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trigger = "state\\s*(your)?\\s*laws"
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/datum/voice_of_god_command/state_laws/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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var/iteration = 0
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for(var/mob/living/silicon/target in listeners)
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addtimer(CALLBACK(target, /mob/living/silicon/proc/statelaws, TRUE), (3 SECONDS * iteration) + 0.5 SECONDS)
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iteration++
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/// This command forces the listeners to take step in a direction chosen by the user, otherwise a random cardinal one.
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/datum/voice_of_god_command/move
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trigger = "move|walk"
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var/static/up_words = regex("up|north|fore")
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var/static/down_words = regex("down|south|aft")
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var/static/left_words = regex("left|west|port")
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var/static/right_words = regex("right|east|starboard")
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/datum/voice_of_god_command/move/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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var/iteration = 1
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var/direction
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if(findtext(message, up_words))
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direction = NORTH
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else if(findtext(message, down_words))
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direction = SOUTH
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else if(findtext(message, left_words))
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direction = WEST
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else if(findtext(message, right_words))
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direction = EAST
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for(var/mob/living/target as anything in listeners)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/_step, target, direction || pick(GLOB.cardinals)), 1 SECONDS * (iteration - 1))
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iteration++
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/// This command forces the listeners to switch to walk intent.
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/datum/voice_of_god_command/walk
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trigger = "slow\\s*down"
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/datum/voice_of_god_command/walk/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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if(target.m_intent != MOVE_INTENT_WALK)
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target.toggle_move_intent()
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/// This command forces the listeners to switch to run intent.
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/datum/voice_of_god_command/run
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trigger = "run"
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is_regex = FALSE
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/datum/voice_of_god_command/walk/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/target as anything in listeners)
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if(target.m_intent != MOVE_INTENT_RUN)
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target.toggle_move_intent()
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|
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/// This command turns the listeners' throw mode on.
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/datum/voice_of_god_command/throw_catch
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trigger = "throw|catch"
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|
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/datum/voice_of_god_command/throw_catch/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
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for(var/mob/living/carbon/target in listeners)
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target.throw_mode_on(THROW_MODE_TOGGLE)
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|
|
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/// This command forces the listeners to say a brain damage line.
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/datum/voice_of_god_command/speak
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trigger = "speak|say\\s*something"
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|
|
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/datum/voice_of_god_command/speak/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
var/iteration = 1
|
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for(var/mob/living/target in listeners)
|
|
addtimer(CALLBACK(target, /atom/movable/proc/say, pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage")), 0.5 SECONDS * iteration)
|
|
iteration++
|
|
|
|
/// This command forces the listeners to get the fuck up, resetting all stuns.
|
|
/datum/voice_of_god_command/getup
|
|
trigger = "get\\s*up"
|
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cooldown = COOLDOWN_DAMAGE
|
|
|
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/datum/voice_of_god_command/getup/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
for(var/mob/living/target as anything in listeners)
|
|
target.set_resting(FALSE)
|
|
target.SetAllImmobility(0)
|
|
|
|
/// This command forces each listener to buckle to a chair found on the same tile.
|
|
/datum/voice_of_god_command/sit
|
|
trigger = "sit"
|
|
is_regex = FALSE
|
|
|
|
/datum/voice_of_god_command/sit/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
for(var/mob/living/target as anything in listeners)
|
|
var/obj/structure/chair/chair = locate(/obj/structure/chair) in get_turf(target)
|
|
chair?.buckle_mob(target)
|
|
|
|
/// This command forces each listener to unbuckle from whatever they are buckled to.
|
|
/datum/voice_of_god_command/stand
|
|
trigger = "stand"
|
|
is_regex = FALSE
|
|
|
|
/datum/voice_of_god_command/stand/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
for(var/mob/living/target as anything in listeners)
|
|
target.buckled?.unbuckle_mob(target)
|
|
|
|
/// This command forces the listener to do the jump emote 3/4 of the times or reply "HOW HIGH?!!".
|
|
/datum/voice_of_god_command/jump
|
|
trigger = "jump"
|
|
is_regex = FALSE
|
|
|
|
/datum/voice_of_god_command/jump/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
var/iteration = 1
|
|
for(var/mob/living/target as anything in listeners)
|
|
if(prob(25))
|
|
addtimer(CALLBACK(target, /atom/movable/proc/say, "HOW HIGH?!!"), 0.5 SECONDS * iteration)
|
|
else
|
|
addtimer(CALLBACK(target, /mob/living/.proc/emote, "jump"), 0.5 SECONDS * iteration)
|
|
iteration++
|
|
|
|
///This command plays a bikehorn sound after 2 seconds and a half have passed, and also slips listeners if the user is a clown.
|
|
/datum/voice_of_god_command/honk
|
|
trigger = "ho+nk"
|
|
|
|
/datum/voice_of_god_command/honk/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, get_turf(user), 'sound/items/bikehorn.ogg', 300, 1), 2.5 SECONDS)
|
|
if(is_clown_job(user.mind?.assigned_role))
|
|
. = COOLDOWN_STUN //it slips.
|
|
for(var/mob/living/carbon/target in listeners)
|
|
target.slip(14 SECONDS * power_multiplier)
|
|
|
|
///This command spins the listeners 1800° degrees clockwise.
|
|
/datum/voice_of_god_command/multispin
|
|
trigger = "like\\s*a\\s*record\\s*baby|right\\s*round"
|
|
|
|
/datum/voice_of_god_command/multispin/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
for(var/mob/living/target as anything in listeners)
|
|
target.SpinAnimation(speed = 10, loops = 5)
|
|
|
|
/// Supertype of all those commands that make people emote and nothing else. Fuck copypasta.
|
|
/datum/voice_of_god_command/emote
|
|
/// The emote to run.
|
|
var/emote_name = "dance"
|
|
|
|
/datum/voice_of_god_command/emote/execute(list/listeners, mob/living/user, power_multiplier = 1, message)
|
|
var/iteration = 1
|
|
for(var/mob/living/target as anything in listeners)
|
|
addtimer(CALLBACK(target, /mob/living/.proc/emote, emote_name), 0.5 SECONDS * iteration)
|
|
iteration++
|
|
|
|
/datum/voice_of_god_command/emote/flip
|
|
trigger = "flip|rotate|revolve|roll|somersault"
|
|
emote_name = "flip"
|
|
|
|
/datum/voice_of_god_command/emote/dance
|
|
trigger = "dance"
|
|
is_regex = FALSE
|
|
|
|
/datum/voice_of_god_command/emote/salute
|
|
trigger = "salute"
|
|
emote_name = "salute"
|
|
is_regex = FALSE
|
|
|
|
/datum/voice_of_god_command/emote/play_dead
|
|
trigger = "play\\s*dead"
|
|
emote_name = "deathgasp"
|
|
|
|
/datum/voice_of_god_command/emote/clap
|
|
trigger = "clap|applaud"
|
|
emote_name = "clap"
|
|
|
|
#undef COOLDOWN_STUN
|
|
#undef COOLDOWN_DAMAGE
|
|
#undef COOLDOWN_MEME
|
|
#undef COOLDOWN_NONE
|