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* Buckling cleanup and documentation. Borg buckle time tweak. (#54402) Added / improved documentation for buckling procs and variables Removed / moved some unused things (removed 'buckling' var on mob, moved can_unbuckle() and can_buckle() from mob to living, removed can_unbuckle() and can_buckle() from slimes because they were ignoring everywhere it was checked anyways) Moved can_buckle() check to is_buckle_possible() with the rest of the checks Allowed mobs to buckle other mobs to things on the same turf as them ( I don't see why this was blocked in the first place. We have mobs on the same turf as each other all the time) Changed silicons to use user_buckle_mob() instead of their own do_after system - now slightly longer to buckle mobs from another turf but instant to buckle mobs from the same turf. This means that borgs can't combatspin people who are still standing but have a slight slowdown, but can load people even faster if they're stunned/incapacitated and lying down. (But honestly, I did it for consistency, not balance) * Buckling cleanup and documentation. Borg buckle time tweak. Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
227 lines
7.6 KiB
Plaintext
227 lines
7.6 KiB
Plaintext
/**
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* The mob, usually meant to be a creature of some type
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*
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* Has a client attached that is a living person (most of the time), although I have to admit
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* sometimes it's hard to tell they're sentient
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*
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* Has a lot of the creature game world logic, such as health etc
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*/
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/mob
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datum_flags = DF_USE_TAG
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density = TRUE
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layer = MOB_LAYER
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animate_movement = SLIDE_STEPS
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flags_1 = HEAR_1
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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///when this be added to vis_contents of something it inherit something.plane, important for visualisation of mob in openspace.
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vis_flags = VIS_INHERIT_PLANE
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/static/next_mob_id = 0
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/// List of movement speed modifiers applying to this mob
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var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
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/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob speed slowdown based on the modifiers list
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var/cached_multiplicative_slowdown
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/// List of action speed modifiers applying to this mob
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var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
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/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob action speed slowdown based on the modifiers list
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var/cached_multiplicative_actions_slowdown
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/// List of action hud items the user has
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var/list/datum/action/actions
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/// A special action? No idea why this lives here
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var/list/datum/action/chameleon_item_actions
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///Cursor icon used when holding shift over things
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var/examine_cursor_icon = 'icons/effects/mouse_pointers/examine_pointer.dmi'
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/// Whether a mob is alive or dead. TODO: Move this to living - Nodrak (2019, still here)
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var/stat = CONSCIOUS
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/* A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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/// The zone this mob is currently targeting
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var/zone_selected = BODY_ZONE_CHEST
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var/computer_id = null
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var/list/logging = list()
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/// The machine the mob is interacting with (this is very bad old code btw)
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var/obj/machinery/machine = null
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/// Tick time the mob can next move
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var/next_move = null
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/**
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* Magic var that stops you moving and interacting with anything
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*
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* Set when you're being turned into something else and also used in a bunch of places
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* it probably shouldn't really be
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*/
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var/notransform = null //Carbon
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/// Is the mob blind
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var/eye_blind = 0 //Carbon
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/// Does the mob have blurry sight
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var/eye_blurry = 0 //Carbon
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/// What is the mobs real name (name is overridden for disguises etc)
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var/real_name = null
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/**
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* back up of the real name during admin possession
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*
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* If an admin possesses an object it's real name is set to the admin name and this
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* stores whatever the real name was previously. When possession ends, the real name
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* is reset to this value
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*/
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var/name_archive //For admin things like possession
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/// Default body temperature
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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/// Drowsyness level of the mob
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var/drowsyness = 0//Carbon
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/// Dizziness level of the mob
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var/dizziness = 0//Carbon
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/// Jitteryness level of the mob
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var/jitteriness = 0//Carbon
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/// Hunger level of the mob
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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/// Satiation level of the mob
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var/satiety = 0//Carbon
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/// How many ticks this mob has been over reating
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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/// The current intent of the mob
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var/a_intent = INTENT_HELP//Living
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/// List of possible intents a mob can have
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var/list/possible_a_intents = null//Living
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/// The movement intent of the mob (run/wal)
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var/m_intent = MOVE_INTENT_RUN//Living
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/// The last known IP of the client who was in this mob
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var/lastKnownIP = null
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/// movable atom we are buckled to
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var/atom/movable/buckled = null//Living
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//Hands
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///What hand is the active hand
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var/active_hand_index = 1
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/**
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* list of items held in hands
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*
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* len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand
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* and 1 empty hand.
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*
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* NB: contains nulls!
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*
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* `held_items[active_hand_index]` is the actively held item, but please use
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* [get_active_held_item()][/mob/proc/get_active_held_item] instead, because OOP
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*/
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var/list/held_items = list()
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//HUD things
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/// Storage component (for mob inventory)
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var/datum/component/storage/active_storage
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/// Active hud
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var/datum/hud/hud_used = null
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/// I have no idea tbh
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var/research_scanner = FALSE
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/// Is the mob throw intent on
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var/in_throw_mode = FALSE
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/// What job does this mob have
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var/job = null//Living
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/// A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
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var/list/faction = list("neutral")
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/// Can this mob enter shuttles
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var/move_on_shuttle = 1
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///The last mob/living/carbon to push/drag/grab this mob (exclusively used by slimes friend recognition)
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var/mob/living/carbon/LAssailant = null
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/**
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* construct spells and mime spells.
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*
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* Spells that do not transfer from one mob to another and can not be lost in mindswap.
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* obviously do not live in the mind
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*/
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var/list/mob_spell_list
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/// bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH
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/// Can they interact with station electronics
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var/has_unlimited_silicon_privilege = 0
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///Used by admins to possess objects. All mobs should have this var
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var/obj/control_object
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///Calls relay_move() to whatever this is set to when the mob tries to move
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var/atom/movable/remote_control
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/**
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* The sound made on death
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*
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* leave null for no sound. used for *deathgasp
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*/
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var/deathsound
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///the current turf being examined in the stat panel
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var/turf/listed_turf = null
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///The list of people observing this mob.
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var/list/observers = null
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///List of progress bars this mob is currently seeing for actions
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var/list/progressbars = null //for stacking do_after bars
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///For storing what do_after's someone has, in case we want to restrict them to only one of a certain do_after at a time
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var/list/do_afters
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///Allows a datum to intercept all click calls this mob is the source of
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var/datum/click_intercept
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///THe z level this mob is currently registered in
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var/registered_z = null
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var/memory_throttle_time = 0
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/// Contains [/obj/screen/alert] only.
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///
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/// On [/mob] so clientless mobs will throw alerts properly.
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var/list/alerts = list()
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var/list/screens = list()
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var/list/client_colours = list()
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var/hud_type = /datum/hud
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var/datum/h_sandbox/sandbox = null
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var/datum/focus //What receives our keyboard inputs. src by default
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/// Used for tracking last uses of emotes for cooldown purposes
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var/list/emotes_used
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///Whether the mob is updating glide size when movespeed updates or not
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var/updating_glide_size = TRUE
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