Files
Bubberstation/code/modules/mob/mob.dm
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00

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/**
* Delete a mob
*
* Removes mob from the following global lists
* * GLOB.mob_list
* * GLOB.dead_mob_list
* * GLOB.alive_mob_list
* * GLOB.all_clockwork_mobs
*
* 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()
if(client)
stack_trace("Mob with client has been deleted.")
else if(ckey)
stack_trace("Mob without client but with associated ckey, [ckey], has been deleted.")
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(can_reenter_corpse = FALSE) //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 ..()
/mob/New()
// This needs to happen IMMEDIATELY. I'm sorry :(
GenerateTag()
return ..()
/**
* Intialize a mob
*
* Sends global signal COMSIG_GLOB_MOB_CREATED
*
* Adds to global lists
* * GLOB.mob_list
* * 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))
. = ..()
setup_hud_traits()
update_config_movespeed()
initialize_actionspeed()
update_movespeed(TRUE)
become_hearing_sensitive()
create_shadow()
log_mob_tag("TAG: [tag] CREATED: [key_name(src)] \[[type]\]")
/mob/proc/create_shadow()
if (shadow_type == SHADOW_NONE)
qdel(GetComponent(/datum/component/drop_shadow))
return
AddComponent(/datum/component/drop_shadow, \
icon_state = shadow_type, \
shadow_offset_x = shadow_offset_x, \
shadow_offset_y = shadow_offset_y, \
)
/**
* 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++]"
/mob/serialize_list(list/options, list/semvers)
. = ..()
.["tag"] = tag
.["name"] = name
.["ckey"] = ckey
.["key"] = key
SET_SERIALIZATION_SEMVER(semvers, "1.0.0")
return .
/**
* 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('icons/mob/huds/hud.dmi', src, "")
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 FALSE
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
// Return TRUE if we sent the original msg, otherwise return FALSE
. = TRUE
if(type)
if(type & MSG_VISUAL && is_blind())//Vision related
if(!alt_msg)
return FALSE
else
msg = alt_msg
type = alt_type
. = FALSE
if(type & MSG_AUDIBLE && !can_hear())//Hearing related
if(!alt_msg)
return FALSE
else
msg = alt_msg
type = alt_type
. = FALSE
if(type & MSG_VISUAL && is_blind())
return FALSE
// voice muffling
if(stat == UNCONSCIOUS || stat == HARD_CRIT)
if(type & MSG_AUDIBLE) //audio
to_chat(src, "<I>... You can almost hear something ...</I>")
return FALSE
to_chat(src, msg, avoid_highlighting = avoid_highlighting)
return .
/**
* 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:
* * message is the message output to anyone who can see.
* * 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_mobs (optional) doesn't show any message to any mob in this list.
* * visible_message_flags (optional) is the type of message being sent.
*/
/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
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> [message]</span>"
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_cutoff < LIGHTING_CUTOFF_HIGH && 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)
. = ..()
if(!self_message)
return
var/raw_self_message = self_message
var/self_runechat = FALSE
if(visible_message_flags & EMOTE_MESSAGE)
self_message = "<span class='emote'><b>[src]</b> [self_message]</span>" // May make more sense as "You do x"
if(visible_message_flags & ALWAYS_SHOW_SELF_MESSAGE)
to_chat(src, self_message)
self_runechat = TRUE
else
self_runechat = show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
if(self_runechat && (visible_message_flags & EMOTE_MESSAGE) && runechat_prefs_check(src, visible_message_flags))
create_chat_message(src, raw_message = raw_self_message, runechat_flags = visible_message_flags)
/**
* 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.
* * self_message (optional) is what the src mob hears.
* * audible_message_flags (optional) is the type of message being sent.
*/
/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
var/list/hearers = get_hearers_in_view(hearing_distance, src)
if(self_message)
hearers -= src
var/raw_msg = message
if(audible_message_flags & EMOTE_MESSAGE)
message = "<span class='emote'><b>[src]</b> [message]</span>"
for(var/mob/M in hearers)
if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear())
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags)
M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
/**
* Show a message to all mobs in earshot of this one
*
* This would be for audible actions by the src mob
*
* vars:
* * message is the message output to anyone who can hear.
* * self_message (optional) is what the src mob hears.
* * deaf_message (optional) is what deaf people will see.
* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
*/
/mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
. = ..()
if(!self_message)
return
var/raw_self_message = self_message
var/self_runechat = FALSE
if(audible_message_flags & EMOTE_MESSAGE)
self_message = "<span class='emote'><b>[src]</b> [self_message]</span>"
if(audible_message_flags & ALWAYS_SHOW_SELF_MESSAGE)
to_chat(src, self_message)
self_runechat = TRUE
else
self_runechat = show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
if(self_runechat && (audible_message_flags & EMOTE_MESSAGE) && runechat_prefs_check(src, audible_message_flags))
create_chat_message(src, raw_message = raw_self_message, runechat_flags = audible_message_flags)
///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
/**
* Reset the attached clients perspective (viewpoint)
*
* reset_perspective(null) set eye to common default : mob on turf, loc otherwise
* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
*/
/mob/proc/reset_perspective(atom/new_eye)
SHOULD_CALL_PARENT(TRUE)
if(!client)
return
if(new_eye)
if(ismovable(new_eye))
//Set the new eye unless it's us
if(new_eye != src)
client.perspective = EYE_PERSPECTIVE
client.set_eye(new_eye)
else
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else if(isturf(new_eye))
//Set to the turf unless it's our current turf
if(new_eye != loc)
client.perspective = EYE_PERSPECTIVE
client.set_eye(new_eye)
else
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else
return TRUE //no setting eye to stupid things like areas or whatever
else
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.set_eye(loc)
/// Signal sent after the eye has been successfully updated, with the client existing.
SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE)
return TRUE
/**
* Examine a mob
*
* mob verbs are faster than object verbs. See
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
* for why this isn't atom/verb/examine()
*/
/mob/verb/examinate(atom/examinify as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
set name = "Examine"
set category = "IC"
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(run_examinate), examinify))
/mob/proc/run_examinate(atom/examinify)
if(isturf(examinify) && !(sight & SEE_TURFS) && !(examinify in view(client ? client.view : world.view, src)))
// shift-click catcher may issue examinate() calls for out-of-sight turfs
return
var/turf/examine_turf = get_turf(examinify)
if(is_blind()) //blind people see things differently (through touch)
if(!blind_examine_check(examinify))
return
else if(examine_turf && !(examine_turf.luminosity || examine_turf.dynamic_lumcount) && \
get_dist(src, examine_turf) > 1 && \
!has_nightvision()) // If you aren't blind, it's in darkness (that you can't see) and farther then next to you
return
face_atom(examinify)
var/list/result
if(client)
LAZYINITLIST(client.recent_examines)
var/ref_to_atom = ref(examinify)
var/examine_time = client.recent_examines[ref_to_atom]
if(examine_time && (world.time - examine_time < EXAMINE_MORE_WINDOW))
result = examinify.examine_more(src)
if(!length(result))
result += span_notice("<i>You examine [examinify] closer, but find nothing of interest...</i>")
else
result = examinify.examine(src)
SEND_SIGNAL(src, COMSIG_MOB_EXAMINING, examinify, result)
client.recent_examines[ref_to_atom] = world.time // set to when we last normal examine'd them
addtimer(CALLBACK(src, PROC_REF(clear_from_recent_examines), ref_to_atom), RECENT_EXAMINE_MAX_WINDOW)
handle_eye_contact(examinify)
else
result = examinify.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
if(result.len)
for(var/i in 1 to (length(result) - 1))
result[i] += "\n"
to_chat(src, examine_block("<span class='infoplain'>[result.Join()]</span>"))
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, examinify)
/mob/proc/blind_examine_check(atom/examined_thing)
return TRUE //The non-living will always succeed at this check.
/mob/living/blind_examine_check(atom/examined_thing)
//need to be next to something and awake
if(!Adjacent(examined_thing) || incapacitated())
to_chat(src, span_warning("Something is there, but you can't see it!"))
return FALSE
//you can examine things you're holding directly, but you can't examine other things if your hands are full
/// the item in our active hand
var/obj/item/active_item = get_active_held_item()
var/boosted = FALSE
if(active_item)
if(HAS_TRAIT(active_item, TRAIT_BLIND_TOOL))
boosted = TRUE
else if(active_item != examined_thing)
to_chat(src, span_warning("Your hands are too full to examine this!"))
return FALSE
//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
/// our active hand, to check if it's disabled/detatched
var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null
if(!active_hand || active_hand.bodypart_disabled || do_after_count() >= usable_hands)
to_chat(src, span_warning("You don't have a free hand to examine this!"))
return FALSE
//you can only queue up one examine on something at a time
if(DOING_INTERACTION_WITH_TARGET(src, examined_thing))
return FALSE
to_chat(src, span_notice("You start feeling around for something..."))
visible_message(span_notice(" [name] begins feeling around for \the [examined_thing.name]..."))
/// how long it takes for the blind person to find the thing they're examining
var/examine_delay_length = rand(1 SECONDS, 2 SECONDS)
if(boosted)
examine_delay_length = 0.5 SECONDS
if(client?.recent_examines && client?.recent_examines[ref(examined_thing)]) //easier to find things we just touched
examine_delay_length = 0.33 SECONDS
else if(isobj(examined_thing))
examine_delay_length *= 1.5
else if(ismob(examined_thing) && examined_thing != src)
examine_delay_length *= 2
if(examine_delay_length > 0 && !do_after(src, examine_delay_length, target = examined_thing))
to_chat(src, span_notice("You can't get a good feel for what is there."))
return FALSE
//now we touch the thing we're examining
/// our current intent, so we can go back to it after touching
var/previous_combat_mode = combat_mode
set_combat_mode(FALSE)
INVOKE_ASYNC(examined_thing, TYPE_PROC_REF(/atom, attack_hand), src)
set_combat_mode(previous_combat_mode)
return TRUE
/mob/proc/clear_from_recent_examines(ref_to_clear)
SIGNAL_HANDLER
if(!client)
return
LAZYREMOVE(client.recent_examines, ref_to_clear)
/**
* handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last 2 seconds within 5 tiles, we make eye contact!
*
* Note that if either party has their face obscured, the other won't get the notice about the eye contact
* Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much.
* The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them
*/
/mob/proc/handle_eye_contact(mob/living/examined_mob)
return
/mob/living/handle_eye_contact(mob/living/examined_mob)
if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client)
return
var/imagined_eye_contact = FALSE
if(!LAZYACCESS(examined_mob.client?.recent_examines, src))
// even if you haven't looked at them recently, if you have the shift eyes trait, they may still imagine the eye contact
if(HAS_TRAIT(examined_mob, TRAIT_SHIFTY_EYES) && prob(10 - get_dist(src, examined_mob)))
imagined_eye_contact = TRUE
else
return
if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE)
return
// check to see if their face is blocked or, if not, a signal blocks it
if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT)
var/msg = span_smallnotice("You make eye contact with [examined_mob].")
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), src, msg), 3) // so the examine signal has time to fire and this will print after
if(!imagined_eye_contact && is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT)
var/msg = span_smallnotice("[src] makes eye contact with you.")
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), examined_mob, msg), 0.3 SECONDS)
/**
* 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
#define SPIN_PROC_TRAIT "trait_from_spin()"
///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
ADD_TRAIT(src, TRAIT_SPINNING, SPIN_PROC_TRAIT)
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
REMOVE_TRAIT(src, TRAIT_SPINNING, SPIN_PROC_TRAIT)
#undef SPIN_PROC_TRAIT
///Update the pulling hud icon
/mob/proc/update_pull_hud_icon()
hud_used?.pull_icon?.update_appearance()
///Update the resting hud icon
/mob/proc/update_rest_hud_icon()
hud_used?.rest_icon?.update_appearance()
/**
* Verb to activate the object in your held hand
*
* Calls attack self on the item and updates the inventory hud for hands
*/
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(execute_mode)))
///proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called
/mob/proc/execute_mode()
if(ismecha(loc))
return
if(incapacitated())
return
var/obj/item/I = get_active_held_item()
if(I)
I.attack_self(src)
update_held_items()
return
limb_attack_self()
/**
* Allows you to respawn, abandoning your current mob
*
* This sends you back to the lobby creating a new dead mob
*
* Only works if flag/allow_respawn is allowed in config
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
switch(CONFIG_GET(flag/allow_respawn))
if(RESPAWN_FLAG_NEW_CHARACTER)
if(tgui_alert(usr, "Note, respawning is only allowed as another character. If you don't have another free slot you may not be able to respawn.", "Respawn", list("Ok", "Nevermind")) != "Ok")
return
if(RESPAWN_FLAG_FREE)
pass() // Normal respawn
if(RESPAWN_FLAG_DISABLED)
if (!check_rights_for(usr.client, R_ADMIN))
to_chat(usr, span_boldnotice("Respawning is not enabled!"))
return
if (tgui_alert(usr, "Respawning is currently disabled, do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes")
return
if (stat != DEAD)
to_chat(usr, span_boldnotice("You must be dead to use this!"))
return
if(!check_respawn_delay())
return
usr.log_message("used the respawn button.", LOG_GAME)
to_chat(usr, span_boldnotice("Please roleplay correctly!"))
if(!client)
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
return
client.screen.Cut()
client.screen += client.void
if(!client)
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
return
var/mob/dead/new_player/M = new /mob/dead/new_player()
if(!client)
usr.log_message("respawn failed due to disconnect.", LOG_GAME)
qdel(M)
return
M.key = key
/// Checks if the mob can respawn yet according to the respawn delay
/mob/proc/check_respawn_delay(override_delay = 0)
if(!override_delay && !CONFIG_GET(number/respawn_delay))
return TRUE
var/death_time = world.time - client.player_details.time_of_death
var/required_delay = override_delay || CONFIG_GET(number/respawn_delay)
if(death_time < required_delay)
if(!check_rights_for(usr.client, R_ADMIN))
to_chat(usr, "You have been dead for [DisplayTimeText(death_time, 1)].")
to_chat(usr, span_warning("You must wait [DisplayTimeText(required_delay, 1)] to respawn!"))
return FALSE
if(tgui_alert(usr, "You have been dead for [DisplayTimeText(death_time, 1)] out of required [DisplayTimeText(required_delay, 1)]. Do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes")
return FALSE
return TRUE
/**
* 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)
//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
/// Adds this list to the output to the stat browser
/mob/proc/get_status_tab_items()
. = list("") //we want to offset unique stuff from standard stuff
SEND_SIGNAL(src, COMSIG_MOB_GET_STATUS_TAB_ITEMS, .)
/**
* Convert a list of spells into a displyable list for the statpanel
*
* Shows charge and other important info
*/
/mob/proc/get_actions_for_statpanel()
var/list/data = list()
for(var/datum/action/cooldown/action in actions)
var/list/action_data = action.set_statpanel_format()
if(!length(action_data))
return
data += list(list(
// the panel the action gets displayed to
// in the future, this could probably be replaced with subtabs (a la admin tabs)
action_data[PANEL_DISPLAY_PANEL],
// the status of the action, - cooldown, charges, whatever
action_data[PANEL_DISPLAY_STATUS],
// the name of the action
action_data[PANEL_DISPLAY_NAME],
// a ref to the action button of this action for this mob
// it's a ref to the button specifically, instead of the action itself,
// because statpanel href calls click(), which the action button (not the action itself) handles
REF(action.viewers[hud_used]),
))
return data
/mob/proc/swap_hand(held_index, silent = FALSE)
SHOULD_NOT_OVERRIDE(TRUE) // Override perform_hand_swap instead
var/obj/item/held_item = get_active_held_item()
if(SEND_SIGNAL(src, COMSIG_MOB_SWAPPING_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
if (!silent)
to_chat(src, span_warning("Your other hand is too busy holding [held_item]."))
return FALSE
var/result = perform_hand_swap(held_index)
if (result)
SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS)
return result
/// Performs the actual ritual of swapping hands, such as setting the held index variables
/mob/proc/perform_hand_swap(held_index)
PROTECTED_PROC(TRUE)
if (!HAS_TRAIT(src, TRAIT_CAN_HOLD_ITEMS))
return FALSE
if(!held_index)
held_index = (active_hand_index % held_items.len) + 1
if(!isnum(held_index))
CRASH("You passed [held_index] into swap_hand instead of a number. WTF man")
var/previous_index = active_hand_index
active_hand_index = held_index
if(hud_used)
var/atom/movable/screen/inventory/hand/held_location
held_location = hud_used.hand_slots["[previous_index]"]
if(!isnull(held_location))
held_location.update_appearance()
held_location = hud_used.hand_slots["[held_index]"]
if(!isnull(held_location))
held_location.update_appearance()
return TRUE
/mob/proc/activate_hand(selected_hand)
if (!HAS_TRAIT(src, TRAIT_CAN_HOLD_ITEMS))
return
if(!selected_hand)
selected_hand = (active_hand_index % held_items.len)+1
if(istext(selected_hand))
selected_hand = LOWER_TEXT(selected_hand)
if(selected_hand == "right" || selected_hand == "r")
selected_hand = 2
if(selected_hand == "left" || selected_hand == "l")
selected_hand = 1
if(selected_hand != active_hand_index)
swap_hand(selected_hand)
else
mode()
/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 its body is being revived
/mob/proc/notify_revival(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 = TRUE)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.send_revival_notification(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
// A list of all things which are providing anti-magic to us
var/list/antimagic_sources = list()
var/is_magic_blocked = FALSE
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, casted_magic_flags, charge_cost, antimagic_sources) & COMPONENT_MAGIC_BLOCKED)
is_magic_blocked = TRUE
if(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
if(is_magic_blocked && charge_cost > 0 && !HAS_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC))
on_block_magic_effects(casted_magic_flags, antimagic_sources)
return is_magic_blocked
/// Called whenever a magic effect with a charge cost is blocked and we haven't recently blocked magic.
/mob/proc/on_block_magic_effects(magic_flags, list/antimagic_sources)
return
/mob/living/on_block_magic_effects(magic_flags, list/antimagic_sources)
ADD_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC, MAGIC_TRAIT)
addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_RECENTLY_BLOCKED_MAGIC, MAGIC_TRAIT), 6 SECONDS)
var/mutable_appearance/antimagic_effect
var/antimagic_color
var/atom/antimagic_source = length(antimagic_sources) ? pick(antimagic_sources) : src
if(magic_flags & MAGIC_RESISTANCE)
visible_message(
span_warning("[src] pulses red as [ismob(antimagic_source) ? p_they() : antimagic_source] absorbs magic energy!"),
span_userdanger("An intense magical aura pulses around [ismob(antimagic_source) ? "you" : antimagic_source] as it dissipates into the air!"),
)
antimagic_effect = mutable_appearance('icons/effects/effects.dmi', "shield-red", MOB_SHIELD_LAYER)
antimagic_color = LIGHT_COLOR_BLOOD_MAGIC
playsound(src, 'sound/magic/magic_block.ogg', 50, TRUE)
else if(magic_flags & MAGIC_RESISTANCE_HOLY)
visible_message(
span_warning("[src] starts to glow as [ismob(antimagic_source) ? p_they() : antimagic_source] emits a halo of light!"),
span_userdanger("A feeling of warmth washes over [ismob(antimagic_source) ? "you" : antimagic_source] as rays of light surround your body and protect you!"),
)
antimagic_effect = mutable_appearance('icons/mob/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER)
antimagic_color = LIGHT_COLOR_HOLY_MAGIC
playsound(src, 'sound/magic/magic_block_holy.ogg', 50, TRUE)
else if(magic_flags & MAGIC_RESISTANCE_MIND)
visible_message(
span_warning("[src] forehead shines as [ismob(antimagic_source) ? p_they() : antimagic_source] repulses magic from their mind!"),
span_userdanger("A feeling of cold splashes on [ismob(antimagic_source) ? "you" : antimagic_source] as your forehead reflects magic usering your mind!"),
)
antimagic_effect = mutable_appearance('icons/mob/effects/genetics.dmi', "telekinesishead", MOB_SHIELD_LAYER)
antimagic_color = LIGHT_COLOR_DARK_BLUE
playsound(src, 'sound/magic/magic_block_mind.ogg', 50, TRUE)
mob_light(range = 2, power = 2, color = antimagic_color, duration = 5 SECONDS)
add_overlay(antimagic_effect)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, cut_overlay), antimagic_effect), 5 SECONDS)
/**
* 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
var/obj/item/item_in_hand = get_active_held_item()
if(istype(item_in_hand, /obj/item/machine_remote))
return TRUE
//range check
if(!interaction_range) // If you don't have extra length, GO AWAY
return FALSE
var/turf/our_turf = get_turf(src)
var/turf/their_turf = get_turf(A)
if (!our_turf || !their_turf)
return FALSE
return ISINRANGE(their_turf.x, our_turf.x - interaction_range, our_turf.x + interaction_range) && ISINRANGE(their_turf.y, our_turf.y - interaction_range, our_turf.y + interaction_range)
/**
* Checks whether a mob can perform an action to interact with an object
*
* The default behavior checks if the mob is:
* * Directly adjacent (1-tile radius)
* * Standing up (not resting)
* * Allows telekinesis to be used to skip adjacent checks (if they have DNA mutation)
* *
* action_bitflags: (see code/__DEFINES/mobs.dm)
* * NEED_GRAVITY - If gravity must be present to perform action (can't use pens without gravity)
* * NEED_LITERACY - If reading is required to perform action (can't read a book if you are illiterate)
* * NEED_LIGHT - If lighting must be present to perform action (can't heal someone in the dark)
* * NEED_DEXTERITY - If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)
* * NEED_HANDS - If hands are required to perform action (can't pickup items if you are a cyborg)
* * FORBID_TELEKINESIS_REACH - If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)
* * ALLOW_SILICON_REACH - If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)
* * ALLOW_RESTING - If resting on the floor is allowed to perform action ()
* * ALLOW_VENTCRAWL - Mobs with ventcrawl traits can alt-click this to vent
* * BYPASS_ADJACENCY - The target does not have to be adjacent
* * SILENT_ADJACENCY - Adjacency is required but errors are not printed
* * NOT_INSIDE_TARGET - The target maybe adjacent but the mob should not be inside the target
*
* silence_adjacency: Sometimes we want to use this proc to check interaction without allowing it to throw errors for base case adjacency
* Alt click uses this, as otherwise you can detect what is interactable from a distance via the error message
**/
/mob/proc/can_perform_action(atom/target, action_bitflags)
return
///Can this mob use storage
/mob/proc/canUseStorage()
return FALSE
/*
* Compare two lists of factions, returning true if any match
*
* If exact match is passed through we only return true if both faction lists match equally
*/
/proc/faction_check(list/faction_A, list/faction_B, exact_match)
var/list/match_list
if(exact_match)
match_list = faction_A&faction_B //only items in both lists
var/length = LAZYLEN(match_list)
if(length)
return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match.
else
match_list = faction_A&faction_B
return LAZYLEN(match_list)
return FALSE
/**
* Fully update the name of a mob
*
* This will update a mob's name, real_name, mind.name, GLOB.manifest records, pda, id and traitor text
*
* Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
*/
/mob/proc/fully_replace_character_name(oldname, newname)
if(!newname)
log_message("[src] failed name change from [oldname] as no new name was specified", LOG_OWNERSHIP)
return FALSE
if(oldname == newname)
log_message("[src] failed name change as the new name was the same as the old one: [oldname]", LOG_OWNERSHIP)
return FALSE
if(!istext(newname) && !isnull(newname))
stack_trace("[src] attempted to change its name from [oldname] to the non string value [newname]")
return FALSE
log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP)
log_played_names(
ckey,
list(
"[newname]" = tag,
),
)
real_name = newname
name = newname
if(mind)
mind.name = newname
if(mind.key)
log_played_names(
ckey(mind.key),
list(
"[newname]" = tag,
),
) //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: [tag] RENAMED: [key_name(src)]")
return TRUE
///Updates GLOB.manifest records with new name , see mob/living/carbon/human
/mob/proc/replace_records_name(oldname,newname)
return
///update the ID name of this mob
/mob/proc/replace_identification_name(oldname,newname)
var/list/searching = get_all_contents()
var/search_id = 1
var/search_pda = 1
for(var/A in searching)
if( search_id && isidcard(A) )
var/obj/item/card/id/ID = A
if(ID.registered_name == oldname)
ID.registered_name = newname
ID.update_label()
ID.update_icon()
if(ID.registered_account?.account_holder == oldname)
ID.registered_account.account_holder = newname
if(!search_pda)
break
search_id = 0
else if( search_pda && istype(A, /obj/item/modular_computer/pda) )
var/obj/item/modular_computer/pda/PDA = A
if(PDA.saved_identification == oldname)
PDA.imprint_id(name = newname)
PDA.UpdateDisplay()
if(!search_id)
break
search_pda = 0
/mob/proc/update_stat()
return
/mob/proc/update_health_hud()
return
/// Changes the stamina HUD based on new information
/mob/proc/update_stamina_hud()
return
///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT)
/mob/proc/update_sight()
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
sync_lighting_plane_cutoff()
///Set the lighting plane hud filters to the mobs lighting_cutoff var
/mob/proc/sync_lighting_plane_cutoff()
if(!hud_used)
return
for(var/atom/movable/screen/plane_master/rendering_plate/lighting/light as anything in hud_used.get_true_plane_masters(RENDER_PLANE_LIGHTING))
light.set_light_cutoff(lighting_cutoff, lighting_color_cutoffs)
///Update the mouse pointer of the attached client in this mob
/mob/proc/update_mouse_pointer()
if(!client)
return
if(client.mouse_pointer_icon != initial(client.mouse_pointer_icon))//only send changes to the client if theyre needed
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
if(examine_cursor_icon && client.keys_held["Shift"]) //mouse shit is hardcoded, make this non hard-coded once we make mouse modifiers bindable
client.mouse_pointer_icon = examine_cursor_icon
if(istype(loc, /obj/vehicle/sealed))
var/obj/vehicle/sealed/E = loc
if(E.mouse_pointer)
client.mouse_pointer_icon = E.mouse_pointer
if(client.mouse_override_icon)
client.mouse_pointer_icon = client.mouse_override_icon
/**
* Can this mob see in the dark
*
* This checks all traits, glasses, and robotic eyeball implants to see if the mob can see in the dark
* this does NOT check if the mob is missing it's eyeballs.
**/
/mob/proc/has_nightvision()
// Somewhat conservative, basically is your lighting plane bright enough that you the user can see stuff
var/light_offset = lighting_cutoff
if(length(lighting_color_cutoffs) == 3)
light_offset += (lighting_color_cutoffs[1] + lighting_color_cutoffs[2] + lighting_color_cutoffs[3]) / 3
return light_offset >= LIGHTING_NIGHTVISION_THRESHOLD
/// This mob is abile to read books
/mob/proc/is_literate()
return HAS_TRAIT(src, TRAIT_LITERATE) && !HAS_TRAIT(src, TRAIT_ILLITERATE)
/**
* Proc that returns TRUE if the mob can write using the writing_instrument, FALSE otherwise.
*
* This proc a side effect, outputting a message to the mob's chat with a reason if it returns FALSE.
* Unless silent_if_not_writing_tool is TRUE. In that case it'll be silent if it isn't a writing implement/tool/instrument w/e.
*/
/mob/proc/can_write(obj/item/writing_instrument, silent_if_not_writing_tool = FALSE)
if(!writing_instrument)
return FALSE
var/pen_info = writing_instrument.get_writing_implement_details()
if(!pen_info || (pen_info["interaction_mode"] != MODE_WRITING))
if(!silent_if_not_writing_tool)
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
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)
var/area/mob_area = get_area(src)
if(mob_location.get_lumcount() > light_amount)
return TRUE
else if(!mob_area.static_lighting)
return TRUE
return FALSE
/// Can this mob read
/mob/proc/can_read(atom/viewed_atom, reading_check_flags = (READING_CHECK_LITERACY|READING_CHECK_LIGHT), silent = FALSE)
if((reading_check_flags & READING_CHECK_LITERACY) && !is_literate())
if(!silent)
to_chat(src, span_warning("You try to read [viewed_atom], but can't comprehend any of it."))
return FALSE
if((reading_check_flags & READING_CHECK_LIGHT) && !has_light_nearby() && !has_nightvision())
if(!silent)
to_chat(src, span_warning("It's too dark in here to read!"))
return FALSE
return TRUE
/**
* Get the mob VV dropdown extras
*/
/mob/vv_get_dropdown()
. = ..()
VV_DROPDOWN_OPTION("", "---------")
VV_DROPDOWN_OPTION(VV_HK_GIB, "Gib")
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
VV_DROPDOWN_OPTION(VV_HK_GIVE_SPELL, "Give Spell")
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
VV_DROPDOWN_OPTION(VV_HK_GIVE_MOB_ACTION, "Give Mob Ability")
VV_DROPDOWN_OPTION(VV_HK_REMOVE_MOB_ACTION, "Remove Mob Ability")
VV_DROPDOWN_OPTION(VV_HK_GIVE_DISEASE, "Give Disease")
VV_DROPDOWN_OPTION(VV_HK_GODMODE, "Toggle Godmode")
VV_DROPDOWN_OPTION(VV_HK_DROP_ALL, "Drop Everything")
VV_DROPDOWN_OPTION(VV_HK_REGEN_ICONS, "Regenerate Icons")
VV_DROPDOWN_OPTION(VV_HK_PLAYER_PANEL, "Show player panel")
VV_DROPDOWN_OPTION(VV_HK_BUILDMODE, "Toggle Buildmode")
VV_DROPDOWN_OPTION(VV_HK_DIRECT_CONTROL, "Assume Direct Control")
VV_DROPDOWN_OPTION(VV_HK_GIVE_DIRECT_CONTROL, "Give Direct Control")
VV_DROPDOWN_OPTION(VV_HK_OFFER_GHOSTS, "Offer Control to Ghosts")
VV_DROPDOWN_OPTION(VV_HK_VIEW_PLANES, "View/Edit Planes")
/mob/vv_do_topic(list/href_list)
. = ..()
if(!.)
return
if(href_list[VV_HK_REGEN_ICONS])
if(!check_rights(NONE))
return
regenerate_icons()
if(href_list[VV_HK_PLAYER_PANEL])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/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_MOB_ACTION])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/give_mob_action, src)
if(href_list[VV_HK_REMOVE_MOB_ACTION])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/remove_mob_action, src)
if(href_list[VV_HK_GIVE_SPELL])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/give_spell, src)
if(href_list[VV_HK_REMOVE_SPELL])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/remove_spell, src)
if(href_list[VV_HK_GIVE_DISEASE])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/give_disease, src)
if(href_list[VV_HK_GIB])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/gib_them, src)
if(href_list[VV_HK_BUILDMODE])
if(!check_rights(R_BUILD))
return
togglebuildmode(src)
if(href_list[VV_HK_DROP_ALL])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/drop_everything, src)
if(href_list[VV_HK_DIRECT_CONTROL])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/cmd_assume_direct_control, src)
if(href_list[VV_HK_GIVE_DIRECT_CONTROL])
return SSadmin_verbs.dynamic_invoke_verb(usr, /datum/admin_verb/cmd_give_direct_control, src)
if(href_list[VV_HK_OFFER_GHOSTS])
if(!check_rights(NONE))
return
offer_control(src)
if(href_list[VV_HK_VIEW_PLANES])
if(!check_rights(R_DEBUG))
return
usr.client.edit_plane_masters(src)
/**
* extra var handling for the logging var
*/
/mob/vv_get_var(var_name)
switch(var_name)
if(NAMEOF(src, logging))
return debug_variable(var_name, logging, 0, src, FALSE)
. = ..()
/mob/vv_auto_rename(new_name)
//Do not do parent's actions, as we *usually* do this differently.
fully_replace_character_name(real_name, new_name)
///Show the language menu for this mob
/mob/verb/open_language_menu_verb()
set name = "Open Language Menu"
set category = "IC"
get_language_holder().open_language_menu(usr)
///Adjust the nutrition of a mob
/mob/proc/adjust_nutrition(change, forced = FALSE) //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
if(HAS_TRAIT(src, TRAIT_NOHUNGER) && !forced)
return
nutrition = max(0, nutrition + change)
hud_used?.hunger?.update_appearance()
/mob/living/adjust_nutrition(change, forced)
. = ..()
mob_mood?.update_nutrition_moodlets()
///Force set the mob nutrition
/mob/proc/set_nutrition(set_to, forced = FALSE) //Seriously fuck you oldcoders.
if(HAS_TRAIT(src, TRAIT_NOHUNGER) && !forced)
return
nutrition = max(0, set_to)
hud_used?.hunger?.update_appearance()
/mob/living/set_nutrition(set_to, forced)
. = ..()
mob_mood?.update_nutrition_moodlets()
///Apply a proper movespeed modifier based on items we have equipped
/mob/proc/update_equipment_speed_mods()
var/speedies = 0
var/immutable_speedies = 0
for(var/obj/item/thing in get_equipped_speed_mod_items())
if(thing.item_flags & IMMUTABLE_SLOW)
immutable_speedies += thing.slowdown
else
speedies += thing.slowdown
//if we have TRAIT_STURDY_FRAME, we reduce our overall speed penalty UNLESS that penalty would be a negative value, and therefore a speed boost.
if(speedies > 0 && HAS_TRAIT(src, TRAIT_STURDY_FRAME))
speedies *= 0.2
if(immutable_speedies)
add_or_update_variable_movespeed_modifier(
/datum/movespeed_modifier/equipment_speedmod/immutable,
multiplicative_slowdown = immutable_speedies,
)
else
remove_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod/immutable)
if(speedies)
add_or_update_variable_movespeed_modifier(
/datum/movespeed_modifier/equipment_speedmod,
multiplicative_slowdown = speedies,
)
else
remove_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod)
///Get all items in our possession that should affect our movespeed
/mob/proc/get_equipped_speed_mod_items()
. = list()
for(var/obj/item/thing in held_items)
if(thing.item_flags & SLOWS_WHILE_IN_HAND)
. += thing
/mob/proc/set_stat(new_stat)
if(new_stat == stat)
return
. = stat
stat = new_stat
SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat, .)
/// Proc used for custom metabolization of reagents, if any
/mob/proc/reagent_check(datum/reagent/chem, seconds_per_tick, times_fired)
SHOULD_CALL_PARENT(TRUE)
return SEND_SIGNAL(src, COMSIG_MOB_REAGENT_CHECK, chem, seconds_per_tick, times_fired)
/mob/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, focus))
set_focus(var_value)
. = TRUE
if(NAMEOF(src, nutrition))
set_nutrition(var_value)
. = TRUE
if(NAMEOF(src, stat))
set_stat(var_value)
. = TRUE
if(!isnull(.))
datum_flags |= DF_VAR_EDITED
return
var/slowdown_edit = (var_name == NAMEOF(src, cached_multiplicative_slowdown))
var/diff
if(slowdown_edit && isnum(cached_multiplicative_slowdown) && isnum(var_value))
remove_movespeed_modifier(/datum/movespeed_modifier/admin_varedit)
diff = var_value - cached_multiplicative_slowdown
. = ..()
if(. && slowdown_edit && isnum(diff))
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/admin_varedit, multiplicative_slowdown = diff)
/// 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)
/mob/key_down(key, client/client, full_key)
..()
SEND_SIGNAL(src, COMSIG_MOB_KEYDOWN, key, client, full_key)
/mob/proc/setup_hud_traits()
for(var/hud_trait in GLOB.trait_to_hud)
RegisterSignal(src, SIGNAL_ADDTRAIT(hud_trait), PROC_REF(hud_trait_enabled))
RegisterSignal(src, SIGNAL_REMOVETRAIT(hud_trait), PROC_REF(hud_trait_disabled))
/mob/proc/hud_trait_enabled(datum/source, new_trait)
SIGNAL_HANDLER
var/datum/atom_hud/datahud = GLOB.huds[GLOB.trait_to_hud[new_trait]]
datahud.show_to(src)
/mob/proc/hud_trait_disabled(datum/source, new_trait)
SIGNAL_HANDLER
var/datum/atom_hud/datahud = GLOB.huds[GLOB.trait_to_hud[new_trait]]
datahud.hide_from(src)
/// Sets the turf click type this client should use for its next attempted click
/// See [TURF_CLICK_FLAT]
/mob/proc/set_turf_click_type(click_type)
turf_click_type = click_type