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* organic ui fix Reimplementing UI fixes * fuc u, i won * some skyrat buerocracy stuff Co-authored-by: Lamella-0587 <76873041+Lamella-0587@users.noreply.github.com>
547 lines
18 KiB
Plaintext
547 lines
18 KiB
Plaintext
// see _DEFINES/is_helpers.dm for mob type checks
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///Find the mob at the bottom of a buckle chain
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/mob/proc/lowest_buckled_mob()
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. = src
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if(buckled && ismob(buckled))
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var/mob/Buckled = buckled
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. = Buckled.lowest_buckled_mob()
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///Convert a PRECISE ZONE into the BODY_ZONE
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/proc/check_zone(zone)
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if(!zone)
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return BODY_ZONE_CHEST
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switch(zone)
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if(BODY_ZONE_PRECISE_EYES)
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zone = BODY_ZONE_HEAD
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if(BODY_ZONE_PRECISE_MOUTH)
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zone = BODY_ZONE_HEAD
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if(BODY_ZONE_PRECISE_L_HAND)
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zone = BODY_ZONE_L_ARM
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if(BODY_ZONE_PRECISE_R_HAND)
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zone = BODY_ZONE_R_ARM
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if(BODY_ZONE_PRECISE_L_FOOT)
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zone = BODY_ZONE_L_LEG
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if(BODY_ZONE_PRECISE_R_FOOT)
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zone = BODY_ZONE_R_LEG
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if(BODY_ZONE_PRECISE_GROIN)
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zone = BODY_ZONE_CHEST
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return zone
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/**
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* Return the zone or randomly, another valid zone
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*
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* probability controls the chance it chooses the passed in zone, or another random zone
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* defaults to 80
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*/
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/proc/ran_zone(zone, probability = 80)
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if(prob(probability))
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zone = check_zone(zone)
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else
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zone = pickweight(list(BODY_ZONE_HEAD = 1, BODY_ZONE_CHEST = 1, BODY_ZONE_L_ARM = 4, BODY_ZONE_R_ARM = 4, BODY_ZONE_L_LEG = 4, BODY_ZONE_R_LEG = 4))
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return zone
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///Would this zone be above the neck
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/proc/above_neck(zone)
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var/list/zones = list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)
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if(zones.Find(zone))
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return TRUE
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else
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return FALSE
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/**
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* Convert random parts of a passed in message to stars
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*
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* * phrase - the string to convert
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* * probability - probability any character gets changed
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*
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* This proc is dangerously laggy, avoid it or die
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*/
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/proc/stars(phrase, probability = 25)
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if(probability <= 0)
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return phrase
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/char = ""
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for(var/i = 1, i <= leng, i += length(char))
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char = phrase[i]
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if(char == " " || !prob(probability))
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. += char
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else
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. += "*"
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return sanitize(.)
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/**
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* Makes you speak like you're drunk
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*/
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/proc/slur(phrase)
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/newletter = ""
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var/rawchar = ""
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for(var/i = 1, i <= leng, i += length(rawchar))
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rawchar = newletter = phrase[i]
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if(rand(1, 3) == 3)
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var/lowerletter = lowertext(newletter)
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if(lowerletter == "o")
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newletter = "u"
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else if(lowerletter == "s")
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newletter = "ch"
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else if(lowerletter == "a")
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newletter = "ah"
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else if(lowerletter == "u")
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newletter = "oo"
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else if(lowerletter == "c")
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newletter = "k"
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if(rand(1, 20) == 20)
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if(newletter == " ")
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newletter = "...huuuhhh..."
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else if(newletter == ".")
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newletter = " *BURP*."
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switch(rand(1, 20))
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if(1)
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newletter += "'"
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if(10)
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newletter += "[newletter]"
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if(20)
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newletter += "[newletter][newletter]"
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. += "[newletter]"
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return sanitize(.)
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/// Makes you talk like you got cult stunned, which is slurring but with some dark messages
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/proc/cultslur(phrase) // Inflicted on victims of a stun talisman
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/newletter = ""
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var/rawchar = ""
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for(var/i = 1, i <= leng, i += length(rawchar))
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rawchar = newletter = phrase[i]
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if(rand(1, 2) == 2)
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var/lowerletter = lowertext(newletter)
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if(lowerletter == "o")
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newletter = "u"
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else if(lowerletter == "t")
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newletter = "ch"
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else if(lowerletter == "a")
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newletter = "ah"
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else if(lowerletter == "u")
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newletter = "oo"
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else if(lowerletter == "c")
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newletter = " NAR "
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else if(lowerletter == "s")
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newletter = " SIE "
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if(rand(1, 4) == 4)
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if(newletter == " ")
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newletter = " no hope... "
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else if(newletter == "H")
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newletter = " IT COMES... "
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switch(rand(1, 15))
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if(1)
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newletter = "'"
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if(2)
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newletter += "agn"
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if(3)
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newletter = "fth"
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if(4)
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newletter = "nglu"
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if(5)
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newletter = "glor"
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. += newletter
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return sanitize(.)
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///Adds stuttering to the message passed in
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/proc/stutter(phrase)
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phrase = html_decode(phrase)
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var/leng = length(phrase)
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. = ""
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var/newletter = ""
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var/rawchar = ""
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var/static/regex/nostutter = regex(@@[aeiouAEIOU ""''()[\]{}.!?,:;_`~-]@)
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for(var/i = 1, i <= leng, i += length(rawchar))
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rawchar = newletter = phrase[i]
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if(prob(80) && !nostutter.Find(rawchar))
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if(prob(10))
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newletter = "[newletter]-[newletter]-[newletter]-[newletter]"
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else if(prob(20))
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newletter = "[newletter]-[newletter]-[newletter]"
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else if (prob(5))
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newletter = ""
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else
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newletter = "[newletter]-[newletter]"
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. += newletter
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return sanitize(.)
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///Convert a message to derpy speak
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/proc/derpspeech(message, stuttering)
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message = replacetext(message, " am ", " ")
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message = replacetext(message, " is ", " ")
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message = replacetext(message, " are ", " ")
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message = replacetext(message, "you", "u")
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message = replacetext(message, "help", "halp")
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message = replacetext(message, "grief", "grife")
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message = replacetext(message, "space", "spess")
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message = replacetext(message, "carp", "crap")
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message = replacetext(message, "reason", "raisin")
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if(prob(50))
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message = uppertext(message)
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message += "[stutter(pick("!", "!!", "!!!"))]"
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if(!stuttering && prob(15))
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message = stutter(message)
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return message
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/**
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* Turn text into complete gibberish!
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*
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* text is the inputted message, replace_characters will cause original letters to be replaced and chance are the odds that a character gets modified.
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*/
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/proc/Gibberish(text, replace_characters = FALSE, chance = 50)
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text = html_decode(text)
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. = ""
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var/rawchar = ""
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var/letter = ""
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var/lentext = length(text)
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for(var/i = 1, i <= lentext, i += length(rawchar))
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rawchar = letter = text[i]
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if(prob(chance))
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if(replace_characters)
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letter = ""
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for(var/j in 1 to rand(0, 2))
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letter += pick("#", "@", "*", "&", "%", "$", "/", "<", ">", ";", "*", "*", "*", "*", "*", "*", "*")
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. += letter
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return sanitize(.)
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#define TILES_PER_SECOND 0.7
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///Shake the camera of the person viewing the mob SO REAL!
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///Takes the mob to shake, the time span to shake for, and the amount of tiles we're allowed to shake by in tiles
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///Duration isn't taken as a strict limit, since we don't trust our coders to not make things feel shitty. So it's more like a soft cap.
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || duration < 1)
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return
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var/client/C = M.client
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var/oldx = C.pixel_x
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var/oldy = C.pixel_y
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var/max = strength*world.icon_size
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var/min = -(strength*world.icon_size)
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//How much time to allot for each pixel moved
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var/time_scalar = (1 / world.icon_size) * TILES_PER_SECOND
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var/last_x = oldx
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var/last_y = oldy
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var/time_spent = 0
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while(time_spent < duration)
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//Get a random pos in our box
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var/x_pos = rand(min, max) + oldx
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var/y_pos = rand(min, max) + oldy
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//We take the smaller of our two distances so things still have the propencity to feel somewhat jerky
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var/time = round(max(min(abs(last_x - x_pos), abs(last_y - y_pos)) * time_scalar, 1))
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if (time_spent == 0)
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animate(C, pixel_x=x_pos, pixel_y=y_pos, time=time)
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else
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animate(pixel_x=x_pos, pixel_y=y_pos, time=time)
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last_x = x_pos
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last_y = y_pos
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//We go based on time spent, so there is a chance we'll overshoot our duration. Don't care
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time_spent += time
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animate(pixel_x=oldx, pixel_y=oldy, time=3)
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#undef TILES_PER_SECOND
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///Find if the message has the real name of any user mob in the mob_list
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/i in GLOB.mob_list)
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var/mob/M = i
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if(M.real_name == msg)
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return M
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return 0
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///Find the first name of a mob from the real name with regex
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/mob/proc/first_name()
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var/static/regex/firstname = new("^\[^\\s-\]+") //First word before whitespace or "-"
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firstname.Find(real_name)
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return firstname.match
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/// Find the last name of a mob from the real name with regex
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/mob/proc/last_name()
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var/static/regex/lasttname = new("\[^\\s-\]+$") //First word before whitespace or "-"
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lasttname.Find(real_name)
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return lasttname.match
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///Returns a mob's real name between brackets. Useful when you want to display a mob's name alongside their real name
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/mob/proc/get_realname_string()
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if(real_name && real_name != name)
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return " \[[real_name]\]"
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return ""
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///Checks if the mob is able to see or not. eye_blind is temporary blindness, the trait is if they're permanently blind.
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/mob/proc/is_blind()
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SHOULD_BE_PURE(TRUE)
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return eye_blind ? TRUE : HAS_TRAIT(src, TRAIT_BLIND)
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///Is the mob hallucinating?
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/mob/proc/hallucinating()
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return FALSE
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// moved out of admins.dm because things other than admin procs were calling this.
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/// Returns TRUE if the game has started and we're either an AI with a 0th law, or we're someone with a special role/antag datum
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/proc/is_special_character(mob/M)
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if(!SSticker.HasRoundStarted())
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return FALSE
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if(!istype(M))
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return FALSE
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if(iscyborg(M)) //as a borg you're now beholden to your laws rather than greentext
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return FALSE
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if(isAI(M))
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var/mob/living/silicon/ai/A = M
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return (A.laws?.zeroth && (A.mind?.special_role || !isnull(M.mind?.antag_datums)))
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if(M.mind?.special_role || !isnull(M.mind?.antag_datums)) //they have an antag datum!
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return TRUE
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return FALSE
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/mob/proc/reagent_check(datum/reagent/R, delta_time, times_fired) // utilized in the species code
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return TRUE
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/**
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* Fancy notifications for ghosts
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*
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* The kitchen sink of notification procs
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*
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* Arguments:
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* * message
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* * ghost_sound sound to play
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* * enter_link Href link to enter the ghost role being notified for
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* * source The source of the notification
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* * alert_overlay The alert overlay to show in the alert message
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* * action What action to take upon the ghost interacting with the notification, defaults to NOTIFY_JUMP
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* * flashwindow Flash the byond client window
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* * ignore_key Ignore keys if they're in the GLOB.poll_ignore list
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* * header The header of the notifiaction
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* * notify_suiciders If it should notify suiciders (who do not qualify for many ghost roles)
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* * notify_volume How loud the sound should be to spook the user
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*/
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/proc/notify_ghosts(message, ghost_sound = null, enter_link = null, atom/source = null, mutable_appearance/alert_overlay = null, action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE, ignore_key, header = null, notify_suiciders = TRUE, notify_volume = 100) //Easy notification of ghosts.
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if(ignore_mapload && SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load
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return
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for(var/mob/dead/observer/O in GLOB.player_list)
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if(!notify_suiciders && (O in GLOB.suicided_mob_list))
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continue
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if (ignore_key && (O.ckey in GLOB.poll_ignore[ignore_key]))
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continue
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var/orbit_link
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if (source && action == NOTIFY_ORBIT)
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orbit_link = " <a href='?src=[REF(O)];follow=[REF(source)]'>(Orbit)</a>"
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to_chat(O, span_ghostalert("[message][(enter_link) ? " [enter_link]" : ""][orbit_link]"))
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if(ghost_sound)
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SEND_SOUND(O, sound(ghost_sound, volume = notify_volume))
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if(flashwindow)
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window_flash(O.client)
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if(source)
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var/atom/movable/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /atom/movable/screen/alert/notify_action)
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if(A)
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var/ui_style = O.client?.prefs?.read_preference(/datum/preference/choiced/ui_style)
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var/erp_ui_style = O.client?.prefs?.read_preference(/datum/preference/choiced/ui_style) //SKYRAT EDIT - ADDITION - ERP ICONS FIX
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if(ui_style)
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A.icon = ui_style2icon(ui_style)
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A.icon = erp_ui_style2icon(erp_ui_style) //SKYRAT EDIT - ADDITION - ERP ICONS FIX
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if (header)
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A.name = header
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A.desc = message
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A.action = action
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A.target = source
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if(!alert_overlay)
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alert_overlay = new(source)
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alert_overlay.layer = FLOAT_LAYER
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alert_overlay.plane = FLOAT_PLANE
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A.add_overlay(alert_overlay)
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/**
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* Heal a robotic body part on a mob
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*/
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/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == BODYPART_ROBOTIC)
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute_heal > burn_heal)
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dam = 1
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else
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dam = 0
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if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
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if(affecting.heal_damage(brute_heal, burn_heal, 0, BODYPART_ROBOTIC))
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H.update_damage_overlays()
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user.visible_message(span_notice("[user] fixes some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name]."), \
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span_notice("You fix some of the [dam ? "dents on" : "burnt wires in"] [H == user ? "your" : "[H]'s"] [affecting.name]."))
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return 1 //successful heal
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else
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to_chat(user, span_warning("[affecting] is already in good condition!"))
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///Is the passed in mob a ghost with admin powers, doesn't check for AI interact like isAdminGhost() used to
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/proc/isAdminObserver(mob/user)
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if(!user) //Are they a mob? Auto interface updates call this with a null src
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return
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if(!user.client) // Do they have a client?
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return
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if(!isobserver(user)) // Are they a ghost?
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return
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if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
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return
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return TRUE
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///Is the passed in mob an admin ghost WITH AI INTERACT enabled
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/proc/isAdminGhostAI(mob/user)
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if(!isAdminObserver(user))
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return
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if(!user.client.AI_Interact) // Do they have it enabled?
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return
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return TRUE
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/**
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* Offer control of the passed in mob to dead player
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*
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* Automatic logging and uses poll_candidates_for_mob, how convenient
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*/
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/proc/offer_control(mob/M)
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to_chat(M, "Control of your mob has been offered to dead players.")
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if(usr)
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log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
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message_admins("[key_name_admin(usr)] has offered control of ([ADMIN_LOOKUPFLW(M)]) to ghosts")
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var/poll_message = "Do you want to play as [M.real_name]?"
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if(M.mind)
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poll_message = "[poll_message] Job: [M.mind.assigned_role.title]."
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if(M.mind.special_role)
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poll_message = "[poll_message] Status: [M.mind.special_role]."
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else
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var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
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if(A)
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poll_message = "[poll_message] Status: [A.name]."
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var/list/mob/dead/observer/candidates = poll_candidates_for_mob(poll_message, ROLE_PAI, FALSE, 10 SECONDS, M)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/C = pick(candidates)
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to_chat(M, "Your mob has been taken over by a ghost!")
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message_admins("[key_name_admin(C)] has taken control of ([ADMIN_LOOKUPFLW(M)])")
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M.ghostize(0)
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M.key = C.key
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M.client?.init_verbs()
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return TRUE
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else
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to_chat(M, "There were no ghosts willing to take control.")
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message_admins("No ghosts were willing to take control of [ADMIN_LOOKUPFLW(M)])")
|
|
return FALSE
|
|
|
|
///Clicks a random nearby mob with the source from this mob
|
|
/mob/proc/click_random_mob()
|
|
var/list/nearby_mobs = list()
|
|
for(var/mob/living/L in range(1, src))
|
|
if(L!=src)
|
|
nearby_mobs |= L
|
|
if(nearby_mobs.len)
|
|
var/mob/living/T = pick(nearby_mobs)
|
|
ClickOn(T)
|
|
|
|
/// Logs a message in a mob's individual log, and in the global logs as well if log_globally is true
|
|
/mob/log_message(message, message_type, color=null, log_globally = TRUE)
|
|
if(!LAZYLEN(message))
|
|
stack_trace("Empty message")
|
|
return
|
|
|
|
// Cannot use the list as a map if the key is a number, so we stringify it (thank you BYOND)
|
|
var/smessage_type = num2text(message_type, MAX_BITFLAG_DIGITS)
|
|
|
|
if(client)
|
|
if(!islist(client.player_details.logging[smessage_type]))
|
|
client.player_details.logging[smessage_type] = list()
|
|
|
|
if(!islist(logging[smessage_type]))
|
|
logging[smessage_type] = list()
|
|
|
|
var/colored_message = message
|
|
if(color)
|
|
if(color[1] == "#")
|
|
colored_message = "<font color=[color]>[message]</font>"
|
|
else
|
|
colored_message = "<font color='[color]'>[message]</font>"
|
|
|
|
//This makes readability a bit better for admins.
|
|
switch(message_type)
|
|
if(LOG_WHISPER)
|
|
colored_message = "(WHISPER) [colored_message]"
|
|
if(LOG_OOC)
|
|
colored_message = "(OOC) [colored_message]"
|
|
if(LOG_ASAY)
|
|
colored_message = "(ASAY) [colored_message]"
|
|
if(LOG_EMOTE)
|
|
colored_message = "(EMOTE) [colored_message]"
|
|
//SKYRAT EDIT ADDITION BEGIN
|
|
if(LOG_SUBTLER)
|
|
colored_message = "(EMOTE) (SUBTLER) [colored_message]"
|
|
//SKYRAT EDIT ADDITION END
|
|
|
|
|
|
var/list/timestamped_message = list("\[[time_stamp()]\] [key_name(src)] [loc_name(src)] (Event #[LAZYLEN(logging[smessage_type])])" = colored_message)
|
|
|
|
logging[smessage_type] += timestamped_message
|
|
|
|
if(client)
|
|
client.player_details.logging[smessage_type] += timestamped_message
|
|
|
|
..()
|
|
|
|
///Can the mob hear
|
|
/mob/proc/can_hear()
|
|
. = TRUE
|
|
|
|
/**
|
|
* Examine text for traits shared by multiple types.
|
|
*
|
|
* I wish examine was less copypasted. (oranges say, be the change you want to see buddy)
|
|
*/
|
|
/mob/proc/common_trait_examine()
|
|
if(HAS_TRAIT(src, TRAIT_DISSECTED))
|
|
var/dissectionmsg = ""
|
|
if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Extraterrestrial Dissection"))
|
|
dissectionmsg = " via Extraterrestrial Dissection. It is no longer worth experimenting on"
|
|
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Experimental Dissection"))
|
|
dissectionmsg = " via Experimental Dissection"
|
|
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Thorough Dissection"))
|
|
dissectionmsg = " via Thorough Dissection"
|
|
. += "[span_notice("This body has been dissected and analyzed[dissectionmsg].")]<br>"
|
|
if(HAS_TRAIT(src,TRAIT_HUSK))
|
|
. += span_warning("This body has been reduced to a grotesque husk.")
|
|
|
|
/**
|
|
* Get the list of keywords for policy config
|
|
*
|
|
* This gets the type, mind assigned roles and antag datums as a list, these are later used
|
|
* to send the user relevant headadmin policy config
|
|
*/
|
|
/mob/proc/get_policy_keywords()
|
|
. = list()
|
|
. += "[type]"
|
|
if(mind)
|
|
if(mind.assigned_role.policy_index)
|
|
. += mind.assigned_role.policy_index
|
|
. += mind.special_role //In case there's something special leftover, try to avoid
|
|
for(var/datum/antagonist/antag_datum as anything in mind.antag_datums)
|
|
. += "[antag_datum.type]"
|
|
|
|
///Can the mob see reagents inside of containers?
|
|
/mob/proc/can_see_reagents()
|
|
return stat == DEAD || has_unlimited_silicon_privilege //Dead guys and silicons can always see reagents
|
|
|
|
///Can this mob hold items
|
|
/mob/proc/can_hold_items(obj/item/I)
|
|
return length(held_items)
|