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* Refactors plane masters a bit and introduces plane master controllers (#56717) * plane master controllers * small adjustments * bro its a comment CHILL OUT * powerful * Refactors plane masters a bit and introduces plane master controllers Co-authored-by: Qustinnus <Floydje123@hotmail.com>
123 lines
3.5 KiB
Plaintext
123 lines
3.5 KiB
Plaintext
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//Here are the procs used to modify status effects of a mob.
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
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///Set the jitter of a mob
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/mob/proc/Jitter(amount)
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jitteriness = max(jitteriness,amount,0)
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/**
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* Set the dizzyness of a mob to a passed in amount
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*
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* Except if dizziness is already higher in which case it does nothing
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*/
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/mob/proc/Dizzy(amount)
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dizziness = max(dizziness,amount,0)
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///FOrce set the dizzyness of a mob
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/mob/proc/set_dizziness(amount)
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dizziness = max(amount, 0)
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///Blind a mobs eyes by amount
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/mob/proc/blind_eyes(amount)
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adjust_blindness(amount)
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/**
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* Adjust a mobs blindness by an amount
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*
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* Will apply the blind alerts if needed
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*/
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/mob/proc/adjust_blindness(amount)
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var/old_eye_blind = eye_blind
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eye_blind = max(0, eye_blind + amount)
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if(!old_eye_blind || !eye_blind && !HAS_TRAIT(src, TRAIT_BLIND))
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update_blindness()
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/**
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* Force set the blindness of a mob to some level
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*/
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/mob/proc/set_blindness(amount)
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var/old_eye_blind = eye_blind
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eye_blind = max(amount, 0)
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if(!old_eye_blind || !eye_blind && !HAS_TRAIT(src, TRAIT_BLIND))
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update_blindness()
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/// proc that adds and removes blindness overlays when necessary
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/mob/proc/update_blindness()
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switch(stat)
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if(CONSCIOUS, SOFT_CRIT)
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if(HAS_TRAIT(src, TRAIT_BLIND) || eye_blind)
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throw_alert("blind", /atom/movable/screen/alert/blind)
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do_set_blindness(TRUE)
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else
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do_set_blindness(FALSE)
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if(UNCONSCIOUS, HARD_CRIT)
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do_set_blindness(TRUE)
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if(DEAD)
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do_set_blindness(FALSE)
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///Proc that handles adding and removing the blindness overlays.
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/mob/proc/do_set_blindness(now_blind)
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if(now_blind)
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overlay_fullscreen("blind", /atom/movable/screen/fullscreen/blind)
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// You are blind why should you be able to make out details like color, only shapes near you
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add_client_colour(/datum/client_colour/monochrome/blind)
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else
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clear_alert("blind")
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clear_fullscreen("blind")
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remove_client_colour(/datum/client_colour/monochrome/blind)
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/**
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* Make the mobs vision blurry
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*/
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/mob/proc/blur_eyes(amount)
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if(amount>0)
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eye_blurry = max(amount, eye_blurry)
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update_eye_blur()
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/**
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* Adjust the current blurriness of the mobs vision by amount
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*/
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/mob/proc/adjust_blurriness(amount)
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eye_blurry = max(eye_blurry+amount, 0)
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update_eye_blur()
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///Set the mobs blurriness of vision to an amount
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/mob/proc/set_blurriness(amount)
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eye_blurry = max(amount, 0)
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update_eye_blur()
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///Apply the blurry overlays to a mobs clients screen
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/mob/proc/update_eye_blur()
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if(!client)
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return
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var/atom/movable/plane_master_controller/game_plane_master_controller = hud_used.plane_master_controllers[PLANE_MASTERS_GAME]
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if(eye_blurry)
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game_plane_master_controller.add_filter("eye_blur", 1, gauss_blur_filter(clamp(eye_blurry * 0.1, 0.6, 3)))
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else
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game_plane_master_controller.remove_filter("eye_blur")
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///Adjust the drugginess of a mob
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/mob/proc/adjust_drugginess(amount)
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return
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///Set the drugginess of a mob
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/mob/proc/set_drugginess(amount)
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return
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///Adjust the disgust level of a mob
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/mob/proc/adjust_disgust(amount)
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return
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///Set the disgust level of a mob
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/mob/proc/set_disgust(amount)
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return
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///Adjust the body temperature of a mob, with min/max settings
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/mob/proc/adjust_bodytemperature(amount,min_temp=0,max_temp=INFINITY)
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if(bodytemperature >= min_temp && bodytemperature <= max_temp)
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bodytemperature = clamp(bodytemperature + amount,min_temp,max_temp)
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