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Bubberstation/code/modules/mob/mob_defines.dm
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SmArtKarandGitHub 845ed7459e Bravo Six, Going Dark: Refactors client colors to fix dupe issues and support filters (#89843)
## About The Pull Request

Completely refactored how client colors are handled. Now they're similar
to traits, having a source associated with them. Instead of adding and
removing by strict type (which makes client colors prone to getting
duplicated and not cleaned up) you remove a filter associated with a
specific source. Adding another client color with the same source as an
already existing one will replace the existing one if its of a different
type, or do nothing if they're the same (unless force is set to TRUE).
Client colors can also force filter splitting, putting all colors that
come before them, themselves, and all colors after them into separate
filters - this is useful to prevent mixing in filters which are supposed
to remove a certain color.

<details>

<summary>Example of how Perceptomatrix and nightmare vision goggles
combined before this PR:</summary>


![dreamseeker_fBOse2i0jq](https://github.com/user-attachments/assets/fb164e1f-ce8b-4a8c-8820-5db25e710056)

And this is after, as you can see nightmare vision effect's red is only
slightly tinted by perceptomatix instead of being literally halved.


![dreamseeker_U6A24fetK8](https://github.com/user-attachments/assets/8d8b3eb5-9f53-4646-bc56-0f5897013c6f)

</details>

Additionally, added support for custom filters (and not just colors) to
client color code to allow us to work with more colorspaces.

Also fixed weird blindness behavior, so this also 
Closes #89787

## Why It's Good For The Game

Makes code less ass to work with, fixes weird color mixing, etc.

## Changelog
🆑
fix: Fixed perceptomatix helmet allowing you to see even when
unconscious
refactor: Refactored how client colors are handled, ensuring that
certain effects like nightmare goggles don't disappear when another
vision-affecting piece of clothing is worn.
/🆑
2025-03-17 11:35:11 +00:00

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/**
* The mob, usually meant to be a creature of some type
*
* Has a client attached that is a living person (most of the time), although I have to admit
* sometimes it's hard to tell they're sentient
*
* Has a lot of the creature game world logic, such as health etc
*/
/mob
density = TRUE
layer = MOB_LAYER
animate_movement = SLIDE_STEPS
hud_possible = list(ANTAG_HUD)
pressure_resistance = 8
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
throwforce = 10
blocks_emissive = EMISSIVE_BLOCK_GENERIC
pass_flags_self = PASSMOB
// we never want to hide a turf because it's not lit
// We can rely on the lighting plane to handle that for us
see_in_dark = 1e6
// A list of factions that this mob is currently in, for hostile mob targeting, amongst other things
faction = list(FACTION_NEUTRAL)
/// The current client inhabiting this mob. Managed by login/logout
/// This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed
/// We need to do this because the mob on logout never actually has a reference to client
/// We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout
/// HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
var/client/canon_client
/// It's like a client, but persists! Persistent clients will stick to a mob until the client in question is logged into a different mob.
var/datum/persistent_client/persistent_client
var/shift_to_open_context_menu = TRUE
/// Percentage of how much rgb to max the lighting plane at
/// This lets us brighten it without washing out color
/// Scale from 0-100, reset off update_sight()
var/lighting_cutoff = LIGHTING_CUTOFF_VISIBLE
// Individual color max for red, we can use this to color darkness without tinting the light
var/lighting_cutoff_red = 0
// Individual color max for green, we can use this to color darkness without tinting the light
var/lighting_cutoff_green = 0
// Individual color max for blue, we can use this to color darkness without tinting the light
var/lighting_cutoff_blue = 0
/// A list of red, green and blue cutoffs
/// This is what actually gets applied to the mob, it's modified by things like glasses
var/list/lighting_color_cutoffs = null
var/datum/mind/mind
var/static/next_mob_id = 0
/// List of movement speed modifiers applying to this mob
var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
/// The calculated mob speed slowdown based on the modifiers list
var/cached_multiplicative_slowdown
/// List of action speed modifiers applying to this mob
var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
/// The calculated mob action speed slowdown based on the modifiers list
var/cached_multiplicative_actions_slowdown
/// List of action hud items the user has
var/list/datum/action/actions
///Cursor icon used when holding shift over things
var/examine_cursor_icon = 'icons/effects/mouse_pointers/examine_pointer.dmi'
/// Mob bitflags
var/mob_flags = NONE
/// Whether a mob is alive or dead. TODO: Move this to living - Nodrak (2019, still here)
var/stat = CONSCIOUS
/**
* Whether and how a mob is incapacitated
*
* Normally being restrained, agressively grabbed, or in stasis counts as incapacitated
* unless there is a flag being used to check if it's ignored
*
* * bitflags: (see code/__DEFINES/status_effects.dm)
* * INCAPABLE_RESTRAINTS - if our mob is in a restraint (handcuffs)
* * INCAPABLE_STASIS - if our mob is in stasis (stasis bed, etc.)
* * INCAPABLE_GRAB - if our mob is being agressively grabbed
*
**/
VAR_FINAL/incapacitated = NONE
/* A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
/// The zone this mob is currently targeting
var/zone_selected = BODY_ZONE_CHEST
var/computer_id = null
var/list/logging = list()
/// Tick time the mob can next move
var/next_move = null
/// What is the mobs real name (name is overridden for disguises etc)
var/real_name = null
/// Default body temperature
var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
/// Our body temperatue as of the last process, prevents pointless work when handling alerts
var/old_bodytemperature = 0
/// Hunger level of the mob
var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
/// Satiation level of the mob
var/satiety = 0//Carbon
/// How many ticks this mob has been over reating
var/overeatduration = 0 // How long this guy is overeating //Carbon
/// The last known IP of the client who was in this mob
var/lastKnownIP = null
/// movable atom we are buckled to
var/atom/movable/buckled = null//Living
//Hands
///What hand is the active hand
var/active_hand_index = 1
/**
* list of items held in hands
*
* len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand
* and 1 empty hand.
*
* NB: contains nulls!
*
* `held_items[active_hand_index]` is the actively held item, but please use
* [get_active_held_item()][/mob/proc/get_active_held_item] instead, because OOP
*/
var/list/held_items = list()
//HUD things
/// Storage component (for mob inventory)
var/datum/storage/active_storage
/// Active hud
var/datum/hud/hud_used = null
/// Is the mob throw intent on
var/throw_mode = THROW_MODE_DISABLED
/// What job does this mob have
var/job = null//Living
/// bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH
///Calls relay_move() to whatever this is set to when the mob tries to move
var/atom/movable/remote_control
///the current turf being examined in the stat panel
var/turf/listed_turf = null
///The list of people observing this mob.
var/list/observers = null
///List of progress bars this mob is currently seeing for actions
var/list/progressbars = null //for stacking do_after bars
///For storing what do_after's someone has, key = string, value = amount of interactions of that type happening.
var/list/do_afters
///Allows a datum to intercept all click calls this mob is the source of
var/datum/click_intercept
///The z level this mob is currently registered in
var/registered_z = null
var/memory_throttle_time = 0
/// Contains [/atom/movable/screen/alert] only.
///
/// On [/mob] so clientless mobs will throw alerts properly.
var/list/alerts = list()
var/list/screens = list()
/// Assoc list of client_colour datum -> source it came from
var/list/client_colours = list()
/// List of filter names used in the past client color update for cleanup
var/list/color_filter_store = list()
var/hud_type = /datum/hud
var/datum/focus //What receives our keyboard inputs. src by default
/// Used for tracking last uses of emotes for cooldown purposes
var/list/emotes_used
///Whether the mob is updating glide size when movespeed updates or not
var/updating_glide_size = TRUE
///Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
var/sound_environment_override = SOUND_ENVIRONMENT_NONE
/// A mock client, provided by tests and friends
var/datum/client_interface/mock_client
var/interaction_range = 0 //how far a mob has to be to interact with something without caring about obsctruction, defaulted to 0 tiles
///the icon currently used for the typing indicator's bubble
var/active_typing_indicator
///the icon currently used for the thinking indicator's bubble
var/active_thinking_indicator
/// A ref of the area we're taking our ambient loop from.
var/area/ambience_tracked_area