Files
Bubberstation/code/datums/mind/_mind.dm
2024-10-26 09:36:57 +02:00

581 lines
23 KiB
Plaintext

/* Note from Carnie:
The way datum/mind stuff works has been changed a lot.
Minds now represent IC characters rather than following a client around constantly.
Guidelines for using minds properly:
- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
ghost.mind is however used as a reference to the ghost's corpse
- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
the existing mind of the old mob should be transferred to the new mob like so:
mind.transfer_to(new_mob)
- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing
the player.
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
new_mob.key = key
The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
yourself.
*/
/datum/mind
/// Key of the mob
var/key
/// The name linked to this mind
var/name
/// replaces name for observers name if set
var/ghostname
/// Current mob this mind datum is attached to
var/mob/living/current
/// Is this mind active?
var/active = FALSE
/// a list of /datum/memories. assoc type of memory = memory datum. only one type of memory will be stored, new ones of the same type overriding the last.
var/list/memories = list()
/// reference to the memory panel tgui
var/datum/memory_panel/memory_panel
/// Job datum indicating the mind's role. This should always exist after initialization, as a reference to a singleton.
var/datum/job/assigned_role
var/special_role
var/list/restricted_roles = list()
/// Martial art on this mind
var/datum/martial_art/martial_art
/// List of antag datums on this mind
var/list/antag_datums
/// this mind's ANTAG_HUD should have this icon_state
var/antag_hud_icon_state = null
///this mind's antag HUD
var/datum/atom_hud/alternate_appearance/basic/antagonist_hud/antag_hud = null
var/holy_role = NONE //is this person a chaplain or admin role allowed to use bibles, Any rank besides 'NONE' allows for this.
///If this mind's master is another mob (i.e. adamantine golems). Weakref of a /living.
var/datum/weakref/enslaved_to
var/late_joiner = FALSE
/// has this mind ever been an AI
var/has_ever_been_ai = FALSE
var/last_death = 0
/// Set by Into The Sunset command of the shuttle manipulator.
/// If TRUE, the mob will always be considered "escaped" if they are alive and not exiled.
var/force_escaped = FALSE
var/list/learned_recipes //List of learned recipe TYPES.
///List of skills the user has received a reward for. Should not be used to keep track of currently known skills. Lazy list because it shouldnt be filled often
var/list/skills_rewarded
///Assoc list of skills. Use SKILL_LVL to access level, and SKILL_EXP to access skill's exp.
var/list/known_skills = list()
///Weakref to thecharacter we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
var/datum/weakref/original_character
/// The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots
var/original_character_slot_index
/// The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with)
var/current_scar_slot_index
///Skill multiplier, adjusts how much xp you get/loose from adjust_xp. Dont override it directly, add your reason to experience_multiplier_reasons and use that as a key to put your value in there.
var/experience_multiplier = 1
///Skill multiplier list, just slap your multiplier change onto this with the type it is coming from as key.
var/list/experience_multiplier_reasons = list()
/// A lazy list of statuses to add next to this mind in the traitor panel
var/list/special_statuses
///Assoc list of addiction values, key is the type of withdrawal (as singleton type), and the value is the amount of addiction points (as number)
var/list/addiction_points
///Assoc list of key active addictions and value amount of cycles that it has been active.
var/list/active_addictions
///List of objective-specific equipment that couldn't properly be given to the mind
var/list/failed_special_equipment
/// A list to keep track of which books a person has read (to prevent people from reading the same book again and again for positive mood events)
var/list/book_titles_read
/datum/mind/New(_key)
key = _key
init_known_skills()
set_assigned_role(SSjob.get_job_type(/datum/job/unassigned)) // Unassigned by default.
/datum/mind/Destroy()
SSticker.minds -= src
QDEL_NULL(antag_hud)
QDEL_LIST(memories)
QDEL_NULL(memory_panel)
QDEL_LIST(antag_datums)
set_current(null)
return ..()
/datum/mind/serialize_list(list/options, list/semvers)
. = ..()
.["key"] = key
.["name"] = name
.["ghostname"] = ghostname
.["memories"] = memories
.["martial_art"] = martial_art
.["antag_datums"] = antag_datums
.["holy_role"] = holy_role
.["special_role"] = special_role
.["assigned_role"] = assigned_role.title
.["current"] = current
var/mob/enslaved_to = src.enslaved_to?.resolve()
.["enslaved_to"] = enslaved_to
SET_SERIALIZATION_SEMVER(semvers, "1.0.0")
return .
/datum/mind/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, assigned_role))
set_assigned_role(var_value)
. = TRUE
if(!isnull(.))
datum_flags |= DF_VAR_EDITED
return
return ..()
/datum/mind/proc/set_current(mob/new_current)
if(new_current && QDELETED(new_current))
CRASH("Tried to set a mind's current var to a qdeleted mob, what the fuck")
if(current)
UnregisterSignal(src, COMSIG_QDELETING)
current = new_current
if(current)
RegisterSignal(src, COMSIG_QDELETING, PROC_REF(clear_current))
/datum/mind/proc/clear_current(datum/source)
SIGNAL_HANDLER
set_current(null)
/datum/mind/proc/transfer_to(mob/new_character, force_key_move = 0)
set_original_character(null)
if(current) // remove ourself from our old body's mind variable
current.mind = null
UnregisterSignal(current, COMSIG_LIVING_DEATH)
SStgui.on_transfer(current, new_character)
if(key)
if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours
new_character.ghostize(TRUE) //we'll need to ghostize so that key isn't mobless.
else
key = new_character.key
if(new_character.mind) //disassociate any mind currently in our new body's mind variable
new_character.mind.set_current(null)
var/mob/living/old_current = current
if(old_current)
//transfer anyone observing the old character to the new one
old_current.transfer_observers_to(new_character)
// Offload all mind languages from the old holder to a temp one
var/datum/language_holder/empty/temp_holder = new()
var/datum/language_holder/old_holder = old_current.get_language_holder()
var/datum/language_holder/new_holder = new_character.get_language_holder()
// Off load mind languages to the temp holder momentarily
new_holder.transfer_mind_languages(temp_holder)
// Transfer the old holder's mind languages to the new holder
old_holder.transfer_mind_languages(new_holder)
// And finally transfer the temp holder's mind languages back to the old holder
temp_holder.transfer_mind_languages(old_holder)
set_current(new_character) //associate ourself with our new body
QDEL_NULL(antag_hud)
new_character.mind = src //and associate our new body with ourself
antag_hud = new_character.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/antagonist_hud, "combo_hud", src)
for(var/datum/antagonist/antag_datum as anything in antag_datums) //Makes sure all antag datums effects are applied in the new body
antag_datum.on_body_transfer(old_current, current)
if(iscarbon(new_character))
var/mob/living/carbon/carbon_character = new_character
carbon_character.last_mind = src
RegisterSignal(new_character, COMSIG_LIVING_DEATH, PROC_REF(set_death_time))
if(active || force_key_move)
new_character.key = key //now transfer the key to link the client to our new body
if(new_character.client)
LAZYCLEARLIST(new_character.client.recent_examines)
new_character.client.init_verbs() // re-initialize character specific verbs
SEND_SIGNAL(src, COMSIG_MIND_TRANSFERRED, old_current)
SEND_SIGNAL(current, COMSIG_MOB_MIND_TRANSFERRED_INTO, old_current)
if(!isnull(old_current))
SEND_SIGNAL(old_current, COMSIG_MOB_MIND_TRANSFERRED_OUT_OF, current)
//I cannot trust you fucks to do this properly
/datum/mind/proc/set_original_character(new_original_character)
original_character = WEAKREF(new_original_character)
/datum/mind/proc/set_death_time()
SIGNAL_HANDLER
last_death = world.time
/datum/mind/Topic(href, href_list)
if(!check_rights(R_ADMIN))
return
var/self_antagging = usr == current
if(href_list["add_antag"])
add_antag_wrapper(text2path(href_list["add_antag"]),usr)
if(href_list["remove_antag"])
var/datum/antagonist/A = locate(href_list["remove_antag"]) in antag_datums
if(!istype(A))
to_chat(usr,span_warning("Invalid antagonist ref to be removed."))
return
A.admin_remove(usr)
if(href_list["open_antag_vv"])
var/datum/antagonist/to_vv = locate(href_list["open_antag_vv"]) in antag_datums
if(!istype(to_vv))
to_chat(usr, span_warning("Invalid antagonist ref to be vv'd."))
return
usr.client?.debug_variables(to_vv)
if (href_list["role_edit"])
var/new_role = input("Select new role", "Assigned role", assigned_role.title) as null|anything in sort_list(SSjob.name_occupations)
if(isnull(new_role))
return
var/datum/job/new_job = SSjob.get_job(new_role)
if (!new_job)
to_chat(usr, span_warning("Job not found."))
return
set_assigned_role(new_job)
else if (href_list["obj_edit"] || href_list["obj_add"])
var/objective_pos //Edited objectives need to keep same order in antag objective list
var/def_value
var/datum/antagonist/target_antag
var/datum/objective/old_objective //The old objective we're replacing/editing
var/datum/objective/new_objective //New objective we're be adding
if(href_list["obj_edit"])
for(var/datum/antagonist/A in antag_datums)
old_objective = locate(href_list["obj_edit"]) in A.objectives
if(old_objective)
target_antag = A
objective_pos = A.objectives.Find(old_objective)
break
if(!old_objective)
to_chat(usr,"Invalid objective.")
return
else
if(href_list["target_antag"])
var/datum/antagonist/X = locate(href_list["target_antag"]) in antag_datums
if(X)
target_antag = X
if(!target_antag)
switch(antag_datums.len)
if(0)
target_antag = add_antag_datum(/datum/antagonist/custom)
if(1)
target_antag = antag_datums[1]
else
var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", "(new custom antag)") as null|anything in sort_list(antag_datums) + "(new custom antag)"
if (QDELETED(target))
return
else if(target == "(new custom antag)")
target_antag = add_antag_datum(/datum/antagonist/custom)
else
target_antag = target
if(!GLOB.admin_objective_list)
generate_admin_objective_list()
if(old_objective)
if(old_objective.name in GLOB.admin_objective_list)
def_value = old_objective.name
var/selected_type = input("Select objective type:", "Objective type", def_value) as null|anything in GLOB.admin_objective_list
selected_type = GLOB.admin_objective_list[selected_type]
if (!selected_type)
return
if(!old_objective)
//Add new one
new_objective = new selected_type
new_objective.owner = src
new_objective.admin_edit(usr)
target_antag.objectives += new_objective
message_admins("[key_name_admin(usr)] added a new objective for [current]: [new_objective.explanation_text]")
log_admin("[key_name(usr)] added a new objective for [current]: [new_objective.explanation_text]")
else
if(old_objective.type == selected_type)
//Edit the old
old_objective.admin_edit(usr)
new_objective = old_objective
else
//Replace the old
new_objective = new selected_type
new_objective.owner = src
new_objective.admin_edit(usr)
target_antag.objectives -= old_objective
target_antag.objectives.Insert(objective_pos, new_objective)
message_admins("[key_name_admin(usr)] edited [current]'s objective to [new_objective.explanation_text]")
log_admin("[key_name(usr)] edited [current]'s objective to [new_objective.explanation_text]")
else if (href_list["obj_delete"])
var/datum/objective/objective
for(var/datum/antagonist/A in antag_datums)
objective = locate(href_list["obj_delete"]) in A.objectives
if(istype(objective))
A.objectives -= objective
break
if(!objective)
to_chat(usr,"Invalid objective.")
return
//qdel(objective) Needs cleaning objective destroys
message_admins("[key_name_admin(usr)] removed an objective for [current]: [objective.explanation_text]")
log_admin("[key_name(usr)] removed an objective for [current]: [objective.explanation_text]")
else if(href_list["obj_completed"])
var/datum/objective/objective
for(var/datum/antagonist/A in antag_datums)
objective = locate(href_list["obj_completed"]) in A.objectives
if(istype(objective))
objective = objective
break
if(!objective)
to_chat(usr,"Invalid objective.")
return
objective.completed = !objective.completed
log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]")
else if(href_list["obj_prompt_custom"])
var/datum/antagonist/target_antag
if(href_list["target_antag"])
var/datum/antagonist/found_datum = locate(href_list["target_antag"]) in antag_datums
if(found_datum)
target_antag = found_datum
if(isnull(target_antag))
switch(length(antag_datums))
if(0)
target_antag = add_antag_datum(/datum/antagonist/custom)
if(1)
target_antag = antag_datums[1]
else
var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", "(new custom antag)") as null|anything in sort_list(antag_datums) + "(new custom antag)"
if (QDELETED(target))
return
else if(target == "(new custom antag)")
target_antag = add_antag_datum(/datum/antagonist/custom)
else
target_antag = target
var/replace_existing = input("Replace existing objectives?","Replace objectives?") in list("Yes", "No")
if (isnull(replace_existing))
return
replace_existing = replace_existing == "Yes"
var/replace_escape
if (!replace_existing)
replace_escape = FALSE
else
replace_escape = input("Replace survive/escape/martyr objectives?","Replace objectives?") in list("Yes", "No")
if (isnull(replace_escape))
return
replace_escape = replace_escape == "Yes"
target_antag.submit_player_objective(retain_existing = !replace_existing, retain_escape = !replace_escape, force = TRUE)
log_admin("[key_name(usr)] prompted [current] to enter their own objectives for [target_antag].")
else if (href_list["silicon"])
switch(href_list["silicon"])
if("unemag")
var/mob/living/silicon/robot/R = current
if (istype(R))
R.SetEmagged(0)
message_admins("[key_name_admin(usr)] has unemag'ed [R].")
log_admin("[key_name(usr)] has unemag'ed [R].")
if("unemagcyborgs")
if(isAI(current))
var/mob/living/silicon/ai/ai = current
for (var/mob/living/silicon/robot/R in ai.connected_robots)
R.SetEmagged(0)
message_admins("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
log_admin("[key_name(usr)] has unemag'ed [ai]'s Cyborgs.")
else if(href_list["edit_obj_tc"])
var/datum/traitor_objective/objective = locate(href_list["edit_obj_tc"])
if(!istype(objective))
return
var/telecrystal = input("Set new telecrystal reward for [objective.name]","Syndicate uplink", objective.telecrystal_reward) as null | num
if(isnull(telecrystal))
return
objective.telecrystal_reward = telecrystal
message_admins("[key_name_admin(usr)] changed [objective]'s telecrystal reward count to [telecrystal].")
log_admin("[key_name(usr)] changed [objective]'s telecrystal reward count to [telecrystal].")
else if(href_list["edit_obj_pr"])
var/datum/traitor_objective/objective = locate(href_list["edit_obj_pr"])
if(!istype(objective))
return
var/progression = input("Set new progression reward for [objective.name]","Syndicate uplink", objective.progression_reward) as null | num
if(isnull(progression))
return
objective.progression_reward = progression
message_admins("[key_name_admin(usr)] changed [objective]'s progression reward count to [progression].")
log_admin("[key_name(usr)] changed [objective]'s progression reward count to [progression].")
else if(href_list["fail_objective"])
var/datum/traitor_objective/objective = locate(href_list["fail_objective"])
if(!istype(objective))
return
var/performed = objective.objective_state == OBJECTIVE_STATE_INACTIVE? "skipped" : "failed"
message_admins("[key_name_admin(usr)] forcefully [performed] [objective].")
log_admin("[key_name(usr)] forcefully [performed] [objective].")
objective.fail_objective()
else if(href_list["succeed_objective"])
var/datum/traitor_objective/objective = locate(href_list["succeed_objective"])
if(!istype(objective))
return
message_admins("[key_name_admin(usr)] forcefully succeeded [objective].")
log_admin("[key_name(usr)] forcefully succeeded [objective].")
objective.succeed_objective()
else if (href_list["common"])
switch(href_list["common"])
if("undress")
for(var/obj/item/W in current)
current.dropItemToGround(W, TRUE) //The TRUE forces all items to drop, since this is an admin undress.
if("takeuplink")
take_uplink()
wipe_memory_type(/datum/memory/key/traitor_uplink/implant)
log_admin("[key_name(usr)] removed [current]'s uplink.")
if("crystals")
if(check_rights(R_FUN))
var/datum/component/uplink/U = find_syndicate_uplink()
if(U)
var/crystals = tgui_input_number(
user = usr,
message = "Amount of telecrystals for [key]",
title = "Syndicate uplink",
default = U.uplink_handler.telecrystals,
)
if(isnum(crystals))
U.uplink_handler.set_telecrystals(crystals)
message_admins("[key_name_admin(usr)] changed [current]'s telecrystal count to [crystals].")
log_admin("[key_name(usr)] changed [current]'s telecrystal count to [crystals].")
if("progression")
if(!check_rights(R_FUN))
return
var/datum/component/uplink/uplink = find_syndicate_uplink()
if(!uplink)
return
var/progression = input("Set new progression points for [key]","Syndicate uplink", uplink.uplink_handler.progression_points) as null | num
if(isnull(progression))
return
uplink.uplink_handler.progression_points = progression
message_admins("[key_name_admin(usr)] changed [current]'s progression point count to [progression].")
log_admin("[key_name(usr)] changed [current]'s progression point count to [progression].")
uplink.uplink_handler.update_objectives()
uplink.uplink_handler.generate_objectives()
if("give_objective")
if(!check_rights(R_FUN))
return
var/datum/component/uplink/uplink = find_syndicate_uplink()
if(!uplink || !uplink.uplink_handler)
return
var/list/all_objectives = subtypesof(/datum/traitor_objective)
var/objective_typepath = tgui_input_list(usr, "Select objective", "Select objective", all_objectives)
if(!objective_typepath)
return
var/datum/traitor_objective/objective = uplink.uplink_handler.try_add_objective(objective_typepath, force = TRUE)
if(objective)
message_admins("[key_name_admin(usr)] gave [current] a traitor objective ([objective_typepath]).")
log_admin("[key_name(usr)] gave [current] a traitor objective ([objective_typepath]).")
else
to_chat(usr, span_warning("Failed to generate the objective!"))
message_admins("[key_name_admin(usr)] failed to give [current] a traitor objective ([objective_typepath]).")
log_admin("[key_name(usr)] failed to give [current] a traitor objective ([objective_typepath]).")
if("uplink")
var/datum/antagonist/traitor/traitor_datum = has_antag_datum(/datum/antagonist/traitor)
if(!give_uplink(antag_datum = traitor_datum || null))
to_chat(usr, span_danger("Equipping a syndicate failed!"))
log_admin("[key_name(usr)] tried and failed to give [current] an uplink.")
else
log_admin("[key_name(usr)] gave [current] an uplink.")
else if (href_list["obj_announce"])
announce_objectives()
//Something in here might have changed your mob
if(self_antagging && (!usr || !usr.client) && current.client)
usr = current
traitor_panel()
/datum/mind/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
for(var/mob/dead/observer/G in (ghosts_with_clients ? GLOB.player_list : GLOB.dead_mob_list))
if(G.mind == src)
if(G.can_reenter_corpse || even_if_they_cant_reenter)
return G
break
/datum/mind/proc/grab_ghost(force)
var/mob/dead/observer/G = get_ghost(even_if_they_cant_reenter = force)
. = G
if(G)
G.reenter_corpse()
///Adds addiction points to the specified addiction
/datum/mind/proc/add_addiction_points(type, amount)
LAZYSET(addiction_points, type, min(LAZYACCESS(addiction_points, type) + amount, MAX_ADDICTION_POINTS))
var/datum/addiction/affected_addiction = SSaddiction.all_addictions[type]
return affected_addiction.on_gain_addiction_points(src)
///Adds addiction points to the specified addiction
/datum/mind/proc/remove_addiction_points(type, amount)
LAZYSET(addiction_points, type, max(LAZYACCESS(addiction_points, type) - amount, 0))
var/datum/addiction/affected_addiction = SSaddiction.all_addictions[type]
return affected_addiction.on_lose_addiction_points(src)
/// Whether or not we can roll for midrounds, specifically checking if we have any major antag datums that should block it
/datum/mind/proc/can_roll_midround()
for(var/datum/antagonist/antag as anything in antag_datums)
if(antag.block_midrounds)
return FALSE
return TRUE
/// Setter for the assigned_role job datum.
/datum/mind/proc/set_assigned_role(datum/job/new_role)
if(assigned_role == new_role)
return
if(!is_job(new_role))
CRASH("set_assigned_role called with invalid role: [isnull(new_role) ? "null" : new_role]")
. = assigned_role
assigned_role = new_role
/// Sets us to the passed job datum, then greets them to their new job.
/// Use this one for when you're assigning this mind to a new job for the first time,
/// or for when someone's receiving a job they'd really want to be greeted to.
/datum/mind/proc/set_assigned_role_with_greeting(datum/job/new_role, client/incoming_client)
. = set_assigned_role(new_role)
if(assigned_role != new_role)
return
var/intro_message = new_role.get_spawn_message()
if(incoming_client && intro_message)
to_chat(incoming_client, intro_message)
/mob/proc/sync_mind()
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
mind.active = TRUE //indicates that the mind is currently synced with a client
/mob/dead/new_player/sync_mind()
return
/mob/dead/observer/sync_mind()
return