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## About The Pull Request Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic from the ground-up - Dynamic configuration is now vastly streamlined, making it far far far easier to understand and edit - Threat is gone entirely; round chaos is now determined by dynamic tiers - There's 5 dynamic tiers, 0 to 4. - 0 is a pure greenshift. - Tiers are just picked via weight - "16% chance of getting a high chaos round". - Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be selected". - Tier determines how much of every ruleset is picked. "Tier 4 (High Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3 latejoins". - The number of rulesets picked depends on how many people are in the server - this is also configurable[2]. As an example, a tier that demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and will not spawn 2 rulesets if population <= 25. - Tiers also determine time before light, heavy, and latejoin rulesets are picked, as well as the cooldown range between spawns. More chaotic tiers may send midrounds sooner or wait less time between sending them. - On the ruleset side of things, "requirements", "scaling", and "enemies" is gone. - You can configure a ruleset's min pop and weight flat, or per tier. - For example a ruleset like Obsession is weighted higher for tiers 1-2 and lower for tiers 3-4. - Rather than scaling up, roundstart rulesets can just be selected multiple times. - Rulesets also have `min_antag_cap` and `max_antag_cap`. `min_antag_cap` determines how many candidates are needed for it to run, and `max_antag_cap` determines how many candidates are selected. - Rulesets attempt to run every 2.5 minutes. [3] - Light rulesets will ALWAYS be picked before heavy rulesets. [4] - Light injection chance is no longer 100%, heavy injection chance formula has been simplified. - Chance simply scales based on number of dead players / total number off players, with a flag 50% chance if no antags exist. [5] [1] This does not guarantee you will actually GET 3-4 roundstart rulesets. If a roundstart ruleset is picked, and it ends up being unable to execute (such as "not enough candidates", that slot is effectively a wash.) This might be revisited. [2] Currently, this is a hard limit - below X pop, you WILL get a quarter or a half of the rulesets. This might be revisited to just be weighted - you are just MORE LIKELY to get a quarter or a half. [3] Little worried about accidentally frontloading everything so we'll see about this [4] This may be revisited but in most contexts it seems sensible. [5] This may also be revisited, I'm not 100% sure what the best / most simple way to tackle midround chances is. Other implementation details - The process of making rulesets has been streamlined as well. Many rulesets only amount to a definition and `assign_role`. - Dynamic.json -> Dynamic.toml - Dynamic event hijacked was ripped out entirely. - Most midround antag random events are now dynamic rulesets. Fugitives, Morphs, Slaughter Demons, etc. - The 1 weight slaughter demon event is gone. RIP in peace. - There is now a hidden midround event that simply adds +1 latejoin, +1 light, or +1 heavy ruleset. - `mind.special_role` is dead. Minds have a lazylist of special roles now but it's essentially only used for traitor panel. - Revs refactored almost entirely. Revs can now exist without a dynamic ruleset. - Cult refactored a tiny bit. - Antag datums cleaned up. - Pre round setup is less centralized on Dynamic. - Admins have a whole panel for interfacing with dynamic. It's pretty slapdash I'm sure someone could make a nicer looking one.   - Maybe some other things. ## Why It's Good For The Game See readme for more info. Will you see a massive change in how rounds play out? My hunch says rounds will spawn less rulesets on average, but it's ultimately to how it's configured ## Changelog 🆑 Melbert refactor: Dynamic rewritten entirely, report any strange rounds config: Dynamic config reworked, it's now a TOML file refactor: Refactored antag roles somewhat, report any oddities refactor: Refactored Revolution entirely, report any oddities del: Deleted most midround events that spawn antags - they use dynamic rulesets now add: Dynamic rulesets can now be false alarms add: Adds a random event that gives dynamic the ability to run another ruleset later admin: Adds a panel for messing around with dynamic admin: Adds a panel for chance for every dynamic ruleset to be selected admin: You can spawn revs without using dynamic now fix: Nuke team leaders get their fun title back /🆑
568 lines
19 KiB
Plaintext
568 lines
19 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, list/weighted_list)
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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 = pick_weight(weighted_list ? weighted_list : 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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/**
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* More or less ran_zone, but only returns bodyzones that the mob /actually/ has.
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*
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* * blacklisted_parts - allows you to specify zones that will not be chosen. eg: list(BODY_ZONE_CHEST, BODY_ZONE_R_LEG)
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* * * !!!! blacklisting BODY_ZONE_CHEST is really risky since it's the only bodypart guarunteed to ALWAYS exists !!!!
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* * * !!!! Only do that if you're REALLY CERTAIN they have limbs, otherwise we'll CRASH() !!!!
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*
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* * ran_zone has a base prob(80) to return the base_zone (or if null, BODY_ZONE_CHEST) vs something in our generated list of limbs.
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* * this probability is overriden when either blacklisted_parts contains BODY_ZONE_CHEST and we aren't passed a base_zone (since the default fallback for ran_zone would be the chest in that scenario), or if even_weights is enabled.
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* * you can also manually adjust this probability by altering base_probability
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*
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* * even_weights - ran_zone has a 40% chance (after the prob(80) mentioned above) of picking a limb, vs the torso & head which have an additional 10% chance.
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* * Setting even_weight to TRUE will make it just a straight up pick() between all possible bodyparts.
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*
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*/
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/mob/proc/get_random_valid_zone(base_zone, base_probability = 80, list/blacklisted_parts, even_weights, bypass_warning)
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return BODY_ZONE_CHEST //even though they don't really have a chest, let's just pass the default of check_zone to be safe.
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/mob/living/carbon/get_random_valid_zone(base_zone, base_probability = 80, list/blacklisted_parts, even_weights, bypass_warning)
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var/list/limbs = list()
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for(var/obj/item/bodypart/part as anything in bodyparts)
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var/limb_zone = part.body_zone //cache the zone since we're gonna check it a ton.
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if(limb_zone in blacklisted_parts)
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continue
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if(even_weights)
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limbs[limb_zone] = 1
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continue
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if(limb_zone == BODY_ZONE_CHEST || limb_zone == BODY_ZONE_HEAD)
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limbs[limb_zone] = 1
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else
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limbs[limb_zone] = 4
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if(base_zone && !(check_zone(base_zone) in limbs))
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base_zone = null //check if the passed zone is infact valid
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var/chest_blacklisted
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if((BODY_ZONE_CHEST in blacklisted_parts))
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chest_blacklisted = TRUE
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if(bypass_warning && !limbs.len)
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CRASH("limbs is empty and the chest is blacklisted. this may not be intended!")
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return (((chest_blacklisted && !base_zone) || even_weights) ? pick_weight(limbs) : ran_zone(base_zone, base_probability, limbs))
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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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* For when you're only able to speak a limited amount of words
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* phrase - the string to convert
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* definitive_limit - the amount of words to limit the phrase to, optional
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*/
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/proc/stifled(phrase, definitive_limit = null)
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phrase = html_decode(phrase)
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var/num_words = 0
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var/words = splittext(phrase, " ")
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if(definitive_limit > 0) // in case someone passes a negative
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num_words = min(definitive_limit, length(words))
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else
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num_words = min(rand(3, 5), length(words))
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. = ""
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for(var/i = 1, i <= num_words, i++)
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if(num_words == i)
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. += words[i] + "..."
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else
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. += words[i] + " ... "
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return sanitize(.)
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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_x = strength*ICON_SIZE_X
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var/max_y = strength*ICON_SIZE_Y
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var/min_x = -(strength*ICON_SIZE_X)
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var/min_y = -(strength*ICON_SIZE_Y)
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if(C.prefs?.read_preference(/datum/preference/toggle/screen_shake_darken))
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var/type = /atom/movable/screen/fullscreen/flash/black
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M.overlay_fullscreen("flash", type)
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addtimer(CALLBACK(M, TYPE_PROC_REF(/mob, clear_fullscreen), "flash", 3 SECONDS), 3 SECONDS)
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//How much time to allot for each pixel moved
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var/time_scalar = (1 / ICON_SIZE_ALL) * 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_x, max_x) + oldx
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var/y_pos = rand(min_y, max_y) + 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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///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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/**
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* Checks if this mob is an antag
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* By default excludes antags like Valentines, which are "fake antags"
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*/
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/mob/proc/is_antag(blacklisted_antag_flags = ANTAG_FAKE)
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for(var/datum/antagonist/antag_datum as anything in mind?.antag_datums)
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if(!blacklisted_antag_flags || !(antag_datum.antag_flags & blacklisted_antag_flags))
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return TRUE
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return FALSE
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/mob/living/silicon/robot/is_antag(blacklisted_antag_flags)
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return FALSE
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/mob/living/silicon/ai/is_antag(blacklisted_antag_flags)
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return ..() && !!(laws?.zeroth) // AIs only count as antags if they have a zeroth law (apparently)
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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: The message displayed in chat.
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* * source: The source of the notification. This is required for an icon
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* * header: The title text to display on the icon tooltip.
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* * alert_overlay: Optional. Create a custom overlay if you want, otherwise it will use the source
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* * click_interact: If true, adds a link + clicking the icon will attack_ghost the source
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* * custom_link: Optional. If you want to add a custom link to the chat notification
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* * ghost_sound: sound to play
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* * ignore_key: Ignore keys if they're in the GLOB.poll_ignore list
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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(
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message,
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atom/source,
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header = "Something Interesting!",
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mutable_appearance/alert_overlay,
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click_interact = FALSE,
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custom_link = "",
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ghost_sound,
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ignore_key,
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notify_flags = NOTIFY_CATEGORY_DEFAULT,
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notify_volume = 100,
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)
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if(notify_flags & GHOST_NOTIFY_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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if(source)
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if(isnull(alert_overlay))
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alert_overlay = get_small_overlay(source)
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alert_overlay.appearance_flags |= TILE_BOUND
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alert_overlay.layer = FLOAT_LAYER
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alert_overlay.plane = FLOAT_PLANE
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for(var/mob/dead/observer/ghost in GLOB.player_list)
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if(!(notify_flags & GHOST_NOTIFY_NOTIFY_SUICIDERS) && HAS_TRAIT(ghost, TRAIT_SUICIDED))
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continue
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if(ignore_key && (ghost.ckey in GLOB.poll_ignore[ignore_key]))
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continue
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if(notify_flags & GHOST_NOTIFY_FLASH_WINDOW)
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window_flash(ghost.client)
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if(ghost_sound)
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SEND_SOUND(ghost, sound(ghost_sound, volume = notify_volume))
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if(isnull(source))
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to_chat(ghost, span_ghostalert(message))
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continue
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var/interact_link = click_interact ? " <a href='byond://?src=[REF(ghost)];play=[REF(source)]'>(Play)</a>" : ""
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var/view_link = " <a href='byond://?src=[REF(ghost)];view=[REF(source)]'>(View)</a>"
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to_chat(ghost, span_ghostalert("[message][custom_link][interact_link][view_link]"))
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var/atom/movable/screen/alert/notify_action/toast = ghost.throw_alert(
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category = "[REF(source)]_notify_action",
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type = /atom/movable/screen/alert/notify_action,
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)
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toast.add_overlay(alert_overlay)
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toast.click_interact = click_interact
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toast.desc = "Click to [click_interact ? "play" : "view"]."
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toast.name = header
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toast.target_ref = WEAKREF(source)
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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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///Returns TRUE/FALSE on whether the mob is an Admin Ghost AI.
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///This requires this snowflake check because AI interact gives the access to the mob's client, rather
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///than the mob like everyone else, and we keep it that way so they can't accidentally give someone Admin AI access.
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/proc/isAdminGhostAI(mob/user)
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if(!isAdminObserver(user))
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return FALSE
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if(!HAS_TRAIT_FROM(user.client, TRAIT_AI_ACCESS, ADMIN_TRAIT)) // Do they have it enabled?
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return FALSE
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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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if(isdead(M))
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to_chat(usr, "You can't give ghosts control of a ghost. They're already ghosts.")
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return FALSE
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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/whomst = span_danger(M.real_name)
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if(M.mind && !is_unassigned_job(M.mind?.assigned_role))
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whomst += "Job: [span_notice(M.mind.assigned_role.title)]."
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if(length(M.mind?.get_special_roles()))
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whomst += "Status: [span_boldnotice(english_list(M.mind?.get_special_roles()))]."
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var/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [whomst]?", check_jobban = ROLE_PAI, poll_time = 10 SECONDS, checked_target = M, alert_pic = M, role_name_text = "ghost control")
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if(chosen_one)
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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(chosen_one)] has taken control of ([ADMIN_LOOKUPFLW(M)])")
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M.ghostize(FALSE)
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M.PossessByPlayer(chosen_one.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)
|
|
|
|
///Can the mob hear
|
|
/mob/proc/can_hear()
|
|
return !HAS_TRAIT(src, TRAIT_DEAF)
|
|
|
|
/**
|
|
* 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(isnull(mind))
|
|
return
|
|
if(mind.assigned_role.policy_index)
|
|
. += mind.assigned_role.policy_index
|
|
. += mind.assigned_role.title //A bit redunant, but both title and policy index are used
|
|
for(var/datum/antagonist/antag_datum as anything in mind.antag_datums)
|
|
. += "[antag_datum.type]"
|
|
if(antag_datum.pref_flag)
|
|
. += antag_datum.pref_flag
|
|
if(antag_datum.jobban_flag)
|
|
. += antag_datum.jobban_flag
|
|
|
|
///Can the mob see reagents inside of containers?
|
|
/mob/proc/can_see_reagents()
|
|
return stat == DEAD || HAS_TRAIT(src, TRAIT_REAGENT_SCANNER) //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)
|
|
|
|
/// Returns this mob's default lighting alpha
|
|
/mob/proc/default_lighting_cutoff()
|
|
if(client?.combo_hud_enabled && (client?.prefs?.toggles & COMBOHUD_LIGHTING))
|
|
return LIGHTING_CUTOFF_FULLBRIGHT
|
|
return initial(lighting_cutoff)
|
|
|
|
/// Returns a generic path of the object based on the slot
|
|
/proc/get_path_by_slot(slot_id)
|
|
switch(slot_id)
|
|
if(ITEM_SLOT_BACK)
|
|
return /obj/item/storage/backpack
|
|
if(ITEM_SLOT_MASK)
|
|
return /obj/item/clothing/mask
|
|
if(ITEM_SLOT_NECK)
|
|
return /obj/item/clothing/neck
|
|
if(ITEM_SLOT_HANDCUFFED)
|
|
return /obj/item/restraints/handcuffs
|
|
if(ITEM_SLOT_LEGCUFFED)
|
|
return /obj/item/restraints/legcuffs
|
|
if(ITEM_SLOT_BELT)
|
|
return /obj/item/storage/belt
|
|
if(ITEM_SLOT_ID)
|
|
return /obj/item/card/id/advanced
|
|
if(ITEM_SLOT_EARS)
|
|
return /obj/item/clothing/ears
|
|
if(ITEM_SLOT_EYES)
|
|
return /obj/item/clothing/glasses
|
|
if(ITEM_SLOT_GLOVES)
|
|
return /obj/item/clothing/gloves
|
|
if(ITEM_SLOT_HEAD)
|
|
return /obj/item/clothing/head
|
|
if(ITEM_SLOT_FEET)
|
|
return /obj/item/clothing/shoes
|
|
if(ITEM_SLOT_OCLOTHING)
|
|
return /obj/item/clothing/suit
|
|
if(ITEM_SLOT_ICLOTHING)
|
|
return /obj/item/clothing/under
|
|
if(ITEM_SLOT_LPOCKET)
|
|
return /obj/item
|
|
if(ITEM_SLOT_RPOCKET)
|
|
return /obj/item
|
|
if(ITEM_SLOT_SUITSTORE)
|
|
return /obj/item
|
|
return null
|
|
|
|
/// Returns a client from a mob, mind or client
|
|
/proc/get_player_client(player)
|
|
if(ismob(player))
|
|
var/mob/player_mob = player
|
|
player = player_mob.client
|
|
else if(istype(player, /datum/mind))
|
|
var/datum/mind/player_mind = player
|
|
player = player_mind.current.client
|
|
if(!istype(player, /client))
|
|
return
|
|
return player
|
|
|
|
/proc/health_percentage(mob/living/mob)
|
|
var/divided_health = mob.health / mob.maxHealth
|
|
if(iscyborg(mob) || islarva(mob))
|
|
divided_health = (mob.health + mob.maxHealth) / (mob.maxHealth * 2)
|
|
else if(iscarbon(mob) || isAI(mob) || isbrain(mob))
|
|
divided_health = abs(HEALTH_THRESHOLD_DEAD - mob.health) / abs(HEALTH_THRESHOLD_DEAD - mob.maxHealth)
|
|
return divided_health * 100
|
|
|
|
/**
|
|
* Generates a log message when a user manually changes their targeted zone.
|
|
* Only need to one of new_target or old_target, and the other will be auto populated with the current selected zone.
|
|
*/
|
|
/mob/proc/log_manual_zone_selected_update(source, new_target, old_target)
|
|
if(!new_target && !old_target)
|
|
CRASH("Called log_manual_zone_selected_update without specifying a new or old target")
|
|
|
|
old_target ||= zone_selected
|
|
new_target ||= zone_selected
|
|
if(old_target == new_target)
|
|
return
|
|
|
|
var/list/data = list(
|
|
"new_target" = new_target,
|
|
"old_target" = old_target,
|
|
)
|
|
|
|
if(mind?.assigned_role)
|
|
data["assigned_role"] = mind.assigned_role.title
|
|
if(job)
|
|
data["assigned_job"] = job
|
|
|
|
var/atom/handitem = get_active_held_item()
|
|
if(handitem)
|
|
data["active_item"] = list(
|
|
"type" = handitem.type,
|
|
"name" = handitem.name,
|
|
)
|
|
|
|
var/atom/offhand = get_inactive_held_item()
|
|
if(offhand)
|
|
data["offhand_item"] = list(
|
|
"type" = offhand.type,
|
|
"name" = offhand.name,
|
|
)
|
|
|
|
logger.Log(
|
|
LOG_CATEGORY_TARGET_ZONE_SWITCH,
|
|
"[key_name(src)] manually changed selected zone",
|
|
data,
|
|
)
|
|
|
|
/**
|
|
* Returns an associative list of the logs of a certain amount of lines spoken recently by this mob
|
|
* copy_amount - number of lines to return
|
|
* line_chance - chance to return a line, if you don't want just the most recent x lines
|
|
*/
|
|
/mob/proc/copy_recent_speech(copy_amount = LING_ABSORB_RECENT_SPEECH, line_chance = 100)
|
|
var/list/recent_speech = list()
|
|
var/list/say_log = list()
|
|
var/log_source = logging
|
|
for(var/log_type in log_source)
|
|
var/nlog_type = text2num(log_type)
|
|
if(nlog_type & LOG_SAY)
|
|
var/list/reversed = log_source[log_type]
|
|
if(islist(reversed))
|
|
say_log = reverse_range(reversed.Copy())
|
|
break
|
|
|
|
for(var/spoken_memory in say_log)
|
|
if(recent_speech.len >= copy_amount)
|
|
break
|
|
if(!prob(line_chance))
|
|
continue
|
|
recent_speech[spoken_memory] = splittext(say_log[spoken_memory], "\"", 1, 0, TRUE)[3]
|
|
|
|
var/list/raw_lines = list()
|
|
for (var/key as anything in recent_speech)
|
|
raw_lines += recent_speech[key]
|
|
|
|
return raw_lines
|
|
|
|
/// Takes in an associated list (key `/datum/action` typepaths, value is the AI blackboard key) and handles granting the action and adding it to the mob's AI controller blackboard.
|
|
/// This is only useful in instances where you don't want to store the reference to the action on a variable on the mob.
|
|
/// You can set the value to null if you don't want to add it to the blackboard (like in player controlled instances). Is also safe with null AI controllers.
|
|
/// Assumes that the action will be initialized and held in the mob itself, which is typically standard.
|
|
/mob/proc/grant_actions_by_list(list/input)
|
|
if(length(input) <= 0)
|
|
return
|
|
|
|
for(var/action in input)
|
|
var/datum/action/ability = new action(src)
|
|
ability.Grant(src)
|
|
|
|
var/blackboard_key = input[action]
|
|
if(isnull(blackboard_key))
|
|
continue
|
|
|
|
ai_controller?.set_blackboard_key(blackboard_key, ability)
|