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## About The Pull Request The way we add multiple actions has been very unstandardized, with several implementations of this code doing certain things wrongly (i.e. not nullchecking `ai_controller`), so let's do something in the vein of #74037 and just make one nice big ol' proc that catches a lot of these cases. There are still a few things that simply can't be done here, but this gets the most generic "give my mob some actions and also maybe tell the AI about it" stuff done. This is only useful in cases where we don't ever need to reference the ability ever again when it's added. In an ideal world we would never need to reference the ability again and it would all be self-contained, but this is not an ideal world. However, a lot of the latticework has been built around certain implementations of this behavior making refactoring it just a bit easier. I also did a lot of auditing on `Destroy()` stuff, because `/datum/action`s listen to signals when their parent is `qdel`ing, so we don't need to neither hold nor clear references on our mob's `Destroy()`. This was all cleaned up now because even if we couldn't use `grant_multiple_actions()` (the new proc I add in this PR), it's just not useful at all and will further hinder efforts to implement this new proc. Also also, I noticed in some places (such as megafauna) that we were initializing a lot of datum actions _in nullspace_. We didn't pass the `src` argument to `New()`. I quickly fixed that, as well as got rid of the useless types we had going on. Also also also, I added a define macro to handle some of the cases that melbert was speaking about in his review down below. All you need to do is invoke the define on the typepath, and you should be good to go from there. There's probably a better way to do it, lmk though. we do the whole `do while` thing in order to prevent code leakages. ## Why It's Good For The Game * Very easy to change the implementation. In case we need to do something different in how we add actions or anything like that, we can simply just edit instances where this proc is located. * Standardizes addition behavior. There's a lot of cases like the aforementioned not-null-checking `ai_controller` that we really need to look out for, so having it all in one accessible proc ensures standard behavior. * Reduces copy-pasta. A lot of mobs had their own individual implementation of this, so let's just clean up all those lines of code. ## Changelog 🆑 refactor: The way mobs get specialized actions (like revenants shocking lights or regal rats summoning rats to their side when you slap them) have been modified, please report any bugs. /🆑 This doesn't touch the following case FTR: * Instances where we need to do work on the `/datum/action` after we `Grant()` it, like if we were to edit some variable on the action or if we need to call procs on said action. I don't like how the current code is so reliant on storing a variable to it, but that's a windmill to attack another time.
581 lines
20 KiB
Plaintext
581 lines
20 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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* 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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// moved out of admins.dm because things other than admin procs were calling this.
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/**
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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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* If allow_fake_antags is set to FALSE, Valentines, ERTs, and any such roles with FLAG_FAKE_ANTAG won't pass.
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*/
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/proc/is_special_character(mob/M, allow_fake_antags = FALSE)
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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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// Returns TRUE if AI has a zeroth law *and* either has a special role *or* an antag datum.
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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)
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return TRUE
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// Turns 'faker' to TRUE if the antag datum is fake. If it's not fake, returns TRUE directly.
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var/faker = FALSE
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for(var/datum/antagonist/antag_datum as anything in M.mind?.antag_datums)
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if((antag_datum.antag_flags & FLAG_FAKE_ANTAG))
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faker = TRUE
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else
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return TRUE
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// If 'faker' was assigned TRUE in the above loop and the argument 'allow_fake_antags' is set to TRUE, this passes.
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// Else, return FALSE.
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return (faker && allow_fake_antags)
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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(
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message,
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ghost_sound,
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enter_link,
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atom/source,
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mutable_appearance/alert_overlay,
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action = NOTIFY_JUMP,
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flashwindow = TRUE,
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ignore_mapload = TRUE,
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ignore_key,
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header = "",
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notify_suiciders = TRUE,
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notify_volume = 100
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)
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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/ghost in GLOB.player_list)
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if(!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(flashwindow)
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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/custom_link = enter_link ? " [enter_link]" : ""
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var/link = " <a href='?src=[REF(ghost)];[action]=[REF(source)]'>([capitalize(action)])</a>"
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to_chat(ghost, span_ghostalert("[message][custom_link][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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new_master = source,
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)
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toast.action = action
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toast.desc = "Click to [action]."
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toast.name = header
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toast.target = source
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/// Heals a robotic limb on a mob
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/proc/item_heal_robotic(mob/living/carbon/human/human, mob/user, brute_heal, burn_heal)
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var/obj/item/bodypart/affecting = human.get_bodypart(check_zone(user.zone_selected))
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if(!affecting || IS_ORGANIC_LIMB(affecting))
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to_chat(user, span_warning("[affecting] is already in good condition!"))
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return FALSE
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var/brute_damage = brute_heal > burn_heal //changes repair text based on how much brute/burn was supplied
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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, required_bodytype = BODYTYPE_ROBOTIC))
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human.update_damage_overlays()
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user.visible_message(span_notice("[user] fixes some of the [brute_damage ? "dents on" : "burnt wires in"] [human]'s [affecting.name]."), \
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span_notice("You fix some of the [brute_damage ? "dents on" : "burnt wires in"] [human == user ? "your" : "[human]'s"] [affecting.name]."))
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return TRUE //successful heal
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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(FALSE)
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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)])")
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return FALSE
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///Clicks a random nearby mob with the source from this mob
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/mob/proc/click_random_mob()
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var/list/nearby_mobs = list()
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for(var/mob/living/L in range(1, src))
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if(L != src)
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nearby_mobs |= L
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if(nearby_mobs.len)
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var/mob/living/T = pick(nearby_mobs)
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ClickOn(T)
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///Can the mob hear
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/mob/proc/can_hear()
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. = TRUE
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/**
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* 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_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.assigned_role.title //A bit redunant, but both title and policy index are used
|
|
. += 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 || 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)
|