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Bubberstation/code/modules/mob/mob_helpers.dm
dragomagol 6ff4d03ee0 Split and Document Logging Procs (#67052)
* put logging procs into their own files

* Moving more procs into their own files

* Moving talk

* The last of the logging

* ticks shuttle.dm

Co-authored-by: tattle <article.disaster@gmail.com>
2022-05-18 11:29:34 -07:00

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// see _DEFINES/is_helpers.dm for mob type checks
///Find the mob at the bottom of a buckle chain
/mob/proc/lowest_buckled_mob()
. = src
if(buckled && ismob(buckled))
var/mob/Buckled = buckled
. = Buckled.lowest_buckled_mob()
///Convert a PRECISE ZONE into the BODY_ZONE
/proc/check_zone(zone)
if(!zone)
return BODY_ZONE_CHEST
switch(zone)
if(BODY_ZONE_PRECISE_EYES)
zone = BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_MOUTH)
zone = BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_L_HAND)
zone = BODY_ZONE_L_ARM
if(BODY_ZONE_PRECISE_R_HAND)
zone = BODY_ZONE_R_ARM
if(BODY_ZONE_PRECISE_L_FOOT)
zone = BODY_ZONE_L_LEG
if(BODY_ZONE_PRECISE_R_FOOT)
zone = BODY_ZONE_R_LEG
if(BODY_ZONE_PRECISE_GROIN)
zone = BODY_ZONE_CHEST
return zone
/**
* Return the zone or randomly, another valid zone
*
* probability controls the chance it chooses the passed in zone, or another random zone
* defaults to 80
*/
/proc/ran_zone(zone, probability = 80)
if(prob(probability))
zone = check_zone(zone)
else
zone = pick_weight(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))
return zone
///Would this zone be above the neck
/proc/above_neck(zone)
var/list/zones = list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)
if(zones.Find(zone))
return TRUE
else
return FALSE
/**
* Convert random parts of a passed in message to stars
*
* * phrase - the string to convert
* * probability - probability any character gets changed
*
* This proc is dangerously laggy, avoid it or die
*/
/proc/stars(phrase, probability = 25)
if(probability <= 0)
return phrase
phrase = html_decode(phrase)
var/leng = length(phrase)
. = ""
var/char = ""
for(var/i = 1, i <= leng, i += length(char))
char = phrase[i]
if(char == " " || !prob(probability))
. += char
else
. += "*"
return sanitize(.)
/**
* Turn text into complete gibberish!
*
* text is the inputted message, replace_characters will cause original letters to be replaced and chance are the odds that a character gets modified.
*/
/proc/Gibberish(text, replace_characters = FALSE, chance = 50)
text = html_decode(text)
. = ""
var/rawchar = ""
var/letter = ""
var/lentext = length(text)
for(var/i = 1, i <= lentext, i += length(rawchar))
rawchar = letter = text[i]
if(prob(chance))
if(replace_characters)
letter = ""
for(var/j in 1 to rand(0, 2))
letter += pick("#", "@", "*", "&", "%", "$", "/", "<", ">", ";", "*", "*", "*", "*", "*", "*", "*")
. += letter
return sanitize(.)
#define TILES_PER_SECOND 0.7
///Shake the camera of the person viewing the mob SO REAL!
///Takes the mob to shake, the time span to shake for, and the amount of tiles we're allowed to shake by in tiles
///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.
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || duration < 1)
return
var/client/C = M.client
var/oldx = C.pixel_x
var/oldy = C.pixel_y
var/max = strength*world.icon_size
var/min = -(strength*world.icon_size)
//How much time to allot for each pixel moved
var/time_scalar = (1 / world.icon_size) * TILES_PER_SECOND
var/last_x = oldx
var/last_y = oldy
var/time_spent = 0
while(time_spent < duration)
//Get a random pos in our box
var/x_pos = rand(min, max) + oldx
var/y_pos = rand(min, max) + oldy
//We take the smaller of our two distances so things still have the propencity to feel somewhat jerky
var/time = round(max(min(abs(last_x - x_pos), abs(last_y - y_pos)) * time_scalar, 1))
if (time_spent == 0)
animate(C, pixel_x=x_pos, pixel_y=y_pos, time=time)
else
animate(pixel_x=x_pos, pixel_y=y_pos, time=time)
last_x = x_pos
last_y = y_pos
//We go based on time spent, so there is a chance we'll overshoot our duration. Don't care
time_spent += time
animate(pixel_x=oldx, pixel_y=oldy, time=3)
#undef TILES_PER_SECOND
///Find if the message has the real name of any user mob in the mob_list
/proc/findname(msg)
if(!istext(msg))
msg = "[msg]"
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.real_name == msg)
return M
return 0
///Find the first name of a mob from the real name with regex
/mob/proc/first_name()
var/static/regex/firstname = new("^\[^\\s-\]+") //First word before whitespace or "-"
firstname.Find(real_name)
return firstname.match
/// Find the last name of a mob from the real name with regex
/mob/proc/last_name()
var/static/regex/lasttname = new("\[^\\s-\]+$") //First word before whitespace or "-"
lasttname.Find(real_name)
return lasttname.match
///Returns a mob's real name between brackets. Useful when you want to display a mob's name alongside their real name
/mob/proc/get_realname_string()
if(real_name && real_name != name)
return " \[[real_name]\]"
return ""
///Checks if the mob is able to see or not. eye_blind is temporary blindness, the trait is if they're permanently blind.
/mob/proc/is_blind()
SHOULD_BE_PURE(TRUE)
return eye_blind ? TRUE : HAS_TRAIT(src, TRAIT_BLIND)
///Is the mob hallucinating?
/mob/proc/hallucinating()
return FALSE
// moved out of admins.dm because things other than admin procs were calling this.
/// 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
/proc/is_special_character(mob/M)
if(!SSticker.HasRoundStarted())
return FALSE
if(!istype(M))
return FALSE
if(iscyborg(M)) //as a borg you're now beholden to your laws rather than greentext
return FALSE
if(isAI(M))
var/mob/living/silicon/ai/A = M
return (A.laws?.zeroth && (A.mind?.special_role || !isnull(M.mind?.antag_datums)))
if(M.mind?.special_role || !isnull(M.mind?.antag_datums)) //they have an antag datum!
return TRUE
return FALSE
/mob/proc/reagent_check(datum/reagent/R, delta_time, times_fired) // utilized in the species code
return TRUE
/**
* Fancy notifications for ghosts
*
* The kitchen sink of notification procs
*
* Arguments:
* * message
* * ghost_sound sound to play
* * enter_link Href link to enter the ghost role being notified for
* * source The source of the notification
* * alert_overlay The alert overlay to show in the alert message
* * action What action to take upon the ghost interacting with the notification, defaults to NOTIFY_JUMP
* * flashwindow Flash the byond client window
* * ignore_key Ignore keys if they're in the GLOB.poll_ignore list
* * header The header of the notifiaction
* * notify_suiciders If it should notify suiciders (who do not qualify for many ghost roles)
* * notify_volume How loud the sound should be to spook the user
*/
/proc/notify_ghosts(message, ghost_sound = null, enter_link = null, atom/source = null, mutable_appearance/alert_overlay = null, action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE, ignore_key, header = null, notify_suiciders = TRUE, notify_volume = 100) //Easy notification of ghosts.
if(ignore_mapload && SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load
return
for(var/mob/dead/observer/O in GLOB.player_list)
if(!notify_suiciders && (O in GLOB.suicided_mob_list))
continue
if (ignore_key && (O.ckey in GLOB.poll_ignore[ignore_key]))
continue
var/orbit_link
if (source && action == NOTIFY_ORBIT)
orbit_link = " <a href='?src=[REF(O)];follow=[REF(source)]'>(Orbit)</a>"
to_chat(O, span_ghostalert("[message][(enter_link) ? " [enter_link]" : ""][orbit_link]"))
if(ghost_sound)
SEND_SOUND(O, sound(ghost_sound, volume = notify_volume))
if(flashwindow)
window_flash(O.client)
if(source)
var/atom/movable/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /atom/movable/screen/alert/notify_action)
if(A)
var/ui_style = O.client?.prefs?.read_preference(/datum/preference/choiced/ui_style)
if(ui_style)
A.icon = ui_style2icon(ui_style)
if (header)
A.name = header
A.desc = message
A.action = action
A.target = source
if(!alert_overlay)
alert_overlay = new(source)
var/icon/size_check = icon(source.icon, source.icon_state)
var/scale = 1
var/width = size_check.Width()
var/height = size_check.Height()
if(width > world.icon_size || height > world.icon_size)
if(width >= height)
scale = world.icon_size / width
else
scale = world.icon_size / height
alert_overlay.transform = alert_overlay.transform.Scale(scale)
alert_overlay.appearance_flags |= TILE_BOUND
alert_overlay.layer = FLOAT_LAYER
alert_overlay.plane = FLOAT_PLANE
A.add_overlay(alert_overlay)
/**
* Heal a robotic body part on a mob
*/
/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && !IS_ORGANIC_LIMB(affecting))
var/dam //changes repair text based on how much brute/burn was supplied
if(brute_heal > burn_heal)
dam = 1
else
dam = 0
if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
if(affecting.heal_damage(brute_heal, burn_heal, 0, BODYTYPE_ROBOTIC))
H.update_damage_overlays()
user.visible_message(span_notice("[user] fixes some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name]."), \
span_notice("You fix some of the [dam ? "dents on" : "burnt wires in"] [H == user ? "your" : "[H]'s"] [affecting.name]."))
return 1 //successful heal
else
to_chat(user, span_warning("[affecting] is already in good condition!"))
///Is the passed in mob a ghost with admin powers, doesn't check for AI interact like isAdminGhost() used to
/proc/isAdminObserver(mob/user)
if(!user) //Are they a mob? Auto interface updates call this with a null src
return
if(!user.client) // Do they have a client?
return
if(!isobserver(user)) // Are they a ghost?
return
if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
return
return TRUE
///Is the passed in mob an admin ghost WITH AI INTERACT enabled
/proc/isAdminGhostAI(mob/user)
if(!isAdminObserver(user))
return
if(!user.client.AI_Interact) // Do they have it enabled?
return
return TRUE
/**
* Offer control of the passed in mob to dead player
*
* Automatic logging and uses poll_candidates_for_mob, how convenient
*/
/proc/offer_control(mob/M)
to_chat(M, "Control of your mob has been offered to dead players.")
if(usr)
log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
message_admins("[key_name_admin(usr)] has offered control of ([ADMIN_LOOKUPFLW(M)]) to ghosts")
var/poll_message = "Do you want to play as [M.real_name]?"
if(M.mind)
poll_message = "[poll_message] Job: [M.mind.assigned_role.title]."
if(M.mind.special_role)
poll_message = "[poll_message] Status: [M.mind.special_role]."
else
var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status: [A.name]."
var/list/mob/dead/observer/candidates = poll_candidates_for_mob(poll_message, ROLE_PAI, FALSE, 10 SECONDS, M)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
to_chat(M, "Your mob has been taken over by a ghost!")
message_admins("[key_name_admin(C)] has taken control of ([ADMIN_LOOKUPFLW(M)])")
M.ghostize(0)
M.key = C.key
M.client?.init_verbs()
return TRUE
else
to_chat(M, "There were no ghosts willing to take control.")
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()
. = TRUE
/**
* 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.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_alpha()
if(client?.combo_hud_enabled && client?.prefs?.toggles & COMBOHUD_LIGHTING)
return LIGHTING_PLANE_ALPHA_INVISIBLE
return initial(lighting_alpha)
/// 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