mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-04 13:45:25 +01:00
73a083ca1e
## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑
801 lines
26 KiB
Plaintext
801 lines
26 KiB
Plaintext
//check_target_facings() return defines
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/// Two mobs are facing the same direction
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#define FACING_SAME_DIR 1
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/// Two mobs are facing each others
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#define FACING_EACHOTHER 2
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/// Two mobs one is facing a person, but the other is perpendicular
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#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
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/proc/random_blood_type()
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return pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
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/proc/random_eye_color()
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switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino"))
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if("brown")
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return "#663300"
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if("hazel")
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return "#554422"
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if("grey")
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return pick("#666666","#777777","#888888","#999999","#aaaaaa","#bbbbbb","#cccccc")
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if("blue")
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return "#3366cc"
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if("green")
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return "#006600"
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if("amber")
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return "#ffcc00"
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if("albino")
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return "#" + pick("cc","dd","ee","ff") + pick("00","11","22","33","44","55","66","77","88","99") + pick("00","11","22","33","44","55","66","77","88","99")
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else
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return "#000000"
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/proc/random_underwear(gender)
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if(!GLOB.underwear_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear, GLOB.underwear_list, GLOB.underwear_m, GLOB.underwear_f)
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switch(gender)
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if(MALE)
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return pick(GLOB.underwear_m)
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if(FEMALE)
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return pick(GLOB.underwear_f)
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else
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return pick(GLOB.underwear_list)
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/proc/random_undershirt(gender)
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if(!GLOB.undershirt_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt, GLOB.undershirt_list, GLOB.undershirt_m, GLOB.undershirt_f)
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switch(gender)
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if(MALE)
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return pick(GLOB.undershirt_m)
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if(FEMALE)
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return pick(GLOB.undershirt_f)
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else
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return pick(GLOB.undershirt_list)
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/proc/random_socks()
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if(!GLOB.socks_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/socks, GLOB.socks_list)
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return pick(GLOB.socks_list)
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/proc/random_backpack()
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return pick(GLOB.backpacklist)
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/proc/random_features()
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if(!GLOB.tails_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/, GLOB.tails_list, add_blank = TRUE)
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if(!GLOB.tails_list_human.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/human, GLOB.tails_list_human, add_blank = TRUE)
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if(!GLOB.tails_list_lizard.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard, GLOB.tails_list_lizard, add_blank = TRUE)
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if(!GLOB.snouts_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/snouts, GLOB.snouts_list)
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if(!GLOB.horns_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, GLOB.horns_list)
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if(!GLOB.ears_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.horns_list)
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if(!GLOB.frills_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, GLOB.frills_list)
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if(!GLOB.spines_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/spines, GLOB.spines_list)
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if(!GLOB.legs_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
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if(!GLOB.body_markings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
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if(!GLOB.wings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.wings_list)
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if(!GLOB.moth_wings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
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if(!GLOB.moth_antennae_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_antennae, GLOB.moth_antennae_list)
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if(!GLOB.moth_markings_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings, GLOB.moth_markings_list)
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if(!GLOB.pod_hair_list.len)
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init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair, GLOB.pod_hair_list)
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//For now we will always return none for tail_human and ears. | "For now" he says.
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return(list(
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"mcolor" = "#[pick("7F","FF")][pick("7F","FF")][pick("7F","FF")]",
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"ethcolor" = GLOB.color_list_ethereal[pick(GLOB.color_list_ethereal)],
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"tail_cat" = "None",
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"tail_lizard" = "Smooth",
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"wings" = "None",
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"snout" = pick(GLOB.snouts_list),
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"horns" = pick(GLOB.horns_list),
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"ears" = "None",
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"frills" = pick(GLOB.frills_list),
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"spines" = pick(GLOB.spines_list),
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"body_markings" = pick(GLOB.body_markings_list),
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"legs" = "Normal Legs",
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"caps" = pick(GLOB.caps_list),
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"moth_wings" = pick(GLOB.moth_wings_list),
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"moth_antennae" = pick(GLOB.moth_antennae_list),
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"moth_markings" = pick(GLOB.moth_markings_list),
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"tail_monkey" = "None",
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"pod_hair" = pick(GLOB.pod_hair_list),
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))
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/proc/random_hairstyle(gender)
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switch(gender)
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if(MALE)
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return pick(GLOB.hairstyles_male_list)
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if(FEMALE)
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return pick(GLOB.hairstyles_female_list)
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else
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return pick(GLOB.hairstyles_list)
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/proc/random_facial_hairstyle(gender)
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switch(gender)
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if(MALE)
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return pick(GLOB.facial_hairstyles_male_list)
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if(FEMALE)
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return pick(GLOB.facial_hairstyles_female_list)
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else
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return pick(GLOB.facial_hairstyles_list)
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/proc/random_unique_name(gender, attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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if(gender == FEMALE)
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. = capitalize(pick(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names))
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else
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. = capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
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if(!findname(.))
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break
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/proc/random_unique_lizard_name(gender, attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(lizard_name(gender))
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if(!findname(.))
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break
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/proc/random_unique_plasmaman_name(attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(plasmaman_name())
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if(!findname(.))
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break
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/proc/random_unique_ethereal_name(attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(ethereal_name())
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if(!findname(.))
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break
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/proc/random_unique_moth_name(attempts_to_find_unique_name=10)
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for(var/i in 1 to attempts_to_find_unique_name)
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. = capitalize(pick(GLOB.moth_first)) + " " + capitalize(pick(GLOB.moth_last))
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if(!findname(.))
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break
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/proc/random_skin_tone()
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return pick(GLOB.skin_tones)
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GLOBAL_LIST_INIT(skin_tones, sort_list(list(
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"albino",
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"caucasian1",
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"caucasian2",
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"caucasian3",
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"latino",
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"mediterranean",
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"asian1",
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"asian2",
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"arab",
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"indian",
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"african1",
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"african2"
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)))
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GLOBAL_LIST_INIT(skin_tone_names, list(
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"african1" = "Medium brown",
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"african2" = "Dark brown",
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"albino" = "Albino",
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"arab" = "Light brown",
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"asian1" = "Ivory",
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"asian2" = "Beige",
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"caucasian1" = "Porcelain",
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"caucasian2" = "Light peach",
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"caucasian3" = "Peach",
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"indian" = "Brown",
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"latino" = "Light beige",
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"mediterranean" = "Olive",
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))
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/// An assoc list of species IDs to type paths
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GLOBAL_LIST_EMPTY(species_list)
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/proc/age2agedescription(age)
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switch(age)
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if(0 to 1)
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return "infant"
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if(1 to 3)
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return "toddler"
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if(3 to 13)
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return "child"
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if(13 to 19)
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return "teenager"
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if(19 to 30)
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return "young adult"
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if(30 to 45)
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return "adult"
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if(45 to 60)
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return "middle-aged"
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if(60 to 70)
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return "aging"
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if(70 to INFINITY)
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return "elderly"
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else
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return "unknown"
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//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
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/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
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if(check_clicks && next_move > world.time)
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return FALSE
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return TRUE
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//pass a list in the format list("health" = mob's health var) to check health during this
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/mob/living/break_do_after_checks(list/checked_health, check_clicks)
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if(islist(checked_health))
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if(health < checked_health["health"])
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return FALSE
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checked_health["health"] = health
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return ..()
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/**
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* Timed action involving one mob user. Target is optional.
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*
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* Checks that `user` does not move, change hands, get stunned, etc. for the
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* given `delay`. Returns `TRUE` on success or `FALSE` on failure.
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* Interaction_key is the assoc key under which the do_after is capped, with max_interact_count being the cap. Interaction key will default to target if not set.
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*/
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/proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1)
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if(!user)
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return FALSE
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if(!isnum(delay))
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CRASH("do_after was passed a non-number delay: [delay || "null"].")
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if(!interaction_key && target)
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interaction_key = target //Use the direct ref to the target
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if(interaction_key) //Do we have a interaction_key now?
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var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
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if(current_interaction_count >= max_interact_count) //We are at our peak
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return
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LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
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var/atom/user_loc = user.loc
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var/atom/target_loc = target?.loc
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var/drifting = FALSE
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if(SSmove_manager.processing_on(user, SSspacedrift))
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drifting = TRUE
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var/holding = user.get_active_held_item()
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if(!(timed_action_flags & IGNORE_SLOWDOWNS))
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delay *= user.cached_multiplicative_actions_slowdown
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var/datum/progressbar/progbar
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if(progress)
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progbar = new(user, delay, target || user)
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SEND_SIGNAL(user, COMSIG_DO_AFTER_BEGAN)
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var/endtime = world.time + delay
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var/starttime = world.time
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. = TRUE
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while (world.time < endtime)
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stoplag(1)
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if(!QDELETED(progbar))
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progbar.update(world.time - starttime)
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if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
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drifting = FALSE
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user_loc = user.loc
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if(QDELETED(user) \
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|| (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \
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|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
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|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
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|| (extra_checks && !extra_checks.Invoke()))
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. = FALSE
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break
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if(target && (user != target) && \
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(QDELETED(target) \
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|| (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc)))
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. = FALSE
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break
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if(!QDELETED(progbar))
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progbar.end_progress()
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if(interaction_key)
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LAZYREMOVE(user.do_afters, interaction_key)
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SEND_SIGNAL(user, COMSIG_DO_AFTER_ENDED)
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/proc/is_species(A, species_datum)
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. = FALSE
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if(ishuman(A))
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var/mob/living/carbon/human/H = A
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if(H.dna && istype(H.dna.species, species_datum))
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. = TRUE
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/// Returns if the given target is a human. Like, a REAL human.
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/// Not a moth, not a felinid (which are human subtypes), but a human.
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/proc/ishumanbasic(target)
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if (!ishuman(target))
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return FALSE
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var/mob/living/carbon/human/human_target = target
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return human_target.dna?.species?.type == /datum/species/human
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/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
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var/turf/T = get_turf(target)
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if(!T)
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CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
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var/list/new_args = list(T)
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if(extra_args)
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new_args += extra_args
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var/atom/X
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for(var/j in 1 to amount)
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X = new spawn_type(arglist(new_args))
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if (admin_spawn)
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X.flags_1 |= ADMIN_SPAWNED_1
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return X //return the last mob spawned
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/proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE)
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var/turf/T = get_turf(target)
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var/step_count = 0
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if(!T)
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CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
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var/list/spawned_mobs = new(amount)
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for(var/j in 1 to amount)
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var/atom/movable/X
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if (istype(spawn_type, /list))
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var/mob_type = pick(spawn_type)
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X = new mob_type(T)
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else
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X = new spawn_type(T)
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if (admin_spawn)
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X.flags_1 |= ADMIN_SPAWNED_1
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spawned_mobs[j] = X
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if(always_max_walk || prob(walk_chance))
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if(always_max_walk)
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step_count = max_walk
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else
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step_count = rand(1, max_walk)
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for(var/i in 1 to step_count)
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step(X, pick(NORTH, SOUTH, EAST, WEST))
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return spawned_mobs
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// Displays a message in deadchat, sent by source. source is not linkified, message is, to avoid stuff like character names to be linkified.
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// Automatically gives the class deadsay to the whole message (message + source)
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/proc/deadchat_broadcast(message, source=null, mob/follow_target=null, turf/turf_target=null, speaker_key=null, message_type=DEADCHAT_REGULAR, admin_only=FALSE)
|
|
message = span_deadsay("[source][span_linkify(message)]")
|
|
|
|
for(var/mob/M in GLOB.player_list)
|
|
var/chat_toggles = TOGGLES_DEFAULT_CHAT
|
|
var/toggles = TOGGLES_DEFAULT
|
|
var/list/ignoring
|
|
if(M.client?.prefs)
|
|
var/datum/preferences/prefs = M.client?.prefs
|
|
chat_toggles = prefs.chat_toggles
|
|
toggles = prefs.toggles
|
|
ignoring = prefs.ignoring
|
|
if(admin_only)
|
|
if (!M.client?.holder)
|
|
return
|
|
else
|
|
message += span_deadsay(" (This is viewable to admins only).")
|
|
var/override = FALSE
|
|
if(M.client?.holder && (chat_toggles & CHAT_DEAD))
|
|
override = TRUE
|
|
if(HAS_TRAIT(M, TRAIT_SIXTHSENSE) && message_type == DEADCHAT_REGULAR)
|
|
override = TRUE
|
|
if(SSticker.current_state == GAME_STATE_FINISHED)
|
|
override = TRUE
|
|
if(isnewplayer(M) && !override)
|
|
continue
|
|
if(M.stat != DEAD && !override)
|
|
continue
|
|
if(speaker_key && (speaker_key in ignoring))
|
|
continue
|
|
|
|
switch(message_type)
|
|
if(DEADCHAT_DEATHRATTLE)
|
|
if(toggles & DISABLE_DEATHRATTLE)
|
|
continue
|
|
if(DEADCHAT_ARRIVALRATTLE)
|
|
if(toggles & DISABLE_ARRIVALRATTLE)
|
|
continue
|
|
if(DEADCHAT_LAWCHANGE)
|
|
if(!(chat_toggles & CHAT_GHOSTLAWS))
|
|
continue
|
|
if(DEADCHAT_LOGIN_LOGOUT)
|
|
if(!(chat_toggles & CHAT_LOGIN_LOGOUT))
|
|
continue
|
|
|
|
if(isobserver(M))
|
|
var/rendered_message = message
|
|
|
|
if(follow_target)
|
|
var/F
|
|
if(turf_target)
|
|
F = FOLLOW_OR_TURF_LINK(M, follow_target, turf_target)
|
|
else
|
|
F = FOLLOW_LINK(M, follow_target)
|
|
rendered_message = "[F] [message]"
|
|
else if(turf_target)
|
|
var/turf_link = TURF_LINK(M, turf_target)
|
|
rendered_message = "[turf_link] [message]"
|
|
|
|
to_chat(M, rendered_message, avoid_highlighting = speaker_key == M.key)
|
|
else
|
|
to_chat(M, message, avoid_highlighting = speaker_key == M.key)
|
|
|
|
//Used in chemical_mob_spawn. Generates a random mob based on a given gold_core_spawnable value.
|
|
/proc/create_random_mob(spawn_location, mob_class = HOSTILE_SPAWN)
|
|
var/static/list/mob_spawn_meancritters = list() // list of possible hostile mobs
|
|
var/static/list/mob_spawn_nicecritters = list() // and possible friendly mobs
|
|
|
|
if(mob_spawn_meancritters.len <= 0 || mob_spawn_nicecritters.len <= 0)
|
|
for(var/T in typesof(/mob/living/simple_animal))
|
|
var/mob/living/simple_animal/SA = T
|
|
switch(initial(SA.gold_core_spawnable))
|
|
if(HOSTILE_SPAWN)
|
|
mob_spawn_meancritters += T
|
|
if(FRIENDLY_SPAWN)
|
|
mob_spawn_nicecritters += T
|
|
for(var/mob/living/basic/basic_mob as anything in typesof(/mob/living/basic))
|
|
switch(initial(basic_mob.gold_core_spawnable))
|
|
if(HOSTILE_SPAWN)
|
|
mob_spawn_meancritters += basic_mob
|
|
if(FRIENDLY_SPAWN)
|
|
mob_spawn_nicecritters += basic_mob
|
|
|
|
var/chosen
|
|
if(mob_class == FRIENDLY_SPAWN)
|
|
chosen = pick(mob_spawn_nicecritters)
|
|
else
|
|
chosen = pick(mob_spawn_meancritters)
|
|
var/mob/living/spawned_mob = new chosen(spawn_location)
|
|
return spawned_mob
|
|
|
|
/proc/passtable_on(target, source)
|
|
var/mob/living/L = target
|
|
if (!HAS_TRAIT(L, TRAIT_PASSTABLE) && L.pass_flags & PASSTABLE)
|
|
ADD_TRAIT(L, TRAIT_PASSTABLE, INNATE_TRAIT)
|
|
ADD_TRAIT(L, TRAIT_PASSTABLE, source)
|
|
L.pass_flags |= PASSTABLE
|
|
|
|
/proc/passtable_off(target, source)
|
|
var/mob/living/L = target
|
|
REMOVE_TRAIT(L, TRAIT_PASSTABLE, source)
|
|
if(!HAS_TRAIT(L, TRAIT_PASSTABLE))
|
|
L.pass_flags &= ~PASSTABLE
|
|
|
|
/proc/dance_rotate(atom/movable/AM, datum/callback/callperrotate, set_original_dir=FALSE)
|
|
set waitfor = FALSE
|
|
var/originaldir = AM.dir
|
|
for(var/i in list(NORTH,SOUTH,EAST,WEST,EAST,SOUTH,NORTH,SOUTH,EAST,WEST,EAST,SOUTH))
|
|
if(!AM)
|
|
return
|
|
AM.setDir(i)
|
|
callperrotate?.Invoke()
|
|
sleep(0.1 SECONDS)
|
|
if(set_original_dir)
|
|
AM.setDir(originaldir)
|
|
|
|
///////////////////////
|
|
///Silicon Mob Procs///
|
|
///////////////////////
|
|
|
|
//Returns a list of unslaved cyborgs
|
|
/proc/active_free_borgs()
|
|
. = list()
|
|
for(var/mob/living/silicon/robot/borg in GLOB.silicon_mobs)
|
|
if(borg.connected_ai || borg.shell)
|
|
continue
|
|
if(borg.stat == DEAD)
|
|
continue
|
|
if(borg.emagged || borg.scrambledcodes)
|
|
continue
|
|
. += borg
|
|
|
|
//Returns a list of AI's
|
|
/proc/active_ais(check_mind=FALSE, z = null)
|
|
. = list()
|
|
for(var/mob/living/silicon/ai/ai as anything in GLOB.ai_list)
|
|
if(ai.stat == DEAD)
|
|
continue
|
|
if(ai.control_disabled)
|
|
continue
|
|
if(check_mind)
|
|
if(!ai.mind)
|
|
continue
|
|
if(z && !(z == ai.z) && (!is_station_level(z) || !is_station_level(ai.z))) //if a Z level was specified, AND the AI is not on the same level, AND either is off the station...
|
|
continue
|
|
. += ai
|
|
|
|
//Find an active ai with the least borgs. VERBOSE PROCNAME HUH!
|
|
/proc/select_active_ai_with_fewest_borgs(z)
|
|
var/mob/living/silicon/ai/selected
|
|
var/list/active = active_ais(FALSE, z)
|
|
for(var/mob/living/silicon/ai/A in active)
|
|
if(!selected || (selected.connected_robots.len > A.connected_robots.len))
|
|
selected = A
|
|
|
|
return selected
|
|
|
|
/proc/select_active_free_borg(mob/user)
|
|
var/list/borgs = active_free_borgs()
|
|
if(borgs.len)
|
|
if(user)
|
|
. = input(user,"Unshackled cyborg signals detected:", "Cyborg Selection", borgs[1]) in sort_list(borgs)
|
|
else
|
|
. = pick(borgs)
|
|
return .
|
|
|
|
/proc/select_active_ai(mob/user, z = null)
|
|
var/list/ais = active_ais(FALSE, z)
|
|
if(ais.len)
|
|
if(user)
|
|
. = input(user,"AI signals detected:", "AI Selection", ais[1]) in sort_list(ais)
|
|
else
|
|
. = pick(ais)
|
|
return .
|
|
|
|
/**
|
|
* Used to get the amount of change between two body temperatures
|
|
*
|
|
* When passed the difference between two temperatures returns the amount of change to temperature to apply.
|
|
* The change rate should be kept at a low value tween 0.16 and 0.02 for optimal results.
|
|
* vars:
|
|
* * temp_diff (required) The differance between two temperatures
|
|
* * change_rate (optional)(Default: 0.06) The rate of range multiplyer
|
|
*/
|
|
/proc/get_temp_change_amount(temp_diff, change_rate = 0.06)
|
|
if(temp_diff < 0)
|
|
return -(BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 - (temp_diff * change_rate))
|
|
return (BODYTEMP_AUTORECOVERY_DIVISOR / 2) * log(1 + (temp_diff * change_rate))
|
|
|
|
#define ISADVANCEDTOOLUSER(mob) (HAS_TRAIT(mob, TRAIT_ADVANCEDTOOLUSER) && !HAS_TRAIT(mob, TRAIT_DISCOORDINATED_TOOL_USER))
|
|
|
|
#define IS_IN_STASIS(mob) (mob.has_status_effect(/datum/status_effect/grouped/stasis))
|
|
|
|
/// Gets the client of the mob, allowing for mocking of the client.
|
|
/// You only need to use this if you know you're going to be mocking clients somewhere else.
|
|
#define GET_CLIENT(mob) (##mob.client || ##mob.mock_client)
|
|
|
|
///Orders mobs by type then by name. Accepts optional arg to sort a custom list, otherwise copies GLOB.mob_list.
|
|
/proc/sort_mobs()
|
|
var/list/moblist = list()
|
|
var/list/sortmob = sort_names(GLOB.mob_list)
|
|
for(var/mob/living/silicon/ai/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/camera/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/silicon/pai/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/silicon/robot/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/carbon/human/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/brain/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/carbon/alien/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/dead/observer/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/dead/new_player/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/simple_animal/slime/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/simple_animal/mob_to_sort in sortmob)
|
|
// We've already added slimes.
|
|
if(isslime(mob_to_sort))
|
|
continue
|
|
moblist += mob_to_sort
|
|
for(var/mob/living/basic/mob_to_sort in sortmob)
|
|
moblist += mob_to_sort
|
|
return moblist
|
|
|
|
///returns a mob type controlled by a specified ckey
|
|
/proc/get_mob_by_ckey(key)
|
|
if(!key)
|
|
return
|
|
var/list/mobs = sort_mobs()
|
|
for(var/mob/mob in mobs)
|
|
if(mob.ckey == key)
|
|
return mob
|
|
|
|
///Return a string for the specified body zone. Should be used for parsing non-instantiated bodyparts, otherwise use [/obj/item/bodypart/var/plaintext_zone]
|
|
/proc/parse_zone(zone)
|
|
switch(zone)
|
|
if(BODY_ZONE_CHEST)
|
|
return "chest"
|
|
if(BODY_ZONE_HEAD)
|
|
return "head"
|
|
if(BODY_ZONE_PRECISE_R_HAND)
|
|
return "right hand"
|
|
if(BODY_ZONE_PRECISE_L_HAND)
|
|
return "left hand"
|
|
if(BODY_ZONE_L_ARM)
|
|
return "left arm"
|
|
if(BODY_ZONE_R_ARM)
|
|
return "right arm"
|
|
if(BODY_ZONE_L_LEG)
|
|
return "left leg"
|
|
if(BODY_ZONE_R_LEG)
|
|
return "right leg"
|
|
if(BODY_ZONE_PRECISE_L_FOOT)
|
|
return "left foot"
|
|
if(BODY_ZONE_PRECISE_R_FOOT)
|
|
return "right foot"
|
|
if(BODY_ZONE_PRECISE_GROIN)
|
|
return "groin"
|
|
else
|
|
return zone
|
|
|
|
///Takes a zone and returns it's "parent" zone, if it has one.
|
|
/proc/deprecise_zone(precise_zone)
|
|
switch(precise_zone)
|
|
if(BODY_ZONE_PRECISE_GROIN)
|
|
return BODY_ZONE_CHEST
|
|
if(BODY_ZONE_PRECISE_EYES)
|
|
return BODY_ZONE_HEAD
|
|
if(BODY_ZONE_PRECISE_MOUTH)
|
|
return BODY_ZONE_HEAD
|
|
if(BODY_ZONE_PRECISE_R_HAND)
|
|
return BODY_ZONE_R_ARM
|
|
if(BODY_ZONE_PRECISE_L_HAND)
|
|
return BODY_ZONE_L_ARM
|
|
if(BODY_ZONE_PRECISE_L_FOOT)
|
|
return BODY_ZONE_L_LEG
|
|
if(BODY_ZONE_PRECISE_R_FOOT)
|
|
return BODY_ZONE_R_LEG
|
|
else
|
|
return precise_zone
|
|
|
|
///Returns the direction that the initiator and the target are facing
|
|
/proc/check_target_facings(mob/living/initiator, mob/living/target)
|
|
/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
|
|
Given how click code currently works (Nov '13), the initiating mob will be facing the target mob most of the time
|
|
That said, this proc should not be used if the change facing proc of the click code is overridden at the same time*/
|
|
if(!isliving(target) || target.body_position == LYING_DOWN)
|
|
//Make sure we are not doing this for things that can't have a logical direction to the players given that the target would be on their side
|
|
return FALSE
|
|
if(initiator.dir == target.dir) //mobs are facing the same direction
|
|
return FACING_SAME_DIR
|
|
if(is_source_facing_target(initiator,target) && is_source_facing_target(target,initiator)) //mobs are facing each other
|
|
return FACING_EACHOTHER
|
|
if(initiator.dir + 2 == target.dir || initiator.dir - 2 == target.dir || initiator.dir + 6 == target.dir || initiator.dir - 6 == target.dir) //Initating mob is looking at the target, while the target mob is looking in a direction perpendicular to the 1st
|
|
return FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR
|
|
|
|
///Returns the occupant mob or brain from a specified input
|
|
/proc/get_mob_or_brainmob(occupant)
|
|
var/mob/living/mob_occupant
|
|
|
|
if(isliving(occupant))
|
|
mob_occupant = occupant
|
|
|
|
else if(isbodypart(occupant))
|
|
var/obj/item/bodypart/head/head = occupant
|
|
|
|
mob_occupant = head.brainmob
|
|
|
|
else if(isorgan(occupant))
|
|
var/obj/item/organ/internal/brain/brain = occupant
|
|
mob_occupant = brain.brainmob
|
|
|
|
return mob_occupant
|
|
|
|
///Generalised helper proc for letting mobs rename themselves. Used to be clname() and ainame()
|
|
/mob/proc/apply_pref_name(preference_type, client/requesting_client)
|
|
if(!requesting_client)
|
|
requesting_client = client
|
|
var/oldname = real_name
|
|
var/newname
|
|
var/loop = 1
|
|
var/safety = 0
|
|
|
|
var/random = CONFIG_GET(flag/force_random_names) || (requesting_client ? is_banned_from(requesting_client.ckey, "Appearance") : FALSE)
|
|
|
|
while(loop && safety < 5)
|
|
if(!safety && !random)
|
|
newname = requesting_client?.prefs?.read_preference(preference_type)
|
|
else
|
|
var/datum/preference/preference = GLOB.preference_entries[preference_type]
|
|
newname = preference.create_informed_default_value(requesting_client.prefs)
|
|
|
|
for(var/mob/living/checked_mob in GLOB.player_list)
|
|
if(checked_mob == src)
|
|
continue
|
|
if(!newname || checked_mob.real_name == newname)
|
|
newname = null
|
|
loop++ // name is already taken so we roll again
|
|
break
|
|
loop--
|
|
safety++
|
|
|
|
if(newname)
|
|
fully_replace_character_name(oldname, newname)
|
|
return TRUE
|
|
return FALSE
|
|
|
|
///Returns the amount of currently living players
|
|
/proc/living_player_count()
|
|
var/living_player_count = 0
|
|
for(var/mob in GLOB.player_list)
|
|
if(mob in GLOB.alive_mob_list)
|
|
living_player_count += 1
|
|
return living_player_count
|
|
|
|
GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
|
|
|
|
///Version of view() which ignores darkness, because BYOND doesn't have it (I actually suggested it but it was tagged redundant, BUT HEARERS IS A T- /rant).
|
|
/proc/dview(range = world.view, center, invis_flags = 0)
|
|
if(!center)
|
|
return
|
|
|
|
GLOB.dview_mob.loc = center
|
|
|
|
GLOB.dview_mob.set_invis_see(invis_flags)
|
|
|
|
. = view(range, GLOB.dview_mob)
|
|
GLOB.dview_mob.loc = null
|
|
|
|
/mob/dview
|
|
name = "INTERNAL DVIEW MOB"
|
|
invisibility = 101
|
|
density = FALSE
|
|
move_resist = INFINITY
|
|
var/ready_to_die = FALSE
|
|
|
|
/mob/dview/Initialize(mapload) //Properly prevents this mob from gaining huds or joining any global lists
|
|
SHOULD_CALL_PARENT(FALSE)
|
|
if(flags_1 & INITIALIZED_1)
|
|
stack_trace("Warning: [src]([type]) initialized multiple times!")
|
|
flags_1 |= INITIALIZED_1
|
|
return INITIALIZE_HINT_NORMAL
|
|
|
|
/mob/dview/Destroy(force = FALSE)
|
|
if(!ready_to_die)
|
|
stack_trace("ALRIGHT WHICH FUCKER TRIED TO DELETE *MY* DVIEW?")
|
|
|
|
if (!force)
|
|
return QDEL_HINT_LETMELIVE
|
|
|
|
log_world("EVACUATE THE SHITCODE IS TRYING TO STEAL MUH JOBS")
|
|
GLOB.dview_mob = new
|
|
return ..()
|
|
|
|
|
|
#define FOR_DVIEW(type, range, center, invis_flags) \
|
|
GLOB.dview_mob.loc = center; \
|
|
GLOB.dview_mob.set_invis_see(invis_flags); \
|
|
for(type in view(range, GLOB.dview_mob))
|
|
|
|
#define FOR_DVIEW_END GLOB.dview_mob.loc = null
|
|
|
|
///Makes a call in the context of a different usr. Use sparingly
|
|
/world/proc/push_usr(mob/user_mob, datum/callback/invoked_callback, ...)
|
|
var/temp = usr
|
|
usr = user_mob
|
|
if (length(args) > 2)
|
|
. = invoked_callback.Invoke(arglist(args.Copy(3)))
|
|
else
|
|
. = invoked_callback.Invoke()
|
|
usr = temp
|