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Bubberstation/code/__HELPERS/mobs.dm
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Tim 73a083ca1e Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request
New DLC bout to drop.


![dreamseeker_45s0qiPMXE](https://user-images.githubusercontent.com/5195984/210466427-35b90d46-6620-45e2-8b21-66d1dcada76f.png)

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.


![dreamseeker_1iFLhQGx01](https://user-images.githubusercontent.com/5195984/210469319-162b9745-fcae-4261-92ef-228388eb4f6f.png)

### Now to introduce the teams:

<details>
<summary>Nanotrasen Basketball Department</summary>


![dreamseeker_baSqp2nipv](https://user-images.githubusercontent.com/5195984/210469887-9e0a92d5-d4bd-4da8-9e73-b11d91fdfcd8.png)

</details>

<details>
<summary>Greytide Worldwide</summary>


![dreamseeker_quzZ3KnwpX](https://user-images.githubusercontent.com/5195984/210469923-ed774656-f5cc-43bc-8314-f8309a01c474.png)

</details>

<details>
<summary>Lusty Xenomorphs</summary>


![dreamseeker_VDeT3JQkNF](https://user-images.githubusercontent.com/5195984/210469944-a229e0cc-4b2e-4754-a0b4-6b36953dca2e.png)

</details>

<details>
<summary>Space Surfers</summary>


![dreamseeker_Dh91fznQbN](https://user-images.githubusercontent.com/5195984/210469963-9a85b4e3-b69d-4b66-8c96-4e2ff2b3b983.png)

</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
/🆑
2023-03-23 22:41:41 -04:00

801 lines
26 KiB
Plaintext

//check_target_facings() return defines
/// Two mobs are facing the same direction
#define FACING_SAME_DIR 1
/// Two mobs are facing each others
#define FACING_EACHOTHER 2
/// Two mobs one is facing a person, but the other is perpendicular
#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
/proc/random_blood_type()
return pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
/proc/random_eye_color()
switch(pick(20;"brown",20;"hazel",20;"grey",15;"blue",15;"green",1;"amber",1;"albino"))
if("brown")
return "#663300"
if("hazel")
return "#554422"
if("grey")
return pick("#666666","#777777","#888888","#999999","#aaaaaa","#bbbbbb","#cccccc")
if("blue")
return "#3366cc"
if("green")
return "#006600"
if("amber")
return "#ffcc00"
if("albino")
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")
else
return "#000000"
/proc/random_underwear(gender)
if(!GLOB.underwear_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/underwear, GLOB.underwear_list, GLOB.underwear_m, GLOB.underwear_f)
switch(gender)
if(MALE)
return pick(GLOB.underwear_m)
if(FEMALE)
return pick(GLOB.underwear_f)
else
return pick(GLOB.underwear_list)
/proc/random_undershirt(gender)
if(!GLOB.undershirt_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/undershirt, GLOB.undershirt_list, GLOB.undershirt_m, GLOB.undershirt_f)
switch(gender)
if(MALE)
return pick(GLOB.undershirt_m)
if(FEMALE)
return pick(GLOB.undershirt_f)
else
return pick(GLOB.undershirt_list)
/proc/random_socks()
if(!GLOB.socks_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/socks, GLOB.socks_list)
return pick(GLOB.socks_list)
/proc/random_backpack()
return pick(GLOB.backpacklist)
/proc/random_features()
if(!GLOB.tails_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/, GLOB.tails_list, add_blank = TRUE)
if(!GLOB.tails_list_human.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/human, GLOB.tails_list_human, add_blank = TRUE)
if(!GLOB.tails_list_lizard.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/tails/lizard, GLOB.tails_list_lizard, add_blank = TRUE)
if(!GLOB.snouts_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/snouts, GLOB.snouts_list)
if(!GLOB.horns_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/horns, GLOB.horns_list)
if(!GLOB.ears_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/ears, GLOB.horns_list)
if(!GLOB.frills_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/frills, GLOB.frills_list)
if(!GLOB.spines_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/spines, GLOB.spines_list)
if(!GLOB.legs_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/legs, GLOB.legs_list)
if(!GLOB.body_markings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/body_markings, GLOB.body_markings_list)
if(!GLOB.wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/wings, GLOB.wings_list)
if(!GLOB.moth_wings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_wings, GLOB.moth_wings_list)
if(!GLOB.moth_antennae_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_antennae, GLOB.moth_antennae_list)
if(!GLOB.moth_markings_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/moth_markings, GLOB.moth_markings_list)
if(!GLOB.pod_hair_list.len)
init_sprite_accessory_subtypes(/datum/sprite_accessory/pod_hair, GLOB.pod_hair_list)
//For now we will always return none for tail_human and ears. | "For now" he says.
return(list(
"mcolor" = "#[pick("7F","FF")][pick("7F","FF")][pick("7F","FF")]",
"ethcolor" = GLOB.color_list_ethereal[pick(GLOB.color_list_ethereal)],
"tail_cat" = "None",
"tail_lizard" = "Smooth",
"wings" = "None",
"snout" = pick(GLOB.snouts_list),
"horns" = pick(GLOB.horns_list),
"ears" = "None",
"frills" = pick(GLOB.frills_list),
"spines" = pick(GLOB.spines_list),
"body_markings" = pick(GLOB.body_markings_list),
"legs" = "Normal Legs",
"caps" = pick(GLOB.caps_list),
"moth_wings" = pick(GLOB.moth_wings_list),
"moth_antennae" = pick(GLOB.moth_antennae_list),
"moth_markings" = pick(GLOB.moth_markings_list),
"tail_monkey" = "None",
"pod_hair" = pick(GLOB.pod_hair_list),
))
/proc/random_hairstyle(gender)
switch(gender)
if(MALE)
return pick(GLOB.hairstyles_male_list)
if(FEMALE)
return pick(GLOB.hairstyles_female_list)
else
return pick(GLOB.hairstyles_list)
/proc/random_facial_hairstyle(gender)
switch(gender)
if(MALE)
return pick(GLOB.facial_hairstyles_male_list)
if(FEMALE)
return pick(GLOB.facial_hairstyles_female_list)
else
return pick(GLOB.facial_hairstyles_list)
/proc/random_unique_name(gender, attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
if(gender == FEMALE)
. = capitalize(pick(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names))
else
. = capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names))
if(!findname(.))
break
/proc/random_unique_lizard_name(gender, attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(lizard_name(gender))
if(!findname(.))
break
/proc/random_unique_plasmaman_name(attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(plasmaman_name())
if(!findname(.))
break
/proc/random_unique_ethereal_name(attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(ethereal_name())
if(!findname(.))
break
/proc/random_unique_moth_name(attempts_to_find_unique_name=10)
for(var/i in 1 to attempts_to_find_unique_name)
. = capitalize(pick(GLOB.moth_first)) + " " + capitalize(pick(GLOB.moth_last))
if(!findname(.))
break
/proc/random_skin_tone()
return pick(GLOB.skin_tones)
GLOBAL_LIST_INIT(skin_tones, sort_list(list(
"albino",
"caucasian1",
"caucasian2",
"caucasian3",
"latino",
"mediterranean",
"asian1",
"asian2",
"arab",
"indian",
"african1",
"african2"
)))
GLOBAL_LIST_INIT(skin_tone_names, list(
"african1" = "Medium brown",
"african2" = "Dark brown",
"albino" = "Albino",
"arab" = "Light brown",
"asian1" = "Ivory",
"asian2" = "Beige",
"caucasian1" = "Porcelain",
"caucasian2" = "Light peach",
"caucasian3" = "Peach",
"indian" = "Brown",
"latino" = "Light beige",
"mediterranean" = "Olive",
))
/// An assoc list of species IDs to type paths
GLOBAL_LIST_EMPTY(species_list)
/proc/age2agedescription(age)
switch(age)
if(0 to 1)
return "infant"
if(1 to 3)
return "toddler"
if(3 to 13)
return "child"
if(13 to 19)
return "teenager"
if(19 to 30)
return "young adult"
if(30 to 45)
return "adult"
if(45 to 60)
return "middle-aged"
if(60 to 70)
return "aging"
if(70 to INFINITY)
return "elderly"
else
return "unknown"
//some additional checks as a callback for for do_afters that want to break on losing health or on the mob taking action
/mob/proc/break_do_after_checks(list/checked_health, check_clicks)
if(check_clicks && next_move > world.time)
return FALSE
return TRUE
//pass a list in the format list("health" = mob's health var) to check health during this
/mob/living/break_do_after_checks(list/checked_health, check_clicks)
if(islist(checked_health))
if(health < checked_health["health"])
return FALSE
checked_health["health"] = health
return ..()
/**
* Timed action involving one mob user. Target is optional.
*
* Checks that `user` does not move, change hands, get stunned, etc. for the
* given `delay`. Returns `TRUE` on success or `FALSE` on failure.
* 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.
*/
/proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1)
if(!user)
return FALSE
if(!isnum(delay))
CRASH("do_after was passed a non-number delay: [delay || "null"].")
if(!interaction_key && target)
interaction_key = target //Use the direct ref to the target
if(interaction_key) //Do we have a interaction_key now?
var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0
if(current_interaction_count >= max_interact_count) //We are at our peak
return
LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1)
var/atom/user_loc = user.loc
var/atom/target_loc = target?.loc
var/drifting = FALSE
if(SSmove_manager.processing_on(user, SSspacedrift))
drifting = TRUE
var/holding = user.get_active_held_item()
if(!(timed_action_flags & IGNORE_SLOWDOWNS))
delay *= user.cached_multiplicative_actions_slowdown
var/datum/progressbar/progbar
if(progress)
progbar = new(user, delay, target || user)
SEND_SIGNAL(user, COMSIG_DO_AFTER_BEGAN)
var/endtime = world.time + delay
var/starttime = world.time
. = TRUE
while (world.time < endtime)
stoplag(1)
if(!QDELETED(progbar))
progbar.update(world.time - starttime)
if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
drifting = FALSE
user_loc = user.loc
if(QDELETED(user) \
|| (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \
|| (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_held_item() != holding) \
|| (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \
|| (extra_checks && !extra_checks.Invoke()))
. = FALSE
break
if(target && (user != target) && \
(QDELETED(target) \
|| (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc)))
. = FALSE
break
if(!QDELETED(progbar))
progbar.end_progress()
if(interaction_key)
LAZYREMOVE(user.do_afters, interaction_key)
SEND_SIGNAL(user, COMSIG_DO_AFTER_ENDED)
/proc/is_species(A, species_datum)
. = FALSE
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.dna && istype(H.dna.species, species_datum))
. = TRUE
/// Returns if the given target is a human. Like, a REAL human.
/// Not a moth, not a felinid (which are human subtypes), but a human.
/proc/ishumanbasic(target)
if (!ishuman(target))
return FALSE
var/mob/living/carbon/human/human_target = target
return human_target.dna?.species?.type == /datum/species/human
/proc/spawn_atom_to_turf(spawn_type, target, amount, admin_spawn=FALSE, list/extra_args)
var/turf/T = get_turf(target)
if(!T)
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
var/list/new_args = list(T)
if(extra_args)
new_args += extra_args
var/atom/X
for(var/j in 1 to amount)
X = new spawn_type(arglist(new_args))
if (admin_spawn)
X.flags_1 |= ADMIN_SPAWNED_1
return X //return the last mob spawned
/proc/spawn_and_random_walk(spawn_type, target, amount, walk_chance=100, max_walk=3, always_max_walk=FALSE, admin_spawn=FALSE)
var/turf/T = get_turf(target)
var/step_count = 0
if(!T)
CRASH("attempt to spawn atom type: [spawn_type] in nullspace")
var/list/spawned_mobs = new(amount)
for(var/j in 1 to amount)
var/atom/movable/X
if (istype(spawn_type, /list))
var/mob_type = pick(spawn_type)
X = new mob_type(T)
else
X = new spawn_type(T)
if (admin_spawn)
X.flags_1 |= ADMIN_SPAWNED_1
spawned_mobs[j] = X
if(always_max_walk || prob(walk_chance))
if(always_max_walk)
step_count = max_walk
else
step_count = rand(1, max_walk)
for(var/i in 1 to step_count)
step(X, pick(NORTH, SOUTH, EAST, WEST))
return spawned_mobs
// Displays a message in deadchat, sent by source. source is not linkified, message is, to avoid stuff like character names to be linkified.
// Automatically gives the class deadsay to the whole message (message + source)
/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