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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
1357 lines
41 KiB
Plaintext
1357 lines
41 KiB
Plaintext
/**
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* Delete a mob
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*
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* Removes mob from the following global lists
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* * GLOB.mob_list
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* * GLOB.dead_mob_list
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* * GLOB.alive_mob_list
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* * GLOB.all_clockwork_mobs
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* * GLOB.mob_directory
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*
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* Unsets the focus var
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*
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* Clears alerts for this mob
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*
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* Resets all the observers perspectives to the tile this mob is on
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*
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* qdels any client colours in place on this mob
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*
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* Ghostizes the client attached to this mob
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*
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* Parent call
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*/
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/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
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remove_from_mob_list()
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remove_from_dead_mob_list()
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remove_from_alive_mob_list()
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focus = null
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if(length(progressbars))
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stack_trace("[src] destroyed with elements in its progressbars list")
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progressbars = null
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for (var/alert in alerts)
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clear_alert(alert, TRUE)
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if(observers?.len)
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for(var/M in observers)
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var/mob/dead/observe = M
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observe.reset_perspective(null)
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qdel(hud_used)
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QDEL_LIST(client_colours)
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ghostize()
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return ..()
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/**
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* Intialize a mob
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*
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* Sends global signal COMSIG_GLOB_MOB_CREATED
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*
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* Adds to global lists
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* * GLOB.mob_list
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* * GLOB.mob_directory (by tag)
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* * GLOB.dead_mob_list - if mob is dead
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* * GLOB.alive_mob_list - if the mob is alive
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*
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* Other stuff:
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* * Sets the mob focus to itself
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* * Generates huds
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* * If there are any global alternate apperances apply them to this mob
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* * set a random nutrition level
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* * Intialize the movespeed of the mob
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*/
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/mob/Initialize()
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src)
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add_to_mob_list()
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if(stat == DEAD)
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add_to_dead_mob_list()
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else
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add_to_alive_mob_list()
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set_focus(src)
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prepare_huds()
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for(var/v in GLOB.active_alternate_appearances)
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if(!v)
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continue
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var/datum/atom_hud/alternate_appearance/AA = v
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AA.onNewMob(src)
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set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX))
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. = ..()
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update_config_movespeed()
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initialize_actionspeed()
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update_movespeed(TRUE)
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/**
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* Generate the tag for this mob
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*
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* This is simply "mob_"+ a global incrementing counter that goes up for every mob
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*/
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/mob/GenerateTag()
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tag = "mob_[next_mob_id++]"
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/**
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* Prepare the huds for this atom
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*
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* Goes through hud_possible list and adds the images to the hud_list variable (if not already
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* cached)
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*/
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/atom/proc/prepare_huds()
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hud_list = list()
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for(var/hud in hud_possible)
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var/hint = hud_possible[hud]
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switch(hint)
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if(HUD_LIST_LIST)
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hud_list[hud] = list()
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else
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var/image/I = image('icons/mob/hud.dmi', src, "")
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I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
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hud_list[hud] = I
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/**
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* Some kind of debug verb that gives atmosphere environment details
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*/
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/mob/proc/Cell()
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set category = "Admin"
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set hidden = TRUE
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if(!loc)
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return
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var/datum/gas_mixture/environment = loc.return_air()
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var/t = "<span class='notice'>Coordinates: [x],[y] </span>\n"
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t += "<span class='danger'>Temperature: [environment.temperature] </span>\n"
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for(var/id in environment.gases)
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var/gas = environment.gases[id]
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if(gas[MOLES])
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t+="<span class='notice'>[gas[GAS_META][META_GAS_NAME]]: [gas[MOLES]] </span>\n"
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to_chat(usr, t)
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/**
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* Return the desc of this mob for a photo
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*/
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/mob/proc/get_photo_description(obj/item/camera/camera)
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return "a ... thing?"
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/**
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* Show a message to this mob (visual or audible)
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*/
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/mob/proc/show_message(msg, type, alt_msg, alt_type, avoid_highlighting = FALSE)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
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if(!client)
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return
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msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
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if(type)
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if(type & MSG_VISUAL && is_blind() )//Vision related
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if(!alt_msg)
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return
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else
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msg = alt_msg
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type = alt_type
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if(type & MSG_AUDIBLE && !can_hear())//Hearing related
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if(!alt_msg)
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return
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else
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msg = alt_msg
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type = alt_type
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if(type & MSG_VISUAL && is_blind())
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return
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// voice muffling
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if(stat == UNCONSCIOUS || stat == HARD_CRIT)
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if(type & MSG_AUDIBLE) //audio
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to_chat(src, "<I>... You can almost hear something ...</I>")
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return
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to_chat(src, msg, avoid_highlighting = avoid_highlighting)
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/**
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* Generate a visible message from this atom
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*
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* Show a message to all player mobs who sees this atom
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*
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* Show a message to the src mob (if the src is a mob)
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*
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* Use for atoms performing visible actions
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*
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* message is output to anyone who can see, e.g. `"The [src] does something!"`
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*
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* Vars:
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* * self_message (optional) is what the src mob sees e.g. "You do something!"
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* * blind_message (optional) is what blind people will hear e.g. "You hear something!"
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* * vision_distance (optional) define how many tiles away the message can be seen.
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* * ignored_mob (optional) doesn't show any message to a given mob if TRUE.
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*/
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/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
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var/turf/T = get_turf(src)
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if(!T)
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return
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if(!islist(ignored_mobs))
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ignored_mobs = list(ignored_mobs)
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var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
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hearers -= ignored_mobs
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if(self_message)
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hearers -= src
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var/raw_msg = message
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if(visible_message_flags & EMOTE_MESSAGE)
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message = "<span class='emote'><b>[src]</b> [message]</span>"
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for(var/mob/M in hearers)
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if(!M.client)
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continue
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//This entire if/else chain could be in two lines but isn't for readibilties sake.
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var/msg = message
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if(M.see_invisible < invisibility)//if src is invisible to M
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msg = blind_message
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else if(T != loc && T != src) //if src is inside something and not a turf.
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msg = blind_message
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else if(T.lighting_object && T.lighting_object.invisibility <= M.see_invisible && T.is_softly_lit() && !in_range(T,M)) //if it is too dark, unless we're right next to them.
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msg = blind_message
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if(!msg)
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continue
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if(visible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, visible_message_flags) && !M.is_blind())
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M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags)
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M.show_message(msg, MSG_VISUAL, blind_message, MSG_AUDIBLE)
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///Adds the functionality to self_message.
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/mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
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. = ..()
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if(self_message)
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show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
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/**
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* Show a message to all mobs in earshot of this atom
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*
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* Use for objects performing audible actions
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*
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* vars:
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* * message is the message output to anyone who can hear.
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* * deaf_message (optional) is what deaf people will see.
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* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
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*/
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/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
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var/list/hearers = get_hearers_in_view(hearing_distance, src)
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if(self_message)
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hearers -= src
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var/raw_msg = message
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if(audible_message_flags & EMOTE_MESSAGE)
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message = "<span class='emote'><b>[src]</b> [message]</span>"
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for(var/mob/M in hearers)
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if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear())
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M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags)
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M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
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/**
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* Show a message to all mobs in earshot of this one
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*
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* This would be for audible actions by the src mob
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*
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* vars:
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* * message is the message output to anyone who can hear.
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* * self_message (optional) is what the src mob hears.
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* * deaf_message (optional) is what deaf people will see.
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* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
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*/
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/mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
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. = ..()
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if(self_message)
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show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
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///Returns the client runechat visible messages preference according to the message type.
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/atom/proc/runechat_prefs_check(mob/target, visible_message_flags = NONE)
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if(!target.client?.prefs.chat_on_map || !target.client.prefs.see_chat_non_mob)
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return FALSE
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if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.see_rc_emotes)
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return FALSE
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return TRUE
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/mob/runechat_prefs_check(mob/target, visible_message_flags = NONE)
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if(!target.client?.prefs.chat_on_map)
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return FALSE
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if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.see_rc_emotes)
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return FALSE
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return TRUE
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///Get the item on the mob in the storage slot identified by the id passed in
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/mob/proc/get_item_by_slot(slot_id)
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return null
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///Is the mob incapacitated
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/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, ignore_stasis = FALSE)
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return
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/**
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* This proc is called whenever someone clicks an inventory ui slot.
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*
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* Mostly tries to put the item into the slot if possible, or call attack hand
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* on the item in the slot if the users active hand is empty
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*/
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/mob/proc/attack_ui(slot, params)
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var/obj/item/W = get_active_held_item()
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if(istype(W))
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if(equip_to_slot_if_possible(W, slot,0,0,0))
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return TRUE
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if(!W)
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// Activate the item
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var/obj/item/I = get_item_by_slot(slot)
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if(istype(I))
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var/list/modifiers = params2list(params)
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I.attack_hand(src, modifiers)
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return FALSE
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/**
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* Try to equip an item to a slot on the mob
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*
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* This is a SAFE proc. Use this instead of equip_to_slot()!
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*
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* set qdel_on_fail to have it delete W if it fails to equip
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*
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* set disable_warning to disable the 'you are unable to equip that' warning.
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*
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* unset redraw_mob to prevent the mob icons from being redrawn at the end.
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*
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* Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
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*/
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/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE, initial = FALSE)
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if(!istype(W))
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return FALSE
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if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self))
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if(qdel_on_fail)
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qdel(W)
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else if(!disable_warning)
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to_chat(src, "<span class='warning'>You are unable to equip that!</span>")
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return FALSE
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equip_to_slot(W, slot, initial, redraw_mob) //This proc should not ever fail.
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return TRUE
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/**
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* Actually equips an item to a slot (UNSAFE)
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*
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* This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on
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* whether you can or can't equip need to be done before! Use mob_can_equip() for that task.
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*
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*In most cases you will want to use equip_to_slot_if_possible()
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*/
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/mob/proc/equip_to_slot(obj/item/W, slot)
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return
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/**
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* Equip an item to the slot or delete
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*
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* This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to
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* equip people when the round starts and when events happen and such.
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*
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* Also bypasses equip delay checks, since the mob isn't actually putting it on.
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* Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it
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*/
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/mob/proc/equip_to_slot_or_del(obj/item/W, slot, initial = FALSE)
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return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial)
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/**
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* Auto equip the passed in item the appropriate slot based on equipment priority
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*
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* puts the item "W" into an appropriate slot in a human's inventory
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*
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* returns 0 if it cannot, 1 if successful
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*/
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/mob/proc/equip_to_appropriate_slot(obj/item/W, qdel_on_fail = FALSE)
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if(!istype(W))
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return FALSE
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var/slot_priority = W.slot_equipment_priority
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if(!slot_priority)
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slot_priority = list( \
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ITEM_SLOT_BACK, ITEM_SLOT_ID,\
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ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
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ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\
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ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\
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ITEM_SLOT_EARS, ITEM_SLOT_EYES,\
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ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\
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ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\
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ITEM_SLOT_DEX_STORAGE\
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)
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for(var/slot in slot_priority)
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if(equip_to_slot_if_possible(W, slot, FALSE, TRUE, TRUE, FALSE, FALSE)) //qdel_on_fail = FALSE; disable_warning = TRUE; redraw_mob = TRUE;
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return TRUE
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if(qdel_on_fail)
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qdel(W)
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return FALSE
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/**
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* Reset the attached clients perspective (viewpoint)
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*
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* reset_perspective() set eye to common default : mob on turf, loc otherwise
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* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
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*/
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/mob/proc/reset_perspective(atom/A)
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if(client)
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if(A)
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if(ismovable(A))
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//Set the the thing unless it's us
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if(A != src)
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else if(isturf(A))
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//Set to the turf unless it's our current turf
|
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if(A != loc)
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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//Do nothing
|
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else
|
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//Reset to common defaults: mob if on turf, otherwise current loc
|
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if(isturf(loc))
|
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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return 1
|
|
|
|
/// Show the mob's inventory to another mob
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|
/mob/proc/show_inv(mob/user)
|
|
return
|
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|
|
|
|
/**
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|
* Examine a mob
|
|
*
|
|
* mob verbs are faster than object verbs. See
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|
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
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|
* for why this isn't atom/verb/examine()
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|
*/
|
|
/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
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|
set name = "Examine"
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|
set category = "IC"
|
|
|
|
if(isturf(A) && !(sight & SEE_TURFS) && !(A in view(client ? client.view : world.view, src)))
|
|
// shift-click catcher may issue examinate() calls for out-of-sight turfs
|
|
return
|
|
|
|
if(is_blind() && !blind_examine_check(A)) //blind people see things differently (through touch)
|
|
return
|
|
|
|
face_atom(A)
|
|
var/list/result
|
|
if(client)
|
|
LAZYINITLIST(client.recent_examines)
|
|
if(isnull(client.recent_examines[A]) || client.recent_examines[A] < world.time)
|
|
result = A.examine(src)
|
|
client.recent_examines[A] = world.time + EXAMINE_MORE_TIME // set the value to when the examine cooldown ends
|
|
RegisterSignal(A, COMSIG_PARENT_QDELETING, .proc/clear_from_recent_examines, override=TRUE) // to flush the value if deleted early
|
|
addtimer(CALLBACK(src, .proc/clear_from_recent_examines, A), EXAMINE_MORE_TIME)
|
|
handle_eye_contact(A)
|
|
else
|
|
result = A.examine_more(src)
|
|
else
|
|
result = A.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
|
|
|
|
to_chat(src, result.Join("\n"))
|
|
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
|
|
|
|
|
|
/mob/proc/blind_examine_check(atom/examined_thing)
|
|
return TRUE //The non-living will always succeed at this check.
|
|
|
|
|
|
/mob/living/blind_examine_check(atom/examined_thing)
|
|
//need to be next to something and awake
|
|
if(!Adjacent(examined_thing) || incapacitated())
|
|
to_chat(src, "<span class='warning'>Something is there, but you can't see it!</span>")
|
|
return FALSE
|
|
|
|
//you can examine things you're holding directly, but you can't examine other things if your hands are full
|
|
/// the item in our active hand
|
|
var/active_item = get_active_held_item()
|
|
if(active_item && active_item != examined_thing)
|
|
to_chat(src, "<span class='warning'>Your hands are too full to examine this!</span>")
|
|
return FALSE
|
|
|
|
//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
|
|
/// our active hand, to check if it's disabled/detatched
|
|
var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null
|
|
if(!active_hand || active_hand.bodypart_disabled || LAZYLEN(do_afters) >= usable_hands)
|
|
to_chat(src, "<span class='warning'>You don't have a free hand to examine this!</span>")
|
|
return FALSE
|
|
|
|
//you can only queue up one examine on something at a time
|
|
if(DOING_INTERACTION_WITH_TARGET(src, examined_thing))
|
|
return FALSE
|
|
|
|
to_chat(src, "<span class='notice'>You start feeling around for something...</span>")
|
|
visible_message("<span class='notice'> [name] begins feeling around for \the [examined_thing.name]...</span>")
|
|
|
|
/// how long it takes for the blind person to find the thing they're examining
|
|
var/examine_delay_length = rand(1 SECONDS, 2 SECONDS)
|
|
if(client?.recent_examines && client?.recent_examines[examined_thing]) //easier to find things we just touched
|
|
examine_delay_length = 0.33 SECONDS
|
|
else if(isobj(examined_thing))
|
|
examine_delay_length *= 1.5
|
|
else if(ismob(examined_thing) && examined_thing != src)
|
|
examine_delay_length *= 2
|
|
|
|
if(examine_delay_length > 0 && !do_after(src, examine_delay_length, target = examined_thing))
|
|
to_chat(src, "<span class='notice'>You can't get a good feel for what is there.</span>")
|
|
return FALSE
|
|
|
|
//now we touch the thing we're examining
|
|
/// our current intent, so we can go back to it after touching
|
|
var/previous_combat_mode = combat_mode
|
|
set_combat_mode(FALSE)
|
|
INVOKE_ASYNC(examined_thing, /atom/proc/attack_hand, src)
|
|
set_combat_mode(previous_combat_mode)
|
|
return TRUE
|
|
|
|
|
|
/mob/proc/clear_from_recent_examines(atom/A)
|
|
SIGNAL_HANDLER
|
|
|
|
if(!client)
|
|
return
|
|
UnregisterSignal(A, COMSIG_PARENT_QDELETING)
|
|
LAZYREMOVE(client.recent_examines, A)
|
|
|
|
/**
|
|
* handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last second within 5 tiles, we make eye contact!
|
|
*
|
|
* Note that if either party has their face obscured, the other won't get the notice about the eye contact
|
|
* Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much.
|
|
* The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them
|
|
*/
|
|
/mob/proc/handle_eye_contact(mob/living/examined_mob)
|
|
return
|
|
|
|
/mob/living/handle_eye_contact(mob/living/examined_mob)
|
|
if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client || !examined_mob.client?.recent_examines || !(src in examined_mob.client.recent_examines))
|
|
return
|
|
|
|
if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE)
|
|
return
|
|
|
|
// check to see if their face is blocked or, if not, a signal blocks it
|
|
if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT)
|
|
var/msg = "<span class='smallnotice'>You make eye contact with [examined_mob].</span>"
|
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, src, msg), 3) // so the examine signal has time to fire and this will print after
|
|
|
|
if(is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT)
|
|
var/msg = "<span class='smallnotice'>[src] makes eye contact with you.</span>"
|
|
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, examined_mob, msg), 3)
|
|
|
|
/**
|
|
* Point at an atom
|
|
*
|
|
* mob verbs are faster than object verbs. See
|
|
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
|
|
* for why this isn't atom/verb/pointed()
|
|
*
|
|
* note: ghosts can point, this is intended
|
|
*
|
|
* visible_message will handle invisibility properly
|
|
*
|
|
* overridden here and in /mob/dead/observer for different point span classes and sanity checks
|
|
*/
|
|
/mob/verb/pointed(atom/A as mob|obj|turf in view())
|
|
set name = "Point To"
|
|
set category = "Object"
|
|
|
|
if(client && !(A in view(client.view, src)))
|
|
return FALSE
|
|
if(istype(A, /obj/effect/temp_visual/point))
|
|
return FALSE
|
|
|
|
point_at(A)
|
|
|
|
return TRUE
|
|
|
|
/**
|
|
* Called by using Activate Held Object with an empty hand/limb
|
|
*
|
|
* Does nothing by default. The intended use is to allow limbs to call their
|
|
* own attack_self procs. It is up to the individual mob to override this
|
|
* parent and actually use it.
|
|
*/
|
|
/mob/proc/limb_attack_self()
|
|
return
|
|
|
|
///Can this mob resist (default FALSE)
|
|
/mob/proc/can_resist()
|
|
return FALSE //overridden in living.dm
|
|
|
|
///Spin this mob around it's central axis
|
|
/mob/proc/spin(spintime, speed)
|
|
set waitfor = 0
|
|
var/D = dir
|
|
if((spintime < 1)||(speed < 1)||!spintime||!speed)
|
|
return
|
|
|
|
flags_1 |= IS_SPINNING_1
|
|
while(spintime >= speed)
|
|
sleep(speed)
|
|
switch(D)
|
|
if(NORTH)
|
|
D = EAST
|
|
if(SOUTH)
|
|
D = WEST
|
|
if(EAST)
|
|
D = SOUTH
|
|
if(WEST)
|
|
D = NORTH
|
|
setDir(D)
|
|
spintime -= speed
|
|
flags_1 &= ~IS_SPINNING_1
|
|
|
|
///Update the pulling hud icon
|
|
/mob/proc/update_pull_hud_icon()
|
|
hud_used?.pull_icon?.update_icon()
|
|
|
|
///Update the resting hud icon
|
|
/mob/proc/update_rest_hud_icon()
|
|
hud_used?.rest_icon?.update_icon()
|
|
|
|
/**
|
|
* Verb to activate the object in your held hand
|
|
*
|
|
* Calls attack self on the item and updates the inventory hud for hands
|
|
*/
|
|
/mob/verb/mode()
|
|
set name = "Activate Held Object"
|
|
set category = "Object"
|
|
set src = usr
|
|
|
|
if(ismecha(loc))
|
|
return
|
|
|
|
if(incapacitated())
|
|
return
|
|
|
|
var/obj/item/I = get_active_held_item()
|
|
if(I)
|
|
I.attack_self(src)
|
|
update_inv_hands()
|
|
return
|
|
|
|
limb_attack_self()
|
|
|
|
|
|
/**
|
|
* Get the notes of this mob
|
|
*
|
|
* This actually gets the mind datums notes
|
|
*/
|
|
/mob/verb/memory()
|
|
set name = "Notes"
|
|
set category = "IC"
|
|
set desc = "View your character's notes memory."
|
|
if(mind)
|
|
mind.show_memory(src)
|
|
else
|
|
to_chat(src, "You don't have a mind datum for some reason, so you can't look at your notes, if you had any.")
|
|
|
|
/**
|
|
* Add a note to the mind datum
|
|
*/
|
|
/mob/verb/add_memory(msg as message)
|
|
set name = "Add Note"
|
|
set category = "IC"
|
|
if(mind)
|
|
if (world.time < memory_throttle_time)
|
|
return
|
|
memory_throttle_time = world.time + 5 SECONDS
|
|
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
|
|
msg = sanitize(msg)
|
|
|
|
mind.store_memory(msg)
|
|
else
|
|
to_chat(src, "You don't have a mind datum for some reason, so you can't add a note to it.")
|
|
|
|
/**
|
|
* Allows you to respawn, abandoning your current mob
|
|
*
|
|
* This sends you back to the lobby creating a new dead mob
|
|
*
|
|
* Only works if flag/norespawn is allowed in config
|
|
*/
|
|
/mob/verb/abandon_mob()
|
|
set name = "Respawn"
|
|
set category = "OOC"
|
|
|
|
if (CONFIG_GET(flag/norespawn) && (!check_rights_for(usr.client, R_ADMIN) || alert(usr, "Respawn configs disabled. Do you want to use your permissions to circumvent it?", "Respawn", "Yes", "No") != "Yes"))
|
|
return
|
|
|
|
if ((stat != DEAD || !( SSticker )))
|
|
to_chat(usr, "<span class='boldnotice'>You must be dead to use this!</span>")
|
|
return
|
|
|
|
log_game("[key_name(usr)] used abandon mob.")
|
|
|
|
to_chat(usr, "<span class='boldnotice'>Please roleplay correctly!</span>")
|
|
|
|
if(!client)
|
|
log_game("[key_name(usr)] AM failed due to disconnect.")
|
|
return
|
|
client.screen.Cut()
|
|
client.screen += client.void
|
|
if(!client)
|
|
log_game("[key_name(usr)] AM failed due to disconnect.")
|
|
return
|
|
|
|
var/mob/dead/new_player/M = new /mob/dead/new_player()
|
|
if(!client)
|
|
log_game("[key_name(usr)] AM failed due to disconnect.")
|
|
qdel(M)
|
|
return
|
|
|
|
M.key = key
|
|
|
|
|
|
/**
|
|
* Sometimes helps if the user is stuck in another perspective or camera
|
|
*/
|
|
/mob/verb/cancel_camera()
|
|
set name = "Cancel Camera View"
|
|
set category = "OOC"
|
|
reset_perspective(null)
|
|
unset_machine()
|
|
|
|
//suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot
|
|
/mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
|
|
set name = ".click"
|
|
set hidden = TRUE
|
|
set category = null
|
|
return
|
|
|
|
/mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
|
|
set name = ".dblclick"
|
|
set hidden = TRUE
|
|
set category = null
|
|
return
|
|
/**
|
|
* Topic call back for any mob
|
|
*
|
|
* * Unset machines if "mach_close" sent
|
|
* * refresh the inventory of machines in range if "refresh" sent
|
|
* * handles the strip panel equip and unequip as well if "item" sent
|
|
*/
|
|
/mob/Topic(href, href_list)
|
|
var/mob/user = usr
|
|
|
|
if(href_list["mach_close"])
|
|
var/t1 = text("window=[href_list["mach_close"]]")
|
|
unset_machine()
|
|
src << browse(null, t1)
|
|
|
|
if(user != src)
|
|
if(href_list["item"] && user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY))
|
|
var/slot = text2num(href_list["item"])
|
|
var/hand_index = text2num(href_list["hand_index"])
|
|
var/obj/item/what
|
|
if(hand_index)
|
|
what = get_item_for_held_index(hand_index)
|
|
slot = list(slot,hand_index)
|
|
else
|
|
what = get_item_by_slot(slot)
|
|
if(what)
|
|
if(!(what.item_flags & ABSTRACT))
|
|
user.stripPanelUnequip(what,src,slot)
|
|
else
|
|
user.stripPanelEquip(what,src,slot)
|
|
|
|
if(user.machine == src)
|
|
if(Adjacent(user))
|
|
show_inv(user)
|
|
else
|
|
user << browse(null,"window=mob[REF(src)]")
|
|
|
|
// The src mob is trying to strip an item from someone
|
|
// Defined in living.dm
|
|
/mob/proc/stripPanelUnequip(obj/item/what, mob/who)
|
|
return
|
|
|
|
// The src mob is trying to place an item on someone
|
|
// Defined in living.dm
|
|
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
|
|
return
|
|
|
|
/**
|
|
* Controls if a mouse drop succeeds (return null if it doesnt)
|
|
*/
|
|
/mob/MouseDrop(mob/M)
|
|
. = ..()
|
|
if(M != usr)
|
|
return
|
|
if(usr == src)
|
|
return
|
|
if(!Adjacent(usr))
|
|
return
|
|
if(isAI(M))
|
|
return
|
|
/**
|
|
* Handle the result of a click drag onto this mob
|
|
*
|
|
* For mobs this just shows the inventory
|
|
*/
|
|
/mob/MouseDrop_T(atom/dropping, atom/user)
|
|
. = ..()
|
|
|
|
// Our mouse drop has already been handled by something else. Most likely buckling code.
|
|
// Since it has already been handled, we don't need to show inventory.
|
|
if(.)
|
|
return
|
|
|
|
if(ismob(dropping) && src == user && dropping != user)
|
|
var/mob/M = dropping
|
|
var/mob/U = user
|
|
if(iscyborg(U))
|
|
var/mob/living/silicon/robot/cyborg = U
|
|
if(cyborg.combat_mode)
|
|
M.show_inv(cyborg)
|
|
else
|
|
M.show_inv(U)
|
|
|
|
///Is the mob muzzled (default false)
|
|
/mob/proc/is_muzzled()
|
|
return FALSE
|
|
|
|
/// Adds this list to the output to the stat browser
|
|
/mob/proc/get_status_tab_items()
|
|
. = list()
|
|
|
|
/// Gets all relevant proc holders for the browser statpenl
|
|
/mob/proc/get_proc_holders()
|
|
. = list()
|
|
if(mind)
|
|
. += get_spells_for_statpanel(mind.spell_list)
|
|
. += get_spells_for_statpanel(mob_spell_list)
|
|
|
|
/**
|
|
* Convert a list of spells into a displyable list for the statpanel
|
|
*
|
|
* Shows charge and other important info
|
|
*/
|
|
/mob/proc/get_spells_for_statpanel(list/spells)
|
|
var/list/L = list()
|
|
for(var/obj/effect/proc_holder/spell/S in spells)
|
|
if(S.can_be_cast_by(src))
|
|
switch(S.charge_type)
|
|
if("recharge")
|
|
L[++L.len] = list("[S.panel]", "[S.charge_counter/10.0]/[S.charge_max/10]", S.name, REF(S))
|
|
if("charges")
|
|
L[++L.len] = list("[S.panel]", "[S.charge_counter]/[S.charge_max]", S.name, REF(S))
|
|
if("holdervar")
|
|
L[++L.len] = list("[S.panel]", "[S.holder_var_type] [S.holder_var_amount]", S.name, REF(S))
|
|
return L
|
|
|
|
#define MOB_FACE_DIRECTION_DELAY 1
|
|
|
|
// facing verbs
|
|
/**
|
|
* Returns true if a mob can turn to face things
|
|
*
|
|
* Conditions:
|
|
* * client.last_turn > world.time
|
|
* * not dead or unconcious
|
|
* * not anchored
|
|
* * no transform not set
|
|
* * we are not restrained
|
|
*/
|
|
/mob/proc/canface()
|
|
if(world.time < client.last_turn)
|
|
return FALSE
|
|
if(stat >= UNCONSCIOUS)
|
|
return FALSE
|
|
if(anchored)
|
|
return FALSE
|
|
if(notransform)
|
|
return FALSE
|
|
if(HAS_TRAIT(src, TRAIT_RESTRAINED))
|
|
return FALSE
|
|
return TRUE
|
|
|
|
///Checks mobility move as well as parent checks
|
|
/mob/living/canface()
|
|
if(!(mobility_flags & MOBILITY_MOVE))
|
|
return FALSE
|
|
return ..()
|
|
|
|
/mob/dead/observer/canface()
|
|
return TRUE
|
|
|
|
///Hidden verb to turn east
|
|
/mob/verb/eastface()
|
|
set hidden = TRUE
|
|
if(!canface())
|
|
return FALSE
|
|
setDir(EAST)
|
|
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
|
|
return TRUE
|
|
|
|
///Hidden verb to turn west
|
|
/mob/verb/westface()
|
|
set hidden = TRUE
|
|
if(!canface())
|
|
return FALSE
|
|
setDir(WEST)
|
|
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
|
|
return TRUE
|
|
|
|
///Hidden verb to turn north
|
|
/mob/verb/northface()
|
|
set hidden = TRUE
|
|
if(!canface())
|
|
return FALSE
|
|
setDir(NORTH)
|
|
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
|
|
return TRUE
|
|
|
|
///Hidden verb to turn south
|
|
/mob/verb/southface()
|
|
set hidden = TRUE
|
|
if(!canface())
|
|
return FALSE
|
|
setDir(SOUTH)
|
|
client.last_turn = world.time + MOB_FACE_DIRECTION_DELAY
|
|
return TRUE
|
|
|
|
/mob/proc/swap_hand()
|
|
var/obj/item/held_item = get_active_held_item()
|
|
if(SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
|
|
to_chat(src, "<span class='warning'>Your other hand is too busy holding [held_item].</span>")
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/mob/proc/activate_hand(selhand)
|
|
return
|
|
|
|
/mob/proc/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //For sec bot threat assessment
|
|
return 0
|
|
|
|
///Get the ghost of this mob (from the mind)
|
|
/mob/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
|
|
if(mind)
|
|
return mind.get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
|
|
|
|
///Force get the ghost from the mind
|
|
/mob/proc/grab_ghost(force)
|
|
if(mind)
|
|
return mind.grab_ghost(force = force)
|
|
|
|
///Notify a ghost that it's body is being cloned
|
|
/mob/proc/notify_ghost_cloning(message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", sound = 'sound/effects/genetics.ogg', atom/source = null, flashwindow)
|
|
var/mob/dead/observer/ghost = get_ghost()
|
|
if(ghost)
|
|
ghost.notify_cloning(message, sound, source, flashwindow)
|
|
return ghost
|
|
|
|
///Add a spell to the mobs spell list
|
|
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
|
|
LAZYADD(mob_spell_list, S)
|
|
S.action.Grant(src)
|
|
|
|
///Remove a spell from the mobs spell list
|
|
/mob/proc/RemoveSpell(obj/effect/proc_holder/spell/spell)
|
|
if(!spell)
|
|
return
|
|
for(var/X in mob_spell_list)
|
|
var/obj/effect/proc_holder/spell/S = X
|
|
if(istype(S, spell))
|
|
LAZYREMOVE(mob_spell_list, S)
|
|
qdel(S)
|
|
if(client)
|
|
client << output(null, "statbrowser:check_spells")
|
|
|
|
///Return any anti magic atom on this mob that matches the magic type
|
|
/mob/proc/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE)
|
|
if(!magic && !holy && !tinfoil)
|
|
return
|
|
var/list/protection_sources = list()
|
|
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, src, magic, holy, tinfoil, chargecost, self, protection_sources) & COMPONENT_BLOCK_MAGIC)
|
|
if(protection_sources.len)
|
|
return pick(protection_sources)
|
|
else
|
|
return src
|
|
if((magic && HAS_TRAIT(src, TRAIT_ANTIMAGIC)) || (holy && HAS_TRAIT(src, TRAIT_HOLY)))
|
|
return src
|
|
|
|
/**
|
|
* Buckle a living mob to this mob. Also turns you to face the other mob
|
|
*
|
|
* You can buckle on mobs if you're next to them since most are dense
|
|
*/
|
|
/mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE, buckle_mob_flags= NONE)
|
|
if(M.buckled)
|
|
return FALSE
|
|
var/turf/T = get_turf(src)
|
|
if(M.loc != T)
|
|
var/old_density = density
|
|
density = FALSE
|
|
var/can_step = step_towards(M, T)
|
|
density = old_density
|
|
if(!can_step)
|
|
return FALSE
|
|
return ..()
|
|
|
|
///Call back post buckle to a mob to offset your visual height
|
|
/mob/post_buckle_mob(mob/living/M)
|
|
var/height = M.get_mob_buckling_height(src)
|
|
M.pixel_y = initial(M.pixel_y) + height
|
|
if(M.layer <= layer) //make sure they stay above our current layer
|
|
M.layer = layer + 0.1
|
|
///Call back post unbuckle from a mob, (reset your visual height here)
|
|
/mob/post_unbuckle_mob(mob/living/M)
|
|
M.layer = initial(M.layer)
|
|
M.pixel_y = initial(M.pixel_y)
|
|
|
|
///returns the height in pixel the mob should have when buckled to another mob.
|
|
/mob/proc/get_mob_buckling_height(mob/seat)
|
|
if(isliving(seat))
|
|
var/mob/living/L = seat
|
|
if(L.mob_size <= MOB_SIZE_SMALL) //being on top of a small mob doesn't put you very high.
|
|
return 0
|
|
return 9
|
|
|
|
///Can the mob interact() with an atom?
|
|
/mob/proc/can_interact_with(atom/A)
|
|
if(isAdminGhostAI(src) || Adjacent(A))
|
|
return TRUE
|
|
var/datum/dna/mob_dna = has_dna()
|
|
if(mob_dna?.check_mutation(TK) && tkMaxRangeCheck(src, A))
|
|
return TRUE
|
|
|
|
///Can the mob use Topic to interact with machines
|
|
/mob/proc/canUseTopic(atom/movable/M, be_close=FALSE, no_dexterity=FALSE, no_tk=FALSE, need_hands = FALSE, floor_okay=FALSE)
|
|
return
|
|
|
|
///Can this mob use storage
|
|
/mob/proc/canUseStorage()
|
|
return FALSE
|
|
/**
|
|
* Check if the other mob has any factions the same as us
|
|
*
|
|
* If exact match is set, then all our factions must match exactly
|
|
*/
|
|
/mob/proc/faction_check_mob(mob/target, exact_match)
|
|
if(exact_match) //if we need an exact match, we need to do some bullfuckery.
|
|
var/list/faction_src = faction.Copy()
|
|
var/list/faction_target = target.faction.Copy()
|
|
if(!("[REF(src)]" in faction_target)) //if they don't have our ref faction, remove it from our factions list.
|
|
faction_src -= "[REF(src)]" //if we don't do this, we'll never have an exact match.
|
|
if(!("[REF(target)]" in faction_src))
|
|
faction_target -= "[REF(target)]" //same thing here.
|
|
return faction_check(faction_src, faction_target, TRUE)
|
|
return faction_check(faction, target.faction, FALSE)
|
|
/*
|
|
* Compare two lists of factions, returning true if any match
|
|
*
|
|
* If exact match is passed through we only return true if both faction lists match equally
|
|
*/
|
|
/proc/faction_check(list/faction_A, list/faction_B, exact_match)
|
|
var/list/match_list
|
|
if(exact_match)
|
|
match_list = faction_A&faction_B //only items in both lists
|
|
var/length = LAZYLEN(match_list)
|
|
if(length)
|
|
return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match.
|
|
else
|
|
match_list = faction_A&faction_B
|
|
return LAZYLEN(match_list)
|
|
return FALSE
|
|
|
|
|
|
/**
|
|
* Fully update the name of a mob
|
|
*
|
|
* This will update a mob's name, real_name, mind.name, GLOB.data_core records, pda, id and traitor text
|
|
*
|
|
* Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
|
|
*/
|
|
/mob/proc/fully_replace_character_name(oldname,newname)
|
|
if(!newname)
|
|
log_message("[src] failed name change from [oldname] as no new name was specified", LOG_OWNERSHIP)
|
|
return FALSE
|
|
|
|
log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP)
|
|
|
|
log_played_names(ckey,newname)
|
|
|
|
real_name = newname
|
|
name = newname
|
|
if(mind)
|
|
mind.name = newname
|
|
if(mind.key)
|
|
log_played_names(mind.key,newname) //Just in case the mind is unsynced at the moment.
|
|
|
|
if(oldname)
|
|
//update the datacore records! This is goig to be a bit costly.
|
|
replace_records_name(oldname,newname)
|
|
|
|
//update our pda and id if we have them on our person
|
|
replace_identification_name(oldname,newname)
|
|
|
|
for(var/datum/mind/T in SSticker.minds)
|
|
for(var/datum/objective/obj in T.get_all_objectives())
|
|
// Only update if this player is a target
|
|
if(obj.target && obj.target.current && obj.target.current.real_name == name)
|
|
obj.update_explanation_text()
|
|
return TRUE
|
|
|
|
///Updates GLOB.data_core records with new name , see mob/living/carbon/human
|
|
/mob/proc/replace_records_name(oldname,newname)
|
|
return
|
|
|
|
///update the ID name of this mob
|
|
/mob/proc/replace_identification_name(oldname,newname)
|
|
var/list/searching = GetAllContents()
|
|
var/search_id = 1
|
|
var/search_pda = 1
|
|
|
|
for(var/A in searching)
|
|
if( search_id && istype(A, /obj/item/card/id) )
|
|
var/obj/item/card/id/ID = A
|
|
if(ID.registered_name == oldname)
|
|
ID.registered_name = newname
|
|
ID.update_label()
|
|
if(ID.registered_account?.account_holder == oldname)
|
|
ID.registered_account.account_holder = newname
|
|
if(!search_pda)
|
|
break
|
|
search_id = 0
|
|
|
|
else if( search_pda && istype(A, /obj/item/pda) )
|
|
var/obj/item/pda/PDA = A
|
|
if(PDA.owner == oldname)
|
|
PDA.owner = newname
|
|
PDA.update_label()
|
|
if(!search_id)
|
|
break
|
|
search_pda = 0
|
|
|
|
/mob/proc/update_stat()
|
|
return
|
|
|
|
/mob/proc/update_health_hud()
|
|
return
|
|
|
|
///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT)
|
|
/mob/proc/update_sight()
|
|
SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
|
|
sync_lighting_plane_alpha()
|
|
|
|
///Set the lighting plane hud alpha to the mobs lighting_alpha var
|
|
/mob/proc/sync_lighting_plane_alpha()
|
|
if(hud_used)
|
|
var/atom/movable/screen/plane_master/lighting/L = hud_used.plane_masters["[LIGHTING_PLANE]"]
|
|
if (L)
|
|
L.alpha = lighting_alpha
|
|
|
|
///Update the mouse pointer of the attached client in this mob
|
|
/mob/proc/update_mouse_pointer()
|
|
if (!client)
|
|
return
|
|
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
|
|
if(examine_cursor_icon && client.keys_held["Shift"]) //mouse shit is hardcoded, make this non hard-coded once we make mouse modifiers bindable
|
|
client.mouse_pointer_icon = examine_cursor_icon
|
|
else if (ismecha(loc))
|
|
var/obj/vehicle/sealed/mecha/M = loc
|
|
if(M.mouse_pointer)
|
|
client.mouse_pointer_icon = M.mouse_pointer
|
|
else if (istype(loc, /obj/vehicle/sealed))
|
|
var/obj/vehicle/sealed/E = loc
|
|
if(E.mouse_pointer)
|
|
client.mouse_pointer_icon = E.mouse_pointer
|
|
|
|
|
|
///This mob is abile to read books
|
|
/mob/proc/is_literate()
|
|
return FALSE
|
|
///Can this mob read (is literate and not blind)
|
|
/mob/proc/can_read(obj/O)
|
|
if(is_blind())
|
|
to_chat(src, "<span class='warning'>As you are trying to read [O], you suddenly feel very stupid!</span>")
|
|
return
|
|
if(!is_literate())
|
|
to_chat(src, "<span class='notice'>You try to read [O], but can't comprehend any of it.</span>")
|
|
return
|
|
return TRUE
|
|
|
|
/**
|
|
* Get the mob VV dropdown extras
|
|
*/
|
|
/mob/vv_get_dropdown()
|
|
. = ..()
|
|
VV_DROPDOWN_OPTION("", "---------")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIB, "Gib")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_SPELL, "Give Spell")
|
|
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_DISEASE, "Give Disease")
|
|
VV_DROPDOWN_OPTION(VV_HK_GODMODE, "Toggle Godmode")
|
|
VV_DROPDOWN_OPTION(VV_HK_DROP_ALL, "Drop Everything")
|
|
VV_DROPDOWN_OPTION(VV_HK_REGEN_ICONS, "Regenerate Icons")
|
|
VV_DROPDOWN_OPTION(VV_HK_PLAYER_PANEL, "Show player panel")
|
|
VV_DROPDOWN_OPTION(VV_HK_BUILDMODE, "Toggle Buildmode")
|
|
VV_DROPDOWN_OPTION(VV_HK_DIRECT_CONTROL, "Assume Direct Control")
|
|
VV_DROPDOWN_OPTION(VV_HK_GIVE_DIRECT_CONTROL, "Give Direct Control")
|
|
VV_DROPDOWN_OPTION(VV_HK_OFFER_GHOSTS, "Offer Control to Ghosts")
|
|
|
|
/mob/vv_do_topic(list/href_list)
|
|
. = ..()
|
|
if(href_list[VV_HK_REGEN_ICONS])
|
|
if(!check_rights(NONE))
|
|
return
|
|
regenerate_icons()
|
|
if(href_list[VV_HK_PLAYER_PANEL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.holder.show_player_panel(src)
|
|
if(href_list[VV_HK_GODMODE])
|
|
if(!check_rights(R_ADMIN))
|
|
return
|
|
usr.client.cmd_admin_godmode(src)
|
|
if(href_list[VV_HK_GIVE_SPELL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.give_spell(src)
|
|
if(href_list[VV_HK_REMOVE_SPELL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.remove_spell(src)
|
|
if(href_list[VV_HK_GIVE_DISEASE])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.give_disease(src)
|
|
if(href_list[VV_HK_GIB])
|
|
if(!check_rights(R_FUN))
|
|
return
|
|
usr.client.cmd_admin_gib(src)
|
|
if(href_list[VV_HK_BUILDMODE])
|
|
if(!check_rights(R_BUILD))
|
|
return
|
|
togglebuildmode(src)
|
|
if(href_list[VV_HK_DROP_ALL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.cmd_admin_drop_everything(src)
|
|
if(href_list[VV_HK_DIRECT_CONTROL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.cmd_assume_direct_control(src)
|
|
if(href_list[VV_HK_GIVE_DIRECT_CONTROL])
|
|
if(!check_rights(NONE))
|
|
return
|
|
usr.client.cmd_give_direct_control(src)
|
|
if(href_list[VV_HK_OFFER_GHOSTS])
|
|
if(!check_rights(NONE))
|
|
return
|
|
offer_control(src)
|
|
|
|
/**
|
|
* extra var handling for the logging var
|
|
*/
|
|
/mob/vv_get_var(var_name)
|
|
switch(var_name)
|
|
if("logging")
|
|
return debug_variable(var_name, logging, 0, src, FALSE)
|
|
. = ..()
|
|
|
|
/mob/vv_auto_rename(new_name)
|
|
//Do not do parent's actions, as we *usually* do this differently.
|
|
fully_replace_character_name(real_name, new_name)
|
|
|
|
///Show the language menu for this mob
|
|
/mob/verb/open_language_menu()
|
|
set name = "Open Language Menu"
|
|
set category = "IC"
|
|
|
|
var/datum/language_holder/H = get_language_holder()
|
|
H.open_language_menu(usr)
|
|
|
|
///Adjust the nutrition of a mob
|
|
/mob/proc/adjust_nutrition(change) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks
|
|
nutrition = max(0, nutrition + change)
|
|
|
|
///Force set the mob nutrition
|
|
/mob/proc/set_nutrition(change) //Seriously fuck you oldcoders.
|
|
nutrition = max(0, change)
|
|
|
|
/mob/proc/update_equipment_speed_mods()
|
|
var/speedies = equipped_speed_mods()
|
|
if(!speedies)
|
|
remove_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod)
|
|
else
|
|
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/equipment_speedmod, multiplicative_slowdown = speedies)
|
|
|
|
/// Gets the combined speed modification of all worn items
|
|
/// Except base mob type doesnt really wear items
|
|
/mob/proc/equipped_speed_mods()
|
|
for(var/obj/item/I in held_items)
|
|
if(I.item_flags & SLOWS_WHILE_IN_HAND)
|
|
. += I.slowdown
|
|
|
|
/mob/proc/set_stat(new_stat)
|
|
if(new_stat == stat)
|
|
return
|
|
SEND_SIGNAL(src, COMSIG_MOB_STATCHANGE, new_stat)
|
|
. = stat
|
|
stat = new_stat
|
|
|
|
|
|
/mob/vv_edit_var(var_name, var_value)
|
|
switch(var_name)
|
|
if(NAMEOF(src, control_object))
|
|
var/obj/O = var_value
|
|
if(!istype(O) || (O.obj_flags & DANGEROUS_POSSESSION))
|
|
return FALSE
|
|
if(NAMEOF(src, machine))
|
|
set_machine(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, focus))
|
|
set_focus(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, nutrition))
|
|
set_nutrition(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, stat))
|
|
set_stat(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, dizziness))
|
|
set_dizziness(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, eye_blind))
|
|
set_blindness(var_value)
|
|
. = TRUE
|
|
if(NAMEOF(src, eye_blurry))
|
|
set_blurriness(var_value)
|
|
. = TRUE
|
|
|
|
if(!isnull(.))
|
|
datum_flags |= DF_VAR_EDITED
|
|
return
|
|
|
|
var/slowdown_edit = (var_name == NAMEOF(src, cached_multiplicative_slowdown))
|
|
var/diff
|
|
if(slowdown_edit && isnum(cached_multiplicative_slowdown) && isnum(var_value))
|
|
remove_movespeed_modifier(/datum/movespeed_modifier/admin_varedit)
|
|
diff = var_value - cached_multiplicative_slowdown
|
|
|
|
. = ..()
|
|
|
|
if(. && slowdown_edit && isnum(diff))
|
|
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/admin_varedit, multiplicative_slowdown = diff)
|