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Its a relatively small refactor that changes the previous machinery "can_interact()" proc that literally did a full override despite half of their checks already existing in not one, but TWO parent procs, so i removed the redundant checks, added callbacks to its parents and then added the cyborg range check on the can_interact_with() itself. in doing so i also moved the interaction range var from silicons only, to mobs as a whole and defaulted it to a single tile, silicons override it to 7 (so pAIs and borgs like before) but then set AI and AI.eye to "null", because i have a check in can_interact that if there is no range set, then the range is effectively unlimited. and i even added code for when AI is carded and their wireless transmission is disabled it sets their range to "0" aka, it has no range to do anything even if it could this was really complicated for me so despite my extensive testing it probably would be a bad thing if any of you want to test my code yourself to ensure there isnt a bug with this (theres no runtimes ive come across) note: i did a lot of searching and going through machinery to ensure i caught all the little snowflake overrides and added can_interact() checks to them, but i may have missed one or two things, especially maybe a altclick or ctrlclick somewhere, however i believe i caught most of them one nice side effect of this refactor is that you can actually set another mobs range to something other than 1 tile and they can interact at range, rather than only silicons getting this ability, an admin could VV a human to have a 3 tile arm reach as a meme if they want
232 lines
7.8 KiB
Plaintext
232 lines
7.8 KiB
Plaintext
/**
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* The mob, usually meant to be a creature of some type
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*
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* Has a client attached that is a living person (most of the time), although I have to admit
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* sometimes it's hard to tell they're sentient
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*
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* Has a lot of the creature game world logic, such as health etc
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*/
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/mob
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datum_flags = DF_USE_TAG
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density = TRUE
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layer = MOB_LAYER
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animate_movement = SLIDE_STEPS
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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pass_flags_self = PASSMOB
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var/shift_to_open_context_menu = TRUE
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///when this be added to vis_contents of something it inherit something.plane, important for visualisation of mob in openspace.
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vis_flags = VIS_INHERIT_PLANE
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/static/next_mob_id = 0
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/// List of movement speed modifiers applying to this mob
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var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
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/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob speed slowdown based on the modifiers list
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var/cached_multiplicative_slowdown
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/// List of action speed modifiers applying to this mob
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var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
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/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob action speed slowdown based on the modifiers list
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var/cached_multiplicative_actions_slowdown
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/// List of action hud items the user has
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var/list/datum/action/actions
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/// A special action? No idea why this lives here
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var/list/datum/action/chameleon_item_actions
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///Cursor icon used when holding shift over things
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var/examine_cursor_icon = 'icons/effects/mouse_pointers/examine_pointer.dmi'
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/// Whether a mob is alive or dead. TODO: Move this to living - Nodrak (2019, still here)
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var/stat = CONSCIOUS
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/* A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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/// The zone this mob is currently targeting
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var/zone_selected = BODY_ZONE_CHEST
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var/computer_id = null
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var/list/logging = list()
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/// The machine the mob is interacting with (this is very bad old code btw)
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var/obj/machinery/machine = null
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/// Tick time the mob can next move
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var/next_move = null
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/**
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* Magic var that stops you moving and interacting with anything
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*
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* Set when you're being turned into something else and also used in a bunch of places
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* it probably shouldn't really be
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*/
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var/notransform = null //Carbon
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/// Is the mob blind
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var/eye_blind = 0 //Carbon
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/// Does the mob have blurry sight
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var/eye_blurry = 0 //Carbon
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/// What is the mobs real name (name is overridden for disguises etc)
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var/real_name = null
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/**
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* back up of the real name during admin possession
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*
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* If an admin possesses an object it's real name is set to the admin name and this
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* stores whatever the real name was previously. When possession ends, the real name
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* is reset to this value
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*/
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var/name_archive //For admin things like possession
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/// Default body temperature
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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/// Drowsyness level of the mob
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var/drowsyness = 0//Carbon
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/// Dizziness level of the mob
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var/dizziness = 0//Carbon
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/// Jitteryness level of the mob
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var/jitteriness = 0//Carbon
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/// Hunger level of the mob
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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/// Satiation level of the mob
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var/satiety = 0//Carbon
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/// How many ticks this mob has been over reating
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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/// The movement intent of the mob (run/wal)
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var/m_intent = MOVE_INTENT_RUN//Living
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/// The last known IP of the client who was in this mob
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var/lastKnownIP = null
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/// movable atom we are buckled to
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var/atom/movable/buckled = null//Living
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//Hands
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///What hand is the active hand
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var/active_hand_index = 1
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/**
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* list of items held in hands
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*
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* len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand
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* and 1 empty hand.
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*
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* NB: contains nulls!
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*
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* `held_items[active_hand_index]` is the actively held item, but please use
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* [get_active_held_item()][/mob/proc/get_active_held_item] instead, because OOP
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*/
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var/list/held_items = list()
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//HUD things
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/// Storage component (for mob inventory)
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var/datum/component/storage/active_storage
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/// Active hud
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var/datum/hud/hud_used = null
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/// I have no idea tbh
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var/research_scanner = FALSE
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/// Is the mob throw intent on
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var/throw_mode = THROW_MODE_DISABLED
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/// What job does this mob have
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var/job = null//Living
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/// A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
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var/list/faction = list("neutral")
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/// Can this mob enter shuttles
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var/move_on_shuttle = 1
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///A weakref to the last mob/living/carbon to push/drag/grab this mob (exclusively used by slimes friend recognition)
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var/datum/weakref/LAssailant = null
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/**
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* construct spells and mime spells.
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*
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* Spells that do not transfer from one mob to another and can not be lost in mindswap.
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* obviously do not live in the mind
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*/
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var/list/mob_spell_list
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/// bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH
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/// Can they interact with station electronics
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var/has_unlimited_silicon_privilege = 0
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///Used by admins to possess objects. All mobs should have this var
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var/obj/control_object
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///Calls relay_move() to whatever this is set to when the mob tries to move
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var/atom/movable/remote_control
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/**
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* The sound made on death
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*
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* leave null for no sound. used for *deathgasp
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*/
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var/deathsound
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///the current turf being examined in the stat panel
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var/turf/listed_turf = null
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///The list of people observing this mob.
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var/list/observers = null
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///List of progress bars this mob is currently seeing for actions
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var/list/progressbars = null //for stacking do_after bars
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///For storing what do_after's someone has, key = string, value = amount of interactions of that type happening.
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var/list/do_afters
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///Allows a datum to intercept all click calls this mob is the source of
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var/datum/click_intercept
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///THe z level this mob is currently registered in
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var/registered_z = null
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var/memory_throttle_time = 0
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/// Contains [/atom/movable/screen/alert] only.
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///
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/// On [/mob] so clientless mobs will throw alerts properly.
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var/list/alerts = list()
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var/list/screens = list()
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var/list/client_colours = list()
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var/hud_type = /datum/hud
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var/datum/h_sandbox/sandbox = null
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var/datum/focus //What receives our keyboard inputs. src by default
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/// Used for tracking last uses of emotes for cooldown purposes
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var/list/emotes_used
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///Whether the mob is updating glide size when movespeed updates or not
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var/updating_glide_size = TRUE
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///Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
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var/sound_environment_override = SOUND_ENVIRONMENT_NONE
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/// A mock client, provided by tests and friends
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var/datum/client_interface/mock_client
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var/interaction_range = 1 //how far a mob has to be to interact with something, defaulted to 1 tile
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