Merge move

This commit is contained in:
Aronai Sieyes
2020-05-15 10:38:27 -04:00
parent fca5011fdc
commit 2798088241
5 changed files with 1 additions and 458 deletions

View File

@@ -65,11 +65,7 @@
return ..()
////////////////////////////////////////
<<<<<<< HEAD
/atom/movable/Move(atom/newloc, direct = 0, movetime)
=======
/atom/movable/Move(atom/newloc, direct = 0)
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
// Didn't pass enough info
if(!loc || !newloc)
return FALSE
@@ -108,10 +104,7 @@
var/dest_z = get_z(newloc)
// Do The Move
<<<<<<< HEAD
glide_for(movetime)
=======
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
loc = newloc
. = TRUE
@@ -206,18 +199,13 @@
// If we moved, call Moved() on ourselves
if(.)
<<<<<<< HEAD
Moved(oldloc, direct, FALSE, movetime)
=======
Moved(oldloc, direct, FALSE)
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
// Update timers/cooldown stuff
move_speed = world.time - l_move_time
l_move_time = world.time
last_move = direct // The direction you last moved
// set_dir(direct) //Don't think this is necessary
<<<<<<< HEAD
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/old_loc, direction, forced = FALSE, movetime)
@@ -227,15 +215,6 @@
if(riding_datum)
riding_datum.handle_vehicle_layer()
riding_datum.handle_vehicle_offsets()
=======
// Handle any buckled mobs on this movable
if(has_buckled_mobs())
handle_buckled_mob_movement(oldloc,direct)
//Called after a successful Move(). By this point, we've already moved
/atom/movable/proc/Moved(atom/old_loc, direction, forced = FALSE)
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
return TRUE
/atom/movable/set_dir(newdir)
@@ -291,11 +270,7 @@
/atom/movable/proc/moveToNullspace()
return doMove(null)
<<<<<<< HEAD
/atom/movable/proc/doMove(atom/destination, direction, movetime)
=======
/atom/movable/proc/doMove(atom/destination)
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
var/atom/oldloc = loc
var/area/old_area = get_area(oldloc)
var/same_loc = oldloc == destination
@@ -304,12 +279,8 @@
var/area/destarea = get_area(destination)
// Do The Move
<<<<<<< HEAD
glide_for(movetime)
last_move = isnull(direction) ? 0 : direction
=======
last_move = 0
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
loc = destination
// Unset this in case it was set in some other proc. We're no longer moving diagonally for sure.

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@@ -178,7 +178,6 @@
add_fingerprint(user)
return M
<<<<<<< HEAD
/atom/movable/proc/handle_buckled_mob_movement(atom/old_loc, direct, movetime)
for(var/A in buckled_mobs)
var/mob/living/L = A
@@ -186,14 +185,6 @@
L.forceMove(loc, direct, movetime)
L.last_move = last_move
L.inertia_dir = last_move
=======
/atom/movable/proc/handle_buckled_mob_movement(atom/old_loc, direct)
for(var/A in buckled_mobs)
var/mob/living/L = A
L.forceMove(loc, direct)
L.last_move = last_move
L.inertia_dir = last_move
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
if(!buckle_dir)
L.set_dir(dir)

View File

@@ -145,7 +145,6 @@
playsound(src, 'sound/effects/roll.ogg', 100, 1)
<<<<<<< HEAD
/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction, movetime)
for(var/A in buckled_mobs)
var/mob/living/occupant = A
@@ -153,15 +152,6 @@
occupant.Move(loc, direction, movetime)
occupant.buckled = src
if (occupant && (loc != occupant.loc))
=======
/obj/structure/bed/chair/office/handle_buckled_mob_movement(atom/new_loc, direction)
for(var/A in buckled_mobs)
var/mob/living/occupant = A
occupant.buckled = null
occupant.Move(src.loc)
occupant.buckled = src
if (occupant && (src.loc != occupant.loc))
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
if (propelled)
for (var/mob/O in src.loc)
if (O != occupant)

View File

@@ -1,4 +1,3 @@
<<<<<<< HEAD
/mob/living/carbon/Initialize()
. = ..()
//setup reagent holders
@@ -413,408 +412,4 @@
else
clear_alert("handcuffed")
update_action_buttons() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
=======
/mob/living/carbon/Initialize()
. = ..()
//setup reagent holders
bloodstr = new/datum/reagents/metabolism/bloodstream(500, src)
ingested = new/datum/reagents/metabolism/ingested(500, src)
touching = new/datum/reagents/metabolism/touch(500, src)
reagents = bloodstr
if (!default_language && species_language)
default_language = GLOB.all_languages[species_language]
/mob/living/carbon/Life()
..()
handle_viruses()
// Increase germ_level regularly
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++
/mob/living/carbon/Destroy()
qdel(ingested)
qdel(touching)
// We don't qdel(bloodstr) because it's the same as qdel(reagents)
for(var/guts in internal_organs)
qdel(guts)
for(var/food in stomach_contents)
qdel(food)
return ..()
/mob/living/carbon/rejuvenate()
bloodstr.clear_reagents()
ingested.clear_reagents()
touching.clear_reagents()
..()
/mob/living/carbon/Moved(atom/old_loc, direction, forced = FALSE)
. = ..()
if(src.nutrition && src.stat != DEAD)
adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
if(src.m_intent == "run")
adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
src.bodytemperature += 2
// Moving around increases germ_level faster
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
germ_level++
/mob/living/carbon/relaymove(var/mob/living/user, direction)
if((user in src.stomach_contents) && istype(user))
if(user.last_special <= world.time)
user.last_special = world.time + 50
src.visible_message("<span class='danger'>You hear something rumbling inside [src]'s stomach...</span>")
var/obj/item/I = user.get_active_hand()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
if(istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/obj/item/organ/external/organ = H.get_organ(BP_TORSO)
if (istype(organ))
if(organ.take_damage(d, 0))
H.UpdateDamageIcon()
H.updatehealth()
else
src.take_organ_damage(d)
user.visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>")
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(src.getBruteLoss() - 50))
for(var/atom/movable/A in stomach_contents)
A.loc = loc
stomach_contents.Remove(A)
src.gib()
/mob/living/carbon/gib()
for(var/mob/M in src)
if(M in src.stomach_contents)
src.stomach_contents.Remove(M)
M.loc = src.loc
for(var/mob/N in viewers(src, null))
if(N.client)
N.show_message(text("<font color='red'><B>[M] bursts out of [src]!</B></font>"), 2)
..()
/mob/living/carbon/attack_hand(mob/M as mob)
if(!istype(M, /mob/living/carbon)) return
if (ishuman(M))
var/mob/living/carbon/human/H = M
var/obj/item/organ/external/temp = H.organs_by_name["r_hand"]
if (H.hand)
temp = H.organs_by_name["l_hand"]
if(temp && !temp.is_usable())
to_chat(H, "<font color='red'>You can't use your [temp.name]</font>")
return
return
/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null, var/stun = 1)
if(status_flags & GODMODE) return 0 //godmode
if(def_zone == "l_hand" || def_zone == "r_hand") //Diona (And any other potential plant people) hands don't get shocked.
if(species.flags & IS_PLANT)
return 0
shock_damage *= siemens_coeff
if (shock_damage<1)
return 0
src.apply_damage(0.2 * shock_damage, BURN, def_zone, used_weapon="Electrocution") //shock the target organ
src.apply_damage(0.4 * shock_damage, BURN, BP_TORSO, used_weapon="Electrocution") //shock the torso more
src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
src.apply_damage(0.2 * shock_damage, BURN, null, used_weapon="Electrocution") //shock a random part!
playsound(loc, "sparks", 50, 1, -1)
if (shock_damage > 15)
src.visible_message(
"<span class='warning'>[src] was electrocuted[source ? " by the [source]" : ""]!</span>", \
"<span class='danger'>You feel a powerful shock course through your body!</span>", \
"<span class='warning'>You hear a heavy electrical crack.</span>" \
)
else
src.visible_message(
"<span class='warning'>[src] was shocked[source ? " by the [source]" : ""].</span>", \
"<span class='warning'>You feel a shock course through your body.</span>", \
"<span class='warning'>You hear a zapping sound.</span>" \
)
if(stun)
switch(shock_damage)
if(16 to 20)
Stun(2)
if(21 to 25)
Weaken(2)
if(26 to 30)
Weaken(5)
if(31 to INFINITY)
Weaken(10) //This should work for now, more is really silly and makes you lay there forever
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, loc)
s.start()
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if (src.health >= config.health_threshold_crit)
if(src == M && istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/datum/gender/T = gender_datums[H.get_visible_gender()]
src.visible_message( \
"<span class='notice'>[src] examines [T.himself].</span>", \
"<span class='notice'>You check yourself for injuries.</span>" \
)
for(var/obj/item/organ/external/org in H.organs)
var/list/status = list()
var/brutedamage = org.brute_dam
var/burndamage = org.burn_dam
/*
if(halloss > 0) //Makes halloss show up as actual wounds on self examine.
if(prob(30))
brutedamage += halloss
if(prob(30))
burndamage += halloss
*/
switch(brutedamage)
if(1 to 20)
status += "bruised"
if(20 to 40)
status += "wounded"
if(40 to INFINITY)
status += "mangled"
switch(burndamage)
if(1 to 10)
status += "numb"
if(10 to 40)
status += "blistered"
if(40 to INFINITY)
status += "peeling away"
if(org.is_stump())
status += "MISSING"
if(org.status & ORGAN_MUTATED)
status += "weirdly shapen"
if(org.dislocated == 2)
status += "dislocated"
if(org.status & ORGAN_BROKEN)
status += "hurts when touched"
if(org.status & ORGAN_DEAD)
status += "is bruised and necrotic"
if(!org.is_usable() || org.is_dislocated())
status += "dangling uselessly"
if(status.len)
src.show_message("My [org.name] is <span class='warning'> [english_list(status)].</span>",1)
else
src.show_message("My [org.name] is <span class='notice'> OK.</span>",1)
if((SKELETON in H.mutations) && (!H.w_uniform) && (!H.wear_suit))
H.play_xylophone()
else if (on_fire)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if (M.on_fire)
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames, but to no avail!</span>",
"<span class='warning'>You try to pat out [src]'s flames, but to no avail! Put yourself out first!</span>")
else
M.visible_message("<span class='warning'>[M] tries to pat out [src]'s flames!</span>",
"<span class='warning'>You try to pat out [src]'s flames! Hot!</span>")
if(do_mob(M, src, 15))
src.adjust_fire_stacks(-0.5)
if (prob(10) && (M.fire_stacks <= 0))
M.adjust_fire_stacks(1)
M.IgniteMob()
if (M.on_fire)
M.visible_message("<span class='danger'>The fire spreads from [src] to [M]!</span>",
"<span class='danger'>The fire spreads to you as well!</span>")
else
src.adjust_fire_stacks(-0.5) //Less effective than stop, drop, and roll - also accounting for the fact that it takes half as long.
if (src.fire_stacks <= 0)
M.visible_message("<span class='warning'>[M] successfully pats out [src]'s flames.</span>",
"<span class='warning'>You successfully pat out [src]'s flames.</span>")
src.ExtinguishMob()
src.fire_stacks = 0
else
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
var/show_ssd
var/mob/living/carbon/human/H = src
var/datum/gender/T = gender_datums[H.get_visible_gender()] // make sure to cast to human before using get_gender() or get_visible_gender()!
if(istype(H)) show_ssd = H.species.show_ssd
if(show_ssd && !client && !teleop)
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
"<span class='notice'>You shake [src], but [T.he] [T.does] not respond... Maybe [T.he] [T.has] S.S.D?</span>")
else if(lying || src.sleeping)
src.sleeping = max(0,src.sleeping-5)
if(src.sleeping == 0)
src.resting = 0
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [T.him] up!</span>", \
"<span class='notice'>You shake [src] trying to wake [T.him] up!</span>")
else
var/mob/living/carbon/human/hugger = M
var/datum/gender/TM = gender_datums[M.get_visible_gender()]
if(M.resting == 1) //Are they resting on the ground?
M.visible_message("<span class='notice'>[M] grabs onto [src] and pulls [TM.himself] up</span>", \
"<span class='notice'>You grip onto [src] and pull yourself up off the ground!</span>")
if(M.fire_stacks >= (src.fire_stacks + 3)) //Fire checks.
src.adjust_fire_stacks(1)
M.adjust_fire_stacks(-1)
if(M.on_fire)
src.IgniteMob()
if(do_after(M, 0.5 SECONDS)) //.5 second delay. Makes it a bit stronger than just typing rest.
M.resting = 0 //Hoist yourself up up off the ground. No para/stunned/weakened removal.
else if(istype(hugger))
hugger.species.hug(hugger,src)
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [T.him] feel better!</span>", \
"<span class='notice'>You hug [src] to make [T.him] feel better!</span>")
if(M.fire_stacks >= (src.fire_stacks + 3))
src.adjust_fire_stacks(1)
M.adjust_fire_stacks(-1)
if(M.on_fire)
src.IgniteMob()
AdjustParalysis(-3)
AdjustStunned(-3)
AdjustWeakened(-3)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/mob/living/carbon/proc/eyecheck()
return 0
/mob/living/carbon/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
if(eyecheck() < intensity || override_blindness_check)
return ..()
// ++++ROCKDTBEN++++ MOB PROCS -- Ask me before touching.
// Stop! ... Hammertime! ~Carn
/mob/living/carbon/proc/getDNA()
return dna
/mob/living/carbon/proc/setDNA(var/datum/dna/newDNA)
dna = newDNA
// ++++ROCKDTBEN++++ MOB PROCS //END
/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
..()
var/temp_inc = max(min(BODYTEMP_HEATING_MAX*(1-get_heat_protection()), exposed_temperature - bodytemperature), 0)
bodytemperature += temp_inc
/mob/living/carbon/can_use_hands()
if(handcuffed)
return 0
if(buckled && istype(buckled, /obj/structure/bed/nest)) // buckling does not restrict hands
return 0
return 1
/mob/living/carbon/restrained()
if (handcuffed)
return 1
return
/mob/living/carbon/u_equip(obj/item/W as obj)
if(!W) return 0
else if (W == handcuffed)
handcuffed = null
update_inv_handcuffed()
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
else if (W == legcuffed)
legcuffed = null
update_inv_legcuffed()
else
..()
return
//generates realistic-ish pulse output based on preset levels
/mob/living/carbon/proc/get_pulse(var/method) //method 0 is for hands, 1 is for machines, more accurate
var/temp = 0 //see setup.dm:694
switch(src.pulse)
if(PULSE_NONE)
return "0"
if(PULSE_SLOW)
temp = rand(40, 60)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_NORM)
temp = rand(60, 90)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_FAST)
temp = rand(90, 120)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_2FAST)
temp = rand(120, 160)
return num2text(method ? temp : temp + rand(-10, 10))
if(PULSE_THREADY)
return method ? ">250" : "extremely weak and fast, patient's artery feels like a thread"
// output for machines^ ^^^^^^^output for people^^^^^^^^^
/mob/living/carbon/verb/mob_sleep()
set name = "Sleep"
set category = "IC"
if(usr.sleeping)
to_chat(usr, "<font color='red'>You are already sleeping</font>")
return
if(alert(src,"You sure you want to sleep for a while?","Sleep","Yes","No") == "Yes")
usr.sleeping = 20 //Short nap
/mob/living/carbon/Bump(atom/A)
if(now_pushing)
return
..()
if(istype(A, /mob/living/carbon) && prob(10))
spread_disease_to(A, "Contact")
/mob/living/carbon/cannot_use_vents()
return
/mob/living/carbon/slip(var/slipped_on,stun_duration=8)
if(buckled)
return 0
stop_pulling()
to_chat(src, "<span class='warning'>You slipped on [slipped_on]!</span>")
playsound(src.loc, 'sound/misc/slip.ogg', 50, 1, -3)
Weaken(FLOOR(stun_duration/2, 1))
return 1
/mob/living/carbon/proc/add_chemical_effect(var/effect, var/magnitude = 1)
if(effect in chem_effects)
chem_effects[effect] += magnitude
else
chem_effects[effect] = magnitude
/mob/living/carbon/get_default_language()
if(default_language)
if(can_speak(default_language))
return default_language
else
return GLOB.all_languages[LANGUAGE_GIBBERISH]
if(!species)
return null
return species.default_language ? GLOB.all_languages[species.default_language] : null
/mob/living/carbon/proc/should_have_organ(var/organ_check)
return 0
/mob/living/carbon/can_feel_pain(var/check_organ)
if(isSynthetic())
return 0
return !(species.flags & NO_PAIN)
/mob/living/carbon/needs_to_breathe()
if(does_not_breathe)
return FALSE
return ..()
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved
update_inv_handcuffed()

View File

@@ -81,8 +81,4 @@
cleaned_human.shoes.clean_blood()
cleaned_human.update_inv_shoes(0)
cleaned_human.clean_blood(1)
<<<<<<< HEAD
cleaned_human << "<font color='red'>[src] cleans your face!</font>"
=======
to_chat(cleaned_human, "<span class='warning'>[src] cleans your face!</span>")
>>>>>>> 6571a10... Merge pull request #7052 from VOREStation/pol-moved