/* Note from Carnie:
The way datum/mind stuff works has been changed a lot.
Minds now represent IC characters rather than following a client around constantly.
Guidelines for using minds properly:
- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
ghost.mind is however used as a reference to the ghost's corpse
- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
the existing mind of the old mob should be transfered to the new mob like so:
mind.transfer_to(new_mob)
- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
By setting key or ckey explicitly after transfering the mind with transfer_to you will cause bugs like DCing
the player.
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
new_mob.key = key
The Login proc will handle making a new mob for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
yourself.
*/
/datum/mind
var/key
var/name //replaces mob/var/original_name
var/mob/living/current
var/mob/living/original //TODO: remove.not used in any meaningful way ~Carn. First I'll need to tweak the way silicon-mobs handle minds.
var/active = 0
var/memory
var/assigned_role
var/special_role
var/role_alt_title
var/datum/job/assigned_job
var/list/datum/objective/objectives = list()
var/list/datum/objective/special_verbs = list()
var/has_been_rev = 0//Tracks if this mind has been a rev or not
var/datum/faction/faction //associated faction
var/datum/changeling/changeling //changeling holder
var/rev_cooldown = 0
var/tcrystals = 0
// the world.time since the mob has been brigged, or -1 if not at all
var/brigged_since = -1
//put this here for easier tracking ingame
var/datum/money_account/initial_account
//used for antag tcrystal trading, more info in code\game\objects\items\telecrystals.dm
var/accept_tcrystals = 0
//used for optional self-objectives that antagonists can give themselves, which are displayed at the end of the round.
var/ambitions
//used to store what traits the player had picked out in their preferences before joining, in text form.
var/list/traits = list()
/datum/mind/New(var/key)
src.key = key
..()
/datum/mind/proc/transfer_to(mob/living/new_character)
if(!istype(new_character))
world.log << "## DEBUG: transfer_to(): Some idiot has tried to transfer_to() a non mob/living mob. Please inform Carn"
if(current) //remove ourself from our old body's mind variable
if(changeling)
current.remove_changeling_powers()
current.verbs -= /datum/changeling/proc/EvolutionMenu
current.mind = null
GLOB.nanomanager.user_transferred(current, new_character) // transfer active NanoUI instances to new user
if(new_character.mind) //remove any mind currently in our new body's mind variable
new_character.mind.current = null
current = new_character //link ourself to our new body
new_character.mind = src //and link our new body to ourself
if(changeling)
new_character.make_changeling()
if(active)
new_character.key = key //now transfer the key to link the client to our new body
/datum/mind/proc/store_memory(new_text)
memory += "[new_text]
"
/datum/mind/proc/show_memory(mob/recipient)
var/output = "[current.real_name]'s Memory
"
output += memory
if(objectives.len>0)
output += "
Objectives:"
var/obj_count = 1
for(var/datum/objective/objective in objectives)
output += "Objective #[obj_count]: [objective.explanation_text]"
obj_count++
if(ambitions)
output += "
Ambitions: [ambitions]
"
recipient << browse(output,"window=memory")
/datum/mind/proc/edit_memory()
if(!ticker || !ticker.mode)
alert("Not before round-start!", "Alert")
return
var/out = "[name][(current&&(current.real_name!=name))?" (as [current.real_name])":""]
"
out += "Mind currently owned by key: [key] [active?"(synced)":"(not synced)"]
"
out += "Assigned role: [assigned_role]. Edit
"
out += "
"
out += "Factions and special roles:
"
for(var/antag_type in all_antag_types)
var/datum/antagonist/antag = all_antag_types[antag_type]
out += "[antag.get_panel_entry(src)]"
out += "
"
out += "Objectives"
if(objectives && objectives.len)
var/num = 1
for(var/datum/objective/O in objectives)
out += "Objective #[num]: [O.explanation_text] "
if(O.completed)
out += "(complete)"
else
out += "(incomplete)"
out += " \[toggle\]"
out += " \[remove\]
"
num++
out += "
\[announce objectives\]"
else
out += "None."
out += "
\[add\]
"
out += "Ambitions: [ambitions ? ambitions : "None"] \[edit\]"
usr << browse(out, "window=edit_memory[src]")
/datum/mind/Topic(href, href_list)
if(!check_rights(R_ADMIN)) return
if(href_list["add_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["add_antagonist"]]
if(antag)
if(antag.add_antagonist(src, 1, 1, 0, 1, 1)) // Ignore equipment and role type for this.
log_admin("[key_name_admin(usr)] made [key_name(src)] into a [antag.role_text].")
else
usr << "[src] could not be made into a [antag.role_text]!"
else if(href_list["remove_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["remove_antagonist"]]
if(antag) antag.remove_antagonist(src)
else if(href_list["equip_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["equip_antagonist"]]
if(antag) antag.equip(src.current)
else if(href_list["unequip_antagonist"])
var/datum/antagonist/antag = all_antag_types[href_list["unequip_antagonist"]]
if(antag) antag.unequip(src.current)
else if(href_list["move_antag_to_spawn"])
var/datum/antagonist/antag = all_antag_types[href_list["move_antag_to_spawn"]]
if(antag) antag.place_mob(src.current)
else if (href_list["role_edit"])
var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in joblist
if (!new_role) return
assigned_role = new_role
else if (href_list["memory_edit"])
var/new_memo = sanitize(input("Write new memory", "Memory", memory) as null|message)
if (isnull(new_memo)) return
memory = new_memo
else if (href_list["amb_edit"])
var/datum/mind/mind = locate(href_list["amb_edit"])
if(!mind)
return
var/new_ambition = input("Enter a new ambition", "Memory", mind.ambitions) as null|message
if(isnull(new_ambition))
return
if(mind)
mind.ambitions = sanitize(new_ambition)
mind.current << "Your ambitions have been changed by higher powers, they are now: [mind.ambitions]"
log_and_message_admins("made [key_name(mind.current)]'s ambitions be '[mind.ambitions]'.")
else if (href_list["obj_edit"] || href_list["obj_add"])
var/datum/objective/objective
var/objective_pos
var/def_value
if (href_list["obj_edit"])
objective = locate(href_list["obj_edit"])
if (!objective) return
objective_pos = objectives.Find(objective)
//Text strings are easy to manipulate. Revised for simplicity.
var/temp_obj_type = "[objective.type]"//Convert path into a text string.
def_value = copytext(temp_obj_type, 19)//Convert last part of path into an objective keyword.
if(!def_value)//If it's a custom objective, it will be an empty string.
def_value = "custom"
var/new_obj_type = input("Select objective type:", "Objective type", def_value) as null|anything in list("assassinate", "debrain", "protect", "prevent", "harm", "brig", "hijack", "escape", "survive", "steal", "download", "mercenary", "capture", "absorb", "custom")
if (!new_obj_type) return
var/datum/objective/new_objective = null
switch (new_obj_type)
if ("assassinate","protect","debrain", "harm", "brig")
//To determine what to name the objective in explanation text.
var/objective_type_capital = uppertext(copytext(new_obj_type, 1,2))//Capitalize first letter.
var/objective_type_text = copytext(new_obj_type, 2)//Leave the rest of the text.
var/objective_type = "[objective_type_capital][objective_type_text]"//Add them together into a text string.
var/list/possible_targets = list("Free objective")
for(var/datum/mind/possible_target in ticker.minds)
if ((possible_target != src) && istype(possible_target.current, /mob/living/carbon/human))
possible_targets += possible_target.current
var/mob/def_target = null
var/objective_list[] = list(/datum/objective/assassinate, /datum/objective/protect, /datum/objective/debrain)
if (objective&&(objective.type in objective_list) && objective:target)
def_target = objective:target.current
var/new_target = input("Select target:", "Objective target", def_target) as null|anything in possible_targets
if (!new_target) return
var/objective_path = text2path("/datum/objective/[new_obj_type]")
var/mob/living/M = new_target
if (!istype(M) || !M.mind || new_target == "Free objective")
new_objective = new objective_path
new_objective.owner = src
new_objective:target = null
new_objective.explanation_text = "Free objective"
else
new_objective = new objective_path
new_objective.owner = src
new_objective:target = M.mind
new_objective.explanation_text = "[objective_type] [M.real_name], the [M.mind.special_role ? M.mind:special_role : M.mind:assigned_role]."
if ("prevent")
new_objective = new /datum/objective/block
new_objective.owner = src
if ("hijack")
new_objective = new /datum/objective/hijack
new_objective.owner = src
if ("escape")
new_objective = new /datum/objective/escape
new_objective.owner = src
if ("survive")
new_objective = new /datum/objective/survive
new_objective.owner = src
if ("mercenary")
new_objective = new /datum/objective/nuclear
new_objective.owner = src
if ("steal")
if (!istype(objective, /datum/objective/steal))
new_objective = new /datum/objective/steal
new_objective.owner = src
else
new_objective = objective
var/datum/objective/steal/steal = new_objective
if (!steal.select_target())
return
if("download","capture","absorb")
var/def_num
if(objective&&objective.type==text2path("/datum/objective/[new_obj_type]"))
def_num = objective.target_amount
var/target_number = input("Input target number:", "Objective", def_num) as num|null
if (isnull(target_number))//Ordinarily, you wouldn't need isnull. In this case, the value may already exist.
return
switch(new_obj_type)
if("download")
new_objective = new /datum/objective/download
new_objective.explanation_text = "Download [target_number] research levels."
if("capture")
new_objective = new /datum/objective/capture
new_objective.explanation_text = "Accumulate [target_number] capture points."
if("absorb")
new_objective = new /datum/objective/absorb
new_objective.explanation_text = "Absorb [target_number] compatible genomes."
new_objective.owner = src
new_objective.target_amount = target_number
if ("custom")
var/expl = sanitize(input("Custom objective:", "Objective", objective ? objective.explanation_text : "") as text|null)
if (!expl) return
new_objective = new /datum/objective
new_objective.owner = src
new_objective.explanation_text = expl
if (!new_objective) return
if (objective)
objectives -= objective
objectives.Insert(objective_pos, new_objective)
else
objectives += new_objective
else if (href_list["obj_delete"])
var/datum/objective/objective = locate(href_list["obj_delete"])
if(!istype(objective)) return
objectives -= objective
else if(href_list["obj_completed"])
var/datum/objective/objective = locate(href_list["obj_completed"])
if(!istype(objective)) return
objective.completed = !objective.completed
else if(href_list["implant"])
var/mob/living/carbon/human/H = current
BITSET(H.hud_updateflag, IMPLOYAL_HUD) // updates that players HUD images so secHUD's pick up they are implanted or not.
switch(href_list["implant"])
if("remove")
for(var/obj/item/weapon/implant/loyalty/I in H.contents)
for(var/obj/item/organ/external/organs in H.organs)
if(I in organs.implants)
qdel(I)
break
H << "Your loyalty implant has been deactivated."
log_admin("[key_name_admin(usr)] has de-loyalty implanted [current].")
if("add")
H << "You somehow have become the recepient of a loyalty transplant, and it just activated!"
H.implant_loyalty(override = TRUE)
log_admin("[key_name_admin(usr)] has loyalty implanted [current].")
else
else if (href_list["silicon"])
BITSET(current.hud_updateflag, SPECIALROLE_HUD)
switch(href_list["silicon"])
if("unemag")
var/mob/living/silicon/robot/R = current
if (istype(R))
R.emagged = 0
if (R.activated(R.module.emag))
R.module_active = null
if(R.module_state_1 == R.module.emag)
R.module_state_1 = null
R.contents -= R.module.emag
else if(R.module_state_2 == R.module.emag)
R.module_state_2 = null
R.contents -= R.module.emag
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
log_admin("[key_name_admin(usr)] has unemag'ed [R].")
if("unemagcyborgs")
if (istype(current, /mob/living/silicon/ai))
var/mob/living/silicon/ai/ai = current
for (var/mob/living/silicon/robot/R in ai.connected_robots)
R.emagged = 0
if (R.module)
if (R.activated(R.module.emag))
R.module_active = null
if(R.module_state_1 == R.module.emag)
R.module_state_1 = null
R.contents -= R.module.emag
else if(R.module_state_2 == R.module.emag)
R.module_state_2 = null
R.contents -= R.module.emag
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
log_admin("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
else if (href_list["common"])
switch(href_list["common"])
if("undress")
for(var/obj/item/W in current)
current.drop_from_inventory(W)
if("takeuplink")
take_uplink()
memory = null//Remove any memory they may have had.
if("crystals")
if (usr.client.holder.rights & R_FUN)
// var/obj/item/device/uplink/hidden/suplink = find_syndicate_uplink() No longer needed, uses stored in mind
var/crystals
crystals = tcrystals
crystals = input("Amount of telecrystals for [key]", crystals) as null|num
if (!isnull(crystals))
tcrystals = crystals
else if (href_list["obj_announce"])
var/obj_count = 1
current << "Your current objectives:"
for(var/datum/objective/objective in objectives)
current << "Objective #[obj_count]: [objective.explanation_text]"
obj_count++
edit_memory()
/datum/mind/proc/find_syndicate_uplink()
var/list/L = current.get_contents()
for (var/obj/item/I in L)
if (I.hidden_uplink)
return I.hidden_uplink
return null
/datum/mind/proc/take_uplink()
var/obj/item/device/uplink/hidden/H = find_syndicate_uplink()
if(H)
qdel(H)
// check whether this mind's mob has been brigged for the given duration
// have to call this periodically for the duration to work properly
/datum/mind/proc/is_brigged(duration)
var/turf/T = current.loc
if(!istype(T))
brigged_since = -1
return 0
var/is_currently_brigged = 0
if(istype(T.loc,/area/security/brig))
is_currently_brigged = 1
for(var/obj/item/weapon/card/id/card in current)
is_currently_brigged = 0
break // if they still have ID they're not brigged
for(var/obj/item/device/pda/P in current)
if(P.id)
is_currently_brigged = 0
break // if they still have ID they're not brigged
if(!is_currently_brigged)
brigged_since = -1
return 0
if(brigged_since == -1)
brigged_since = world.time
return (duration <= world.time - brigged_since)
/datum/mind/proc/reset()
assigned_role = null
special_role = null
role_alt_title = null
assigned_job = null
//faction = null //Uncommenting this causes a compile error due to 'undefined type', fucked if I know.
changeling = null
initial_account = null
objectives = list()
special_verbs = list()
has_been_rev = 0
rev_cooldown = 0
brigged_since = -1
//Antagonist role check
/mob/living/proc/check_special_role(role)
if(mind)
if(!role)
return mind.special_role
else
return (mind.special_role == role) ? 1 : 0
else
return 0
//Initialisation procs
/mob/living/proc/mind_initialize()
if(mind)
mind.key = key
else
mind = new /datum/mind(key)
mind.original = src
if(ticker)
ticker.minds += mind
else
world.log << "## DEBUG: mind_initialize(): No ticker ready yet! Please inform Carn"
if(!mind.name) mind.name = real_name
mind.current = src
if(player_is_antag(mind))
src.client.verbs += /client/proc/aooc
//HUMAN
/mob/living/carbon/human/mind_initialize()
..()
if(!mind.assigned_role) mind.assigned_role = "Assistant" //defualt
//slime
/mob/living/simple_animal/slime/mind_initialize()
. = ..()
mind.assigned_role = "slime"
/mob/living/carbon/alien/larva/mind_initialize()
. = ..()
mind.special_role = "Larva"
//AI
/mob/living/silicon/ai/mind_initialize()
. = ..()
mind.assigned_role = "AI"
//BORG
/mob/living/silicon/robot/mind_initialize()
. = ..()
mind.assigned_role = "Cyborg"
//PAI
/mob/living/silicon/pai/mind_initialize()
. = ..()
mind.assigned_role = "pAI"
mind.special_role = ""
//Animals
/mob/living/simple_animal/mind_initialize()
. = ..()
mind.assigned_role = "Animal"
/mob/living/simple_animal/corgi/mind_initialize()
. = ..()
mind.assigned_role = "Corgi"
/mob/living/simple_animal/shade/mind_initialize()
. = ..()
mind.assigned_role = "Shade"
/mob/living/simple_animal/construct/builder/mind_initialize()
. = ..()
mind.assigned_role = "Artificer"
mind.special_role = "Cultist"
/mob/living/simple_animal/construct/wraith/mind_initialize()
. = ..()
mind.assigned_role = "Wraith"
mind.special_role = "Cultist"
/mob/living/simple_animal/construct/armoured/mind_initialize()
. = ..()
mind.assigned_role = "Juggernaut"
mind.special_role = "Cultist"