/atom/movable/proc/get_mob() if(buckled_mobs) return buckled_mobs.Copy() /obj/mecha/get_mob() return occupant /obj/vehicle_old/train/get_mob() return buckled_mobs /mob/get_mob() return src /mob/living/bot/mulebot/get_mob() if(load && isliving(load)) return list(src, load) return src /proc/mobs_in_view(range, source) var/list/mobs = list() for(var/atom/movable/AM in view(range, source)) var/M = AM.get_mob() if(M) mobs += M return mobs /// This gets a list of mobs ALL around us as if we had xray vision and can see through walls. /// Currently only used in portable_turret.dm if you wish to see an example of how to use it. /proc/mobs_in_xray_view(range, source) var/list/mobs = list() for(var/atom/movable/AM in orange(range, source)) var/M = AM.get_mob() if(M) mobs += M return mobs /proc/random_hair_style(gender, species = SPECIES_HUMAN) var/h_style = "Bald" var/list/valid_hairstyles = list() for(var/hairstyle in GLOB.hair_styles_list) var/datum/sprite_accessory/S = GLOB.hair_styles_list[hairstyle] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if(S.name == DEVELOPER_WARNING_NAME) continue if( !(species in S.species_allowed)) continue valid_hairstyles[hairstyle] = GLOB.hair_styles_list[hairstyle] if(valid_hairstyles.len) h_style = pick(valid_hairstyles) return h_style /proc/random_facial_hair_style(gender, species = SPECIES_HUMAN) var/f_style = "Shaved" var/list/valid_facialhairstyles = list() for(var/facialhairstyle in GLOB.facial_hair_styles_list) var/datum/sprite_accessory/S = GLOB.facial_hair_styles_list[facialhairstyle] if(gender == MALE && S.gender == FEMALE) continue if(gender == FEMALE && S.gender == MALE) continue if(S.name == DEVELOPER_WARNING_NAME) continue if( !(species in S.species_allowed)) continue valid_facialhairstyles[facialhairstyle] = GLOB.facial_hair_styles_list[facialhairstyle] if(valid_facialhairstyles.len) f_style = pick(valid_facialhairstyles) return f_style /proc/sanitize_name(name, species = SPECIES_HUMAN, robot = 0) var/datum/species/current_species if(species) current_species = GLOB.all_species[species] return current_species ? current_species.sanitize_name(name, robot) : sanitizeName(name, MAX_NAME_LEN, robot) /proc/random_name(gender, species = SPECIES_HUMAN) var/datum/species/current_species if(species) current_species = GLOB.all_species[species] if(!current_species || current_species.name_language == null) if(gender==FEMALE) return capitalize(pick(GLOB.first_names_female)) + " " + capitalize(pick(GLOB.last_names)) else return capitalize(pick(GLOB.first_names_male)) + " " + capitalize(pick(GLOB.last_names)) else return current_species.get_random_name(gender) /proc/random_skin_tone() switch(pick(60;"caucasian", 15;"afroamerican", 10;"african", 10;"latino", 5;"albino")) if("caucasian") . = -10 if("afroamerican") . = -115 if("african") . = -165 if("latino") . = -55 if("albino") . = 34 else . = rand(-185,34) return min(max( .+rand(-25, 25), -185),34) /proc/skintone2racedescription(tone) switch (tone) if(30 to INFINITY) return "albino" if(20 to 30) return "pale" if(5 to 15) return "light skinned" if(-10 to 5) return "white" if(-25 to -10) return "tan" if(-45 to -25) return "darker skinned" if(-65 to -45) return "brown" if(-INFINITY to -65) return "black" else return "unknown" /proc/age2agedescription(age) switch(age) if(0 to 1) return "infant" if(1 to 3) return "toddler" if(3 to 13) return "child" if(13 to 19) return "teenager" if(19 to 30) return "young adult" if(30 to 45) return "adult" if(45 to 60) return "middle-aged" if(60 to 70) return "aging" if(70 to INFINITY) return "elderly" else return "unknown" /proc/RoundHealth(health) var/list/icon_states = cached_icon_states(GLOB.ingame_hud_med) for(var/icon_state in icon_states) if(health >= text2num(icon_state)) return icon_state return icon_states[icon_states.len] // If we had no match, return the last element /* Proc for attack log creation, because really why not 1 argument is the actor 2 argument is the target of action 3 is the description of action(like punched, throwed, or any other verb) 4 should it make adminlog note or not 5 is the tool with which the action was made(usually item) 5 and 6 are very similar(5 have "by " before it, that it) and are separated just to keep things in a bit more in order 6 is additional information, anything that needs to be added */ /proc/add_attack_logs(mob/user, mob/target, what_done, var/admin_notify = TRUE) if(islist(target)) //Multi-victim adding var/list/targets = target for(var/mob/M in targets) add_attack_logs(user,M,what_done,admin_notify) return var/user_str = key_name(user) var/target_str = key_name(target) if(ismob(user)) user.attack_log += text("\[[time_stamp()]\] [span_red("Attacked [target_str]: [what_done]")]") if(ismob(target)) target.attack_log += text("\[[time_stamp()]\] [span_orange("Attacked by [user_str]: [what_done]")]") log_combat(user, target, what_done) if(admin_notify) msg_admin_attack("[key_name_admin(user)] vs [target_str]: [what_done]") //checks whether this item is a module of the robot it is located in. /proc/is_robot_module(var/obj/item/thing) if (!thing || !isrobot(thing.loc)) return 0 var/mob/living/silicon/robot/R = thing.loc return (thing in R.module.modules) /proc/get_exposed_defense_zone(var/atom/movable/target) var/obj/item/grab/G = locate() in target if(G && G.state >= GRAB_NECK) //works because mobs are currently not allowed to upgrade to NECK if they are grabbing two people. return pick(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_ARM, BP_R_ARM, BP_L_LEG, BP_R_LEG) else return pick(BP_TORSO, BP_GROIN) /proc/do_mob(mob/user , mob/target, time = 30, target_zone = 0, uninterruptible = FALSE, progress = TRUE, ignore_movement = FALSE, exclusive = FALSE) if(!user || !target) return FALSE if(!time) return TRUE //Done! if(user.status_flags & DOING_TASK) to_chat(user, span_warning("You're in the middle of doing something else already.")) return FALSE //Performing an exclusive do_after or do_mob already if(target?.flags & IS_BUSY) to_chat(user, span_warning("Someone is already doing something with \the [target].")) return FALSE var/user_loc = user.loc var/target_loc = target.loc var/holding = user.get_active_hand() var/datum/progressbar/progbar if (progress) progbar = new(user, time, target) var/endtime = world.time+time var/starttime = world.time if(exclusive & TASK_USER_EXCLUSIVE) user.status_flags |= DOING_TASK if(target && exclusive & TASK_TARGET_EXCLUSIVE) target.flags |= IS_BUSY . = TRUE while (world.time < endtime) stoplag(1) if (progress) progbar.update(world.time - starttime) if(!user || !target) . = FALSE break if(uninterruptible) continue if(!user || user.incapacitated()) . = FALSE break if(user.loc != user_loc && !ignore_movement) . = FALSE break if(target.loc != target_loc && !ignore_movement) . = FALSE break if(user.get_active_hand() != holding) . = FALSE break if(target_zone && user.zone_sel?.selecting != target_zone) . = FALSE break if(exclusive & TASK_USER_EXCLUSIVE) user.status_flags &= ~DOING_TASK if(exclusive & TASK_TARGET_EXCLUSIVE) target?.status_flags &= ~IS_BUSY if (progbar) qdel(progbar) /** * Timed action involving one mob user. Target is optional. * * Checks that `user` does not move, change hands, get stunned, etc. for the * given `delay`. Returns `TRUE` on success or `FALSE` on failure. * * @param {mob} user - The mob performing the action. * * @param {number} delay - The time in deciseconds. Use the SECONDS define for readability. `1 SECONDS` is 10 deciseconds. * * @param {atom} target - The target of the action. This is where the progressbar will display. * * @param {flag} timed_action_flags - Flags to control the behavior of the timed action. * * @param {boolean} progress - Whether to display a progress bar / cogbar. * * @param {datum/callback} extra_checks - Additional checks to perform before the action is executed. * * @param {string} interaction_key - The assoc key under which the do_after is capped, with max_interact_count being the cap. Interaction key will default to target if not set. * * @param {number} max_interact_count - The maximum amount of interactions allowed. * * @param {boolean} hidden - By default, any action 1 second or longer shows a cog over the user while it is in progress. If hidden is set to TRUE, the cog will not be shown. * * @param {icon} icon - The icon file of the cog. Default: 'icons/effects/progressbar.dmi' * * @param {iconstate} iconstate - The icon state of the cog. Default: "Cog" */ /proc/do_after(mob/user, delay, atom/target, timed_action_flags = NONE, progress = TRUE, datum/callback/extra_checks, interaction_key, max_interact_count = 1, hidden = FALSE, icon = 'icons/effects/progressbar.dmi', iconstate = "cog", max_distance = null) if(!user) return FALSE if(!isnum(delay)) CRASH("do_after was passed a non-number delay: [delay || "null"].") if(!interaction_key && target) interaction_key = target //Use the direct ref to the target if(interaction_key) //Do we have a interaction_key now? var/current_interaction_count = LAZYACCESS(user.do_afters, interaction_key) || 0 if(current_interaction_count >= max_interact_count) //We are at our peak return LAZYSET(user.do_afters, interaction_key, current_interaction_count + 1) var/atom/user_loc = user.loc var/atom/target_loc = target?.loc var/drifting = FALSE /* //We don't have a drift handler yet, sadly. if(!isnull(user.drift_handler)) drifting = TRUE*/ var/holding = user.get_active_hand() /* //Disabling for now. Meant to be used for modifier slowdowns. if(!(timed_action_flags & IGNORE_SLOWDOWNS)) var/slowdown = user.calculate_item_encumbrance() if(slowdown) //Let's not be TOO evil. You can be up to 4x faster, but never more than 3x slower. delay *= CLAMP(slowdown, 0.25, 3) */ var/datum/progressbar/progbar var/datum/cogbar/cog if(progress) if(user.client) progbar = new(user, delay, target || user) if(!hidden && delay >= 1 SECONDS) cog = new(user, icon, iconstate) SEND_SIGNAL(user, COMSIG_DO_AFTER_BEGAN) var/endtime = world.time + delay var/starttime = world.time . = TRUE while (world.time < endtime) stoplag(1) if(!QDELETED(progbar)) progbar.update(world.time - starttime) /*if(drifting && isnull(user.drift_handler)) //We don't have a drift handler yet, sadly. drifting = FALSE user_loc = user.loc*/ if(QDELETED(user) \ || (!(timed_action_flags & IGNORE_USER_LOC_CHANGE) && !drifting && user.loc != user_loc) \ || (!(timed_action_flags & IGNORE_HELD_ITEM) && user.get_active_hand() != holding) \ || (!(timed_action_flags & IGNORE_INCAPACITATED) && HAS_TRAIT(user, TRAIT_INCAPACITATED)) \ || (max_distance && target && get_dist(user, target) > max_distance) \ || (extra_checks && !extra_checks.Invoke())) . = FALSE break if(target && (user != target) && \ (QDELETED(target) \ || (!(timed_action_flags & IGNORE_TARGET_LOC_CHANGE) && target.loc != target_loc))) . = FALSE break if(!QDELETED(progbar)) progbar.end_progress() cog?.remove() if(interaction_key) var/reduced_interaction_count = (LAZYACCESS(user.do_afters, interaction_key) || 0) - 1 if(reduced_interaction_count > 0) // Not done yet! LAZYSET(user.do_afters, interaction_key, reduced_interaction_count) return // all out, let's clear er out fully LAZYREMOVE(user.do_afters, interaction_key) SEND_SIGNAL(user, COMSIG_DO_AFTER_ENDED) /atom/proc/living_mobs(var/range = world.view, var/count_held = FALSE) //CHOMPEdit Start var/list/viewers = oviewers(src,range) if(count_held) viewers = viewers(src,range) var/list/living = list() for(var/mob/living/L in viewers) living += L if(count_held) for(var/obj/item/holder/H in L.contents) if(istype(H.held_mob, /mob/living)) living += H.held_mob //CHOMPEdit End return living /atom/proc/human_mobs(var/range = world.view) var/list/viewers = oviewers(src,range) var/list/humans = list() for(var/mob/living/carbon/human/H in viewers) humans += H return humans /proc/cached_character_icon(var/mob/desired) var/cachekey = "\ref[desired][desired.real_name]" if(GLOB.cached_character_icons[cachekey]) . = GLOB.cached_character_icons[cachekey] else . = getCompoundIcon(desired) GLOB.cached_character_icons[cachekey] = . /proc/not_has_ooc_text(mob/user) if (CONFIG_GET(flag/allow_metadata) && (!user.client?.prefs?.read_preference(/datum/preference/text/living/ooc_notes) || length(user.client.prefs.read_preference(/datum/preference/text/living/ooc_notes)) < 15)) to_chat(user, span_warning("Please set informative OOC notes related to RP/ERP preferences. Set them using the 'OOC Notes' button on the 'General' tab in character setup.")) return TRUE return FALSE ///Makes a call in the context of a different usr. Use sparingly /world/proc/push_usr(mob/user_mob, datum/callback/invoked_callback, ...) var/temp = usr usr = user_mob if (length(args) > 2) . = invoked_callback.Invoke(arglist(args.Copy(3))) else . = invoked_callback.Invoke() usr = temp