mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
568 lines
17 KiB
Plaintext
568 lines
17 KiB
Plaintext
// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
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/proc/isxenomorph(A)
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if(istype(A, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = A
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return istype(H.species, /datum/species/xenos)
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return 0
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/proc/issmall(A)
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if(A && istype(A, /mob/living))
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var/mob/living/L = A
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return L.mob_size <= MOB_SMALL
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return 0
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// If they are 100% robotic, they count as synthetic.
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/mob/living/carbon/human/isSynthetic()
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if(isnull(full_prosthetic))
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robolimb_count = 0
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for(var/obj/item/organ/external/E in organs)
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if(E.status & ORGAN_ROBOT)
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robolimb_count++
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if(robolimb_count == organs.len)
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full_prosthetic = 1
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return full_prosthetic
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/mob/living/silicon/isSynthetic()
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return 1
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/mob/proc/isMonkey()
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return 0
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/mob/living/carbon/human/isMonkey()
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return istype(species, /datum/species/monkey)
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proc/isdeaf(A)
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if(istype(A, /mob))
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var/mob/M = A
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return (M.sdisabilities & DEAF) || M.ear_deaf
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return 0
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proc/hasorgans(A) // Fucking really??
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return ishuman(A)
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proc/iscuffed(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.handcuffed)
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return 1
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return 0
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proc/hassensorlevel(A, var/level)
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var/mob/living/carbon/human/H = A
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if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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return U.sensor_mode >= level
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return 0
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proc/getsensorlevel(A)
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var/mob/living/carbon/human/H = A
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if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
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var/obj/item/clothing/under/U = H.w_uniform
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return U.sensor_mode
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return SUIT_SENSOR_OFF
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/proc/is_admin(var/mob/user)
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return check_rights(R_ADMIN, 0, user) != 0
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/proc/hsl2rgb(h, s, l)
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return //TODO: Implement
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/*
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Miss Chance
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*/
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/proc/check_zone(zone)
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if(!zone) return BP_TORSO
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switch(zone)
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if(O_EYES)
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zone = BP_HEAD
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if(O_MOUTH)
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zone = BP_HEAD
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return zone
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// Returns zone with a certain probability. If the probability fails, or no zone is specified, then a random body part is chosen.
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// Do not use this if someone is intentionally trying to hit a specific body part.
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// Use get_zone_with_miss_chance() for that.
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/proc/ran_zone(zone, probability)
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if (zone)
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zone = check_zone(zone)
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if (prob(probability))
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return zone
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var/ran_zone = zone
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while (ran_zone == zone)
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ran_zone = pick (
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organ_rel_size[BP_HEAD]; BP_HEAD,
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organ_rel_size[BP_TORSO]; BP_TORSO,
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organ_rel_size[BP_GROIN]; BP_GROIN,
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organ_rel_size[BP_L_ARM]; BP_L_ARM,
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organ_rel_size[BP_R_ARM]; BP_R_ARM,
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organ_rel_size[BP_L_LEG]; BP_L_LEG,
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organ_rel_size[BP_R_LEG]; BP_R_LEG,
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organ_rel_size[BP_L_HAND]; BP_L_HAND,
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organ_rel_size[BP_R_HAND]; BP_R_HAND,
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organ_rel_size[BP_L_FOOT]; BP_L_FOOT,
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organ_rel_size[BP_R_FOOT]; BP_R_FOOT,
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)
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return ran_zone
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// Emulates targetting a specific body part, and miss chances
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// May return null if missed
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// miss_chance_mod may be negative.
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/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
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zone = check_zone(zone)
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if(!ranged_attack)
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// you cannot miss if your target is prone or restrained
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if(target.buckled || target.lying)
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return zone
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// if your target is being grabbed aggressively by someone you cannot miss either
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for(var/obj/item/weapon/grab/G in target.grabbed_by)
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if(G.state >= GRAB_AGGRESSIVE)
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return zone
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var/miss_chance = 10
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if (zone in base_miss_chance)
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miss_chance = base_miss_chance[zone]
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miss_chance = max(miss_chance + miss_chance_mod, 0)
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if(prob(miss_chance))
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if(prob(70))
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return null
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return pick(base_miss_chance)
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return zone
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/proc/stars(n, pr)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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var/intag = 0
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while(p <= n)
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var/char = copytext(te, p, p + 1)
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if (char == "<") //let's try to not break tags
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intag = !intag
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if (intag || char == " " || prob(pr))
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t = text("[][]", t, char)
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else
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t = text("[]*", t)
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if (char == ">")
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intag = !intag
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p++
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return t
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proc/slur(phrase)
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phrase = html_decode(phrase)
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var/leng=lentext(phrase)
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var/counter=lentext(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,3)==3)
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if(lowertext(newletter)=="o") newletter="u"
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if(lowertext(newletter)=="s") newletter="ch"
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if(lowertext(newletter)=="a") newletter="ah"
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if(lowertext(newletter)=="c") newletter="k"
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switch(rand(1,15))
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if(1,3,5,8) newletter="[lowertext(newletter)]"
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if(2,4,6,15) newletter="[uppertext(newletter)]"
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if(7) newletter+="'"
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//if(9,10) newletter="<b>[newletter]</b>"
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//if(11,12) newletter="<big>[newletter]</big>"
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//if(13) newletter="<small>[newletter]</small>"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return sanitize(t)
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n)
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return sanitize(t)
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || M.shakecamera || M.stat || isEye(M) || isAI(M))
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return
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M.shakecamera = 1
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spawn(1)
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if(!M.client)
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return
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var/atom/oldeye=M.client.eye
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var/aiEyeFlag = 0
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if(istype(oldeye, /mob/eye/aiEye))
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aiEyeFlag = 1
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var/x
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for(x=0; x<duration, x++)
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if(aiEyeFlag)
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M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
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else
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M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
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sleep(1)
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M.client.eye=oldeye
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M.shakecamera = 0
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/proc/findname(msg)
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for(var/mob/M in mob_list)
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if (M.real_name == text("[msg]"))
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return 1
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return 0
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/mob/proc/abiotic(var/full_body = 0)
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if(full_body && ((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )) || (src.back || src.wear_mask)))
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return 1
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if((src.l_hand && !( src.l_hand.abstract )) || (src.r_hand && !( src.r_hand.abstract )))
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return 1
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return 0
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//converts intent-strings into numbers and back
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var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if(I_HELP) return 0
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if(I_DISARM) return 1
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if(I_GRAB) return 2
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else return 3
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else
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switch(argument)
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if(0) return I_HELP
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if(1) return I_DISARM
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if(2) return I_GRAB
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else return I_HURT
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(ishuman(src) || isbrain(src) || isslime(src))
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switch(input)
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if(I_HELP,I_DISARM,I_GRAB,I_HURT)
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "intent_[a_intent]"
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else if(isrobot(src))
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switch(input)
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if(I_HELP)
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a_intent = I_HELP
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if(I_HURT)
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a_intent = I_HURT
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(hud_used && hud_used.action_intent)
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if(a_intent == I_HURT)
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hud_used.action_intent.icon_state = I_HURT
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else
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hud_used.action_intent.icon_state = I_HELP
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proc/is_blind(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.sdisabilities & BLIND || C.blinded)
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return 1
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return 0
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/proc/broadcast_security_hud_message(var/message, var/broadcast_source)
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broadcast_hud_message(message, broadcast_source, sec_hud_users, /obj/item/clothing/glasses/hud/security)
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/proc/broadcast_medical_hud_message(var/message, var/broadcast_source)
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broadcast_hud_message(message, broadcast_source, med_hud_users, /obj/item/clothing/glasses/hud/health)
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/proc/broadcast_hud_message(var/message, var/broadcast_source, var/list/targets, var/icon)
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var/turf/sourceturf = get_turf(broadcast_source)
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for(var/mob/M in targets)
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var/turf/targetturf = get_turf(M)
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if((targetturf.z == sourceturf.z))
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M.show_message("<span class='info'>\icon[icon] [message]</span>", 1)
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/proc/mobs_in_area(var/area/A)
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var/list/mobs = new
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for(var/mob/living/M in mob_list)
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if(get_area(M) == A)
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mobs += M
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return mobs
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//Direct dead say used both by emote and say
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//It is somewhat messy. I don't know what to do.
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//I know you can't see the change, but I rewrote the name code. It is significantly less messy now
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/proc/say_dead_direct(var/message, var/mob/subject = null)
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var/name
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var/keyname
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if(subject && subject.client)
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var/client/C = subject.client
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keyname = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
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if(C.mob) //Most of the time this is the dead/observer mob; we can totally use him if there is no better name
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var/mindname
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var/realname = C.mob.real_name
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if(C.mob.mind)
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mindname = C.mob.mind.name
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if(C.mob.mind.original && C.mob.mind.original.real_name)
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realname = C.mob.mind.original.real_name
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if(mindname && mindname != realname)
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name = "[realname] died as [mindname]"
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else
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name = realname
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for(var/mob/M in player_list)
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if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && !is_mentor(M.client))) && (M.client.prefs.toggles & CHAT_DEAD))
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var/follow
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var/lname
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if(subject)
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if(subject != M)
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follow = "([ghost_follow_link(subject, M)]) "
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if(M.stat != DEAD && M.client.holder)
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follow = "([admin_jump_link(subject, M.client.holder)]) "
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var/mob/dead/observer/DM
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if(istype(subject, /mob/dead/observer))
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DM = subject
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if(M.client.holder) // What admins see
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lname = "[keyname][(DM && DM.anonsay) ? "*" : (DM ? "" : "^")] ([name])"
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else
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if(DM && DM.anonsay) // If the person is actually observer they have the option to be anonymous
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lname = "Ghost of [name]"
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else if(DM) // Non-anons
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lname = "[keyname] ([name])"
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else // Everyone else (dead people who didn't ghost yet, etc.)
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lname = name
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lname = "<span class='name'>[lname]</span> "
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M << "<span class='deadsay'>" + create_text_tag("dead", "DEAD:", M.client) + " [lname][follow][message]</span>"
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//Announces that a ghost has joined/left, mainly for use with wizards
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/proc/announce_ghost_joinleave(O, var/joined_ghosts = 1, var/message = "")
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var/client/C
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//Accept any type, sort what we want here
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if(istype(O, /mob))
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var/mob/M = O
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if(M.client)
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C = M.client
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else if(istype(O, /client))
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C = O
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else if(istype(O, /datum/mind))
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var/datum/mind/M = O
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if(M.current && M.current.client)
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C = M.current.client
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else if(M.original && M.original.client)
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C = M.original.client
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if(C)
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var/name
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if(C.mob)
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var/mob/M = C.mob
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if(M.mind && M.mind.name)
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name = M.mind.name
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if(M.real_name && M.real_name != name)
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if(name)
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name += " ([M.real_name])"
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else
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name = M.real_name
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if(!name)
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name = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
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if(joined_ghosts)
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say_dead_direct("The ghost of <span class='name'>[name]</span> now [pick("skulks","lurks","prowls","creeps","stalks")] among the dead. [message]")
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else
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say_dead_direct("<span class='name'>[name]</span> no longer [pick("skulks","lurks","prowls","creeps","stalks")] in the realm of the dead. [message]")
|
|
|
|
/mob/proc/switch_to_camera(var/obj/machinery/camera/C)
|
|
if (!C.can_use() || stat || (get_dist(C, src) > 1 || machine != src || blinded || !canmove))
|
|
return 0
|
|
check_eye(src)
|
|
return 1
|
|
|
|
/mob/living/silicon/ai/switch_to_camera(var/obj/machinery/camera/C)
|
|
if(!C.can_use() || !is_in_chassis())
|
|
return 0
|
|
|
|
eyeobj.setLoc(C)
|
|
return 1
|
|
|
|
// Returns true if the mob has a client which has been active in the last given X minutes.
|
|
/mob/proc/is_client_active(var/active = 1)
|
|
return client && client.inactivity < active MINUTES
|
|
|
|
#define SAFE_PERP -50
|
|
/mob/living/proc/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
|
|
if(stat == DEAD)
|
|
return SAFE_PERP
|
|
|
|
return 0
|
|
|
|
/mob/living/carbon/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
|
|
if(handcuffed)
|
|
return SAFE_PERP
|
|
|
|
return ..()
|
|
|
|
/mob/living/carbon/human/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
|
|
var/threatcount = ..()
|
|
if(. == SAFE_PERP)
|
|
return SAFE_PERP
|
|
|
|
//Agent cards lower threatlevel.
|
|
var/obj/item/weapon/card/id/id = GetIdCard()
|
|
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
|
|
threatcount -= 2
|
|
// A proper CentCom id is hard currency.
|
|
else if(id && istype(id, /obj/item/weapon/card/id/centcom))
|
|
return SAFE_PERP
|
|
|
|
if(check_access && !access_obj.allowed(src))
|
|
threatcount += 4
|
|
|
|
if(auth_weapons && !access_obj.allowed(src))
|
|
if(istype(l_hand, /obj/item/weapon/gun) || istype(l_hand, /obj/item/weapon/melee))
|
|
threatcount += 4
|
|
|
|
if(istype(r_hand, /obj/item/weapon/gun) || istype(r_hand, /obj/item/weapon/melee))
|
|
threatcount += 4
|
|
|
|
if(istype(belt, /obj/item/weapon/gun) || istype(belt, /obj/item/weapon/melee))
|
|
threatcount += 2
|
|
|
|
if(species.name != "Human")
|
|
threatcount += 2
|
|
|
|
if(check_records || check_arrest)
|
|
var/perpname = name
|
|
if(id)
|
|
perpname = id.registered_name
|
|
|
|
var/datum/data/record/R = find_security_record("name", perpname)
|
|
if(check_records && !R)
|
|
threatcount += 4
|
|
|
|
if(check_arrest && R && (R.fields["criminal"] == "*Arrest*"))
|
|
threatcount += 4
|
|
|
|
return threatcount
|
|
|
|
/mob/living/simple_animal/hostile/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
|
|
var/threatcount = ..()
|
|
if(. == SAFE_PERP)
|
|
return SAFE_PERP
|
|
|
|
if(!istype(src, /mob/living/simple_animal/hostile/retaliate/goat))
|
|
threatcount += 4
|
|
return threatcount
|
|
|
|
#undef SAFE_PERP
|
|
|
|
|
|
//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
|
|
|
|
//The base miss chance for the different defence zones
|
|
var/list/global/base_miss_chance = list(
|
|
"head" = 40,
|
|
"chest" = 10,
|
|
"groin" = 20,
|
|
"l_leg" = 20,
|
|
"r_leg" = 20,
|
|
"l_arm" = 20,
|
|
"r_arm" = 20,
|
|
"l_hand" = 50,
|
|
"r_hand" = 50,
|
|
"l_foot" = 50,
|
|
"r_foot" = 50,
|
|
)
|
|
|
|
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
|
|
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
|
|
var/list/global/organ_rel_size = list(
|
|
"head" = 25,
|
|
"chest" = 70,
|
|
"groin" = 30,
|
|
"l_leg" = 25,
|
|
"r_leg" = 25,
|
|
"l_arm" = 25,
|
|
"r_arm" = 25,
|
|
"l_hand" = 10,
|
|
"r_hand" = 10,
|
|
"l_foot" = 10,
|
|
"r_foot" = 10,
|
|
) |