Files
CHOMPStation2/code/modules/mob/mob_helpers.dm
Erthilo e5250972a9 TG: Readded detective work, with much bugfixing and optimizations.
Any PDA that can access the Security Records can, via the forensic scanner
function (that was already there) store data on what was scanned, the same way
that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will
transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be
improper.)
Updated changelog.
Revision: r3713
Author: 	 joeheinemeyer
2012-06-05 01:29:35 +01:00

358 lines
8.6 KiB
Plaintext

// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/ishuman(A)
if(istype(A, /mob/living/carbon/human))
return 1
return 0
/proc/ismonkey(A)
if(A && istype(A, /mob/living/carbon/monkey))
return 1
return 0
/proc/isbrain(A)
if(A && istype(A, /mob/living/carbon/brain))
return 1
return 0
/proc/isalien(A)
if(istype(A, /mob/living/carbon/alien))
return 1
return 0
/proc/isalienadult(A)
if(istype(A, /mob/living/carbon/alien/humanoid))
return 1
return 0
/proc/islarva(A)
if(istype(A, /mob/living/carbon/alien/larva))
return 1
return 0
/proc/ismetroid(A)
if(istype(A, /mob/living/carbon/metroid))
return 1
return 0
/proc/isrobot(A)
if(istype(A, /mob/living/silicon/robot))
return 1
return 0
/proc/isanimal(A)
if(istype(A, /mob/living/simple_animal))
return 1
return 0
/proc/iscorgi(A)
if(istype(A, /mob/living/simple_animal/corgi))
return 1
return 0
/proc/iscrab(A)
if(istype(A, /mob/living/simple_animal/crab))
return 1
return 0
/proc/iscat(A)
if(istype(A, /mob/living/simple_animal/cat/))
return 1
return 0
/proc/istajaran(A)
if(istype(A, /mob/living/carbon/human/tajaran))
return 1
return 0
/*proc/ishivebot(A)
if(A && istype(A, /mob/living/silicon/hivebot))
return 1
return 0*/
/*proc/ishivemainframe(A)
if(A && istype(A, /mob/living/silicon/hive_mainframe))
return 1
return 0*/
/proc/isAI(A)
if(istype(A, /mob/living/silicon/ai))
return 1
return 0
/proc/ispAI(A)
if(istype(A, /mob/living/silicon/pai))
return 1
return 0
/proc/iscarbon(A)
if(istype(A, /mob/living/carbon))
return 1
return 0
/proc/issilicon(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
/proc/isliving(A)
if(istype(A, /mob/living))
return 1
return 0
proc/isobserver(A)
if(istype(A, /mob/dead/observer))
return 1
return 0
proc/isorgan(A)
if(istype(A, /datum/organ/external))
return 1
return 0
proc/hasorgans(A)
if(ishuman(A) || ismonkey(A))
return 1
return 0
/proc/hsl2rgb(h, s, l)
return
/proc/check_zone(zone)
if(!zone)
return "chest"
switch(zone)
if("eyes")
zone = "head"
if("mouth")
zone = "head"
// if("groin")
// zone = "chest"
return zone
/proc/ran_zone(zone, probability)
zone = check_zone(zone)
if(!probability) probability = 90
if(probability == 100) return zone
if(zone == "chest")
if(prob(probability)) return "chest"
var/t = rand(1, 9)
switch(t)
if(1 to 3) return "head"
if(4 to 6) return "l_arm"
if(7 to 9) return "r_arm"
if(prob(probability)) return zone
return "chest"
/proc/stars(n, pr)
if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = null
p = 1
while(p <= n)
if ((copytext(te, p, p + 1) == " " || prob(pr)))
t = text("[][]", t, copytext(te, p, p + 1))
else
t = text("[]*", t)
p++
return html_encode(t)
/*proc/NewStutter(phrase,stunned)
phrase = html_decode(phrase)
var/list/split_phrase = dd_text2list(phrase," ") //Split it up into words.
var/list/unstuttered_words = split_phrase.Copy()
var/i = rand(1,3)
if(stunned) i = split_phrase.len
for(,i > 0,i--) //Pick a few words to stutter on.
if (!unstuttered_words.len)
break
var/word = pick(unstuttered_words)
unstuttered_words -= word //Remove from unstuttered words so we don't stutter it again.
var/index = split_phrase.Find(word) //Find the word in the split phrase so we can replace it.
//Search for dipthongs (two letters that make one sound.)
var/first_sound = copytext(word,1,3)
var/first_letter = copytext(word,1,2)
if(lowertext(first_sound) in list("ch","th","sh"))
first_letter = first_sound
//Repeat the first letter to create a stutter.
var/rnum = rand(1,3)
switch(rnum)
if(1)
word = "[first_letter]-[word]"
if(2)
word = "[first_letter]-[first_letter]-[word]"
if(3)
word = "[first_letter]-[word]"
split_phrase[index] = word
return sanitize(dd_list2text(split_phrase," "))*/
proc/slur(phrase)
phrase = html_decode(phrase)
var/leng=lentext(phrase)
var/counter=lentext(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,3)==3)
if(lowertext(newletter)=="o") newletter="u"
if(lowertext(newletter)=="s") newletter="ch"
if(lowertext(newletter)=="a") newletter="ah"
if(lowertext(newletter)=="c") newletter="k"
switch(rand(1,15))
if(1,3,5,8) newletter="[lowertext(newletter)]"
if(2,4,6,15) newletter="[uppertext(newletter)]"
if(7) newletter+="'"
if(9,10) newletter="<b>[newletter]</b>"
if(11,12) newletter="<big>[newletter]</big>"
if(13) newletter="<small>[newletter]</small>"
newphrase+="[newletter]";counter-=1
return newphrase
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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")))
if (prob(10))
n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
if (prob(5))
n_letter = null
else
n_letter = text("[n_letter]-[n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
proc/Gibberish(t, p)
/* Turn text into complete gibberish! */
var/returntext = ""
for(var/i = 1, i <= length(t), i++)
var/letter = copytext(t, i, i+1)
if(prob(50))
if(p >= 70)
letter = ""
for(var/j = 1, j <= rand(0, 2), j++)
letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
returntext += letter
return returntext
/proc/ninjaspeak(n)
/*
The difference with stutter is that this proc can stutter more than 1 letter
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.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
return
spawn(1)
var/oldeye=M.client.eye
var/x
M.shakecamera = 1
for(x=0; x<duration, x++)
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)
sleep(1)
M.shakecamera = 0
M.client.eye=oldeye
/proc/findname(msg)
for(var/mob/M in world)
if (M.real_name == text("[msg]"))
return 1
return 0
/mob/proc/abiotic(var/full_body = 0)
if(full_body && ((l_hand && !( l_hand.abstract )) || (r_hand && !( r_hand.abstract )) || (back || wear_mask)))
return 1
if((l_hand && !( l_hand.abstract )) || (r_hand && !( r_hand.abstract )))
return 1
return 0
/mob/proc/abiotic2(var/full_body2 = 0)
if(full_body2 && ((l_hand && !( l_hand.abstract )) || (r_hand && !( r_hand.abstract )) || (back || wear_mask)))
return 1
if((l_hand && !( l_hand.abstract )) || (r_hand && !( r_hand.abstract )))
return 1
return 0
/mob/proc/put_in_hands(var/obj/item/I) //A suprisingly useful proc. Allows a simple way to place an object in a mob's hands, or, if they are full, on the ground below them.
if(!r_hand)
I.loc = src
r_hand = I
I.layer = 20
else if(!l_hand)
I.loc = src
l_hand = I
I.layer = 20
else
I.loc = get_turf(src)
update_clothing()