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/**
*! 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.
*/
/**
* ## Minds
*
* Pretty much embodies the .. soul or whatever, of a character.
*
* * Should never be deleted; minds are considered **permanently loaded** once put in.
* Many things are allowed to hard-reference them.
* * Minds cannot be cloned in any way. References are invalidated once it is;
* the only authoritative reference is 'mind_ref' datum, which we effectively treat
* as an unique, shared key to the mind.
*/
/datum/mind
/// ckey of mind
var/ckey
/// Replaces mob/var/original_name
var/name
// todo: /mob, not /living
// todo: of fucking course it should be owned by only one what the fuck.
// make a mind_ref of "original_mind" on a mob if needed??? or decide something??
/// the mob we're currently inhabiting. the mind can be referenced by many mobs, however, only one may be 'owned' by it.
/// this functionality is used for things like aghosting and astral projection, as even though the player is in another mob,
/// their actual mob is what owns their mind.
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 = FALSE
/// Active mind ref for when something wants to get a non-owning handle to us.
var/datum/mind_ref/mind_ref
//? Characteristics
/// characteristics holder
var/datum/characteristic_holder/characteristics
//? Abilities
/// mind-level abilities
var/list/datum/ability/abilities
//? Preferences
/**
* original save data
* ! TODO: REMOVE THIS; we shouldn't keep this potentially big list all round. !
* todo: don't actually remove it, just only save relevant data (?)
*/
var/list/original_save_data
/// original economic modifier from backgrounds
var/original_pref_economic_modifier = 1
var/memory
var/list/learned_recipes
// todo: id, not title
var/assigned_role
// todo: id, not title; also unify /datum/prototype/role/(job | antagonist | ghostrole)?
var/special_role
var/role_alt_title
var/datum/prototype/role/job/assigned_job
var/list/datum/objective/objectives = list()
var/list/datum/objective/special_verbs = list()
/// Tracks if this mind has been a rev or not.
var/has_been_rev = 0
/// Associated faction.
var/datum/faction/faction
/// Changeling holder.
var/datum/changeling/changeling
/// Is this person a chaplain or admin role allowed to use bibles.
var/isholy = FALSE
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(ckey)
src.ckey = ckey
/datum/mind/Destroy()
QDEL_NULL(characteristics)
QDEL_LIST_NULL(abilities)
// unlink / drop references for mind ref.
if(mind_ref)
mind_ref.loaded = null
mind_ref = null
return ..()
/**
* Gets an indirected reference to us.
*
* Things that require a reference but are okay with the reference potentially being lost to
* the actual mind datum should use this, like mirror implants and mind backups.
*
* * Pretty much if you need to know who someone is and if they're still around you use this;
* if you need a reference to actually act on them you directly reference /datum/mind.
*/
/datum/mind/proc/get_mind_ref() as /datum/mind_ref
if(!mind_ref)
mind_ref = new(src)
return mind_ref
//? Characteristics
/**
* make sure we have a characteristics holder
*/
/datum/mind/proc/characteristic_holder()
if(!characteristics)
characteristics = new
characteristics.associate_with_mind(src)
return characteristics
//? Transfer
/**
* Removes us from our current mob.
* * Does not transfer active players out.
*/
/datum/mind/proc/disassociate()
ASSERT(!isnull(current))
// LEGACY: remove changeling
if(changeling)
current.remove_changeling_powers()
remove_verb(current, /datum/changeling/proc/EvolutionMenu)
// remove characteristics
characteristics?.disassociate_from_mob(current)
// remove abilities
for(var/datum/ability/ability as anything in abilities)
ability.disassociate(current)
// null mind
current.mind = null
// done
current = null
/**
* * Will set `mind_last` on the character.
* * Will try to transfer the player to the new mob.
*/
/datum/mind/proc/associate(mob/new_character)
ASSERT(isnull(current))
ASSERT(isnull(new_character.mind))
// start
current = new_character
// set mind
new_character.mind = src
new_character.mind_last = get_mind_ref()
// add characteristics
characteristics?.associate_with_mob(new_character)
// add abilities
for(var/datum/ability/ability as anything in abilities)
ability.associate(new_character)
// LEGACY: add changeling
if(changeling)
new_character.make_changeling()
//* transfer player if necessary
if(active)
var/client/found = GLOB.directory[ckey]
found.transfer_to(new_character)
/datum/mind/proc/transfer(mob/new_character)
if(isnull(current))
associate(new_character)
return
disassociate()
if(!isnull(new_character.mind))
new_character.mind.disassociate()
associate(new_character)
/datum/mind/proc/store_memory(new_text)
if((length(memory) + length(new_text)) <= MAX_MESSAGE_LEN)
memory += "[new_text]<BR>"
/datum/mind/proc/show_memory(mob/recipient)
var/output = "<B>[current.real_name]'s Memory</B><HR>"
output += memory
if(objectives.len>0)
output += "<HR><B>Objectives:</B>"
var/obj_count = 1
for(var/datum/objective/objective in objectives)
output += "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
if(ambitions)
output += "<HR><B>Ambitions:</B> [ambitions]<br>"
recipient << browse(output,"window=memory")
/datum/mind/proc/edit_memory()
if(!SSticker || !SSticker.mode)
alert("Not before round-start!", "Alert")
return
var/out = "<B>[name]</B>[(current&&(current.real_name!=name))?" (as [current.real_name])":""]<br>"
out += "Mind currently owned by ckey: [ckey] [active?"(synced)":"(not synced)"]<br>"
out += "Assigned role: [assigned_role]. <a href='?src=\ref[src];role_edit=1'>Edit</a><br>"
out += "<hr>"
out += "Factions and special roles:<br><table>"
for(var/antag_type in GLOB.all_antag_types)
var/datum/antagonist/antag = GLOB.all_antag_types[antag_type]
out += "[antag.get_panel_entry(src)]"
out += "</table><hr>"
out += "<b>Objectives</b></br>"
if(objectives && objectives.len)
var/num = 1
for(var/datum/objective/O in objectives)
out += "<b>Objective #[num]:</b> [O.explanation_text] "
if(O.completed)
out += "(<font color='green'>complete</font>)"
else
out += "(<font color='red'>incomplete</font>)"
out += " <a href='?src=\ref[src];obj_completed=\ref[O]'>\[toggle\]</a>"
out += " <a href='?src=\ref[src];obj_delete=\ref[O]'>\[remove\]</a><br>"
num++
out += "<br><a href='?src=\ref[src];obj_announce=1'>\[announce objectives\]</a>"
else
out += "None."
out += "<br><a href='?src=\ref[src];obj_add=1'>\[add\]</a><br><br>"
out += "<b>Ambitions:</b> [ambitions ? ambitions : "None"] <a href='?src=\ref[src];amb_edit=\ref[src]'>\[edit\]</a></br>"
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 = GLOB.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
to_chat(usr, "<span class='warning'>[src] could not be made into a [antag.role_text]!</span>")
else if(href_list["remove_antagonist"])
var/datum/antagonist/antag = GLOB.all_antag_types[href_list["remove_antagonist"]]
if(antag) antag.remove_antagonist(src)
else if(href_list["equip_antagonist"])
var/datum/antagonist/antag = GLOB.all_antag_types[href_list["equip_antagonist"]]
if(antag) antag.equip(src.current)
else if(href_list["unequip_antagonist"])
var/datum/antagonist/antag = GLOB.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 = GLOB.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 RSroles.legacy_all_job_titles()
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)
to_chat(mind.current, "<span class='warning'>Your ambitions have been changed by higher powers, they are now: [mind.ambitions]</span>")
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 SSticker.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
switch(href_list["implant"])
if("remove")
for(var/obj/item/implant/loyalty/I in H.contents)
for(var/obj/item/organ/external/organs in H.organs)
if(I in organs.implants)
qdel(I)
break
to_chat(H, "<span class='notice'><font size =3><B>Your loyalty implant has been deactivated.</B></font></span>")
log_admin("[key_name_admin(usr)] has de-loyalty implanted [current].")
if("add")
to_chat(H, "<span class='danger'><font size =3>You somehow have become the recepient of a loyalty transplant, and it just activated!</font></span>")
H.implant_loyalty(override = TRUE)
log_admin("[key_name_admin(usr)] has loyalty implanted [current].")
H.update_hud_sec_implants()
else if (href_list["silicon"])
current.update_hud_antag()
switch(href_list["silicon"])
if("unemag")
var/mob/living/silicon/robot/R = current
R.set_emag_state(FALSE)
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.set_emag_state(TRUE)
log_admin("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
else if (href_list["common"])
switch(href_list["common"])
if("undress")
current.drop_inventory(TRUE, TRUE)
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/uplink/hidden/suplink = find_syndicate_uplink() No longer needed, uses stored in mind
var/crystals
crystals = tcrystals
crystals = input("Amount of telecrystals for [ckey]", crystals) as null|num
if (!isnull(crystals))
tcrystals = crystals
else if (href_list["obj_announce"])
var/obj_count = 1
to_chat(current, "<font color=#4F49AF>Your current objectives:</font>")
for(var/datum/objective/objective in objectives)
to_chat(current, "<B>Objective #[obj_count]</B>: [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/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/card/id/card in current)
is_currently_brigged = 0
break // if they still have ID they're not brigged
for(var/obj/item/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/proc/mind_initialize()
if(mind)
mind.ckey = ckey
else
mind = new /datum/mind(ckey)
mind.original = src
if(SSticker)
SSticker.minds += mind
else
log_world("## 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))
add_verb(client, /client/proc/aooc)
//HUMAN
/mob/living/carbon/human/mind_initialize()
..()
if(!mind.assigned_role)
mind.assigned_role = USELESS_JOB
//slime
/mob/living/simple_mob/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_mob/mind_initialize()
. = ..()
mind.assigned_role = "Simple Mob"
/mob/living/simple_mob/animal/passive/dog/corgi/mind_initialize()
. = ..()
mind.assigned_role = "Corgi"
/mob/living/simple_mob/construct/shade/mind_initialize()
. = ..()
mind.assigned_role = "Shade"
mind.special_role = "Cultist"
/mob/living/simple_mob/construct/artificer/mind_initialize()
. = ..()
mind.assigned_role = "Artificer"
mind.special_role = "Cultist"
/mob/living/simple_mob/construct/wraith/mind_initialize()
. = ..()
mind.assigned_role = "Wraith"
mind.special_role = "Cultist"
/mob/living/simple_mob/construct/juggernaut/mind_initialize()
. = ..()
mind.assigned_role = "Juggernaut"
mind.special_role = "Cultist"
//? Preferences Checks
/datum/mind/proc/original_background_religion()
RETURN_TYPE(/datum/lore/character_background/religion)
var/id = original_save_data?[CHARACTER_DATA_RELIGION]
if(isnull(id))
return
return SScharacters.resolve_religion(id)
/datum/mind/proc/original_background_citizenship()
RETURN_TYPE(/datum/lore/character_background/citizenship)
var/id = original_save_data?[CHARACTER_DATA_CITIZENSHIP]
if(isnull(id))
return
return SScharacters.resolve_citizenship(id)
/datum/mind/proc/original_background_origin()
RETURN_TYPE(/datum/lore/character_background/origin)
var/id = original_save_data?[CHARACTER_DATA_ORIGIN]
if(isnull(id))
return
return SScharacters.resolve_origin(id)
/datum/mind/proc/original_background_faction()
RETURN_TYPE(/datum/lore/character_background/faction)
var/id = original_save_data?[CHARACTER_DATA_FACTION]
if(isnull(id))
return
return SScharacters.resolve_faction(id)
/datum/mind/proc/original_background_culture()
RETURN_TYPE(/datum/lore/character_background/culture)
var/id = original_save_data?[CHARACTER_DATA_CULTURE]
if(isnull(id))
return
return SScharacters.resolve_culture(id)
/datum/mind/proc/original_background_datums()
if(isnull(original_save_data))
return list()
. = list(
original_background_citizenship(),
original_background_faction(),
original_background_origin(),
original_background_religion(),
original_background_culture(),
)
listclearnulls(.)
/datum/mind/proc/original_background_ids()
if(isnull(original_save_data))
return list()
. = list(
original_save_data[CHARACTER_DATA_CITIZENSHIP],
original_save_data[CHARACTER_DATA_ORIGIN],
original_save_data[CHARACTER_DATA_FACTION],
original_save_data[CHARACTER_DATA_CULTURE],
original_save_data[CHARACTER_DATA_RELIGION],
)
listclearnulls(.)
//? Abilities
/**
* adds an ability to us
*
* @params
* * ability - a datum or path. once passed in, this datum is owned by the mind, and the mind can delete it at any time! if a path is passed in, this will runtime on duplicates - paths must always be unique if used in this way.
*
* @return TRUE / FALSE success or failure
*/
/datum/mind/proc/add_ability(datum/ability/ability)
if(ispath(ability))
. = FALSE
ASSERT(!(locate(ability) in abilities))
ability = new ability
abilities += ability
if(current)
ability.associate(current)
return TRUE
/**
* removes, and deletes, an ability on us
*
* @params
* * ability - a datum or path. paths should only be used if it's an unique ability nothing else should grant!
*
* @return TRUE / FALSE success or failure
*/
/datum/mind/proc/remove_ability(datum/ability/ability)
if(ispath(ability))
ability = locate(ability) in abilities
if(isnull(ability))
return FALSE
abilities -= ability
if(current)
ability.disassociate(current)
qdel(ability)
return TRUE