// see _DEFINES/is_helpers.dm for mob type checks
/mob/proc/lowest_buckled_mob()
. = src
if(buckled && ismob(buckled))
var/mob/Buckled = buckled
. = Buckled.lowest_buckled_mob()
/proc/check_zone(zone)
if(!zone)
return BODY_ZONE_CHEST
switch(zone)
if(BODY_ZONE_PRECISE_EYES)
zone = BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_MOUTH)
zone = BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_L_HAND)
zone = BODY_ZONE_L_ARM
if(BODY_ZONE_PRECISE_R_HAND)
zone = BODY_ZONE_R_ARM
if(BODY_ZONE_PRECISE_L_FOOT)
zone = BODY_ZONE_L_LEG
if(BODY_ZONE_PRECISE_R_FOOT)
zone = BODY_ZONE_R_LEG
if(BODY_ZONE_PRECISE_GROIN)
zone = BODY_ZONE_CHEST
return zone
/proc/ran_zone(zone, probability = 80)
if(prob(probability))
zone = check_zone(zone)
else
zone = pickweight(list(BODY_ZONE_HEAD = 6, BODY_ZONE_CHEST = 6, BODY_ZONE_L_ARM = 22, BODY_ZONE_R_ARM = 22, BODY_ZONE_L_LEG = 22, BODY_ZONE_R_LEG = 22))
return zone
/proc/above_neck(zone)
var/list/zones = list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)
if(zones.Find(zone))
return 1
else
return 0
/proc/stars(n, pr)
n = html_encode(n)
if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = 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 sanitize(t)
/proc/slur(n,var/strength=50)
strength = min(strength,50)
var/phrase = html_decode(n)
var/leng = length(phrase)
var/counter=length(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,100)<=strength*0.5)
if(lowertext(newletter)=="o")
newletter="u"
if(lowertext(newletter)=="s")
newletter="ch"
if(lowertext(newletter)=="a")
newletter="ah"
if(lowertext(newletter)=="u")
newletter="oo"
if(lowertext(newletter)=="c")
newletter="k"
if(rand(1,100) <= strength*0.25)
if(newletter==" ")
newletter="...huuuhhh..."
if(newletter==".")
newletter=" *BURP*."
if(rand(1,100) <= strength*0.5)
if(rand(1,5) == 1)
newletter+="'"
if(rand(1,5) == 1)
newletter+="[newletter]"
if(rand(1,5) == 1)
newletter+="[newletter][newletter]"
newphrase+="[newletter]";counter-=1
return newphrase
/proc/cultslur(n) // Inflicted on victims of a stun talisman
var/phrase = html_decode(n)
var/leng = length(phrase)
var/counter=length(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,2)==2)
if(lowertext(newletter)=="o")
newletter="u"
if(lowertext(newletter)=="t")
newletter="ch"
if(lowertext(newletter)=="a")
newletter="ah"
if(lowertext(newletter)=="u")
newletter="oo"
if(lowertext(newletter)=="c")
newletter=" NAR "
if(lowertext(newletter)=="s")
newletter=" SIE "
if(rand(1,4)==4)
if(newletter==" ")
newletter=" no hope... "
if(newletter=="H")
newletter=" IT COMES... "
switch(rand(1,15))
if(1)
newletter="'"
if(2)
newletter+="agn"
if(3)
newletter="fth"
if(4)
newletter="nglu"
if(5)
newletter="glor"
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/derpspeech(message, stuttering)
message = replacetext(message, " am ", " ")
message = replacetext(message, " is ", " ")
message = replacetext(message, " are ", " ")
message = replacetext(message, "you", "u")
message = replacetext(message, "help", "halp")
message = replacetext(message, "grief", "grife")
message = replacetext(message, "space", "spess")
message = replacetext(message, "carp", "crap")
message = replacetext(message, "reason", "raisin")
if(prob(50))
message = uppertext(message)
message += "[stutter(pick("!", "!!", "!!!"))]"
if(!stuttering && prob(15))
message = stutter(message)
return message
/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
/* 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) //NINJACODE
/*
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 || duration < 1)
return
var/client/C = M.client
var/oldx = C.pixel_x
var/oldy = C.pixel_y
var/max = strength*world.icon_size
var/min = -(strength*world.icon_size)
for(var/i in 0 to duration-1)
if (i == 0)
animate(C, pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
else
animate(pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
animate(pixel_x=oldx, pixel_y=oldy, time=1)
/proc/findname(msg)
if(!istext(msg))
msg = "[msg]"
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.real_name == msg)
return M
return 0
/mob/proc/first_name()
var/static/regex/firstname = new("^\[^\\s-\]+") //First word before whitespace or "-"
firstname.Find(real_name)
return firstname.match
//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
/mob/verb/a_intent_change(input as text)
set name = "a-intent"
set hidden = 1
if(!possible_a_intents || !possible_a_intents.len)
return
if(input in possible_a_intents)
a_intent = input
else
var/current_intent = possible_a_intents.Find(a_intent)
if(!current_intent)
// Failsafe. Just in case some badmin was playing with VV.
current_intent = 1
if(input == INTENT_HOTKEY_RIGHT)
current_intent += 1
if(input == INTENT_HOTKEY_LEFT)
current_intent -= 1
// Handle looping
if(current_intent < 1)
current_intent = possible_a_intents.len
if(current_intent > possible_a_intents.len)
current_intent = 1
a_intent = possible_a_intents[current_intent]
if(hud_used && hud_used.action_intent)
hud_used.action_intent.icon_state = "[a_intent]"
/proc/is_blind(A)
if(ismob(A))
var/mob/B = A
return B.eye_blind
return FALSE
/mob/proc/hallucinating()
return FALSE
/proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
if(!SSticker.HasRoundStarted())
return FALSE
if(!istype(M))
return FALSE
if(issilicon(M))
if(iscyborg(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
return FALSE
else if(isAI(M))
var/mob/living/silicon/ai/A = M
if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
return TRUE
return FALSE
if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
switch(SSticker.mode.config_tag)
if("revolution")
if(is_revolutionary(M))
return 2
if("cult")
if(M.mind in SSticker.mode.cult)
return 2
if("nuclear")
if(M.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE))
return 2
if("changeling")
if(M.mind.has_antag_datum(/datum/antagonist/changeling,TRUE))
return 2
if("wizard")
if(iswizard(M))
return 2
if("apprentice")
if(M.mind in SSticker.mode.apprentices)
return 2
if("monkey")
if(isliving(M))
var/mob/living/L = M
if(L.diseases && (locate(/datum/disease/transformation/jungle_fever) in L.diseases))
return 2
return TRUE
if(M.mind && LAZYLEN(M.mind.antag_datums)) //they have an antag datum!
return TRUE
return FALSE
/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
return 1
/proc/notify_ghosts(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/mutable_appearance/alert_overlay = null, var/action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE, ignore_key) //Easy notification of ghosts.
if(ignore_mapload && SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load
return
for(var/mob/dead/observer/O in GLOB.player_list)
if(O.client)
if (ignore_key && O.ckey in GLOB.poll_ignore[ignore_key])
continue
to_chat(O, "[message][(enter_link) ? " [enter_link]" : ""]")
if(ghost_sound)
SEND_SOUND(O, sound(ghost_sound))
if(flashwindow)
window_flash(O.client)
if(source)
var/obj/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /obj/screen/alert/notify_action)
if(A)
if(O.client.prefs && O.client.prefs.UI_style)
A.icon = ui_style2icon(O.client.prefs.UI_style)
A.desc = message
A.action = action
A.target = source
if(!alert_overlay)
alert_overlay = new(source)
alert_overlay.layer = FLOAT_LAYER
alert_overlay.plane = FLOAT_PLANE
A.add_overlay(alert_overlay)
/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC)
var/dam //changes repair text based on how much brute/burn was supplied
if(brute_heal > burn_heal)
dam = 1
else
dam = 0
if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
if(affecting.heal_damage(brute_heal, burn_heal, 0, TRUE, FALSE))
H.update_damage_overlays()
user.visible_message("[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].", \
"You fix some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].")
return 1 //successful heal
else
to_chat(user, "[affecting] is already in good condition!")
/proc/IsAdminGhost(var/mob/user)
if(!user) //Are they a mob? Auto interface updates call this with a null src
return
if(!user.client) // Do they have a client?
return
if(!isobserver(user)) // Are they a ghost?
return
if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
return
if(!user.client.AI_Interact) // Do they have it enabled?
return
return TRUE
/proc/offer_control(mob/M)
to_chat(M, "Control of your mob has been offered to dead players.")
if(usr)
log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
message_admins("[key_name_admin(usr)] has offered control of ([ADMIN_LOOKUPFLW(M)]) to ghosts")
var/poll_message = "Do you want to play as [M.real_name]?"
if(M.mind && M.mind.assigned_role)
poll_message = "[poll_message] Job:[M.mind.assigned_role]."
if(M.mind && M.mind.special_role)
poll_message = "[poll_message] Status:[M.mind.special_role]."
else if(M.mind)
var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status:[A.name]."
var/list/mob/dead/observer/candidates = pollCandidatesForMob(poll_message, ROLE_PAI, null, FALSE, 100, M)
if(LAZYLEN(candidates))
var/mob/dead/observer/C = pick(candidates)
to_chat(M, "Your mob has been taken over by a ghost!")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(M)])")
M.ghostize(0)
M.key = C.key
return TRUE
else
to_chat(M, "There were no ghosts willing to take control.")
message_admins("No ghosts were willing to take control of [ADMIN_LOOKUPFLW(M)])")
return FALSE
/mob/proc/is_flying(mob/M = src)
if(M.movement_type & FLYING)
return 1
else
return 0
/mob/proc/click_random_mob()
var/list/nearby_mobs = list()
for(var/mob/living/L in range(1, src))
if(L!=src)
nearby_mobs |= L
if(nearby_mobs.len)
var/mob/living/T = pick(nearby_mobs)
ClickOn(T)
// Logs a message in a mob's individual log, and in the global logs as well if log_globally is true
/mob/log_message(message, message_type, color=null, log_globally = TRUE)
if(!LAZYLEN(message))
stack_trace("Empty message")
return
// Cannot use the list as a map if the key is a number, so we stringify it (thank you BYOND)
var/smessage_type = num2text(message_type)
if(client)
if(!islist(client.player_details.logging[smessage_type]))
client.player_details.logging[smessage_type] = list()
if(!islist(logging[smessage_type]))
logging[smessage_type] = list()
var/colored_message = message
if(color)
if(color[1] == "#")
colored_message = "[message]"
else
colored_message = "[message]"
var/list/timestamped_message = list("[LAZYLEN(logging[smessage_type]) + 1]\[[TIME_STAMP("hh:mm:ss", FALSE)]\] [key_name(src)] [loc_name(src)]" = colored_message)
logging[smessage_type] += timestamped_message
if(client)
client.player_details.logging[smessage_type] += timestamped_message
..()
/mob/proc/can_hear()
. = TRUE
mob/proc/checkloadappearance()
var/mob/living/carbon/human/H = src
//This will be where the person gets to select their appearance instead of the random character
if (world.time <= (H.time_initialized + 900) && H.mirrorcanloadappearance == TRUE)
SEND_SOUND(H, 'sound/misc/server-ready.ogg')
to_chat(H, "This ghost role allows you to select your loaded character's appearance. Make sure you have your ID in your ID slot, if you have one.")
if(alert(H, "Would you like to load your currently loaded character's appearance?", "This can only be done up until 90s after you spawn.", "Yes", "No") == "Yes" && world.time <= (H.time_initialized + 900))
H.client.prefs.copy_to(H)
if (H.custom_body_size) //Do they have a custom size set?
H.resize(H.custom_body_size * 0.01)
H.real_name = H.client.prefs.real_name
H.mind.name = H.real_name //Makes sure to change their mind name to their real name.
SSquirks.AssignQuirks(H, H.client, TRUE, FALSE, H.job, FALSE)//This Assigns the selected character's quirks
H.dna.update_dna_identity() //This makes sure their DNA is updated.
var/obj/item/card/id/idCard = H.get_idcard() //Time to change their ID card as well if they have one.
if (idCard != null)
idCard.update_label(H.real_name, idCard.assignment)
idCard.registered_name = H.real_name
H.mirrorcanloadappearance = FALSE //Prevents them from using the mirror again.
SEND_SOUND(H, 'sound/magic/charge.ogg') //Fluff
to_chat(H, "Your head aches for a second. You feel like this is how things should have been.")
log_game("[key_name(H)] has loaded their default appearance for a ghost role.")
message_admins("[ADMIN_LOOKUPFLW(H)] has loaded their default appearance for a ghost role.")
return
else
to_chat(H, "You either took too long or chose not to change. Alrighty. Remember, you have 90 seconds from spawn to get to a mirror and still do it if you wish.")
return