Files
Paradise/code/modules/mob/mob_defines.dm
Crazylemon64 3db4229918 First big chunk of the refactor
mid-refactor of `take_overall_damage`

Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs

Allows the dead to examine

Removes the `blinded` var

Refactor cyborg components so vision loss is instant

Robot life/death updates instantly

Adds instant updates for damage overlays and HUD icons for humans

Final reconciliation with the species refactor

Adds a stat debugging system and debugging logs

Also fixes instant death on species change

"Debugging logs" are used for stuff an admin wouldn't care about but
someone debugging would

I used it to fix people dying instantly when changing species due to
temporary deletion of the brain

Fox's requests

Adds a more careful updating system to our reagents system
2018-10-07 17:52:04 -07:00

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/mob
density = 1
layer = 4.0
animate_movement = 2
pressure_resistance = 8
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
var/obj/screen/hands = null
var/obj/screen/pullin = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/obj/screen/zone_sel/zone_sel = null
var/obj/screen/leap_icon = null
var/obj/screen/healthdoll/healthdoll = null
var/use_me = 1 //Allows all mobs to use the me verb by default, will have to manually specify they cannot
var/damageoverlaytemp = 0
var/computer_id = null
var/lastattacker = null
var/lastattacked = null
var/list/attack_log = list( )
var/list/debug_log = null
var/last_log = 0
var/obj/machinery/machine = null
var/other_mobs = null
var/memory = ""
var/atom/movable/pulling = null
var/next_move = null
var/notransform = null //Carbon
var/other = 0.0
var/hand = null
var/real_name = null
var/flavor_text = ""
var/med_record = ""
var/sec_record = ""
var/gen_record = ""
var/bhunger = 0 //Carbon
var/lying = 0
var/lying_prev = 0
var/canmove = 1
var/lastpuke = 0
var/unacidable = 0
var/can_strip = 1
var/list/languages = list() // For speaking/listening.
var/list/abilities = list() // For species-derived or admin-given powers.
var/list/speak_emote = list("says") // Verbs used when speaking. Defaults to 'say' if speak_emote is null.
var/emote_type = 1 // Define emote default type, 1 for seen emotes, 2 for heard emotes
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/bodytemperature = 310.055 //98.7 F
var/flying = 0
var/charges = 0.0
var/nutrition = NUTRITION_LEVEL_FED + 50 //Carbon
var/satiety = 0 //Carbon
var/hunger_drain = HUNGER_FACTOR // how quickly the mob gets hungry; largely utilized by species.
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/intent = null//Living
var/shakecamera = 0
var/a_intent = INTENT_HELP//Living
var/m_intent = MOVE_INTENT_RUN//Living
var/lastKnownIP = null
var/atom/movable/buckled = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/back = null//Human/Monkey
var/obj/item/tank/internal = null//Human/Monkey
var/obj/item/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/see_override = 0
var/datum/hud/hud_used = null
hud_possible = list(SPECIALROLE_HUD)
var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
var/list/grabbed_by = list()
var/list/requests = list()
var/list/mapobjs = list()
var/in_throw_mode = 0
var/emote_cd = 0 // Used to supress emote spamming. 1 if on CD, 2 if disabled by admin (manually set), else 0
var/job = null//Living
var/datum/dna/dna = null//Carbon
var/radiation = 0 //Carbon
var/list/mutations = list() //Carbon -- Doohl
//see: setup.dm for list of mutations
var/voice_name = "unidentifiable voice"
var/list/faction = list("neutral") //Used for checking whether hostile simple animals will attack you, possibly more stuff later
var/move_on_shuttle = 1 // Can move on the shuttle.
var/has_enabled_antagHUD = 0
var/antagHUD = 0
var/can_change_intents = 1 //all mobs can change intents by default.
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()
/* //Also unlike the spell list, this would only store the object in contents, not an object in itself.
Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if(proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
var/mob/living/carbon/LAssailant = null
var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
//Changlings, but can be used in other modes
// var/obj/effect/proc_holder/changpower/list/power_list = list()
//List of active diseases
var/list/viruses = list() // list of all diseases in a mob
var/list/resistances = list()
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/weakeyes = 0 //Are they vulnerable to flashes?
var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
var/atom/movable/remote_control //Calls relaymove() to whatever it is
var/remote_view = 0 // Set to 1 to prevent view resets on Life
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
var/datum/visibility_interface/visibility_interface = null // used by the visibility system to provide an interface for the visibility networks
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/has_limbs = 1 //Whether this mob have any limbs he can move with
//SSD var, changed it up some so people can have special things happen for different mobs when SSD.
var/player_logged = 0
var/turf/listed_turf = null //the current turf being examined in the stat panel
var/list/shouldnt_see = list(/atom/movable/lighting_overlay) //list of objects that this mob shouldn't see in the stat panel. this silliness is needed because of AI alt+click and cult blood runes
var/kills = 0
var/stance_damage = 0 //Whether this mob's ability to stand has been affected
var/list/active_genes = list()
var/last_movement = -100 // Last world.time the mob actually moved of its own accord.
var/last_logout = 0
var/resize = 1 //Badminnery resize
var/datum/vision_override/vision_type = null //Vision override datum.
var/list/permanent_huds = list()
var/list/actions = list()
var/list/progressbars = null //for stacking do_after bars
var/list/tkgrabbed_objects = list() // Assoc list of items to TK grabs
var/forced_look = null // This can either be a numerical direction or a soft object reference (UID). It makes the mob always face towards the selected thing.