mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-28 19:21:48 +00:00
The primary function of this is a new button in the "Preferences" tab - Set View Range. This functions similarly to the admin verb "Change View Range", but it only allows you to set view ranges lower than the normal world.view. Full changelog: - Added ViewMods system to clients. - Everything that wants to change client.view should do it through this system. - Currently used by the Set View Range button and Marauders. - Stretch mode is set to stretch when active, but the original setting is preserved, as long as you set it with no ViewMods enabled. - The basic way this works is that it keeps track of /datum/viewmods on /clients, and whenever one is added or removed, it picks the highest view range out of all of them and sets the client's vision to that. This effectively means that, if you, say, set your view range to 5x5, and get into a Marauder and use the "zoom" button, it will always go to the marauder's zoom level. - The HUD is set to minimal mode for any view ranges below world.view, which means you only get absolutely critical buttons. - It's set to invisible if you go down to view range 1 or 2, because the buttons can't fit on the screen at those view ranges. - Removed canvas examine option. Just zoom in yourself!
455 lines
11 KiB
Plaintext
455 lines
11 KiB
Plaintext
/mob/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0)
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return 1
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if(istype(mover, /obj/item/projectile) || mover.throwing)
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return (!density || lying)
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if(mover.checkpass(PASSMOB))
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return 1
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if(buckled == mover)
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return 1
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if(ismob(mover))
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var/mob/moving_mob = mover
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if((other_mobs && moving_mob.other_mobs))
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return 1
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if(mover == buckled_mob)
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return 1
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return (!mover.density || !density || lying)
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//The byond version of these verbs wait for the next tick before acting.
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// instant verbs however can run mid tick or even during the time between ticks.
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/client/verb/moveup()
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set name = ".moveup"
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set instant = 1
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Move(get_step(mob, NORTH), NORTH)
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/client/verb/movedown()
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set name = ".movedown"
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set instant = 1
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Move(get_step(mob, SOUTH), SOUTH)
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/client/verb/moveright()
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set name = ".moveright"
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set instant = 1
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Move(get_step(mob, EAST), EAST)
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/client/verb/moveleft()
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set name = ".moveleft"
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set instant = 1
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Move(get_step(mob, WEST), WEST)
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/client/Northeast()
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swap_hand()
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return
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/client/Southeast()
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attack_self()
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return
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/client/Southwest()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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else if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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var/module = R.get_selected_module()
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if(!module)
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to_chat(usr, "<span class='warning'>You have no module selected.</span>")
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return
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R.cycle_modules()
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R.uneq_numbered(module)
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else
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to_chat(usr, "<span class='warning'>This mob type cannot throw items.</span>")
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return
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/client/Northwest()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(!C.get_active_hand())
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to_chat(usr, "<span class='warning'>You have nothing to drop in your hand.</span>")
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return
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drop_item()
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else if(isrobot(usr))
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var/mob/living/silicon/robot/R = usr
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if(!R.get_selected_module())
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to_chat(usr, "<span class='warning'>You have no module selected.</span>")
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return
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R.deselect_module(R.get_selected_module())
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else
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to_chat(usr, "<span class='warning'>This mob type cannot drop items.</span>")
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return
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//This gets called when you press the delete button.
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/client/verb/delete_key_pressed()
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set hidden = 1
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if(!usr.pulling)
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to_chat(usr, "<span class='notice'>You are not pulling anything.</span>")
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return
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usr.stop_pulling()
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/client/verb/swap_hand()
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set hidden = 1
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if(istype(mob, /mob/living/carbon))
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mob:swap_hand()
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if(istype(mob,/mob/living/silicon/robot))
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var/mob/living/silicon/robot/R = mob
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R.cycle_modules()
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return
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/client/verb/attack_self()
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set hidden = 1
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if(mob)
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mob.mode()
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return
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/client/verb/toggle_throw_mode()
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set hidden = 1
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if(iscarbon(mob))
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var/mob/living/carbon/C = mob
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C.toggle_throw_mode()
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else
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to_chat(usr, "<span class='danger'>This mob type cannot throw items.</span>")
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/client/verb/drop_item()
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set hidden = 1
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if(!isrobot(mob))
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mob.drop_item_v()
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return
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/client/Center()
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/* No 3D movement in 2D spessman game. dir 16 is Z Up
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if(isobj(mob.loc))
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var/obj/O = mob.loc
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if(mob.canmove)
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return O.relaymove(mob, 16)
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*/
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return
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/client/proc/Move_object(direct)
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if(mob && mob.control_object)
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if(mob.control_object.density)
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step(mob.control_object, direct)
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if(!mob.control_object)
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return
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mob.control_object.setDir(direct)
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else
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mob.control_object.forceMove(get_step(mob.control_object, direct))
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return
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/client/Move(n, direct)
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if(world.time < move_delay)
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return
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move_delay = world.time + world.tick_lag //this is here because Move() can now be called multiple times per tick
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if(!mob || !mob.loc)
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return 0
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if(mob.notransform)
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return 0 //This is sota the goto stop mobs from moving var
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if(mob.control_object)
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return Move_object(direct)
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if(!isliving(mob))
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return mob.Move(n, direct)
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if(mob.stat == DEAD)
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mob.ghostize()
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return 0
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if(moving)
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return 0
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if(isliving(mob))
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var/mob/living/L = mob
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if(L.incorporeal_move)//Move though walls
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Process_Incorpmove(direct)
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return
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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if(isAI(mob))
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if(istype(mob.loc, /obj/item/device/aicard))
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var/obj/O = mob.loc
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return O.relaymove(mob, direct) // aicards have special relaymove stuff
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return AIMove(n, direct, mob)
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if(Process_Grab())
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return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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if(!mob.canmove)
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return
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if(!mob.lastarea)
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mob.lastarea = get_area(mob.loc)
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(!mob.Process_Spacemove(direct))
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return 0
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if(mob.restrained()) // Why being pulled while cuffed prevents you from moving
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for(var/mob/M in orange(1, mob))
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if(M.pulling == mob)
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if(!M.incapacitated() && mob.Adjacent(M))
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to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
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move_delay = world.time + 10
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return 0
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else
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M.stop_pulling()
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//We are now going to move
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moving = 1
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move_delay = mob.movement_delay() + world.time
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mob.last_movement = world.time
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if(locate(/obj/item/weapon/grab, mob))
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move_delay = max(move_delay, world.time + 7)
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var/list/L = mob.ret_grab()
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if(istype(L, /list))
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if(L.len == 2)
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L -= mob
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var/mob/M = L[1]
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if(M)
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if((get_dist(mob, M) <= 1 || M.loc == mob.loc))
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var/turf/prev_loc = mob.loc
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. = ..()
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if(M && isturf(M.loc)) // Mob may get deleted during parent call
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var/diag = get_dir(mob, M)
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if((diag - 1) & diag)
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else
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diag = null
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if((get_dist(mob, M) > 1 || diag))
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step(M, get_dir(M.loc, prev_loc))
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else
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for(var/mob/M in L)
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M.other_mobs = 1
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if(mob != M)
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M.animate_movement = 3
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for(var/mob/M in L)
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spawn(0)
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step(M, direct)
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return
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spawn(1)
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M.other_mobs = null
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M.animate_movement = 2
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return
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else if(mob.confused)
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step(mob, pick(cardinal))
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else
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. = ..()
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for(var/obj/item/weapon/grab/G in mob)
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if(G.state == GRAB_NECK)
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mob.setDir(reverse_dir[direct])
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G.adjust_position()
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for(var/obj/item/weapon/grab/G in mob.grabbed_by)
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G.adjust_position()
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moving = 0
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if(mob && .)
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if(mob.throwing)
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mob.throwing.finalize(FALSE)
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for(var/obj/O in mob)
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O.on_mob_move(direct, mob)
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are being grabbed and if so attemps to break it
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/client/proc/Process_Grab()
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if(mob.grabbed_by.len)
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var/list/grabbing = list()
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if(istype(mob.l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.l_hand
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grabbing += G.affecting
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if(istype(mob.r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.r_hand
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grabbing += G.affecting
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for(var/X in mob.grabbed_by)
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var/obj/item/weapon/grab/G = X
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switch(G.state)
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if(GRAB_PASSIVE)
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if(!grabbing.Find(G.assailant)) //moving always breaks a passive grab unless we are also grabbing our grabber.
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qdel(G)
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if(GRAB_AGGRESSIVE)
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move_delay = world.time + 10
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if(!prob(25))
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return 1
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mob.visible_message("<span class='danger'>[mob] has broken free of [G.assailant]'s grip!</span>")
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qdel(G)
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if(GRAB_NECK)
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move_delay = world.time + 10
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if(!prob(5))
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return 1
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mob.visible_message("<span class='danger'>[mob] has broken free of [G.assailant]'s headlock!</span>")
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qdel(G)
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return 0
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///Process_Incorpmove
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///Called by client/Move()
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///Allows mobs to run though walls
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/client/proc/Process_Incorpmove(direct)
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var/turf/mobloc = get_turf(mob)
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if(!isliving(mob))
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return
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(1)
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L.forceMove(get_step(L, direct))
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L.dir = direct
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if(2)
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if(prob(50))
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var/locx
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var/locy
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switch(direct)
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if(NORTH)
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locx = mobloc.x
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locy = (mobloc.y+2)
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if(locy>world.maxy)
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return
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if(SOUTH)
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locx = mobloc.x
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locy = (mobloc.y-2)
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if(locy<1)
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return
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if(EAST)
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locy = mobloc.y
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locx = (mobloc.x+2)
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if(locx>world.maxx)
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return
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if(WEST)
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locy = mobloc.y
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locx = (mobloc.x-2)
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if(locx<1)
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return
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else
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return
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L.forceMove(locate(locx,locy,mobloc.z))
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spawn(0)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, L.loc))
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spawn(0)
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anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
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limit--
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if(limit<=0) break
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else
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spawn(0)
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anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
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L.forceMove(get_step(L, direct))
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L.dir = direct
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if(3) //Incorporeal move, but blocked by holy-watered tiles
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var/turf/simulated/floor/stepTurf = get_step(L, direct)
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if(stepTurf.flags & NOJAUNT)
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to_chat(L, "<span class='warning'>Holy energies block your path.</span>")
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L.notransform = 1
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spawn(2)
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L.notransform = 0
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else
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L.forceMove(get_step(L, direct))
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L.dir = direct
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return 1
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///Process_Spacemove
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///Called by /client/Move()
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///For moving in space
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///Return 1 for movement 0 for none
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/mob/Process_Spacemove(movement_dir = 0)
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if(..())
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return 1
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var/atom/movable/backup = get_spacemove_backup()
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if(backup)
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if(istype(backup) && movement_dir && !backup.anchored)
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var/opposite_dir = turn(movement_dir, 180)
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if(backup.newtonian_move(opposite_dir)) //You're pushing off something movable, so it moves
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to_chat(src, "<span class='notice'>You push off of [backup] to propel yourself.</span>")
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return 1
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return 0
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/mob/get_spacemove_backup()
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for(var/A in orange(1, get_turf(src)))
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if(isarea(A))
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continue
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else if(isturf(A))
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var/turf/turf = A
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if(istype(turf, /turf/space))
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continue
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if(!turf.density && !mob_negates_gravity())
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continue
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return A
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else
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var/atom/movable/AM = A
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if(AM == buckled) //Kind of unnecessary but let's just be sure
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continue
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if(!AM.CanPass(src) || AM.density)
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if(AM.anchored)
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return AM
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if(pulling == AM)
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continue
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. = AM
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/mob/proc/mob_has_gravity(turf/T)
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return has_gravity(src, T)
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/mob/proc/mob_negates_gravity()
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return 0
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/mob/proc/Move_Pulled(atom/A)
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if(!canmove || restrained() || !pulling)
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return
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if(pulling.anchored)
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return
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if(!pulling.Adjacent(src))
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return
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if(A == loc && pulling.density)
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return
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if(!Process_Spacemove(get_dir(pulling.loc, A)))
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return
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if(ismob(pulling))
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var/mob/M = pulling
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var/atom/movable/t = M.pulling
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M.stop_pulling()
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step(pulling, get_dir(pulling.loc, A))
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if(M)
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M.start_pulling(t)
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else
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step(pulling, get_dir(pulling.loc, A))
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return
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/mob/proc/update_gravity()
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return
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