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* Add raw tg emote datums * Some more initial implementation * First (big) commit * More reworks, most emotes seem to work but cooldowns are weird * Add the remaining emote species * Add simple mobs * Update defines, add more comments * Remove unnecessary intentional calls * Fix some bugs, add more functionality - Silicon mobs/bots can't use all the living emotes - Sound volume can now be specified for emotes - Added a define for emotes to not go thru runechat - Reorganized some emotes - Some human emotes that need breath will gasp - IPCs can beep boop - Restore power warn for robits - Sneezing and coughing have sound effects * Fixes emote species separation not working in *help * Reorganize emotes based on what's available on paradise * mouthful mode * Update implants to use emote signals * Update species whitelist to use a typecache * Cleanups * More small changes - Remove old extraneous typecache - Reconfigure drask emotes - Make all mime emotes visible (since they're silent) * Remove old emote functions * Update emote sounds, volume * Rework more emotes into EMOTE_VISIBLE * *rumble* * More slight testing and cleanup - Drop audio emote cooldown from 10 to 5 seconds - Change clapping behaivor slightly, putting it into run_emote - Update some emote flags here and there - Fix up johnny, though remind me why this one exists? * Fix indentation, missing typecast * fix some returns * More review * Rename emote files * Add'l review * Even more emote fixes! - Move defines out into an emote define file - Integrate audio and general emote cooldowns - change some 1 and 2 into visible/audible - Try to fix monkey screech * Add ability for admins to mute users' emotes. * Rename cooldowns, add general mob emote cooldown. * Fix flip not always geting the right message * Add some emote target handling, docs * Fix admin rights, indentation * Update emote.dm set default mode to ANY * General implant fixes - The way implant triggers are handled is now improved, with separate checks for death and emotes instead of just checking deathgasp. - Implants can choose to be triggered for the first death or for every death. - Voice of God play dead now activates sad trombone read: voice of god can now no longer lowtiergod nukies * Bunch of other changes and bugfixes - Adds number flag for behavior - Reworks how muzzling/vocalizing emotes works - Breaks out sound effects - Drops cooldown to 1.5s * Fix people being able to snore/nightmare while awake. * Bump paralysis on living emotes * First review pass * Clean up implants (while we're here) and fix compile errors * in living error * More outstanding review fixes * use more isx() checks * Add pre-emote signal, try_run_emote() * Prevent silicons from playing their deathgasp multiple times * Add emote postfix behavior for adding parameters to non-message params. Also adds a signal to intercept emote actions. * Fix linter complaints * Remove new player checks on GLOB.dead_mob_list * Fix species emotes not being distinguished, remove weird legacy code * monkey ball * better docs == better code * Fix audio cooldown, silicon emotes * Fix ghost emotes (don't worry they're staying) * Restore spin to 2 seconds * oh johnny boy * Make fainting last two seconds instead of .2 seconds * Remove extra highfive message * Tick friendly emotes * Fix up friendly emotes, ghost emotes * Add some emote message safeguards, prevent flip from showing twice * Fix ghost vision message format * Fix hands_use_check on non-carbon mobs * Bring emotes in line with say re. oxyloss * Add option for death implants to not trigger on gib * Try adding some unit testing * Include emote unit tests * More attempts at unit testing * More attempts at unit testing? * forget it this is fine * Housekeeping * Little bit more * Remove extra bolding from ghostsight emotes * More sanity checks, fix snore * Remove stack trace when unintentional emote fails * Update code/modules/mob/living/silicon/silicon_emote.dm oops Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * More implant cleanups * Oh I missed this * Silence wagging, more review fixes * Oops 2 * ensure everything can swear * High-five fixes and status effect stuff - Adds new on_timeout() function that gets triggered when a status effect expires - Fixes up passing arguments to status effects - Ensures high-five explosions don't kill the wizards * More review stuff - Add a stat to text to make things easier - Make it harder to delete emotes - BIG DANGER - pose can no longer be set while unconscious * Remove extra high five logic, godmode changes * forgor * Fix gasp not working * Update docs for good measure * Some review and custom emote fixes * Fixes death alarms being broken * Better handle stat_allowed, more review comments. * ..() conventions * This is why unit tests are nice * Remove drone snowflake emote stuff * Linting * No more flipping on the ground * Snap doesn't require hands free * Does it make complete sense? no, but it's Fun * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> * Fix revenant messages, power warning * epic webedit fail, laugh at this user Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
56 lines
1.6 KiB
Plaintext
56 lines
1.6 KiB
Plaintext
///DREAMS
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/mob/living/carbon/proc/dream()
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var/list/dreams = custom_dreams(GLOB.dream_strings, src)
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for(var/obj/item/bedsheet/sheet in loc)
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dreams += sheet.dream_messages
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var/list/dream_images = list()
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for(var/i in 1 to rand(3, rand(5, 10)))
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dream_images += pick_n_take(dreams)
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dreaming++
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for(var/i in 1 to dream_images.len)
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addtimer(CALLBACK(src, .proc/experience_dream, dream_images[i], FALSE), ((i - 1) * rand(30,60)))
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return TRUE
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/mob/living/carbon/proc/custom_dreams(list/dreamlist, mob/user)
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var/list/newlist = dreamlist.Copy()
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for(var/i in 1 to newlist.len)
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newlist[i] = replacetext(newlist[i], "DREAMER", "[user.name]")
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return newlist
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//NIGHTMARES
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/mob/living/carbon/proc/nightmare()
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var/list/nightmares = custom_dreams(GLOB.nightmare_strings, src)
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for(var/obj/item/bedsheet/sheet in loc)
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nightmares += sheet.nightmare_messages
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var/list/dream_images = list()
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for(var/i in 1 to rand(3, rand(5, 10)))
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dream_images += pick_n_take(nightmares)
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nightmare++
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for(var/i in 1 to dream_images.len)
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addtimer(CALLBACK(src, .proc/experience_dream, dream_images[i], TRUE), ((i - 1) * rand(30,60)))
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return TRUE
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/mob/living/carbon/proc/handle_dreams()
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if(client && !dreaming && prob(5))
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dream()
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else if(client && !nightmare && prob(2))
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nightmare()
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if(ishuman(src))
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if(prob(10))
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emote("nightmare")
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/mob/living/carbon/proc/experience_dream(dream_image, isNightmare)
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dreaming--
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nightmare--
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if(stat != UNCONSCIOUS || InCritical())
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return
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if(isNightmare)
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dream_image = "<span class='cultitalic'>[dream_image]</span>"
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to_chat(src, "<span class='notice'><i>... [dream_image] ...</i></span>")
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