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Paradise/code/modules/mob/mob_emote.dm
Charlie bead47ea29 Adds crawling. (#17899)
* crawling?

* knockdown. CONTAINS CHANGES THAT NEED REVERTING

* plotting can_moves death

* CANMOVE IS DEAD

* mappers are insane

* removes todos as the are todone

* decreases crawling speed

* silly-con fixes

* surgery fixes

* fixes death

* pAI fixes

* removes var/lying

* runtime fix

* decreases default crawling speed

* correct crawling dir

* some more fixes

* stunbaton tweak, revert later

* rejuv fix

* restraint and incapacitated refactor

* crawling dir in line with TG

* fixes vehicle movement and grabs

* alien rest fixes

* antistun fixes

* fixed fall sounds

* forgor to stage this

* first review

* canmove zombie dispersal

* fix

* lots of fixes

* defines

* fixes the trait helper

* if you got no legs you can still crawl

* sillyconfix

* no reverty keepy

* jaunt fix

* hopefully fixes perma sleepy zzz

* admin rejuv temp fix

* rest canceling

* antistun chems now remove knockdown

* buckle offset fix

* fixes some stuff

* crawling delay = 4

* descuffs bed

* sleeping hotfix

* fixes simple mob resting

* V is the macro for resting

* projectiles no dodgy

* refines the projectile check

* god I hate strings

* MORE FIXES

* I hate buckling

* fixes capulettium plus

* winding down

* farie review

* bugs did stop showing up

* SEAN

* todo

* sean review

* ed209

* i HATE cyborgs

* steel review

* laaaaaast things

* reverts stun baton changes

* and done
2022-06-30 11:57:52 -05:00

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// The datum in use is defined in code/datums/emotes.dm
/**
* Send an emote.
*
* * emote_key: Key of the emote being triggered
* * m_type: Type of the emote, like EMOTE_AUDIBLE. If this is not null, the default type of the emote will be overridden.
* * message: Custom parameter for the emote. This should be used if you want to pass something like a target programmatically.
* * intentional: Whether or not the emote was deliberately triggered by the mob. If true, it's forced, which skips some checks when calling the emote.
* * force_silence: If true, unusable/nonexistent emotes will not notify the user.
*/
/mob/proc/emote(emote_key, type_override = null, message = null, intentional = FALSE, force_silence = FALSE)
emote_key = lowertext(emote_key)
var/param = message
var/custom_param_offset = findtext(emote_key, EMOTE_PARAM_SEPARATOR, 1, null)
if(custom_param_offset)
param = copytext(emote_key, custom_param_offset + length(emote_key[custom_param_offset]))
emote_key = copytext(emote_key, 1, custom_param_offset)
var/list/key_emotes = GLOB.emote_list[emote_key]
if(!length(key_emotes))
if(intentional && !force_silence)
to_chat(src, "<span class='notice'>'[emote_key]' emote does not exist. Say *help for a list.</span>")
else if(!intentional)
CRASH("Emote with key [emote_key] was attempted to be called, though doesn't exist!")
return FALSE
var/silenced = FALSE
for(var/datum/emote/P in key_emotes)
if(!P.check_cooldown(src, intentional))
// if an emote's on cooldown, don't spam them with messages of not being able to use it
silenced = TRUE
continue
if(P.try_run_emote(src, param, type_override, intentional))
return TRUE
if(intentional && !silenced && !force_silence)
to_chat(src, "<span class='notice'>Unusable emote '[emote_key]'. Say *help for a list.</span>")
return FALSE
/**
* Perform a custom emote.
*
* * m_type: Type of message to send.
* * message: Content of the message. If none is provided, the user will be prompted to choose the input.
* * intentional: Whether or not the user intendeded to perform the emote.
*/
/mob/proc/custom_emote(m_type = EMOTE_VISIBLE, message = null, intentional = FALSE)
var/input = ""
if(!message && !client)
CRASH("An empty custom emote was called from a client-less mob.")
else if (!message)
input = sanitize(copytext(input(src,"Choose an emote to display.") as text|null, 1, MAX_MESSAGE_LEN))
else
input = message
emote("me", m_type, input, intentional)
/**
* Get a list of all emote keys usable by the current mob.
*
* * intentional_use: Whether or not to check based on if the action was intentional.
*/
/mob/proc/usable_emote_keys(intentional_use = TRUE)
var/list/all_keys = list()
for(var/key in GLOB.emote_list)
for(var/datum/emote/P in GLOB.emote_list[key])
if(P.key in all_keys)
continue
if(P.can_run_emote(src, status_check = FALSE, intentional = null))
all_keys += P.key
if(P.key_third_person)
all_keys += P.key_third_person
return all_keys
/datum/emote/help
key = "help"
mob_type_ignore_stat_typecache = list(/mob/dead/observer, /mob/living/silicon/ai)
/datum/emote/help/run_emote(mob/user, params, type_override, intentional)
. = ..()
var/list/base_keys = list()
var/list/all_keys = list()
var/list/species_emotes = list()
var/list/message = list("Available emotes, you can use them with say \"*emote\": ")
var/mob/living/carbon/human/H = user
for(var/key in GLOB.emote_list)
for(var/datum/emote/P in GLOB.emote_list[key])
var/full_key = P.key
if(P.key in all_keys)
continue
if(P.can_run_emote(user, status_check = FALSE, intentional = TRUE))
if(P.message_param && P.param_desc)
// Add our parameter description, like flap-user
full_key = P.key + "\[[EMOTE_PARAM_SEPARATOR][P.param_desc]\]"
if(istype(H) && P.species_type_whitelist_typecache && H.dna && is_type_in_typecache(H.dna.species, P.species_type_whitelist_typecache))
species_emotes += full_key
else
base_keys += full_key
all_keys += P.key
base_keys = sortList(base_keys)
message += base_keys.Join(", ")
message += "."
message = message.Join("")
if(length(species_emotes) > 0)
species_emotes = sortList(species_emotes)
message += "\n<u>[user?.dna?.species.name] specific emotes</u> :- "
message += species_emotes.Join(", ")
message += "."
to_chat(user, message)
/datum/emote/flip
key = "flip"
key_third_person = "flips"
message = "does a flip!"
hands_use_check = TRUE
emote_type = EMOTE_VISIBLE | EMOTE_FORCE_NO_RUNECHAT // don't need an emote to see that
mob_type_allowed_typecache = list(/mob/living, /mob/dead/observer) // okay but what if we allowed ghosts to flip as well
mob_type_blacklist_typecache = list(/mob/living/carbon/brain, /mob/camera, /mob/living/silicon/ai)
mob_type_ignore_stat_typecache = list(/mob/dead/observer)
/datum/emote/flip/run_emote(mob/user, params, type_override, intentional)
if(isobserver(user))
user.SpinAnimation(5, 1)
return TRUE
var/mob/living/L = user
if(IS_HORIZONTAL(L))
message = "flops and flails around on the floor."
return ..()
else if(params)
message_param = "flips in %t's general direction."
else if(ishuman(user))
var/mob/living/carbon/human/H = user
if(istype(H.get_active_hand(), /obj/item/grab))
var/obj/item/grab/G = H.get_active_hand()
if(G && G.affecting)
if(H.buckled || G.affecting.buckled)
to_chat(user, "<span class='warning'>[G.affecting] is buckled, you can't flip around [G.affecting.p_them()]!</span>")
return TRUE
var/turf/oldloc = user.loc
var/turf/newloc = G.affecting.loc
if(isturf(oldloc) && isturf(newloc))
user.SpinAnimation(5, 1)
user.glide_for(0.6 SECONDS) // This and the glide_for below are purely arbitrary. Pick something that looks aesthetically pleasing.
user.forceMove(newloc)
G.glide_for(0.6 SECONDS)
G.affecting.forceMove(oldloc)
message = "flips over [G.affecting]!"
return ..()
user.SpinAnimation(5, 1)
if(prob(5) && ishuman(user))
message = "attempts a flip and crashes to the floor!"
sleep(0.3 SECONDS)
if(istype(L))
L.Weaken(4 SECONDS)
return ..()
. = ..()
/datum/emote/spin
key = "spin"
key_third_person = "spins"
hands_use_check = TRUE
emote_type = EMOTE_VISIBLE | EMOTE_FORCE_NO_RUNECHAT
mob_type_allowed_typecache = list(/mob/living, /mob/dead/observer)
mob_type_blacklist_typecache = list(/mob/living/carbon/brain, /mob/camera, /mob/living/silicon/ai)
mob_type_ignore_stat_typecache = list(/mob/dead/observer)
cooldown = 2 SECONDS // how long the spin takes, any faster and mobs can spin
/datum/emote/spin/run_emote(mob/user, params, type_override, intentional)
. = ..()
if(!.)
return FALSE
if(prob(95) || isobserver(user) || !ishuman(user))
user.spin(20, 1)
return TRUE
user.spin(32, 1)
to_chat(user, "<span class='warning'>You spin too much!</span>")
var/mob/living/L = user
if(istype(L))
L.Dizzy(24 SECONDS)
L.Confused(24 SECONDS)