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Paradise/code/__HELPERS/mobs.dm
T
Krausus 56f6b3a14e Adds multi-mob warning to admin click shortcuts
Also, cleans up admin_mob_info code a bit
2016-07-28 17:02:46 -04:00

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proc/random_underwear(gender, species = "Human")
var/list/pick_list = list()
switch(gender)
if(MALE) pick_list = underwear_m
if(FEMALE) pick_list = underwear_f
else pick_list = underwear_list
return pick_species_allowed_underwear(pick_list, species)
proc/random_undershirt(gender, species = "Human")
var/list/pick_list = list()
switch(gender)
if(MALE) pick_list = undershirt_m
if(FEMALE) pick_list = undershirt_f
else pick_list = undershirt_list
return pick_species_allowed_underwear(pick_list, species)
proc/random_socks(gender, species = "Human")
var/list/pick_list = list()
switch(gender)
if(MALE) pick_list = socks_m
if(FEMALE) pick_list = socks_f
else pick_list = socks_list
return pick_species_allowed_underwear(pick_list, species)
proc/pick_species_allowed_underwear(list/all_picks, species)
var/list/valid_picks = list()
for(var/test in all_picks)
var/datum/sprite_accessory/S = all_picks[test]
if(!(species in S.species_allowed))
continue
valid_picks += test
if(!valid_picks.len) valid_picks += "Nude"
return pick(valid_picks)
proc/random_hair_style(var/gender, species = "Human")
var/h_style = "Bald"
var/list/valid_hairstyles = list()
for(var/hairstyle in hair_styles_list)
var/datum/sprite_accessory/S = hair_styles_list[hairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_hairstyles[hairstyle] = hair_styles_list[hairstyle]
if(valid_hairstyles.len)
h_style = pick(valid_hairstyles)
return h_style
proc/GetOppositeDir(var/dir)
switch(dir)
if(NORTH) return SOUTH
if(SOUTH) return NORTH
if(EAST) return WEST
if(WEST) return EAST
if(SOUTHWEST) return NORTHEAST
if(NORTHWEST) return SOUTHEAST
if(NORTHEAST) return SOUTHWEST
if(SOUTHEAST) return NORTHWEST
return 0
proc/random_facial_hair_style(var/gender, species = "Human")
var/f_style = "Shaved"
var/list/valid_facialhairstyles = list()
for(var/facialhairstyle in facial_hair_styles_list)
var/datum/sprite_accessory/S = facial_hair_styles_list[facialhairstyle]
if(gender == MALE && S.gender == FEMALE)
continue
if(gender == FEMALE && S.gender == MALE)
continue
if( !(species in S.species_allowed))
continue
valid_facialhairstyles[facialhairstyle] = facial_hair_styles_list[facialhairstyle]
if(valid_facialhairstyles.len)
f_style = pick(valid_facialhairstyles)
return f_style
proc/random_name(gender, species = "Human")
var/datum/species/current_species
if(species)
current_species = all_species[species]
if(!current_species || current_species.name == "Human")
if(gender==FEMALE)
return capitalize(pick(first_names_female)) + " " + capitalize(pick(last_names))
else
return capitalize(pick(first_names_male)) + " " + capitalize(pick(last_names))
else
return current_species.get_random_name(gender)
proc/random_skin_tone(species = "Human")
if(species == "Human" || species == "Drask")
switch(pick(60;"caucasian", 15;"afroamerican", 10;"african", 10;"latino", 5;"albino"))
if("caucasian") . = -10
if("afroamerican") . = -115
if("african") . = -165
if("latino") . = -55
if("albino") . = 34
else . = rand(-185, 34)
return min(max(. + rand(-25, 25), -185), 34)
else if(species == "Vox")
. = rand(1, 6)
return .
proc/skintone2racedescription(tone, species = "Human")
if(species == "Human")
switch(tone)
if(30 to INFINITY) return "albino"
if(20 to 30) return "pale"
if(5 to 15) return "light skinned"
if(-10 to 5) return "white"
if(-25 to -10) return "tan"
if(-45 to -25) return "darker skinned"
if(-65 to -45) return "brown"
if(-INFINITY to -65) return "black"
else return "unknown"
else if(species == "Vox")
switch(tone)
if(2) return "dark green"
if(3) return "brown"
if(4) return "gray"
if(5) return "emerald"
if(6) return "azure"
else return "green"
else
return "unknown"
proc/age2agedescription(age)
switch(age)
if(0 to 1) return "infant"
if(1 to 3) return "toddler"
if(3 to 13) return "child"
if(13 to 19) return "teenager"
if(19 to 30) return "young adult"
if(30 to 45) return "adult"
if(45 to 60) return "middle-aged"
if(60 to 70) return "aging"
if(70 to INFINITY) return "elderly"
else return "unknown"
/*
Proc for attack log creation, because really why not
1 argument is the actor
2 argument is the target of action
3 is the description of action(like punched, throwed, or any other verb)
4 is the tool with which the action was made(usually item)
5 is additional information, anything that needs to be added
6 is whether the attack should be logged to the log file and shown to admins
*/
proc/add_logs(mob/target, mob/user, what_done, var/object=null, var/addition=null, var/admin=1) //Victim : Attacker : what they did : what they did it with : extra notes
var/list/ignore=list("shaked","CPRed","grabbed","punched")
if(!user)
return
if(ismob(user))
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has [what_done] [key_name(target)][object ? " with [object]" : " "][addition]</font>")
if(ismob(target))
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [what_done] by [key_name(user)][object ? " with [object]" : " "][addition]</font>")
if(admin)
log_attack("<font color='red'>[key_name(user)] [what_done] [key_name(target)][object ? " with [object]" : " "][addition]</font>")
if(istype(target) && (target.client || target.player_logged))
if(what_done in ignore) return
if(target == user)return
if(!admin) return
msg_admin_attack("[key_name_admin(user)] [what_done] [key_name_admin(target)][object ? " with [object]" : " "][addition]")
/proc/do_mob(var/mob/user, var/mob/target, var/time = 30, var/uninterruptible = 0, progress = 1)
if(!user || !target)
return 0
var/user_loc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/target_loc = target.loc
var/holding = user.get_active_hand()
var/datum/progressbar/progbar
if(progress)
progbar = new(user, time, target)
var/endtime = world.time+time
var/starttime = world.time
. = 1
while(world.time < endtime)
sleep(1)
if(progress)
progbar.update(world.time - starttime)
if(!user || !target)
. = 0
break
if(uninterruptible)
continue
if(drifting && !user.inertia_dir)
drifting = 0
user_loc = user.loc
if((!drifting && user.loc != user_loc) || target.loc != target_loc || user.get_active_hand() != holding || user.incapacitated() || user.lying )
. = 0
break
if(progress)
qdel(progbar)
/proc/do_after(mob/user, delay, needhand = 1, atom/target = null, progress = 1)
if(!user)
return 0
var/atom/Tloc = null
if(target)
Tloc = target.loc
var/atom/Uloc = user.loc
var/drifting = 0
if(!user.Process_Spacemove(0) && user.inertia_dir)
drifting = 1
var/holding = user.get_active_hand()
var/holdingnull = 1 //User's hand started out empty, check for an empty hand
if(holding)
holdingnull = 0 //Users hand started holding something, check to see if it's still holding that
var/datum/progressbar/progbar
if(progress)
progbar = new(user, delay, target)
var/endtime = world.time + delay
var/starttime = world.time
. = 1
while(world.time < endtime)
sleep(1)
if(progress)
progbar.update(world.time - starttime)
if(drifting && !user.inertia_dir)
drifting = 0
Uloc = user.loc
if(!user || user.stat || user.weakened || user.stunned || (!drifting && user.loc != Uloc))
. = 0
break
if(Tloc && (!target || Tloc != target.loc))
. = 0
break
if(needhand)
//This might seem like an odd check, but you can still need a hand even when it's empty
//i.e the hand is used to pull some item/tool out of the construction
if(!holdingnull)
if(!holding)
. = 0
break
if(user.get_active_hand() != holding)
. = 0
break
if(progress)
qdel(progbar)
/proc/admin_mob_info(mob/M, mob/user = usr)
if(!ismob(M))
to_chat(user, "This can only be used on instances of type /mob")
return
var/location_description = ""
var/special_role_description = ""
var/health_description = ""
var/gender_description = ""
var/turf/T = get_turf(M)
//Location
if(isturf(T))
if(isarea(T.loc))
location_description = "([M.loc == T ? "at coordinates " : "in [M.loc] at coordinates "] [T.x], [T.y], [T.z] in area <b>[T.loc]</b>)"
else
location_description = "([M.loc == T ? "at coordinates " : "in [M.loc] at coordinates "] [T.x], [T.y], [T.z])"
//Job + antagonist
if(M.mind)
special_role_description = "Role: <b>[M.mind.assigned_role]</b>; Antagonist: <font color='red'><b>[M.mind.special_role]</b></font>; Has been rev: [(M.mind.has_been_rev)?"Yes":"No"]"
else
special_role_description = "Role: <i>Mind datum missing</i> Antagonist: <i>Mind datum missing</i>; Has been rev: <i>Mind datum missing</i>;"
//Health
if(isliving(M))
var/mob/living/L = M
var/status
switch(M.stat)
if(CONSCIOUS)
status = "Alive"
if(UNCONSCIOUS)
status = "<font color='orange'><b>Unconscious</b></font>"
if(DEAD)
status = "<font color='red'><b>Dead</b></font>"
health_description = "Status = [status]"
health_description += "<BR>Oxy: [L.getOxyLoss()] - Tox: [L.getToxLoss()] - Fire: [L.getFireLoss()] - Brute: [L.getBruteLoss()] - Clone: [L.getCloneLoss()] - Brain: [L.getBrainLoss()]"
else
health_description = "This mob type has no health to speak of."
//Gener
switch(M.gender)
if(MALE, FEMALE)
gender_description = "[M.gender]"
else
gender_description = "<font color='red'><b>[M.gender]</b></font>"
to_chat(user, "<b>Info about [M.name]:</b> ")
to_chat(user, "Mob type = [M.type]; Gender = [gender_description] Damage = [health_description]")
to_chat(user, "Name = <b>[M.name]</b>; Real_name = [M.real_name]; Mind_name = [M.mind?"[M.mind.name]":""]; Key = <b>[M.key]</b>;")
to_chat(user, "Location = [location_description];")
to_chat(user, "[special_role_description]")
to_chat(user, "(<a href='?src=\ref[usr];priv_msg=\ref[M]'>PM</a>) (<A HREF='?src=\ref[src];adminplayeropts=\ref[M]'>PP</A>) (<A HREF='?_src_=vars;Vars=\ref[M]'>VV</A>) (<A HREF='?src=\ref[src];subtlemessage=\ref[M]'>SM</A>) (<A HREF='?src=\ref[src];adminplayerobservefollow=\ref[M]'>FLW</A>) (<A HREF='?src=\ref[src];secretsadmin=check_antagonist'>CA</A>)")
// Gets the first mob contained in an atom, and warns the user if there's not exactly one
/proc/get_mob_in_atom_with_warning(atom/A, mob/user = usr)
if(!istype(A))
return null
if(ismob(A))
return A
. = null
for(var/mob/M in A)
if(!.)
. = M
else
to_chat(user, "<span class='warning'>Multiple mobs in [A], using first mob found...</span>")
break
if(!.)
to_chat(user, "<span class='warning'>No mob located in [A].</span>")