mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-09 17:13:36 +00:00
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
186 lines
6.4 KiB
Plaintext
186 lines
6.4 KiB
Plaintext
// At minimum every mob has a hear_say proc.
|
|
|
|
/mob/proc/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
|
|
if(!client)
|
|
return 0
|
|
|
|
if(isobserver(src) && client.prefs.toggles & CHAT_GHOSTEARS)
|
|
if(speaker && !speaker.client && !(speaker in view(src)))
|
|
//Does the speaker have a client? It's either random stuff that observers won't care about (Experiment 97B says, 'EHEHEHEHEHEHEHE')
|
|
//Or someone snoring. So we make it where they won't hear it.
|
|
return 0
|
|
|
|
//make sure the air can transmit speech - hearer's side
|
|
var/turf/T = get_turf(src)
|
|
if(T && !isobserver(src))
|
|
var/datum/gas_mixture/environment = T.return_air()
|
|
var/pressure = environment ? environment.return_pressure() : 0
|
|
if(pressure < SOUND_MINIMUM_PRESSURE && get_dist(speaker, src) > 1)
|
|
return 0
|
|
|
|
if(pressure < ONE_ATMOSPHERE * 0.4) //sound distortion pressure, to help clue people in that the air is thin, even if it isn't a vacuum yet
|
|
italics = 1
|
|
sound_vol *= 0.5
|
|
|
|
if(sleeping || stat == UNCONSCIOUS)
|
|
hear_sleep(message)
|
|
return 0
|
|
|
|
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
|
|
if(language && (language.flags & NONVERBAL))
|
|
if(!has_vision(information_only = TRUE)) //blind people can't see dumbass
|
|
message = stars(message)
|
|
|
|
if(!speaker || !(speaker in view(src)))
|
|
message = stars(message)
|
|
|
|
if(!say_understands(speaker, language))
|
|
if(isanimal(speaker))
|
|
var/mob/living/simple_animal/S = speaker
|
|
if(S.speak.len)
|
|
message = pick(S.speak)
|
|
else
|
|
message = stars(message)
|
|
else
|
|
if(language)
|
|
message = language.scramble(message)
|
|
else
|
|
message = stars(message)
|
|
|
|
var/speaker_name = speaker.name
|
|
if(ishuman(speaker))
|
|
var/mob/living/carbon/human/H = speaker
|
|
speaker_name = H.GetVoice()
|
|
|
|
if(italics)
|
|
message = "<i>[message]</i>"
|
|
|
|
var/track = null
|
|
if(isobserver(src))
|
|
if(italics && client.prefs.toggles & CHAT_GHOSTRADIO)
|
|
return
|
|
if(speaker_name != speaker.real_name && speaker.real_name)
|
|
speaker_name = "[speaker.real_name] ([speaker_name])"
|
|
track = "([ghost_follow_link(speaker, ghost=src)]) "
|
|
if(client.prefs.toggles & CHAT_GHOSTEARS && speaker in view(src))
|
|
message = "<b>[message]</b>"
|
|
|
|
if(!can_hear())
|
|
if(!language || !(language.flags & INNATE)) // INNATE is the flag for audible-emote-language, so we don't want to show an "x talks but you cannot hear them" message if it's set
|
|
if(speaker == src)
|
|
to_chat(src, "<span class='warning'>You cannot hear yourself speak!</span>")
|
|
else
|
|
to_chat(src, "<span class='name'>[speaker_name]</span>[speaker.GetAltName()] talks but you cannot hear [speaker.p_them()].")
|
|
else
|
|
if(language)
|
|
to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[speaker.GetAltName()] [track][language.format_message(message, verb)]</span>")
|
|
else
|
|
to_chat(src, "<span class='game say'><span class='name'>[speaker_name]</span>[speaker.GetAltName()] [track][verb], <span class='message'><span class='body'>\"[message]\"</span></span></span>")
|
|
if(speech_sound && (get_dist(speaker, src) <= world.view && src.z == speaker.z))
|
|
var/turf/source = speaker? get_turf(speaker) : get_turf(src)
|
|
src.playsound_local(source, speech_sound, sound_vol, 1)
|
|
|
|
|
|
/mob/proc/hear_radio(var/message, var/verb = "says", var/datum/language/language = null, var/part_a, var/part_b, var/mob/speaker = null, var/hard_to_hear = 0, var/vname = "", var/atom/follow_target)
|
|
if(!client)
|
|
return
|
|
|
|
if(sleeping || stat == UNCONSCIOUS) //If unconscious or sleeping
|
|
hear_sleep(message)
|
|
return
|
|
|
|
var/track = null
|
|
if(!follow_target)
|
|
follow_target = speaker
|
|
|
|
//non-verbal languages are garbled if you can't see the speaker. Yes, this includes if they are inside a closet.
|
|
if(language && (language.flags & NONVERBAL))
|
|
if(!has_vision(information_only=TRUE)) //blind people can't see dumbass
|
|
message = stars(message)
|
|
|
|
if(!speaker || !(speaker in view(src)))
|
|
message = stars(message)
|
|
|
|
if(!say_understands(speaker, language))
|
|
if(isanimal(speaker))
|
|
var/mob/living/simple_animal/S = speaker
|
|
if(S.speak && S.speak.len)
|
|
message = pick(S.speak)
|
|
else
|
|
return
|
|
else
|
|
if(language)
|
|
message = language.scramble(message)
|
|
else
|
|
message = stars(message)
|
|
|
|
if(hard_to_hear)
|
|
message = stars(message)
|
|
|
|
var/speaker_name = handle_speaker_name(speaker, vname, hard_to_hear)
|
|
track = handle_track(message, verb, language, speaker, speaker_name, follow_target, hard_to_hear)
|
|
|
|
var/formatted
|
|
if(language)
|
|
formatted = language.format_message_radio(message, verb)
|
|
else
|
|
formatted = "[verb], <span class=\"body\">\"[message]\"</span>"
|
|
if(!can_hear())
|
|
if(prob(20))
|
|
to_chat(src, "<span class='warning'>You feel your headset vibrate but can hear nothing from it!</span>")
|
|
else if(track)
|
|
to_chat(src, "[part_a][track][part_b][formatted]</span></span>")
|
|
else
|
|
to_chat(src, "[part_a][speaker_name][part_b][formatted]</span></span>")
|
|
|
|
/mob/proc/handle_speaker_name(var/mob/speaker = null, var/vname, var/hard_to_hear)
|
|
var/speaker_name = "unknown"
|
|
if(speaker)
|
|
speaker_name = speaker.name
|
|
|
|
if(vname)
|
|
speaker_name = vname
|
|
|
|
if(hard_to_hear)
|
|
speaker_name = "unknown"
|
|
|
|
return speaker_name
|
|
|
|
/mob/proc/handle_track(var/message, var/verb = "says", var/datum/language/language, var/mob/speaker = null, var/speaker_name, var/atom/follow_target, var/hard_to_hear)
|
|
return
|
|
|
|
/mob/proc/hear_signlang(var/message, var/verb = "gestures", var/datum/language/language, var/mob/speaker = null)
|
|
if(!client)
|
|
return
|
|
|
|
if(say_understands(speaker, language))
|
|
message = "<B>[src]</B> [verb], \"[message]\""
|
|
else
|
|
message = "<B>[src]</B> [verb]."
|
|
|
|
if(src.status_flags & PASSEMOTES)
|
|
for(var/obj/item/holder/H in src.contents)
|
|
H.show_message(message)
|
|
for(var/mob/living/M in src.contents)
|
|
M.show_message(message)
|
|
src.show_message(message)
|
|
|
|
/mob/proc/hear_sleep(var/message)
|
|
var/heard = ""
|
|
if(prob(15))
|
|
message = strip_html_properly(message)
|
|
var/list/punctuation = list(",", "!", ".", ";", "?")
|
|
var/list/messages = splittext(message, " ")
|
|
var/R = rand(1, messages.len)
|
|
var/heardword = messages[R]
|
|
if(copytext(heardword,1, 1) in punctuation)
|
|
heardword = copytext(heardword,2)
|
|
if(copytext(heardword,-1) in punctuation)
|
|
heardword = copytext(heardword,1,lentext(heardword))
|
|
heard = "<span class = 'game_say'>...You hear something about...[heardword]</span>"
|
|
|
|
else
|
|
heard = "<span class = 'game_say'>...<i>You almost hear someone talking</i>...</span>"
|
|
|
|
to_chat(src, heard)
|