Files
Polaris/code/modules/mob/mob_helpers.dm
ShadowLarkens 54a8a5823d Saycode Overhaul -- Multilingualism (#6956)
* Port ParadiseSS13/Paradise#2100 - Saycode refactor

* Removed unused old carbon slimes code

* Port ParadiseSS13/Paradise#5099 - Saycode part 2

* Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages

* Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName()

* Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message

* Addressed Atermonera's review.

Translators now print the full message if they find any languages within the
message that the user doesn't understand, minus languages it cannot translate.

Additionally, the combine_message proc has been significantly simplified
by eliminating an ugly tree structure with the help of a little helper
proc.

The removal of the extra span inside each piece doesn't seem to have
visually changed the messages in any other way than changing where the
wordwrap happens, strangely enough. Must be something in IE's code being
picky about invisible elements. On the bright side, it splits *later*
than it did before, thus reducing the lines a message will take up by a
tiny amount.

Also, a bunch of things now have the 'filter_say' class from
PolarisSS13/Polaris#6998. Since span classes with no definition are
totally valid and just don't do anything, this PR does **not** depend on
that PR being merged first.

* Always gotta be one
2020-04-20 01:11:53 -07:00

688 lines
20 KiB
Plaintext

// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/isxenomorph(A)
if(istype(A, /mob/living/carbon/human))
var/mob/living/carbon/human/H = A
return istype(H.species, /datum/species/xenos)
return 0
/proc/issmall(A)
if(A && istype(A, /mob/living))
var/mob/living/L = A
return L.mob_size <= MOB_SMALL
return 0
//returns the number of size categories between two mob_sizes, rounded. Positive means A is larger than B
/proc/mob_size_difference(var/mob_size_A, var/mob_size_B)
return round(log(2, mob_size_A/mob_size_B), 1)
/mob/proc/can_wield_item(obj/item/W)
if(W.w_class >= ITEMSIZE_LARGE && issmall(src))
return FALSE //M is too small to wield this
return TRUE
/proc/istiny(A)
if(A && istype(A, /mob/living))
var/mob/living/L = A
return L.mob_size <= MOB_TINY
return 0
/proc/ismini(A)
if(A && istype(A, /mob/living))
var/mob/living/L = A
return L.mob_size <= MOB_MINISCULE
return 0
/mob/living/silicon/isSynthetic()
return 1
/mob/proc/isMonkey()
return 0
/mob/living/carbon/human/isMonkey()
return istype(species, /datum/species/monkey)
proc/isdeaf(A)
if(istype(A, /mob))
var/mob/M = A
return (M.sdisabilities & DEAF) || M.ear_deaf
return 0
/mob/proc/get_ear_protection()
return 0
/mob/proc/break_cloak()
return
/mob/proc/is_cloaked()
return FALSE
proc/hasorgans(A) // Fucking really??
return ishuman(A)
proc/iscuffed(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
if(C.handcuffed)
return 1
return 0
proc/hassensorlevel(A, var/level)
var/mob/living/carbon/human/H = A
if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
return U.sensor_mode >= level
return 0
proc/getsensorlevel(A)
var/mob/living/carbon/human/H = A
if(istype(H) && istype(H.w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = H.w_uniform
return U.sensor_mode
return SUIT_SENSOR_OFF
/proc/is_admin(var/mob/user)
return check_rights(R_ADMIN|R_EVENT, 0, user) != 0
/proc/hsl2rgb(h, s, l)
return //TODO: Implement
/*
Miss Chance
*/
/proc/check_zone(zone)
if(!zone) return BP_TORSO
switch(zone)
if(O_EYES)
zone = BP_HEAD
if(O_MOUTH)
zone = BP_HEAD
return zone
// Returns zone with a certain probability. If the probability fails, or no zone is specified, then a random body part is chosen.
// Do not use this if someone is intentionally trying to hit a specific body part.
// Use get_zone_with_miss_chance() for that.
/proc/ran_zone(zone, probability)
if (zone)
zone = check_zone(zone)
if (prob(probability))
return zone
var/ran_zone = zone
while (ran_zone == zone)
ran_zone = pick (
organ_rel_size[BP_HEAD]; BP_HEAD,
organ_rel_size[BP_TORSO]; BP_TORSO,
organ_rel_size[BP_GROIN]; BP_GROIN,
organ_rel_size[BP_L_ARM]; BP_L_ARM,
organ_rel_size[BP_R_ARM]; BP_R_ARM,
organ_rel_size[BP_L_LEG]; BP_L_LEG,
organ_rel_size[BP_R_LEG]; BP_R_LEG,
organ_rel_size[BP_L_HAND]; BP_L_HAND,
organ_rel_size[BP_R_HAND]; BP_R_HAND,
organ_rel_size[BP_L_FOOT]; BP_L_FOOT,
organ_rel_size[BP_R_FOOT]; BP_R_FOOT,
)
return ran_zone
// Emulates targetting a specific body part, and miss chances
// May return null if missed
// miss_chance_mod may be negative.
/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0, var/ranged_attack=0)
zone = check_zone(zone)
if(!ranged_attack)
// you cannot miss if your target is prone or restrained
if(target.buckled || target.lying)
return zone
// if your target is being grabbed aggressively by someone you cannot miss either
for(var/obj/item/weapon/grab/G in target.grabbed_by)
if(G.state >= GRAB_AGGRESSIVE)
return zone
var/miss_chance = 10
if (zone in base_miss_chance)
miss_chance = base_miss_chance[zone]
if (zone == "eyes" || zone == "mouth")
miss_chance = base_miss_chance["head"]
miss_chance = max(miss_chance + miss_chance_mod, 0)
if(prob(miss_chance))
if(prob(70))
return null
return pick(base_miss_chance)
return zone
/proc/stars(n, pr)
if (pr == null)
pr = 25
if (pr < 0)
return null
else
if (pr >= 100)
return n
var/te = n
var/t = ""
n = length(n)
var/p = null
p = 1
var/intag = 0
while(p <= n)
var/char = copytext(te, p, p + 1)
if (char == "<") //let's try to not break tags
intag = !intag
if (intag || char == " " || prob(pr))
t = text("[][]", t, char)
else
t = text("[]*", t)
if (char == ">")
intag = !intag
p++
return t
/proc/stars_all(list/message_pieces, pr)
// eugh, we have to clone the list to avoid collateral damage due to the nature of these messages
. = list()
for(var/datum/multilingual_say_piece/S in message_pieces)
. += new /datum/multilingual_say_piece(S.speaking, stars(S.message))
proc/slur(phrase)
phrase = html_decode(phrase)
var/leng=length(phrase)
var/counter=length(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,3)==3)
if(lowertext(newletter)=="o") newletter="u"
if(lowertext(newletter)=="s") newletter="ch"
if(lowertext(newletter)=="a") newletter="ah"
if(lowertext(newletter)=="c") newletter="k"
switch(rand(1,15))
if(1,3,5,8) newletter="[lowertext(newletter)]"
if(2,4,6,15) newletter="[uppertext(newletter)]"
if(7) newletter+="'"
//if(9,10) newletter="<b>[newletter]</b>"
//if(11,12) newletter="<big>[newletter]</big>"
//if(13) newletter="<small>[newletter]</small>"
newphrase+="[newletter]";counter-=1
return newphrase
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
if (prob(10))
n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
if (prob(5))
n_letter = null
else
n_letter = text("[n_letter]-[n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return sanitize(t)
proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
/* Turn text into complete gibberish! */
var/returntext = ""
for(var/i = 1, i <= length(t), i++)
var/letter = copytext(t, i, i+1)
if(prob(50))
if(p >= 70)
letter = ""
for(var/j = 1, j <= rand(0, 2), j++)
letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
returntext += letter
return returntext
/proc/ninjaspeak(n)
/*
The difference with stutter is that this proc can stutter more than 1 letter
The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return sanitize(t)
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera || M.stat || isEye(M) || isAI(M))
return
M.shakecamera = 1
spawn(1)
if(!M.client)
return
var/atom/oldeye=M.client.eye
var/aiEyeFlag = 0
if(istype(oldeye, /mob/observer/eye/aiEye))
aiEyeFlag = 1
var/x
for(x=0; x<duration, x++)
if(aiEyeFlag)
M.client.eye = locate(dd_range(1,oldeye.loc.x+rand(-strength,strength),world.maxx),dd_range(1,oldeye.loc.y+rand(-strength,strength),world.maxy),oldeye.loc.z)
else
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
M.client.eye=oldeye
M.shakecamera = 0
/proc/findname(msg)
for(var/mob/M in mob_list)
if (M.real_name == text("[msg]"))
return 1
return 0
/mob/proc/abiotic(var/full_body = 0)
return 0
//converts intent-strings into numbers and back
var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
/proc/intent_numeric(argument)
if(istext(argument))
switch(argument)
if(I_HELP) return 0
if(I_DISARM) return 1
if(I_GRAB) return 2
else return 3
else
switch(argument)
if(0) return I_HELP
if(1) return I_DISARM
if(2) return I_GRAB
else return I_HURT
//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
/mob/verb/a_intent_change(input as text)
set name = "a-intent"
set hidden = 1
if(isliving(src) && !isrobot(src))
switch(input)
if(I_HELP,I_DISARM,I_GRAB,I_HURT)
a_intent = input
if("right")
a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
if("left")
a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
if(hud_used && hud_used.action_intent)
hud_used.action_intent.icon_state = "intent_[a_intent]"
else if(isrobot(src))
switch(input)
if(I_HELP)
a_intent = I_HELP
if(I_HURT)
a_intent = I_HURT
if("right","left")
a_intent = intent_numeric(intent_numeric(a_intent) - 3)
if(hud_used && hud_used.action_intent)
if(a_intent == I_HURT)
hud_used.action_intent.icon_state = I_HURT
else
hud_used.action_intent.icon_state = I_HELP
proc/is_blind(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
if(C.sdisabilities & BLIND || C.blinded)
return 1
return 0
/proc/mobs_in_area(var/area/A)
var/list/mobs = new
for(var/mob/living/M in mob_list)
if(get_area(M) == A)
mobs += M
return mobs
//Direct dead say used both by emote and say
//It is somewhat messy. I don't know what to do.
//I know you can't see the change, but I rewrote the name code. It is significantly less messy now
/proc/say_dead_direct(var/message, var/mob/subject = null)
var/name
var/keyname
if(subject && subject.client)
var/client/C = subject.client
keyname = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
if(C.mob) //Most of the time this is the dead/observer mob; we can totally use him if there is no better name
var/mindname
var/realname = C.mob.real_name
if(C.mob.mind)
mindname = C.mob.mind.name
if(C.mob.mind.original && C.mob.mind.original.real_name)
realname = C.mob.mind.original.real_name
if(mindname && mindname != realname)
name = "[realname] died as [mindname]"
else
name = realname
if(subject && subject.forbid_seeing_deadchat && !subject.client.holder)
return // Can't talk in deadchat if you can't see it.
for(var/mob/M in player_list)
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && M.client.holder.rights)) && M.is_preference_enabled(/datum/client_preference/show_dsay))
var/follow
var/lname
if(M.forbid_seeing_deadchat && !M.client.holder)
continue
if(subject)
if(M.is_key_ignored(subject.client.key)) // If we're ignored, do nothing.
continue
if(subject != M)
follow = "([ghost_follow_link(subject, M)]) "
if(M.stat != DEAD && M.client.holder)
follow = "([admin_jump_link(subject, M.client.holder)]) "
var/mob/observer/dead/DM
if(istype(subject, /mob/observer/dead))
DM = subject
if(M.client.holder) // What admins see
lname = "[keyname][(DM && DM.anonsay) ? "*" : (DM ? "" : "^")] ([name])"
else
if(DM && DM.anonsay) // If the person is actually observer they have the option to be anonymous
lname = "Ghost of [name]"
else if(DM) // Non-anons
lname = "[keyname] ([name])"
else // Everyone else (dead people who didn't ghost yet, etc.)
lname = name
lname = "<span class='name'>[lname]</span> "
to_chat(M, "<span class='deadsay'>" + create_text_tag("dead", "DEAD:", M.client) + " [lname][follow][message]</span>")
/proc/say_dead_object(var/message, var/obj/subject = null)
for(var/mob/M in player_list)
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && M.client.holder.rights)) && M.is_preference_enabled(/datum/client_preference/show_dsay))
var/follow
var/lname = "Game Master"
if(M.forbid_seeing_deadchat && !M.client.holder)
continue
if(subject)
lname = "[subject.name] ([subject.x],[subject.y],[subject.z])"
lname = "<span class='name'>[lname]</span> "
to_chat(M, "<span class='deadsay'>" + create_text_tag("event_dead", "EVENT:", M.client) + " [lname][follow][message]</span>")
//Announces that a ghost has joined/left, mainly for use with wizards
/proc/announce_ghost_joinleave(O, var/joined_ghosts = 1, var/message = "")
var/client/C
//Accept any type, sort what we want here
if(istype(O, /mob))
var/mob/M = O
if(M.client)
C = M.client
else if(istype(O, /client))
C = O
else if(istype(O, /datum/mind))
var/datum/mind/M = O
if(M.current && M.current.client)
C = M.current.client
else if(M.original && M.original.client)
C = M.original.client
if(C)
var/name
if(C.mob)
var/mob/M = C.mob
if(M.mind && M.mind.name)
name = M.mind.name
if(M.real_name && M.real_name != name)
if(name)
name += " ([M.real_name])"
else
name = M.real_name
if(!name)
name = (C.holder && C.holder.fakekey) ? C.holder.fakekey : C.key
if(joined_ghosts)
say_dead_direct("The ghost of <span class='name'>[name]</span> now [pick("skulks","lurks","prowls","creeps","stalks")] among the dead. [message]")
else
say_dead_direct("<span class='name'>[name]</span> no longer [pick("skulks","lurks","prowls","creeps","stalks")] in the realm of the dead. [message]")
/mob/proc/switch_to_camera(var/obj/machinery/camera/C)
if (!C.can_use() || stat || (get_dist(C, src) > 1 || machine != src || blinded || !canmove))
return 0
check_eye(src)
return 1
/mob/living/silicon/ai/switch_to_camera(var/obj/machinery/camera/C)
if(!C.can_use() || !is_in_chassis())
return 0
eyeobj.setLoc(C)
return 1
// Returns true if the mob has a client which has been active in the last given X minutes.
/mob/proc/is_client_active(var/active = 1)
return client && client.inactivity < active MINUTES
/mob/proc/can_eat()
return 1
/mob/proc/can_force_feed()
return 1
#define SAFE_PERP -50
/mob/living/proc/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
if(stat == DEAD)
return SAFE_PERP
return 0
/mob/living/carbon/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
if(handcuffed)
return SAFE_PERP
return ..()
/mob/living/carbon/human/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
var/threatcount = ..()
if(. == SAFE_PERP)
return SAFE_PERP
//Agent cards lower threatlevel.
var/obj/item/weapon/card/id/id = GetIdCard()
if(id && istype(id, /obj/item/weapon/card/id/syndicate))
threatcount -= 2
// A proper CentCom id is hard currency.
else if(id && istype(id, /obj/item/weapon/card/id/centcom))
return SAFE_PERP
if(check_access && !access_obj.allowed(src))
threatcount += 4
if(auth_weapons && !access_obj.allowed(src))
if(istype(l_hand, /obj/item/weapon/gun) || istype(l_hand, /obj/item/weapon/melee))
threatcount += 4
if(istype(r_hand, /obj/item/weapon/gun) || istype(r_hand, /obj/item/weapon/melee))
threatcount += 4
if(istype(belt, /obj/item/weapon/gun) || istype(belt, /obj/item/weapon/melee))
threatcount += 2
if(species.name != SPECIES_HUMAN)
threatcount += 2
if(check_records || check_arrest)
var/perpname = name
if(id)
perpname = id.registered_name
var/datum/data/record/R = find_security_record("name", perpname)
if(check_records && !R)
threatcount += 4
if(check_arrest && R && (R.fields["criminal"] == "*Arrest*"))
threatcount += 4
return threatcount
/mob/living/simple_mob/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
var/threatcount = ..()
if(. == SAFE_PERP)
return SAFE_PERP
if(has_AI() && ai_holder.hostile && faction != "neutral") // Otherwise Runtime gets killed.
threatcount += 4
return threatcount
// Beepsky will (try to) only beat 'bad' slimes.
/mob/living/simple_mob/slime/xenobio/assess_perp(var/obj/access_obj, var/check_access, var/auth_weapons, var/check_records, var/check_arrest)
var/threatcount = 0
if(stat == DEAD)
return SAFE_PERP
if(is_justified_to_discipline())
threatcount += 4
/*
if(discipline && !rabid)
if(!target_mob || istype(target_mob, /mob/living/carbon/human/monkey))
return SAFE_PERP
if(target_mob)
threatcount += 4
if(victim)
threatcount += 4
*/
if(has_AI())
var/datum/ai_holder/simple_mob/xenobio_slime/AI = ai_holder
if(AI.rabid)
threatcount = 10
return threatcount
#undef SAFE_PERP
//TODO: Integrate defence zones and targeting body parts with the actual organ system, move these into organ definitions.
//The base miss chance for the different defence zones
var/list/global/base_miss_chance = list(
"head" = 40,
"chest" = 10,
"groin" = 20,
"l_leg" = 20,
"r_leg" = 20,
"l_arm" = 20,
"r_arm" = 20,
"l_hand" = 50,
"r_hand" = 50,
"l_foot" = 50,
"r_foot" = 50,
)
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
var/list/global/organ_rel_size = list(
"head" = 25,
"chest" = 70,
"groin" = 30,
"l_leg" = 25,
"r_leg" = 25,
"l_arm" = 25,
"r_arm" = 25,
"l_hand" = 10,
"r_hand" = 10,
"l_foot" = 10,
"r_foot" = 10,
)
/mob/proc/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
return
//Recalculates what planes this mob can see using their plane_holder, for humans this is checking slots, for others, could be whatever.
/mob/proc/recalculate_vis()
return
//General HUD updates done regularly (health puppet things, etc)
/mob/proc/handle_regular_hud_updates()
return
//Handle eye things like the Byond SEE_TURFS, SEE_OBJS, etc.
/mob/proc/handle_vision()
return
//Icon is used to occlude things like huds from the faulty byond context menu.
// http://www.byond.com/forum/?post=2336679
var/global/image/backplane
/hook/startup/proc/generate_backplane()
backplane = image('icons/misc/win32.dmi')
backplane.alpha = 0
backplane.plane = -100
backplane.layer = MOB_LAYER-0.1
backplane.mouse_opacity = 0
return TRUE
/mob/proc/get_sound_env(var/pressure_factor)
if (pressure_factor < 0.5)
return SPACE
else
var/area/A = get_area(src)
return A.sound_env
/mob/proc/position_hud_item(var/obj/item/item, var/slot)
if(!istype(hud_used) || !slot || !LAZYLEN(hud_used.slot_info))
return
//They may have hidden their entire hud but the hands
if(!hud_used.hud_shown && slot > slot_r_hand)
item.screen_loc = null
return
//They may have hidden the icons in the bottom left with the hide button
if(!hud_used.inventory_shown && slot > slot_r_store)
item.screen_loc = null
return
var/screen_place = hud_used.slot_info["[slot]"]
if(!screen_place)
item.screen_loc = null
return
item.screen_loc = screen_place