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S.P.L.U.R.T-Station-13/code/modules/mob/mob_helpers.dm
2023-05-01 00:16:20 -05:00

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// see _DEFINES/is_helpers.dm for mob type checks
/mob/proc/lowest_buckled_mob()
. = src
if(buckled && ismob(buckled))
var/mob/Buckled = buckled
. = Buckled.lowest_buckled_mob()
/proc/check_zone(zone)
if(!zone)
return BODY_ZONE_CHEST
switch(zone)
if(BODY_ZONE_PRECISE_EYES)
zone = BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_MOUTH)
zone = BODY_ZONE_HEAD
if(BODY_ZONE_PRECISE_L_HAND)
zone = BODY_ZONE_L_ARM
if(BODY_ZONE_PRECISE_R_HAND)
zone = BODY_ZONE_R_ARM
if(BODY_ZONE_PRECISE_L_FOOT)
zone = BODY_ZONE_L_LEG
if(BODY_ZONE_PRECISE_R_FOOT)
zone = BODY_ZONE_R_LEG
if(BODY_ZONE_PRECISE_GROIN)
zone = BODY_ZONE_CHEST
return zone
/proc/ran_zone(zone, probability = 80)
if(prob(probability))
zone = check_zone(zone)
else
zone = pickweight(list(BODY_ZONE_HEAD = 6, BODY_ZONE_CHEST = 6, BODY_ZONE_L_ARM = 22, BODY_ZONE_R_ARM = 22, BODY_ZONE_L_LEG = 22, BODY_ZONE_R_LEG = 22))
return zone
/proc/above_neck(zone)
var/list/zones = list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES)
if(zones.Find(zone))
return 1
else
return 0
/**
* Convert random parts of a passed in message to stars
*
* * phrase - the string to convert
* * probability - probability any character gets changed
*
* This proc is dangerously laggy, avoid it or die
*/
/proc/stars(phrase, probability = 25)
if(probability <= 0)
return phrase
phrase = html_decode(phrase)
var/leng = length(phrase)
. = ""
var/char = ""
for(var/i = 1, i <= leng, i += length(char))
char = phrase[i]
if(char == " " || !prob(probability))
. += char
else
. += "*"
return sanitize(.)
/**
* Makes you speak like you're drunk
*/
/proc/slur(phrase, strength = 50)
strength = min(50, strength)
phrase = html_decode(phrase)
var/leng = length(phrase)
. = ""
var/newletter = ""
var/rawchar = ""
for(var/i = 1, i <= leng, i += length(rawchar))
rawchar = newletter = phrase[i]
if(rand(1,100)<=strength * 0.5)
var/lowerletter = lowertext(newletter)
if(lowerletter == "o")
newletter = "u"
else if(lowerletter == "s")
newletter = "ch"
else if(lowerletter == "a")
newletter = "ah"
else if(lowerletter == "u")
newletter = "oo"
else if(lowerletter == "c")
newletter = "k"
if(rand(1,100) <= strength * 0.25)
if(newletter == " ")
newletter = "...huuuhhh..."
else if(newletter == ".")
newletter = " *BURP*."
switch(rand(1,100) <= strength * 0.5)
if(1)
newletter += "'"
if(10)
newletter += "[newletter]"
if(20)
newletter += "[newletter][newletter]"
. += "[newletter]"
return sanitize(.)
/// Makes you talk like you got cult stunned, which is slurring but with some dark messages
/proc/cultslur(phrase) // Inflicted on victims of a stun talisman
phrase = html_decode(phrase)
var/leng = length(phrase)
. = ""
var/newletter = ""
var/rawchar = ""
for(var/i = 1, i <= leng, i += length(rawchar))
rawchar = newletter = phrase[i]
if(rand(1, 2) == 2)
var/lowerletter = lowertext(newletter)
if(lowerletter == "o")
newletter = "u"
else if(lowerletter == "t")
newletter = "ch"
else if(lowerletter == "a")
newletter = "ah"
else if(lowerletter == "u")
newletter = "oo"
else if(lowerletter == "c")
newletter = " NAR "
else if(lowerletter == "s")
newletter = " SIE "
if(rand(1, 4) == 4)
if(newletter == " ")
newletter = " no hope... "
else if(newletter == "H")
newletter = " IT COMES... "
switch(rand(1, 15))
if(1)
newletter = "'"
if(2)
newletter += "agn"
if(3)
newletter = "fth"
if(4)
newletter = "nglu"
if(5)
newletter = "glor"
else
. += newletter
return sanitize(.)
//Ratvarian Slurring!
#define CLOCK_CULT_SLUR(phrase) sanitize(text2ratvar(phrase))
///Adds stuttering to the message passed in
/proc/stutter(phrase)
phrase = html_decode(phrase)
var/leng = length(phrase)
. = ""
var/newletter = ""
var/rawchar
for(var/i = 1, i <= leng, i += length(rawchar))
rawchar = newletter = phrase[i]
if(prob(80) && !(lowertext(newletter) in list("a", "e", "i", "o", "u", " ")))
if(prob(10))
newletter = "[newletter]-[newletter]-[newletter]-[newletter]"
else if(prob(20))
newletter = "[newletter]-[newletter]-[newletter]"
else if (prob(5))
newletter = ""
else
newletter = "[newletter]-[newletter]"
. += newletter
return sanitize(.)
/proc/derpspeech(message, stuttering)
message = replacetext(message, " am ", " ")
message = replacetext(message, " is ", " ")
message = replacetext(message, " are ", " ")
message = replacetext(message, "you", "u")
message = replacetext(message, "help", "halp")
message = replacetext(message, "grief", "grife")
message = replacetext(message, "space", "spess")
message = replacetext(message, "carp", "crap")
message = replacetext(message, "reason", "raisin")
if(prob(50))
message = uppertext(message)
message += "[stutter(pick("!", "!!", "!!!"))]"
if(!stuttering && prob(15))
message = stutter(message)
return message
/proc/Gibberish(text, replace_characters = FALSE, chance = 50)
text = html_decode(text)
. = ""
var/rawchar = ""
var/letter = ""
var/lentext = length(text)
for(var/i = 1, i <= lentext, i += length(rawchar))
rawchar = letter = text[i]
if(prob(chance))
if(replace_characters)
letter = ""
for(var/j in 1 to rand(0, 2))
letter += pick("#", "@", "*", "&", "%", "$", "/", "<", ">", ";", "*", "*", "*", "*", "*", "*", "*")
. += letter
return sanitize(.)
/*
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
*/
/proc/ninjaspeak(phrase) //NINJACODE
. = ""
var/lentext = length_char(phrase)
var/rawchars = ""
var/letter = ""
for(var/i = 1, i <= lentext, i += length_char(rawchars))
var/end = i + rand(1,4)
letter = rawchars = copytext_char(phrase, i, end > lentext ? 0 : end)
if (prob(50))
if (prob(30))
letter = "[letter]-[letter]-[letter]"
else
letter = "[letter]-[letter]"
. += letter
return copytext_char(sanitize(.),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
set waitfor = FALSE
if(!M || !M.client || duration <= 0)
return
var/client/C = M.client
if (C.prefs.screenshake==0)
return
var/oldx = C.pixel_x
var/oldy = C.pixel_y
var/clientscreenshake = (C.prefs.screenshake * 0.01)
var/max = (strength*clientscreenshake) * world.icon_size
var/min = -((strength*clientscreenshake) * world.icon_size)
var/roundedduration = -round(-duration) // round() with only one arg will always round down. so uh. this is Something all right
for(var/i in 0 to roundedduration-1)
duration--
if (i == 0)
animate(C, pixel_x=(rand(min,max)*duration), pixel_y=(rand(min,max)*duration), time=1)
else
animate(pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
animate(pixel_x=oldx, pixel_y=oldy, time=1)
/proc/directional_recoil(mob/M, strength=1, angle = 0)
if(!M || !M.client)
return
var/client/C = M.client
var/client_screenshake = (C.prefs.recoil_screenshake * 0.01)
strength *= client_screenshake
var/recoil_x = -sin(angle)*4*strength + rand(-strength, strength)
var/recoil_y = -cos(angle)*4*strength + rand(-strength, strength)
animate(C, pixel_x=recoil_x, pixel_y=recoil_y, time=1, easing=SINE_EASING|EASE_OUT, flags=ANIMATION_PARALLEL|ANIMATION_RELATIVE)
animate(pixel_x=0, pixel_y=0, time=3, easing=SINE_EASING|EASE_IN) // according to bhjin this works on more recent byond versions
// if you havent updated uuh sucks to be you then
/proc/findname(msg)
if(!istext(msg))
msg = "[msg]"
for(var/i in GLOB.mob_list)
var/mob/M = i
if(M.real_name == msg)
return M
return 0
/mob/proc/first_name()
var/static/regex/firstname = new("^\[^\\s-\]+") //First word before whitespace or "-"
firstname.Find(real_name)
return firstname.match
//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(!possible_a_intents || !possible_a_intents.len)
return
if(input in possible_a_intents)
a_intent = input
else
var/current_intent = possible_a_intents.Find(a_intent)
if(!current_intent)
// Failsafe. Just in case some badmin was playing with VV.
current_intent = 1
if(input == INTENT_HOTKEY_RIGHT)
current_intent += 1
if(input == INTENT_HOTKEY_LEFT)
current_intent -= 1
// Handle looping
if(current_intent < 1)
current_intent = possible_a_intents.len
if(current_intent > possible_a_intents.len)
current_intent = 1
a_intent = possible_a_intents[current_intent]
if(hud_used && hud_used.action_intent)
hud_used.action_intent.icon_state = "[a_intent]"
/proc/is_blind(A)
if(ismob(A))
var/mob/B = A
return B.eye_blind
return FALSE
/mob/proc/hallucinating()
return FALSE
/proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
if(!SSticker.HasRoundStarted())
return FALSE
if(!istype(M))
return FALSE
if(issilicon(M))
if(iscyborg(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
return FALSE
else if(isAI(M))
var/mob/living/silicon/ai/A = M
if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
return TRUE
return FALSE
if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
switch(SSticker.mode.config_tag)
if("revolution")
if(is_revolutionary(M))
return 2
if("cult")
if(M.mind in SSticker.mode.cult)
return 2
if("nuclear")
if(M.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE))
return 2
if("changeling")
if(M.mind.has_antag_datum(/datum/antagonist/changeling,TRUE))
return 2
if("wizard")
if(iswizard(M))
return 2
if("apprentice")
if(M.mind in SSticker.mode.apprentices)
return 2
if("monkey")
if(isliving(M))
var/mob/living/L = M
if(L.diseases && (locate(/datum/disease/transformation/jungle_fever) in L.diseases))
return 2
return TRUE
if(M.mind && LAZYLEN(M.mind.antag_datums)) //they have an antag datum!
return TRUE
return FALSE
/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
return 1
/proc/notify_ghosts(message, ghost_sound, enter_link, atom/source, mutable_appearance/alert_overlay, action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE, ignore_key, ignore_dnr_observers = FALSE, header) //Easy notification of ghosts.
if(ignore_mapload && SSatoms.initialized != INITIALIZATION_INNEW_REGULAR) //don't notify for objects created during a map load
return
for(var/mob/dead/observer/O in GLOB.player_list)
if(O.client)
if ((ignore_key && (O.ckey in GLOB.poll_ignore[ignore_key])) || (ignore_dnr_observers && !O.can_reenter_round(TRUE)))
continue
to_chat(O, "<span class='ghostalert'>[message][(enter_link) ? " [enter_link]" : ""]</span>")
if(ghost_sound)
SEND_SOUND(O, sound(ghost_sound))
if(flashwindow)
window_flash(O.client)
if(source)
var/atom/movable/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /atom/movable/screen/alert/notify_action)
if(A)
if(O.client.prefs && O.client.prefs.UI_style)
A.icon = ui_style2icon(O.client.prefs.UI_style)
if (header)
A.name = header
A.desc = message
A.action = action
A.target = source
if(!alert_overlay)
alert_overlay = new(source)
alert_overlay.layer = FLOAT_LAYER
alert_overlay.plane = FLOAT_PLANE
A.add_overlay(alert_overlay)
/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.is_robotic_limb())
var/dam //changes repair text based on how much brute/burn was supplied
if(brute_heal > burn_heal)
dam = 1
else
dam = 0
if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
if(affecting.heal_damage(brute_heal, burn_heal, 0, TRUE, FALSE))
H.update_damage_overlays()
user.visible_message("[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].", \
"<span class='notice'>You fix some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.name].</span>")
return 1 //successful heal
else
to_chat(user, "<span class='warning'>[affecting] is already in good condition!</span>")
/proc/IsAdminGhost(var/mob/user)
if(!user) //Are they a mob? Auto interface updates call this with a null src
return
if(!user.client) // Do they have a client?
return
if(!isobserver(user)) // Are they a ghost?
return
if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
return
if(!user.client.AI_Interact) // Do they have it enabled?
return
return TRUE
/atom/proc/hasSiliconAccessInArea(mob/user, flags = PRIVILEGES_SILICON)
return user.silicon_privileges & (flags) || (user.siliconaccesstoggle && (get_area(src) in user.siliconaccessareas))
/mob/proc/toggleSiliconAccessArea(area/area)
if (area in siliconaccessareas)
siliconaccessareas -= area
to_chat(src,"<span class='warning'>You lost control of [area]!</span>")
return FALSE
else
if (LAZYLEN(siliconaccessareas) < HIJACK_APC_MAX_AMOUNT)
siliconaccessareas += area
to_chat(src,"<span class='notice'>You successfully took control of [area].</span>")
else
to_chat(src,"<span class='warning'>You are connected to too many APCs! Too many more will fry your brain.</span>")
return FALSE
return TRUE
/mob/proc/getImplant(type)
return
/mob/living/getImplant(type)
return locate(type) in implants
/proc/offer_control(mob/M,ignore_category=null)
to_chat(M, "Control of your mob has been offered to dead players.")
if(usr)
log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
message_admins("[key_name_admin(usr)] has offered control of ([ADMIN_LOOKUPFLW(M)]) to ghosts")
var/poll_message = "Do you want to play as [M.real_name]?"
if(M.mind && M.mind.assigned_role)
poll_message = "[poll_message] Job:[M.mind.assigned_role]."
if(M.mind && M.mind.special_role)
poll_message = "[poll_message] Status:[M.mind.special_role]."
else if(M.mind)
var/datum/antagonist/A = M.mind.has_antag_datum(/datum/antagonist/)
if(A)
poll_message = "[poll_message] Status:[A.name]."
var/list/mob/candidates = pollCandidatesForMob(poll_message, ROLE_PAI, null, FALSE, 100, M, ignore_category)
if(LAZYLEN(candidates))
var/mob/C = pick(candidates)
to_chat(M, "Your mob has been taken over by a ghost!")
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(M)])")
M.ghostize(FALSE, TRUE)
C.transfer_ckey(M, FALSE)
return TRUE
else
to_chat(M, "There were no ghosts willing to take control.")
message_admins("No ghosts were willing to take control of [ADMIN_LOOKUPFLW(M)])")
return FALSE
/mob/proc/is_flying(mob/M = src)
if(M.movement_type & FLYING)
return 1
else
return 0
/mob/proc/click_random_mob()
var/list/nearby_mobs = list()
for(var/mob/living/L in range(1, src))
if(L!=src)
nearby_mobs |= L
if(nearby_mobs.len)
var/mob/living/T = pick(nearby_mobs)
ClickOn(T)
// Logs a message in a mob's individual log, and in the global logs as well if log_globally is true
/mob/log_message(message, message_type, color=null, log_globally = TRUE)
if(!LAZYLEN(message))
stack_trace("Empty message")
return
// Cannot use the list as a map if the key is a number, so we stringify it (thank you BYOND)
var/smessage_type = num2text(message_type)
if(client)
if(!islist(client.player_details.logging[smessage_type]))
client.player_details.logging[smessage_type] = list()
if(!islist(logging[smessage_type]))
logging[smessage_type] = list()
var/colored_message = message
if(color)
if(color[1] == "#")
colored_message = "<font color=[color]>[message]</font>"
else
colored_message = "<font color='[color]'>[message]</font>"
//This makes readability a bit better for admins.
switch(message_type)
if(LOG_WHISPER)
colored_message = "(WHISPER) [colored_message]"
if(LOG_OOC)
colored_message = "(OOC) [colored_message]"
if(LOG_ASAY)
colored_message = "(ASAY) [colored_message]"
if(LOG_EMOTE)
colored_message = "(EMOTE) [colored_message]"
var/list/timestamped_message = list("\[[TIME_STAMP("hh:mm:ss", FALSE)]\] [key_name(src)] [loc_name(src)] (Event #[LAZYLEN(logging[smessage_type])])" = colored_message)
logging[smessage_type] += timestamped_message
if(client)
client.player_details.logging[smessage_type] += timestamped_message
..()
/mob/proc/can_hear()
. = TRUE
/proc/bloodtype_to_color(var/type)
. = BLOOD_COLOR_HUMAN
switch(type)
if("U")//Universal blood; a bit orange
. = BLOOD_COLOR_UNIVERSAL
if("SY")//Synthetics blood; blue
. = BLOOD_COLOR_SYNTHETIC
if("L")//lizard, a bit pink/purple
. = BLOOD_COLOR_LIZARD
if("X*")//xeno blood; greenish yellow
. = BLOOD_COLOR_XENO
if("HF")// Oil/Hydraulic blood. something something why not. reee
. = BLOOD_COLOR_OIL
if("GEL")// slimepeople blood, rgb 0, 255, 144
. = BLOOD_COLOR_SLIME
if("BUG")// yellowish, like, y'know bug guts I guess.
. = BLOOD_COLOR_BUG
//add more stuff to the switch if you have more blood colors for different types
// the defines are in _DEFINES/misc.dm
//Examine text for traits shared by multiple types. I wish examine was less copypasted.
/mob/proc/common_trait_examine()
if(HAS_TRAIT(src, TRAIT_DISSECTED))
var/dissectionmsg = ""
if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Extraterrestrial Dissection"))
dissectionmsg = " via Extraterrestrial Dissection. It is no longer worth experimenting on"
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Experimental Dissection"))
dissectionmsg = " via Experimental Dissection"
else if(HAS_TRAIT_FROM(src, TRAIT_DISSECTED,"Thorough Dissection"))
dissectionmsg = " via Thorough Dissection"
. += "<span class='notice'>This body has been dissected and analyzed[dissectionmsg].</span><br>"
//gets ID card object from special clothes slot or null.
/mob/proc/get_idcard(hand_first = TRUE)
var/obj/item/held_item = get_active_held_item()
. = held_item ? held_item.GetID() : null
if(!.) //If so, then check the inactive hand
held_item = get_inactive_held_item()
. = held_item ? held_item.GetID() : null
/mob/proc/get_id_in_hand()
var/obj/item/held_item = get_active_held_item()
if(!held_item)
return
return held_item.GetID()
//Can the mob see reagents inside of containers?
/mob/proc/can_see_reagents()
return stat == DEAD || silicon_privileges || HAS_TRAIT(src, TRAIT_REAGENT_SCANNER) //Dead guys and silicons can always see reagents
/mob/proc/is_blind()
SHOULD_BE_PURE(TRUE)
return eye_blind ? TRUE : HAS_TRAIT(src, TRAIT_BLIND)
/mob/proc/can_read(obj/O)
if(is_blind())
to_chat(src, "<span class='warning'>As you are trying to read [O], you suddenly feel very stupid!</span>")
return
if(!is_literate())
to_chat(src, "<span class='notice'>You try to read [O], but can't comprehend any of it.</span>")
return
return TRUE