mirror of
https://github.com/Skyrat-SS13/Skyrat-tg.git
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bb70889f6e
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
211 lines
8.0 KiB
Plaintext
211 lines
8.0 KiB
Plaintext
/**
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* The mob, usually meant to be a creature of some type
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*
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* Has a client attached that is a living person (most of the time), although I have to admit
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* sometimes it's hard to tell they're sentient
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*
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* Has a lot of the creature game world logic, such as health etc
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*/
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/mob
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density = TRUE
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layer = MOB_LAYER
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animate_movement = SLIDE_STEPS
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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pass_flags_self = PASSMOB
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// we never want to hide a turf because it's not lit
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// We can rely on the lighting plane to handle that for us
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see_in_dark = 1e6
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// A list of factions that this mob is currently in, for hostile mob targeting, amongst other things
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faction = list(FACTION_NEUTRAL)
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/// The current client inhabiting this mob. Managed by login/logout
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/// This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed
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/// We need to do this because the mob on logout never actually has a reference to client
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/// We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout
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/// HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
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var/client/canon_client
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var/shift_to_open_context_menu = TRUE
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/// Percentage of how much rgb to max the lighting plane at
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/// This lets us brighten it without washing out color
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/// Scale from 0-100, reset off update_sight()
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var/lighting_cutoff = LIGHTING_CUTOFF_VISIBLE
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// Individual color max for red, we can use this to color darkness without tinting the light
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var/lighting_cutoff_red = 0
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// Individual color max for green, we can use this to color darkness without tinting the light
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var/lighting_cutoff_green = 0
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// Individual color max for blue, we can use this to color darkness without tinting the light
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var/lighting_cutoff_blue = 0
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/// A list of red, green and blue cutoffs
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/// This is what actually gets applied to the mob, it's modified by things like glasses
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var/list/lighting_color_cutoffs = null
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var/datum/mind/mind
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var/static/next_mob_id = 0
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/// List of movement speed modifiers applying to this mob
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var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
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/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob speed slowdown based on the modifiers list
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var/cached_multiplicative_slowdown
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/// List of action speed modifiers applying to this mob
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var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
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/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob action speed slowdown based on the modifiers list
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var/cached_multiplicative_actions_slowdown
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/// List of action hud items the user has
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var/list/datum/action/actions
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///Cursor icon used when holding shift over things
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var/examine_cursor_icon = 'icons/effects/mouse_pointers/examine_pointer.dmi'
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/// Whether a mob is alive or dead. TODO: Move this to living - Nodrak (2019, still here)
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var/stat = CONSCIOUS
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/**
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* Whether and how a mob is incapacitated
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*
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* Normally being restrained, agressively grabbed, or in stasis counts as incapacitated
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* unless there is a flag being used to check if it's ignored
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*
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* * bitflags: (see code/__DEFINES/status_effects.dm)
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* * INCAPABLE_RESTRAINTS - if our mob is in a restraint (handcuffs)
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* * INCAPABLE_STASIS - if our mob is in stasis (stasis bed, etc.)
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* * INCAPABLE_GRAB - if our mob is being agressively grabbed
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*
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**/
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VAR_FINAL/incapacitated = NONE
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/* A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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/// The zone this mob is currently targeting
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var/zone_selected = BODY_ZONE_CHEST
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var/computer_id = null
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var/list/logging = list()
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/// Tick time the mob can next move
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var/next_move = null
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/// What is the mobs real name (name is overridden for disguises etc)
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var/real_name = null
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/// Default body temperature
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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/// Our body temperatue as of the last process, prevents pointless work when handling alerts
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var/old_bodytemperature = 0
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/// Hunger level of the mob
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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/// Satiation level of the mob
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var/satiety = 0//Carbon
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/// How many ticks this mob has been over reating
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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/// The last known IP of the client who was in this mob
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var/lastKnownIP = null
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/// movable atom we are buckled to
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var/atom/movable/buckled = null//Living
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//Hands
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///What hand is the active hand
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var/active_hand_index = 1
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/**
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* list of items held in hands
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*
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* len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand
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* and 1 empty hand.
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*
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* NB: contains nulls!
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*
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* `held_items[active_hand_index]` is the actively held item, but please use
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* [get_active_held_item()][/mob/proc/get_active_held_item] instead, because OOP
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*/
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var/list/held_items = list()
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//HUD things
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/// Storage component (for mob inventory)
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var/datum/storage/active_storage
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/// Active hud
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var/datum/hud/hud_used = null
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/// Is the mob throw intent on
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var/throw_mode = THROW_MODE_DISABLED
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/// What job does this mob have
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var/job = null//Living
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/// bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH
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/// Can they interact with station electronics
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var/has_unlimited_silicon_privilege = FALSE
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///Calls relay_move() to whatever this is set to when the mob tries to move
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var/atom/movable/remote_control
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///the current turf being examined in the stat panel
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var/turf/listed_turf = null
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///The list of people observing this mob.
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var/list/observers = null
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///List of progress bars this mob is currently seeing for actions
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var/list/progressbars = null //for stacking do_after bars
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///For storing what do_after's someone has, key = string, value = amount of interactions of that type happening.
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var/list/do_afters
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///Allows a datum to intercept all click calls this mob is the source of
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var/datum/click_intercept
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///The z level this mob is currently registered in
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var/registered_z = null
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var/memory_throttle_time = 0
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/// Contains [/atom/movable/screen/alert] only.
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///
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/// On [/mob] so clientless mobs will throw alerts properly.
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var/list/alerts = list()
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var/list/screens = list()
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var/list/client_colours = list()
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var/hud_type = /datum/hud
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var/datum/focus //What receives our keyboard inputs. src by default
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/// Used for tracking last uses of emotes for cooldown purposes
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var/list/emotes_used
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///Whether the mob is updating glide size when movespeed updates or not
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var/updating_glide_size = TRUE
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///Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
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var/sound_environment_override = SOUND_ENVIRONMENT_NONE
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/// A mock client, provided by tests and friends
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var/datum/client_interface/mock_client
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var/interaction_range = 0 //how far a mob has to be to interact with something without caring about obsctruction, defaulted to 0 tiles
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///the icon currently used for the typing indicator's bubble
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var/active_typing_indicator
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///the icon currently used for the thinking indicator's bubble
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var/active_thinking_indicator
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/// A ref of the area we're taking our ambient loop from.
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var/area/ambience_tracked_area
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