intent cleanup (#16825)

This commit is contained in:
Kashargul
2025-01-03 08:14:28 +01:00
committed by GitHub
parent e03fe8c077
commit 3094e65b71
40 changed files with 80 additions and 77 deletions
+3
View File
@@ -75,6 +75,9 @@
#define I_GRAB "grab"
#define I_HURT "harm"
#define I_RUN "run"
#define I_WALK "walk"
//These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom.
#define HUMAN 1
#define MONKEY 2
+1 -1
View File
@@ -12,7 +12,7 @@
using.name = "mov_intent"
using.set_dir(SOUTHWEST)
using.icon = HUD.ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.icon_state = (m_intent == I_RUN ? "running" : "walking")
using.screen_loc = ui_acti
using.layer = HUD_LAYER
HUD.adding += using
+1 -1
View File
@@ -132,7 +132,7 @@
using = new /obj/screen()
using.name = "mov_intent"
using.icon = HUD.ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.icon_state = (m_intent == I_RUN ? "running" : "walking")
using.screen_loc = ui_movi
using.color = HUD.ui_color
using.alpha = HUD.ui_alpha
+3 -3
View File
@@ -85,7 +85,7 @@ var/obj/screen/robot_inventory
using = new /obj/screen()
using.name = "mov_intent"
using.icon = HUD.ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.icon_state = (m_intent == I_RUN ? "running" : "walking")
using.screen_loc = ui_movi
using.color = HUD.ui_color
using.alpha = HUD.ui_alpha
@@ -230,7 +230,7 @@ var/obj/screen/robot_inventory
else if(speed == -1)
using.icon_state = "speed_2"
HUD.control_vtec = using
m_intent = "run"
m_intent = I_RUN
HUD.move_intent.icon_state = "running"
client.screen += HUD.control_vtec
@@ -254,7 +254,7 @@ var/obj/screen/robot_inventory
control_vtec.icon_state = "speed_1"
else if(R.speed == -1)
control_vtec.icon_state = "speed_2"
R.m_intent = "run"
R.m_intent = I_RUN
R.hud_used.move_intent.icon_state = "running"
R.client?.screen += control_vtec
else
+11 -11
View File
@@ -291,36 +291,36 @@
var/mob/living/carbon/C = usr
if(C.legcuffed)
to_chat(C, span_notice("You are legcuffed! You cannot run until you get [C.legcuffed] removed!"))
C.m_intent = "walk" //Just incase
C.m_intent = I_WALK //Just incase
C.hud_used.move_intent.icon_state = "walking"
return 1
var/mob/living/L = usr
switch(L.m_intent)
if("run")
L.m_intent = "walk"
if(I_RUN)
L.m_intent = I_WALK
L.hud_used.move_intent.icon_state = "walking"
if("walk")
L.m_intent = "run"
if(I_WALK)
L.m_intent = I_RUN
L.hud_used.move_intent.icon_state = "running"
if("m_intent")
if(!usr.m_int)
switch(usr.m_intent)
if("run")
if(I_RUN)
usr.m_int = "13,14"
if("walk")
if(I_WALK)
usr.m_int = "14,14"
if("face")
usr.m_int = "15,14"
else
usr.m_int = null
if("walk")
usr.m_intent = "walk"
if(I_WALK)
usr.m_intent = I_WALK
usr.m_int = "14,14"
if("face")
usr.m_intent = "face"
usr.m_int = "15,14"
if("run")
usr.m_intent = "run"
if(I_RUN)
usr.m_intent = I_RUN
usr.m_int = "13,14"
if("Reset Machine")
usr.unset_machine()
+2 -2
View File
@@ -384,7 +384,7 @@ var/list/mob/living/forced_ambiance_list = new
if(!L.lastarea)
L.lastarea = src
var/area/oldarea = L.lastarea
if((oldarea.get_gravity() == 0) && (get_gravity() == 1) && (L.m_intent == "run")) // Being ready when you change areas gives you a chance to avoid falling all together.
if((oldarea.get_gravity() == 0) && (get_gravity() == 1) && (L.m_intent == I_RUN)) // Being ready when you change areas gives you a chance to avoid falling all together.
thunk(L)
L.update_floating( L.Check_Dense_Object() )
@@ -450,7 +450,7 @@ var/list/mob/living/forced_ambiance_list = new
if(H.species.can_zero_g_move || H.species.can_space_freemove)
return
if(H.m_intent == "run")
if(H.m_intent == I_RUN)
H.AdjustStunned(6)
H.AdjustWeakened(6)
else
@@ -41,13 +41,13 @@
to_chat(src, span_notice("We may move at our normal speed while hidden."))
if(must_walk)
H.set_m_intent("walk")
H.set_m_intent(I_WALK)
var/remain_cloaked = TRUE
while(remain_cloaked) //This loop will keep going until the player uncloaks.
sleep(1 SECOND) // Sleep at the start so that if something invalidates a cloak, it will drop immediately after the check and not in one second.
if(H.m_intent != "walk" && must_walk) // Moving too fast uncloaks you.
if(H.m_intent != I_WALK && must_walk) // Moving too fast uncloaks you.
remain_cloaked = 0
if(!H.mind.changeling.cloaked)
remain_cloaked = 0
@@ -65,7 +65,7 @@
H.invisibility = initial(invisibility)
visible_message(span_warning("[src] suddenly fades in, seemingly from nowhere!"),
span_notice("We revert our camouflage, revealing ourselves."))
H.set_m_intent("run")
H.set_m_intent(I_RUN)
H.mind.changeling.cloaked = 0
H.mind.changeling.chem_recharge_rate = old_regen_rate
+1 -1
View File
@@ -103,7 +103,7 @@
if(iscarbon(AM))
var/mob/living/carbon/M = AM
if(M.m_intent != "walk")
if(M.m_intent != I_WALK)
flash()
/obj/machinery/flasher/portable/attackby(obj/item/W as obj, mob/user as mob)
+1 -1
View File
@@ -61,7 +61,7 @@
..()
/obj/item/deskbell/proc/ring(mob/user)
if(user.a_intent == "harm")
if(user.a_intent == I_HURT)
playsound(src, 'sound/effects/deskbell_rude.ogg', 50, 1)
to_chat(user,span_notice("You hammer [src] rudely!"))
if (prob(2))
+2 -2
View File
@@ -183,7 +183,7 @@
/obj/item/glass_jar/fish/afterattack(var/atom/A, var/mob/user, var/proximity)
if(!filled)
if(istype(A, /obj/structure/sink) || istype(A, /turf/simulated/floor/water))
if(contains && user.a_intent == "help")
if(contains && user.a_intent == I_HELP)
to_chat(user, span_warning("That probably isn't the best idea."))
return
@@ -197,7 +197,7 @@
/obj/item/glass_jar/fish/attack_self(var/mob/user)
if(filled)
if(contains == JAR_ANIMAL)
if(user.a_intent == "help")
if(user.a_intent == I_HELP)
to_chat(user, span_notice("Maybe you shouldn't empty the water..."))
return
+1 -1
View File
@@ -257,7 +257,7 @@
return
if((ishuman(H))) //i guess carp and shit shouldn't set them off
var/mob/living/carbon/M = H
if(M.m_intent == "run")
if(M.m_intent == I_RUN)
to_chat(M, span_warning("You step on the snap pop!"))
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
+6 -6
View File
@@ -274,8 +274,8 @@ var/last_chew = 0
lcuffs.loc = target
target.legcuffed = lcuffs
target.update_inv_legcuffed()
if(target.m_intent != "walk")
target.m_intent = "walk"
if(target.m_intent != I_WALK)
target.m_intent = I_WALK
if(target.hud_used && user.hud_used.move_intent)
target.hud_used.move_intent.icon_state = "walking"
return 1
@@ -283,8 +283,8 @@ var/last_chew = 0
/obj/item/handcuffs/legcuffs/equipped(var/mob/living/user,var/slot)
. = ..()
if(slot == slot_legcuffed)
if(user.m_intent != "walk")
user.m_intent = "walk"
if(user.m_intent != I_WALK)
user.m_intent = I_WALK
if(user.hud_used && user.hud_used.move_intent)
user.hud_used.move_intent.icon_state = "walking"
@@ -325,8 +325,8 @@ var/last_chew = 0
lcuffs.loc = target
target.legcuffed = lcuffs
target.update_inv_legcuffed()
if(target.m_intent != "walk")
target.m_intent = "walk"
if(target.m_intent != I_WALK)
target.m_intent = I_WALK
if(target.hud_used && user.hud_used.move_intent)
target.hud_used.move_intent.icon_state = "walking"
return 1
@@ -55,7 +55,7 @@
..()
/obj/item/tool/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M) || user.a_intent == "help")
if(!istype(M) || user.a_intent == I_HELP)
return ..()
if(user.zone_sel.selecting != O_EYES && user.zone_sel.selecting != BP_HEAD)
return ..()
@@ -112,4 +112,4 @@
attack_verb = list("drilled", "screwed", "jabbed", "whacked")
hitsound = 'sound/items/drill_hit.ogg'
usesound = 'sound/items/drill_use.ogg'
toolspeed = 0.25
toolspeed = 0.25
+2 -2
View File
@@ -124,7 +124,7 @@
return
if(deployed && isliving(AM))
var/mob/living/L = AM
if(L.m_intent == "run")
if(L.m_intent == I_RUN)
L.visible_message(
span_danger("[L] steps on \the [src]."),
span_danger("You step on \the [src]!"),
@@ -271,7 +271,7 @@
return
if(anchored && isliving(AM))
var/mob/living/L = AM
if(L.m_intent == "run")
if(L.m_intent == I_RUN)
L.visible_message(
span_danger("[L] steps in \the [src]."),
span_danger("You step in \the [src]!"),
@@ -42,7 +42,7 @@
add_fingerprint(M)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.m_intent == "walk")
if(H.m_intent == I_WALK)
to_chat(H, span_warning("You stop at the edge of \the [src.name]."))
return FALSE
else
+2 -2
View File
@@ -108,7 +108,7 @@
if(H.shoes)
var/obj/item/clothing/shoes/S = H.shoes
if(istype(S))
S.handle_movement(src,(H.m_intent == "run" ? 1 : 0))
S.handle_movement(src,(H.m_intent == I_RUN ? 1 : 0))
if(S.track_blood && S.blood_DNA)
bloodDNA = S.blood_DNA
bloodcolor=S.blood_color
@@ -129,7 +129,7 @@
if(src.wet)
if(M.buckled || (src.wet == 1 && M.m_intent == "walk"))
if(M.buckled || (src.wet == 1 && M.m_intent == I_WALK))
return
var/slip_dist = 1
+1 -1
View File
@@ -85,7 +85,7 @@
if(armed)
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
if(H.m_intent == I_RUN)
triggered(H)
H.visible_message(span_warning("[H] accidentally steps on [src]."), \
span_warning("You accidentally step on [src]"))
@@ -90,7 +90,7 @@
to_chat(user, span_warning("\The [H] is wearing gloves."))
return 1
if(user != H && H.a_intent != "help" && !H.lying)
if(user != H && H.a_intent != I_HELP && !H.lying)
user.visible_message(span_danger("\The [user] tries to take prints from \the [H], but they move away."))
return 1
+1 -1
View File
@@ -30,7 +30,7 @@
to_chat(user, span_warning("They don't seem to have DNA!"))
return
if(user != H && H.a_intent != "help" && !H.lying)
if(user != H && H.a_intent != I_HELP && !H.lying)
user.visible_message(span_danger("\The [user] tries to take a swab sample from \the [H], but they move away."))
return
@@ -2,7 +2,7 @@
var/mob/living/carbon/human/H = over_object
if(!istype(H) || !Adjacent(H))
return ..()
if(H.a_intent == "grab" && hat && !H.hands_are_full())
if(H.a_intent == I_GRAB && hat && !H.hands_are_full())
hat.loc = get_turf(src)
H.put_in_hands(hat)
H.visible_message(span_danger("\The [H] removes \the [src]'s [hat]."))
@@ -12,7 +12,7 @@
return ..()
/mob/living/carbon/alien/diona/attackby(var/obj/item/W, var/mob/user)
if(user.a_intent == "help" && istype(W, /obj/item/clothing/head))
if(user.a_intent == I_HELP && istype(W, /obj/item/clothing/head))
if(hat)
to_chat(user, span_warning("\The [src] is already wearing \the [hat]."))
return
+2 -2
View File
@@ -33,10 +33,10 @@
. = ..()
if(src.nutrition && src.stat != 2)
adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
if(src.m_intent == "run")
if(src.m_intent == I_RUN)
adjust_nutrition(-DEFAULT_HUNGER_FACTOR / 10)
if((FAT in src.mutations) && src.m_intent == "run" && src.bodytemperature <= 360)
if((FAT in src.mutations) && src.m_intent == I_RUN && src.bodytemperature <= 360)
src.bodytemperature += 2
// Moving around increases germ_level faster
@@ -310,17 +310,17 @@
if(!S) return
// Play every 20 steps while walking, for the sneak
if(m_intent == "walk" && step_count++ % 20 != 0)
if(m_intent == I_WALK && step_count++ % 20 != 0)
return
// Play every other step while running
if(m_intent == "run" && step_count++ % 2 != 0)
if(m_intent == I_RUN && step_count++ % 2 != 0)
return
var/volume = CONFIG_GET(number/footstep_volume)
// Reduce volume while walking or barefoot
if(!shoes || m_intent == "walk")
if(!shoes || m_intent == I_WALK)
volume *= 0.5
else if(shoes)
var/obj/item/clothing/shoes/feet = shoes
@@ -28,7 +28,7 @@
// Technically this does mean being dragged takes nutrition
if(stat != DEAD)
adjust_nutrition(hunger_rate/-10)
if(m_intent == "run")
if(m_intent == I_RUN)
adjust_nutrition(hunger_rate/-10)
// Moving around increases germ_level faster
@@ -100,7 +100,7 @@
return
if(isliving(AM) && trap_active)
var/mob/living/L = AM
if(L.m_intent == "run")
if(L.m_intent == I_RUN)
L.visible_message(
span_danger("[L] steps on \the [src]."),
span_danger("You step on \the [src]!"),
+3 -3
View File
@@ -17,7 +17,7 @@
/mob/living/SelfMove(turf/n, direct, movetime)
// If on walk intent, don't willingly step into hazardous tiles.
// Unless the walker is confused.
if(m_intent == "walk" && confused <= 0)
if(m_intent == I_WALK && confused <= 0)
if(!n.is_safe_to_enter(src))
to_chat(src, span_warning("\The [n] is dangerous to move into."))
return FALSE // In case any code wants to know if movement happened.
@@ -175,11 +175,11 @@ default behaviour is:
. = ..()
if (!istype(AM, /atom/movable) || AM.anchored)
//VOREStation Edit - object-specific proc for running into things
if(((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent=="run") || flying)
if(((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent==I_RUN) || flying)
AM.stumble_into(src)
//VOREStation Edit End
/* VOREStation Removal - See above
if(confused && prob(50) && m_intent=="run")
if(confused && prob(50) && m_intent==I_RUN)
Weaken(2)
playsound(src, "punch", 25, 1, -1)
visible_message(span_warning("[src] [pick("ran", "slammed")] into \the [AM]!"))
@@ -142,7 +142,7 @@
using = new /obj/screen()
using.name = "mov_intent"
using.icon = ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.icon_state = (m_intent == I_RUN ? "running" : "walking")
using.screen_loc = ui_movi
using.color = ui_color
using.alpha = ui_alpha
@@ -216,7 +216,7 @@ var/list/mob_hat_cache = list()
//Drones cannot be upgraded with borg modules so we need to catch some items before they get used in ..().
/mob/living/silicon/robot/drone/attackby(var/obj/item/W, var/mob/user)
if(user.a_intent == "help" && istype(W, /obj/item/clothing/head))
if(user.a_intent == I_HELP && istype(W, /obj/item/clothing/head))
if(hat)
to_chat(user, span_warning("\The [src] is already wearing \the [hat]."))
return
@@ -25,7 +25,7 @@
var/mob/living/carbon/human/H = over_object
if(!istype(H) || !Adjacent(H))
return ..()
if(H.a_intent == "grab" && hat && !(H.l_hand && H.r_hand))
if(H.a_intent == I_GRAB && hat && !(H.l_hand && H.r_hand))
H.put_in_hands(hat)
H.visible_message(span_danger("\The [H] removes \the [src]'s [hat]."))
hat = null
@@ -124,7 +124,7 @@
using = new /obj/screen()
using.name = "mov_intent"
using.icon = ui_style
using.icon_state = (m_intent == "run" ? "running" : "walking")
using.icon_state = (m_intent == I_RUN ? "running" : "walking")
using.screen_loc = ui_movi
using.color = ui_color
using.alpha = ui_alpha
@@ -279,7 +279,7 @@
. = 1
. *= purge
if(m_intent == "walk")
if(m_intent == I_WALK)
. *= 1.5
// VOREStation Edit Start
@@ -87,7 +87,7 @@
var/mob/living/carbon/H = over_object
if(!istype(H) || !Adjacent(H)) return ..()
if(H.a_intent == "help")
if(H.a_intent == I_HELP)
get_scooped(H)
return
else
+1 -1
View File
@@ -118,7 +118,7 @@
var/shakecamera = 0
var/a_intent = I_HELP//Living
var/m_int = null//Living
var/m_intent = "run"//Living
var/m_intent = I_RUN//Living
var/lastKnownIP = null
var/obj/buckled = null//Living
+1 -1
View File
@@ -340,7 +340,7 @@ var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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
//change a mob's act-intent. Input the intent as a string such as I_HELP or use "right"/"left
/mob/verb/a_intent_change(input as text)
set name = "a-intent"
set hidden = 1
+6 -6
View File
@@ -13,11 +13,11 @@
// Movespeed delay based on movement mode
switch(m_intent)
if("run")
if(I_RUN)
if(drowsyness > 0)
. += 6
. += CONFIG_GET(number/run_speed)
if("walk")
if(I_WALK)
. += CONFIG_GET(number/walk_speed)
/client/proc/client_dir(input, direction=-1)
@@ -264,10 +264,10 @@
//drunk wheelchair driving
else if(my_mob.confused)
switch(my_mob.m_intent)
if("run")
if(I_RUN)
if(prob(50))
direct = turn(direct, pick(90, -90))
if("walk")
if(I_WALK)
if(prob(25))
direct = turn(direct, pick(90, -90))
total_delay += 3
@@ -279,11 +279,11 @@
// Confused direction randomization
if(my_mob.confused)
switch(my_mob.m_intent)
if("run")
if(I_RUN)
if(prob(75))
direct = turn(direct, pick(90, -90))
n = get_step(my_mob, direct)
if("walk")
if(I_WALK)
if(prob(25))
direct = turn(direct, pick(90, -90))
n = get_step(my_mob, direct)
+1 -1
View File
@@ -16,7 +16,7 @@
if (. >= 2)
if(prob(1))
owner.custom_pain("Your abdomen feels like it's tearing itself apart!",1)
owner.m_intent = "walk"
owner.m_intent = I_WALK
owner.hud_used.move_intent.icon_state = "walking"
/obj/item/organ/internal/intestine/xeno
+1 -1
View File
@@ -38,7 +38,7 @@
if (. >= 2)
if(prob(1))
owner.custom_pain("You feel extremely tired, like you can't move!",1)
owner.m_intent = "walk"
owner.m_intent = I_WALK
owner.hud_used.move_intent.icon_state = "walking"
/obj/item/organ/internal/kidneys/grey
@@ -58,9 +58,9 @@
trigger_aiming(TARGET_CAN_MOVE)
/mob/living/proc/set_m_intent(var/intent)
if (intent != "walk" && intent != "run")
if (intent != I_WALK && intent != I_RUN)
return 0
m_intent = intent
if(hud_used)
if (hud_used.move_intent)
hud_used.move_intent.icon_state = intent == "walk" ? "walking" : "running"
hud_used.move_intent.icon_state = intent == I_WALK ? "walking" : "running"
+2 -2
View File
@@ -14,14 +14,14 @@
/mob/living/Bump(atom/movable/AM)
//. = ..()
if(istype(AM, /mob/living))
if(buckled != AM && (((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent=="run") || flying && flight_vore))
if(buckled != AM && (((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent==I_RUN) || flying && flight_vore))
AM.stumble_into(src)
return ..()
// Because flips toggle density
/mob/living/Crossed(var/atom/movable/AM)
if(istype(AM, /mob/living) && isturf(loc) && AM != src)
var/mob/living/AMV = AM
if(AMV.buckled != src && (((AMV.confused || AMV.is_blind()) && AMV.stat == CONSCIOUS && prob(50) && AMV.m_intent=="run") || AMV.flying && AMV.flight_vore))
if(AMV.buckled != src && (((AMV.confused || AMV.is_blind()) && AMV.stat == CONSCIOUS && prob(50) && AMV.m_intent==I_RUN) || AMV.flying && AMV.flight_vore))
stumble_into(AMV)
..()
+1 -1
View File
@@ -357,7 +357,7 @@
equip_to_slot_if_possible(prey.get_scooped(pred), slot_shoes, 0, 1)
add_attack_logs(pred, prey, "Grabbed underfoot ([tail ? "taur" : "nontaur"], no shoes)")
if(m_intent == "run")
if(m_intent == I_RUN)
switch(a_intent)
if(I_DISARM)
message_pred = "You quickly push [prey] to the ground with your foot!"
+2 -2
View File
@@ -217,7 +217,7 @@
// speak = list("HONK", "Honk!")
// emote_hear = list("honks")
// speak_chance = 1
a_intent = "harm"
a_intent = I_HURT
var/corpse = /obj/effect/landmark/mobcorpse/tunnelclown
var/weapon1 = /obj/item/material/twohanded/fireaxe
stop_when_pulled = 0
@@ -283,7 +283,7 @@
response_harm = "euthanizes"
// speak = list("HONK!", "Honk!", "H-Honk...", "Honk... Please...","Kill me... Honk.", "It hurts to live... Honk...","The pain... HONK!")
// emote_hear = list("honks", "wheeps","sobs","whimpers","honks uncontrollably")
a_intent = "harm"
a_intent = I_HURT
stop_when_pulled = 0
maxHealth = 10
health = 10