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Yogstation/code/modules/mob/mob_helpers.dm
Militaires e2c0dc7c21 Fixes runtime from attempting checking armor on missing bodypart, improves ran_zone selection mechanism (#43222)
* Fixes runtime from attempting checking armor on missing bodypart, changes how ran_zone selects a zone.

* Update code/modules/mob/mob_helpers.dm

pickweight ran_zone is no longer percentage-based

Co-Authored-By: Militaires <ahmedosama2001@gmail.com>

* adds check to second return too

* look how they massacred my boy
2019-03-25 16:28:01 +01:00

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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 = 1, BODY_ZONE_CHEST = 1, BODY_ZONE_L_ARM = 4, BODY_ZONE_R_ARM = 4, BODY_ZONE_L_LEG = 4, BODY_ZONE_R_LEG = 4))
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
/proc/stars(n, pr)
n = html_encode(n)
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
while(p <= n)
if ((copytext(te, p, p + 1) == " " || prob(pr)))
t = text("[][]", t, copytext(te, p, p + 1))
else
t = text("[]*", t)
p++
return sanitize(t)
/proc/slur(n)
var/phrase = html_decode(n)
var/leng = lentext(phrase)
var/counter=lentext(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)=="u")
newletter="oo"
if(lowertext(newletter)=="c")
newletter="k"
if(rand(1,20)==20)
if(newletter==" ")
newletter="...huuuhhh..."
if(newletter==".")
newletter=" *BURP*."
switch(rand(1,20))
if(1)
newletter+="'"
if(10)
newletter+="[newletter]"
if(20)
newletter+="[newletter][newletter]"
newphrase+="[newletter]";counter-=1
return newphrase
/proc/cultslur(n) // Inflicted on victims of a stun talisman
var/phrase = html_decode(n)
var/leng = lentext(phrase)
var/counter=lentext(phrase)
var/newphrase=""
var/newletter=""
while(counter>=1)
newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
if(rand(1,2)==2)
if(lowertext(newletter)=="o")
newletter="u"
if(lowertext(newletter)=="t")
newletter="ch"
if(lowertext(newletter)=="a")
newletter="ah"
if(lowertext(newletter)=="u")
newletter="oo"
if(lowertext(newletter)=="c")
newletter=" NAR "
if(lowertext(newletter)=="s")
newletter=" SIE "
if(rand(1,4)==4)
if(newletter==" ")
newletter=" no hope... "
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"
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 copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/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(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) //NINJACODE
/*
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 copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || duration < 1)
return
var/client/C = M.client
var/oldx = C.pixel_x
var/oldy = C.pixel_y
var/max = strength*world.icon_size
var/min = -(strength*world.icon_size)
for(var/i in 0 to duration-1)
if (i == 0)
animate(C, pixel_x=rand(min,max), pixel_y=rand(min,max), 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/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(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/mutable_appearance/alert_overlay = null, var/action = NOTIFY_JUMP, flashwindow = TRUE, ignore_mapload = TRUE, ignore_key, header = null, notify_suiciders = TRUE, var/notify_volume = 100) //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(!notify_suiciders && (O in GLOB.suicided_mob_list))
continue
if (ignore_key && O.ckey in GLOB.poll_ignore[ignore_key])
continue
var/orbit_link
if (source && action == NOTIFY_ORBIT)
orbit_link = " <a href='?src=[REF(O)];follow=[REF(source)]'>(Orbit)</a>"
to_chat(O, "<span class='ghostalert'>[message][(enter_link) ? " [enter_link]" : ""][orbit_link]</span>")
if(ghost_sound)
SEND_SOUND(O, sound(ghost_sound, volume = notify_volume))
if(flashwindow)
window_flash(O.client)
if(source)
var/obj/screen/alert/notify_action/A = O.throw_alert("[REF(source)]_notify_action", /obj/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.status == BODYPART_ROBOTIC)
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, BODYPART_ROBOTIC))
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 == user ? "your" : "[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
/proc/offer_control(mob/M)
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/dead/observer/candidates = pollCandidatesForMob(poll_message, ROLE_PAI, null, FALSE, 100, M)
if(LAZYLEN(candidates))
var/mob/dead/observer/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 ([ADMIN_LOOKUPFLW(M)])")
M.ghostize(0)
M.key = C.key
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>"
var/list/timestamped_message = list("[LAZYLEN(logging[smessage_type]) + 1]\[[time_stamp()]\] [key_name(src)] [loc_name(src)]" = colored_message)
logging[smessage_type] += timestamped_message
if(client)
client.player_details.logging[smessage_type] += timestamped_message
..()
/mob/proc/can_hear()
. = TRUE
//Examine text for traits shared by multiple types. I wish examine was less copypasted.
/mob/proc/common_trait_examine()
. = ""
if(has_trait(TRAIT_DISSECTED))
. += "<span class='notice'>This body has been dissected and analyzed. It is no longer worth experimenting on.</span><br>"
/mob/has_trait(trait, list/sources, check_mind=TRUE)
. = ..(trait, sources)
if(.)
return
if(check_mind && istype(mind))
return mind.has_trait(trait, sources)