mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
378 lines
8.7 KiB
Plaintext
378 lines
8.7 KiB
Plaintext
/mob/CanPass(atom/movable/mover, turf/target, height=0)
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if(height==0)
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return 1
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if(istype(mover, /obj/item/projectile) || mover.throwing)
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return (!density || lying)
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if(mover.checkpass(PASSMOB))
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return 1
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if(buckled == mover)
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return 1
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if(ismob(mover))
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var/mob/moving_mob = mover
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if ((other_mobs && moving_mob.other_mobs))
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return 1
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if (mover == buckled_mob)
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return 1
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return (!mover.density || !density || lying)
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/client/Northeast()
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swap_hand()
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return
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/client/Southeast()
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attack_self()
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return
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/client/Southwest()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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else
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usr << "<span class='danger'>This mob type cannot throw items.</span>"
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return
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/client/Northwest()
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if(!usr.get_active_hand())
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usr << "<span class='warning'>You have nothing to drop in your hand!</span>"
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return
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usr.drop_item()
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//This gets called when you press the delete button.
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/client/verb/delete_key_pressed()
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set hidden = 1
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if(!usr.pulling)
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usr << "<span class='notice'>You are not pulling anything.</span>"
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return
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usr.stop_pulling()
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/client/verb/swap_hand()
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set category = "IC"
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set name = "Swap hands"
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if(mob)
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mob.swap_hand()
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/client/verb/attack_self()
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set hidden = 1
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if(mob)
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mob.mode()
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return
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/client/verb/drop_item()
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set hidden = 1
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if(!isrobot(mob))
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mob.drop_item_v()
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return
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/client/Center()
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if(isobj(mob.loc))
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var/obj/O = mob.loc
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if(mob.canmove)
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return O.relaymove(mob, 0)
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return
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/client/proc/Move_object(direct)
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if(mob && mob.control_object)
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if(mob.control_object.density)
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step(mob.control_object,direct)
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if(!mob.control_object) return
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mob.control_object.dir = direct
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else
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mob.control_object.loc = get_step(mob.control_object,direct)
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return
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/client/Move(n, direct)
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if(!mob || !mob.loc)
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return 0
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if(mob.notransform)
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return 0 //This is sota the goto stop mobs from moving var
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if(mob.control_object)
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return Move_object(direct)
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if(world.time < move_delay)
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return 0
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if(!isliving(mob))
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return mob.Move(n,direct)
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if(mob.stat == DEAD)
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mob.ghostize()
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return 0
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if(moving)
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return 0
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if(isliving(mob))
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var/mob/living/L = mob
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if(L.incorporeal_move) //Move though walls
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Process_Incorpmove(direct)
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return 0
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if(Process_Grab()) return
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if(mob.buckled) //if we're buckled to something, tell it we moved.
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return mob.buckled.relaymove(mob, direct)
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if(mob.remote_control) //we're controlling something, our movement is relayed to it
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return mob.remote_control.relaymove(mob, direct)
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if(isAI(mob))
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return AIMove(n,direct,mob)
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if(!mob.canmove)
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return 0
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if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
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var/atom/O = mob.loc
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return O.relaymove(mob, direct)
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if(!mob.Process_Spacemove(direct))
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return 0
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if(mob.restrained()) //Why being pulled while cuffed prevents you from moving
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for(var/mob/M in orange(1, mob))
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if(M.pulling == mob)
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if(!M.incapacitated() && mob.Adjacent(M))
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src << "<span class='warning'>You're restrained! You can't move!</span>"
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move_delay = world.time + 10
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return 0
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else
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M.stop_pulling()
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//We are now going to move
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moving = 1
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move_delay = mob.movement_delay() + world.time
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//Something with pulling things
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if(locate(/obj/item/weapon/grab, mob))
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move_delay = max(move_delay, world.time + 7)
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var/list/L = mob.ret_grab()
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if(istype(L, /list))
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if(L.len == 2)
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L -= mob
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var/mob/M = L[1]
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if(M)
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if ((get_dist(mob, M) <= 1 || M.loc == mob.loc))
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. = ..()
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if (isturf(M.loc))
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var/diag = get_dir(mob, M)
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if ((diag - 1) & diag)
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else
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diag = null
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if ((get_dist(mob, M) > 1 || diag))
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step(M, get_dir(M.loc, mob.loc))
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else
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for(var/mob/M in L)
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M.other_mobs = 1
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if(mob != M)
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M.animate_movement = 3
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for(var/mob/M in L)
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spawn( 0 )
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step(M, direct)
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return
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spawn( 1 )
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M.other_mobs = null
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M.animate_movement = 2
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return
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if(mob.confused)
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if(mob.confused > 40)
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step(mob, pick(cardinal))
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else if(prob(mob.confused * 1.5))
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step(mob, angle2dir(dir2angle(direct) + pick(90, -90)))
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else if(prob(mob.confused * 3))
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step(mob, angle2dir(dir2angle(direct) + pick(45, -45)))
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else
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step(mob, direct)
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else
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. = ..()
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moving = 0
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if(mob && .)
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mob.throwing = 0
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return .
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are being grabbed and if so attemps to break it
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/client/proc/Process_Grab()
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if(locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len)))
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var/list/grabbing = list()
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if(istype(mob.l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.l_hand
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grabbing += G.affecting
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if(istype(mob.r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = mob.r_hand
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grabbing += G.affecting
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for(var/obj/item/weapon/grab/G in mob.grabbed_by)
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if(G.state == GRAB_PASSIVE && !grabbing.Find(G.assailant))
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qdel(G)
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if(G.state == GRAB_AGGRESSIVE)
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move_delay = world.time + 10
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if(!prob(25))
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return 1
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mob.visible_message("<span class='warning'>[mob] has broken free of [G.assailant]'s grip!</span>")
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qdel(G)
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if(G.state == GRAB_NECK)
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move_delay = world.time + 10
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if(!prob(5))
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return 1
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mob.visible_message("<span class='warning'>[mob] has broken free of [G.assailant]'s headlock!</span>")
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qdel(G)
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return 0
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///Process_Incorpmove
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///Called by client/Move()
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///Allows mobs to run though walls
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/client/proc/Process_Incorpmove(direct)
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var/turf/mobloc = get_turf(mob)
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if(!isliving(mob))
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return
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var/mob/living/L = mob
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switch(L.incorporeal_move)
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if(1)
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L.loc = get_step(L, direct)
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L.dir = direct
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if(2)
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if(prob(50))
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var/locx
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var/locy
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switch(direct)
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if(NORTH)
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locx = mobloc.x
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locy = (mobloc.y+2)
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if(locy>world.maxy)
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return
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if(SOUTH)
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locx = mobloc.x
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locy = (mobloc.y-2)
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if(locy<1)
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return
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if(EAST)
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locy = mobloc.y
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locx = (mobloc.x+2)
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if(locx>world.maxx)
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return
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if(WEST)
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locy = mobloc.y
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locx = (mobloc.x-2)
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if(locx<1)
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return
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else
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return
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L.loc = locate(locx,locy,mobloc.z)
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spawn(0)
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var/limit = 2//For only two trailing shadows.
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for(var/turf/T in getline(mobloc, L.loc))
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spawn(0)
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anim(T,L,'icons/mob/mob.dmi',,"shadow",,L.dir)
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limit--
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if(limit<=0) break
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else
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spawn(0)
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anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
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L.loc = get_step(L, direct)
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L.dir = direct
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if(3) //Incorporeal move, but blocked by holy-watered tiles
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var/turf/simulated/floor/stepTurf = get_step(L, direct)
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if(stepTurf.flags & NOJAUNT)
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L << "<span class='warning'>Holy energies block your path.</span>"
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L.notransform = 1
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spawn(2)
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L.notransform = 0
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else
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L.loc = get_step(L, direct)
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L.dir = direct
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return 1
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///Process_Spacemove
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///Called by /client/Move()
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///For moving in space
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///Return 1 for movement 0 for none
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/mob/Process_Spacemove(movement_dir = 0)
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if(..())
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return 1
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var/atom/movable/dense_object_backup
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for(var/atom/A in orange(1, get_turf(src)))
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if(isarea(A))
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continue
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else if(isturf(A))
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var/turf/turf = A
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if(istype(turf,/turf/space))
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continue
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if(!turf.density && !mob_negates_gravity())
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continue
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return 1
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else
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var/atom/movable/AM = A
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if(AM == buckled) //Kind of unnecessary but let's just be sure
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continue
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if(AM.density)
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if(AM.anchored)
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return 1
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if(pulling == AM)
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continue
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dense_object_backup = AM
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if(movement_dir && dense_object_backup)
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if(dense_object_backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
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src << "<span class='info'>You push off of [dense_object_backup] to propel yourself.</span>"
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return 1
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return 0
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/mob/proc/mob_has_gravity(turf/T)
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return has_gravity(src, T)
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/mob/proc/mob_negates_gravity()
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return 0
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/mob/proc/Move_Pulled(atom/A)
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if (!canmove || restrained() || !pulling)
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return
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if (pulling.anchored)
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return
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if (!pulling.Adjacent(src))
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return
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if (A == loc && pulling.density)
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return
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if (!Process_Spacemove(get_dir(pulling.loc, A)))
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return
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if (ismob(pulling))
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var/mob/M = pulling
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var/atom/movable/t = M.pulling
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M.stop_pulling()
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step(pulling, get_dir(pulling.loc, A))
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if(M)
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M.start_pulling(t)
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else
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step(pulling, get_dir(pulling.loc, A))
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return
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/mob/proc/slip(s_amount, w_amount, obj/O, lube)
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return
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/mob/proc/update_gravity()
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return |