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Yogstation/code/modules/mob/mob.dm
Ling a737b7291e Fix a ton of harddels (#17803)
* Fix a ton of harddels

* Out of scope

* Stupid
2023-02-11 16:35:33 +00:00

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/**
* Delete a mob
*
* Removes mob from the following global lists
* * GLOB.mob_list
* * GLOB.dead_mob_list
* * GLOB.alive_mob_list
* * GLOB.all_clockwork_mobs
* * GLOB.mob_directory
*
* Unsets the focus var
*
* Clears alerts for this mob
*
* Resets all the observers perspectives to the tile this mob is on
*
* qdels any client colours in place on this mob
*
* Ghostizes the client attached to this mob
*
* Parent call
*
* Returns QDEL_HINT_HARDDEL (don't change this)
*/
/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
remove_from_mob_list()
remove_from_dead_mob_list()
remove_from_alive_mob_list()
remove_from_mob_suicide_list()
focus = null
if(length(progressbars))
stack_trace("[src] destroyed with elements in its progressbars list")
progressbars = null
for (var/alert in alerts)
clear_alert(alert, TRUE)
if(observers?.len)
for(var/mob/dead/observe as anything in observers)
observe.reset_perspective(null)
qdel(hud_used)
QDEL_LIST(client_colours)
ghostize() //False, since we're deleting it currently
if(mind?.current == src) //Let's just be safe yeah? This will occasionally be cleared, but not always. Can't do it with ghostize without changing behavior
mind.current = null
return ..()
/**
* Intialize a mob
*
* Sends global signal COMSIG_GLOB_MOB_CREATED
*
* Adds to global lists
* * GLOB.mob_list
* * GLOB.mob_directory (by tag)
* * GLOB.dead_mob_list - if mob is dead
* * GLOB.alive_mob_list - if the mob is alive
*
* Other stuff:
* * Sets the mob focus to itself
* * Generates huds
* * If there are any global alternate apperances apply them to this mob
* * set a random nutrition level
* * Intialize the movespeed of the mob
*/
/mob/Initialize()
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src)
add_to_mob_list()
if(stat == DEAD)
remove_from_alive_mob_list()
else
add_to_alive_mob_list()
set_focus(src)
prepare_huds()
for(var/v in GLOB.active_alternate_appearances)
if(!v)
continue
var/datum/atom_hud/alternate_appearance/AA = v
AA.onNewMob(src)
set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX))
. = ..()
update_config_movespeed()
update_movespeed(TRUE)
/**
* Generate the tag for this mob
*
* This is simply "mob_"+ a global incrementing counter that goes up for every mob
*/
/mob/GenerateTag()
tag = "mob_[next_mob_id++]"
/**
* Prepare the huds for this atom
*
* Goes through hud_possible list and adds the images to the hud_list variable (if not already
* cached)
*/
/atom/proc/prepare_huds()
hud_list = list()
for(var/hud in hud_possible)
var/hint = hud_possible[hud]
switch(hint)
if(HUD_LIST_LIST)
hud_list[hud] = list()
else
var/image/I = image('icons/mob/hud.dmi', src, "")
I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
hud_list[hud] = I
/**
* Some kind of debug verb that gives atmosphere environment details
*/
/mob/proc/Cell()
set category = "Misc.Server Debug"
set hidden = 1
if(!loc)
return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = span_notice("Coordinates: [x],[y] \n")
t += span_danger("Temperature: [environment.return_temperature()] \n")
for(var/id in environment.get_gases())
if(environment.get_moles(id))
t+=span_notice("[GLOB.meta_gas_info[id][META_GAS_NAME]]: [environment.get_moles(id)] \n")
to_chat(usr, t)
/**
* Return the desc of this mob for a photo
*/
/mob/proc/get_photo_description(obj/item/camera/camera)
return "a ... thing?"
/**
* Show a message to this mob (visual)
*/
/mob/proc/show_message(msg, type, alt_msg, alt_type, avoid_highlighting = FALSE)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client)
return
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
if(type)
if(type & 1 && eye_blind )//Vision related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 2 && !can_hear())//Hearing related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 1 && eye_blind)
return
// voice muffling
if(stat == UNCONSCIOUS)
if(type & 2) //audio
to_chat(src, "<I>... You can almost hear something ...</I>")
else
to_chat(src, msg, avoid_highlighting = avoid_highlighting)
/**
* Generate a visible message from this atom
*
* Show a message to all player mobs who sees this atom
*
* Show a message to the src mob (if the src is a mob)
*
* Use for atoms performing visible actions
*
* message is output to anyone who can see, e.g. "The [src] does something!"
*
* Vars:
* * self_message (optional) is what the src mob sees e.g. "You do something!"
* * blind_message (optional) is what blind people will hear e.g. "You hear something!"
* * vision_distance (optional) define how many tiles away the message can be seen.
* * ignored_mob (optional) doesn't show any message to a given mob if TRUE.
*/
/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
var/turf/T = get_turf(src)
if(!T)
return
if(!islist(ignored_mobs))
ignored_mobs = list(ignored_mobs)
var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
hearers -= ignored_mobs
if(self_message)
hearers -= src
var/raw_msg = message
if(visible_message_flags & EMOTE_MESSAGE)
message = "<b>[src]</b> [message]"
for(var/mob/M in hearers)
if(!M.client)
continue
//This entire if/else chain could be in two lines but isn't for readibilties sake.
var/msg = message
if(M.see_invisible < invisibility)//if src is invisible to M
msg = blind_message
else if(T != loc && T != src) //if src is inside something and not a turf.
msg = blind_message
else if(M.lighting_alpha > LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE && T.is_softly_lit() && !in_range(T,M)) //if it is too dark.
msg = blind_message
if(!msg)
continue
if(visible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, visible_message_flags) && !is_blind(M))
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags)
M.show_message(msg, MSG_VISUAL, blind_message, MSG_AUDIBLE)
/mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
. = ..()
if(self_message)
show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
/**
* Show a message to all mobs in earshot of this atom
*
* Use for objects performing audible actions
*
* vars:
* * message is the message output to anyone who can hear.
* * deaf_message (optional) is what deaf people will see.
* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
*/
/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
var/list/hearers = get_hearers_in_view(hearing_distance, src)
if(self_message)
hearers -= src
var/raw_msg = message
if(audible_message_flags & EMOTE_MESSAGE)
message = "<b>[src]</b> [message]"
for(var/mob/M in hearers)
if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear())
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags)
M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
/mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
. = ..()
if(self_message)
show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
///Returns the client runechat visible messages preference according to the message type.
/atom/proc/runechat_prefs_check(mob/target, visible_message_flags = NONE)
if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat))
return FALSE
if (!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat_non_mobs))
return FALSE
if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes))
return FALSE
return TRUE
/mob/runechat_prefs_check(mob/target, visible_message_flags = NONE)
if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat))
return FALSE
if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes))
return FALSE
return TRUE
///Get the item on the mob in the storage slot identified by the id passed in
/mob/proc/get_item_by_slot(slot_id)
return null
///Is the mob restrained
/mob/proc/restrained(ignore_grab)
return
///Is the mob incapacitated
/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
return
/**
* This proc is called whenever someone clicks an inventory ui slot.
*
* Mostly tries to put the item into the slot if possible, or call attack hand
* on the item in the slot if the users active hand is empty
*/
/mob/proc/attack_ui(slot)
var/obj/item/W = get_active_held_item()
if(istype(W))
if(equip_to_slot_if_possible(W, slot,0,0,0))
return 1
if(!W)
// Activate the item
var/obj/item/I = get_item_by_slot(slot)
if(istype(I))
I.attack_hand(src)
return 0
/**
* Try to equip an item to a slot on the mob
*
* This is a SAFE proc. Use this instead of equip_to_slot()!
*
* set qdel_on_fail to have it delete W if it fails to equip
*
* set disable_warning to disable the 'you are unable to equip that' warning.
*
* unset redraw_mob to prevent the mob icons from being redrawn at the end.
*/
/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE, initial = FALSE)
if(!istype(W))
return FALSE
if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self))
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
to_chat(src, span_warning("You are unable to equip that!"))
return FALSE
equip_to_slot(W, slot, redraw_mob, initial) //This proc should not ever fail.
return TRUE
/**
* Actually equips an item to a slot (UNSAFE)
*
* This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on
* whether you can or can't equip need to be done before! Use mob_can_equip() for that task.
*
*In most cases you will want to use equip_to_slot_if_possible()
*/
/mob/proc/equip_to_slot(obj/item/W, slot)
return
/**
* Equip an item to the slot or delete
*
* This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to
* equip people when the round starts and when events happen and such.
*
* Also bypasses equip delay checks, since the mob isn't actually putting it on.
*/
/mob/proc/equip_to_slot_or_del(obj/item/W, slot, initial = FALSE)
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial)
/**
* Auto equip the passed in item the appropriate slot based on equipment priority
*
* puts the item "W" into an appropriate slot in a human's inventory
*
* returns 0 if it cannot, 1 if successful
*/
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W))
return 0
var/slot_priority = W.slot_equipment_priority
if(!slot_priority)
slot_priority = list( \
SLOT_BACK, SLOT_WEAR_ID,\
SLOT_W_UNIFORM, SLOT_WEAR_SUIT,\
SLOT_WEAR_MASK, SLOT_HEAD, SLOT_NECK,\
SLOT_SHOES, SLOT_GLOVES,\
SLOT_EARS, SLOT_GLASSES,\
SLOT_BELT, SLOT_S_STORE,\
SLOT_L_STORE, SLOT_R_STORE,\
SLOT_GENERC_DEXTROUS_STORAGE\
)
for(var/slot in slot_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 1; redraw_mob = 1
return 1
return 0
/**
* Reset the attached clients perspective (viewpoint)
*
* reset_perspective() set eye to common default : mob on turf, loc otherwise
* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
*/
/mob/proc/reset_perspective(atom/A)
if(client)
if(A)
if(ismovable(A))
//Set the the thing unless it's us
if(A != src)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else if(isturf(A))
//Set to the turf unless it's our current turf
if(A != loc)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
//Do nothing
else
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return 1
/// Show the mob's inventory to another mob
/mob/proc/show_inv(mob/user)
return
/**
* Examine a mob
*
* mob verbs are faster than object verbs. See
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
* for why this isn't atom/verb/examine()
*/
/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
set name = "Examine"
set category = "IC"
if(isturf(A) && !(sight & SEE_TURFS) && !(A in view(client ? client.view : world.view, src)))
// shift-click catcher may issue examinate() calls for out-of-sight turfs
return
if(is_blind(src) && !blind_examine_check(A))
return
face_atom(A)
var/list/result
if(client)
if(istype(src, /mob/living/silicon/ai) && istype(A, /mob/living/carbon/human)) //Override for AI's examining humans
var/mob/living/carbon/human/H = A
result = H.examine_simple(src)
else
LAZYINITLIST(client.recent_examines)
if(!(isnull(client.recent_examines[A]) || client.recent_examines[A] < world.time)) // originally this wasn't an assoc list, but sometimes the timer failed and atoms stayed in a client's recent_examines, so we check here manually
var/extra_info = A.examine_more(src)
result = extra_info
if(!result)
client.recent_examines[A] = world.time + EXAMINE_MORE_WINDOW
result = A.examine(src)
addtimer(CALLBACK(src, .proc/clear_from_recent_examines, A), RECENT_EXAMINE_MAX_WINDOW)
handle_eye_contact(A)
else
result = A.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
if(result.len)
for(var/i in 1 to (length(result) - 1))
result[i] = "[result[i]]\n"
to_chat(src, examine_block("<span class='infoplain'>[result.Join()]</span>"))
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
/mob/proc/clear_from_recent_examines(atom/A)
if(QDELETED(A) || !client)
return
LAZYREMOVE(client.recent_examines, A)
/mob/proc/blind_examine_check(atom/examined_thing)
return TRUE
/mob/living/blind_examine_check(atom/examined_thing)
//need to be next to something and awake
if(!Adjacent(examined_thing) || incapacitated())
to_chat(src, span_warning("Something is there, but you can't see it!"))
return FALSE
var/active_item = get_active_held_item()
if(active_item && active_item != examined_thing)
to_chat(src, span_warning("Your hands are too full to examine this!"))
return FALSE
//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
/// our active hand, to check if it's disabled/detatched
var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null
if(!active_hand || active_hand.bodypart_disabled || LAZYLEN(do_afters) >= get_num_arms())
to_chat(src, span_warning("You don't have a free hand to examine this!"))
return FALSE
//you can only queue up one examine on something at a time
if(examined_thing in do_afters)
return FALSE
to_chat(src, span_notice("You start feeling around for something..."))
visible_message(span_notice(" [name] begins feeling around for \the [examined_thing.name]..."))
/// how long it takes for the blind person to find the thing they're examining
var/examine_delay_length = rand(1 SECONDS, 2 SECONDS)
if(isobj(examined_thing))
examine_delay_length *= 1.5
else if(ismob(examined_thing) && examined_thing != src)
examine_delay_length *= 2
if(examine_delay_length > 0 && !do_after(src, examine_delay_length, examined_thing))
to_chat(src, span_notice("You can't get a good feel for what is there."))
return FALSE
//now we touch the thing we're examining
/// our current intent, so we can go back to it after touching
var/previous_intent = a_intent
a_intent = INTENT_HELP
examined_thing.attack_hand(src)
a_intent = previous_intent
return TRUE
/**
* handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last 2 seconds within 5 tiles, we make eye contact!
*
* Note that if either party has their face obscured, the other won't get the notice about the eye contact
* Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much.
* The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them
*/
/mob/proc/handle_eye_contact(mob/living/examined_mob)
return
/mob/living/handle_eye_contact(mob/living/examined_mob)
if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client)
return
var/imagined_eye_contact = FALSE
if(!LAZYACCESS(examined_mob.client?.recent_examines, src))
// even if you haven't looked at them recently, if you have the shift eyes trait, they may still imagine the eye contact
if(HAS_TRAIT(examined_mob, TRAIT_SHIFTY_EYES) && prob(10 - get_dist(src, examined_mob)))
imagined_eye_contact = TRUE
else
return
if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE)
return
// check to see if their face is blocked or, if not, a signal blocks it
if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT)
var/msg = span_smallnotice("You make eye contact with [examined_mob].")
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, src, msg), 3) // so the examine signal has time to fire and this will print after
if(!imagined_eye_contact && is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT)
var/msg = span_smallnotice("[src] makes eye contact with you.")
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, examined_mob, msg), 3)
/**
* Point at an atom
*
* mob verbs are faster than object verbs. See
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
* for why this isn't atom/verb/pointed()
*
* note: ghosts can point, this is intended
*
* visible_message will handle invisibility properly
*
* overridden here and in /mob/dead/observer for different point span classes and sanity checks
*/
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(!src || !isturf(src.loc) || !(A in view(src.loc)))
return FALSE
if(istype(A, /obj/effect/temp_visual/point))
return FALSE
var/turf/tile = get_turf(A)
if (!tile)
return FALSE
var/turf/our_tile = get_turf(src)
var/obj/visual = new /obj/effect/temp_visual/point(our_tile, invisibility)
animate(visual, pixel_x = (tile.x - our_tile.x) * world.icon_size + A.pixel_x, pixel_y = (tile.y - our_tile.y) * world.icon_size + A.pixel_y, time = 0.17 SECONDS, easing = EASE_OUT)
return TRUE
///Can this mob resist (default FALSE)
/mob/proc/can_resist()
return FALSE //overridden in living.dm
///Spin this mob around it's central axis
/mob/proc/spin(spintime, speed)
set waitfor = 0
var/D = dir
if((spintime < 1)||(speed < 1)||!spintime||!speed)
return
while(spintime >= speed)
sleep(speed)
switch(D)
if(NORTH)
D = EAST
if(SOUTH)
D = WEST
if(EAST)
D = SOUTH
if(WEST)
D = NORTH
setDir(D)
spintime -= speed
///Update the pulling hud icon
/mob/proc/update_pull_hud_icon()
if(hud_used)
if(hud_used.pull_icon)
hud_used.pull_icon.update_icon(src)
///Update the resting hud icon
/mob/proc/update_rest_hud_icon()
if(hud_used)
if(hud_used.rest_icon)
hud_used.rest_icon.update_icon(src)
/**
* Verb to activate the object in your held hand
*
* Calls attack self on the item and updates the inventory hud for hands
*/
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(ismecha(loc))
return
if(incapacitated())
return
var/obj/item/I = get_active_held_item()
if(I)
I.attack_self(src)
update_inv_hands()
/**
* Get the notes of this mob
*
* This actually gets the mind datums notes
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
set desc = "View your character's notes memory."
if(mind)
mind.show_memory(src)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't look at your notes, if you had any.")
/**
* Add a note to the mind datum
*/
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
if(memory_amt > 50)
return
if(memory_amt == 50)
log_game("[key_name(src)] might be trying to crash the server by spamming memories, rate-limiting them.")
message_admins("[ADMIN_LOOKUPFLW(src)] [ADMIN_KICK(usr)] might be trying to crash the server by spamming memories, rate-limiting them.</span>")
memory_amt++
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't add a note to it.")
/**
* Allows you to respawn, abandoning your current mob
*
* This sends you back to the lobby creating a new dead mob
*
* Only works if flag/norespawn is allowed in config
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (CONFIG_GET(flag/norespawn) && (!check_rights_for(usr.client, R_ADMIN) || tgui_alert(usr, "Respawn configs disabled. Do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes"))
return
if ((stat != DEAD || !( SSticker )))
to_chat(usr, span_boldnotice("You must be dead to use this!"))
return
log_game("[key_name(usr)] used abandon mob.")
to_chat(usr, span_boldnotice("Please roleplay correctly!"))
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
return
var/mob/dead/new_player/M = new /mob/dead/new_player()
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
qdel(M)
return
M.key = key
// M.Login() //wat
return
/**
* Sometimes helps if the user is stuck in another perspective or camera
*/
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_perspective(null)
unset_machine()
//suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot
/mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
set name = ".click"
set hidden = TRUE
set category = null
return
/mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
set name = ".dblclick"
set hidden = TRUE
set category = null
return
/**
* Topic call back for any mob
*
* * Unset machines if "mach_close" sent
* * refresh the inventory of machines in range if "refresh" sent
* * handles the strip panel equip and unequip as well if "item" sent
*/
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
if(href_list["refresh"])
if(machine && in_range(src, usr))
show_inv(machine)
if(href_list["item"] && usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
var/slot = text2num(href_list["item"])
var/hand_index = text2num(href_list["hand_index"])
var/obj/item/what
if(hand_index)
what = get_item_for_held_index(hand_index)
slot = list(slot,hand_index)
else
what = get_item_by_slot(slot)
if(what)
if(!(what.item_flags & ABSTRACT))
usr.stripPanelUnequip(what,src,slot)
else
usr.stripPanelEquip(what,src,slot)
if(usr.machine == src)
if(Adjacent(usr))
show_inv(usr)
else
usr << browse(null,"window=mob[REF(src)]")
// The src mob is trying to strip an item from someone
// Defined in living.dm
/mob/proc/stripPanelUnequip(obj/item/what, mob/who)
return
// The src mob is trying to place an item on someone
// Defined in living.dm
/mob/proc/stripPanelEquip(obj/item/what, mob/who)
return
/**
* Controls if a mouse drop succeeds (return null if it doesnt)
*/
/mob/MouseDrop(mob/M)
. = ..()
if(M != usr)
return
if(usr == src)
return
if(!Adjacent(usr))
return
if(isAI(M))
return
/mob/MouseDrop_T(atom/dropping, atom/user)
. = ..()
if(ismob(dropping) && dropping != user && user == src)
var/mob/M = dropping
M.show_inv(user)
/**
* Handle the result of a click drag onto this mob
*
* For mobs this just shows the inventory
*/
///Is the mob muzzled (default false)
/mob/proc/is_muzzled()
return 0
/// Adds this list to the output to the stat browser
/mob/proc/get_status_tab_items()
. = list()
var/list/objectives = mind?.get_all_objectives()
if(LAZYLEN(objectives))
var/obj_count = 1
. += "<B>Objectives:</B>"
for(var/datum/objective/objective in mind?.get_all_objectives())
. += "<B>[obj_count]</B>: <font color=[objective.check_completion() ? "green" : "red"]>[objective.explanation_text][objective.check_completion() ? " (COMPLETED)" : ""]</font>"
obj_count++
/mob/proc/get_proc_holders()
. = list()
if(mind)
. += get_spells_for_statpanel(mind.spell_list)
. += get_spells_for_statpanel(mob_spell_list)
/**
* Convert a list of spells into a displyable list for the statpanel
*
* Shows charge and other important info
*/
/mob/proc/get_spells_for_statpanel(list/spells)
var/list/L = list()
for(var/obj/effect/proc_holder/spell/S in spells)
if(S.can_be_cast_by(src))
switch(S.charge_type)
if("recharge")
L[++L.len] = list("[S.panel]", "[S.charge_counter/10.0]/[S.charge_max/10]", S.name, REF(S))
if("charges")
L[++L.len] = list("[S.panel]", "[S.charge_counter]/[S.charge_max]", S.name, REF(S))
if("holdervar")
L[++L.len] = list("[S.panel]", "[S.holder_var_type] [S.holder_var_amount]", S.name, REF(S))
return L
#define MOB_FACE_DIRECTION_DELAY 1
// facing verbs
/**
* Returns true if a mob can turn to face things
*
* Conditions:
* * client.last_turn > world.time
* * not dead or unconscious
* * not anchored
* * no transform not set
* * we are not restrained
*/
/mob/proc/canface()
if(world.time < client.last_turn)
return FALSE
if(stat == DEAD || stat == UNCONSCIOUS)
return FALSE
if(anchored)
return FALSE
if(notransform)
return FALSE
if(restrained())
return FALSE
return TRUE
///Checks mobility move as well as parent checks
/mob/living/canface()
if(!(mobility_flags & MOBILITY_MOVE))
return FALSE
return ..()
/mob/setShift(dir)
if (!canface())
return FALSE
is_shifted = TRUE
return ..()
///This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return FALSE
/mob/proc/swap_hand()
return
/mob/proc/activate_hand(selhand)
return
/mob/proc/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //For sec bot threat assessment
return 0
///Get the ghost of this mob (from the mind)
/mob/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
if(mind)
return mind.get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
///Force get the ghost from the mind
/mob/proc/grab_ghost(force)
if(mind)
return mind.grab_ghost(force = force)
///Notify a ghost that it's body is being cloned
/mob/proc/notify_ghost_cloning(var/message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", var/sound = 'sound/effects/genetics.ogg', var/atom/source = null, flashwindow)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound, source, flashwindow)
return ghost
///Add a spell to the mobs spell list
/mob/proc/AddSpell(obj/effect/proc_holder/spell/S)
mob_spell_list += S
S.action?.Grant(src)
///Remove a spell from the mobs spell list
/mob/proc/RemoveSpell(obj/effect/proc_holder/spell/spell)
if(!spell)
return
for(var/X in mob_spell_list)
var/obj/effect/proc_holder/spell/S = X
if(istype(S, spell))
mob_spell_list -= S
qdel(S)
if(client)
client << output(null, "statbrowser:check_spells")
///Return any anti magic atom on this mob that matches the magic type
/mob/proc/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE)
return
/**
* Buckle to another mob
*
* You can buckle on mobs if you're next to them since most are dense
*
* Turns you to face the other mob too
*/
/mob/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(M.buckled)
return 0
var/turf/T = get_turf(src)
if(M.loc != T)
var/old_density = density
density = FALSE
var/can_step = step_towards(M, T)
density = old_density
if(!can_step)
return 0
return ..()
///Call back post buckle to a mob to offset your visual height
/mob/post_buckle_mob(mob/living/M)
var/height = M.get_mob_buckling_height(src)
M.pixel_y = initial(M.pixel_y) + height
if(M.layer < layer)
M.layer = layer + 0.1
///Call back post unbuckle from a mob, (reset your visual height here)
/mob/post_unbuckle_mob(mob/living/M)
M.layer = initial(M.layer)
M.pixel_y = initial(M.pixel_y)
///returns the height in pixel the mob should have when buckled to another mob.
/mob/proc/get_mob_buckling_height(mob/seat)
if(isliving(seat))
var/mob/living/L = seat
if(L.mob_size <= MOB_SIZE_SMALL) //being on top of a small mob doesn't put you very high.
return 0
return 9
///can the mob be buckled to something by default?
/mob/proc/can_buckle()
return 1
///can the mob be unbuckled from something by default?
/mob/proc/can_unbuckle()
return 1
///Can the mob interact() with an atom?
/mob/proc/can_interact_with(atom/A)
return IsAdminGhost(src) || Adjacent(A)
///Can the mob use Topic to interact with machines
/mob/proc/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
return
///Can this mob use storage
/mob/proc/canUseStorage()
return FALSE
/**
* Check if the other mob has any factions the same as us
*
* If exact match is set, then all our factions must match exactly
*/
/mob/proc/faction_check_mob(mob/target, exact_match)
if(exact_match) //if we need an exact match, we need to do some bullfuckery.
var/list/faction_src = faction.Copy()
var/list/faction_target = target.faction.Copy()
if(!("[REF(src)]" in faction_target)) //if they don't have our ref faction, remove it from our factions list.
faction_src -= "[REF(src)]" //if we don't do this, we'll never have an exact match.
if(!("[REF(target)]" in faction_src))
faction_target -= "[REF(target)]" //same thing here.
return faction_check(faction_src, faction_target, TRUE)
return faction_check(faction, target.faction, FALSE)
/*
* Compare two lists of factions, returning true if any match
*
* If exact match is passed through we only return true if both faction lists match equally
*/
/proc/faction_check(list/faction_A, list/faction_B, exact_match)
var/list/match_list
if(exact_match)
match_list = faction_A&faction_B //only items in both lists
var/length = LAZYLEN(match_list)
if(length)
return (length == LAZYLEN(faction_A)) //if they're not the same len(gth) or we don't have a len, then this isn't an exact match.
else
match_list = faction_A&faction_B
return LAZYLEN(match_list)
return FALSE
/**
* Fully update the name of a mob
*
* This will update a mob's name, real_name, mind.name, GLOB.data_core records, pda, id and traitor text
*
* Calling this proc without an oldname will only update the mob and skip updating the pda, id and records ~Carn
*/
/mob/proc/fully_replace_character_name(oldname,newname)
log_message("[src] name changed from [oldname] to [newname]", LOG_OWNERSHIP)
if(!newname)
return 0
log_played_names(ckey,newname)
real_name = newname
name = newname
if(mind)
mind.name = newname
if(mind.key)
log_played_names(mind.key,newname) //Just in case the mind is unsynced at the moment.
if(oldname)
//update the datacore records! This is goig to be a bit costly.
replace_records_name(oldname,newname)
//update our pda and id if we have them on our person
replace_identification_name(oldname,newname)
for(var/datum/mind/T in SSticker.minds)
for(var/datum/objective/obj in T.get_all_objectives())
// Only update if this player is a target
if(obj.target && obj.target.current && obj.target.current.real_name == name)
obj.update_explanation_text()
return 1
///Updates GLOB.data_core records with new name , see mob/living/carbon/human
/mob/proc/replace_records_name(oldname,newname)
return
///update the ID name of this mob
/mob/proc/replace_identification_name(oldname,newname)
var/list/searching = GetAllContents()
var/search_id = 1
var/search_pda = 1
for(var/A in searching)
if( search_id && istype(A, /obj/item/card/id) )
var/obj/item/card/id/ID = A
if(ID.registered_name == oldname)
ID.registered_name = newname
ID.update_label()
if(istype(ID.loc, /obj/item/computer_hardware/card_slot))
var/obj/item/computer_hardware/card_slot/CS = ID.loc
CS.holder?.update_label()
if(ID.registered_account?.account_holder == oldname)
ID.registered_account.account_holder = newname
if(!search_pda)
break
search_id = 0
else if( search_pda && istype(A, /obj/item/pda) )
var/obj/item/pda/PDA = A
if(PDA.owner == oldname)
PDA.owner = newname
PDA.update_label()
if(!search_id)
break
search_pda = 0
/mob/proc/update_stat()
return
/mob/proc/update_health_hud()
return
/// Changes the stamina HUD based on new information
/mob/proc/update_stamina_hud()
return
///Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT)
/mob/proc/update_sight()
SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
sync_lighting_plane_alpha()
///Set the lighting plane hud alpha to the mobs lighting_alpha var
/mob/proc/sync_lighting_plane_alpha()
if(hud_used)
var/atom/movable/screen/plane_master/lighting/L = hud_used.plane_masters["[LIGHTING_PLANE]"]
if (L)
L.alpha = lighting_alpha
///Update the mouse pointer of the attached client in this mob
/mob/proc/update_mouse_pointer()
if (!client)
return
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
if (ismecha(loc))
var/obj/mecha/M = loc
if(M.mouse_pointer)
client.mouse_pointer_icon = M.mouse_pointer
else if (istype(loc, /obj/vehicle/sealed))
var/obj/vehicle/sealed/E = loc
if(E.mouse_pointer)
client.mouse_pointer_icon = E.mouse_pointer
///This mob is abile to read books
/mob/proc/is_literate()
return FALSE
///Can this mob read (is literate and not blind)
/mob/proc/can_read(obj/O)
if(is_blind(src))
to_chat(src, span_warning("As you are trying to read [O], you suddenly feel very stupid!"))
return
if(!is_literate())
to_chat(src, span_notice("You try to read [O], but can't comprehend any of it."))
return
return TRUE
///Can this mob hold items
/mob/proc/can_hold_items()
return FALSE
///Get the id card on this mob
/mob/proc/get_idcard(hand_first)
return
/mob/proc/get_id_in_hand()
return
/**
* Get the mob VV dropdown extras
*/
/mob/vv_get_dropdown()
. = ..()
VV_DROPDOWN_SEPERATOR
VV_DROPDOWN_OPTION(VV_HK_GIB, "Gib")
VV_DROPDOWN_OPTION(VV_HK_GIVE_SPELL, "Give Spell")
VV_DROPDOWN_OPTION(VV_HK_REMOVE_SPELL, "Remove Spell")
VV_DROPDOWN_OPTION(VV_HK_GIVE_DISEASE, "Give Disease")
VV_DROPDOWN_OPTION(VV_HK_GODMODE, "Toggle Godmode")
VV_DROPDOWN_OPTION(VV_HK_DROP_ALL, "Drop Everything")
VV_DROPDOWN_OPTION(VV_HK_REGEN_ICONS, "Regenerate Icons")
VV_DROPDOWN_OPTION(VV_HK_PLAYER_PANEL, "Show player panel")
VV_DROPDOWN_OPTION(VV_HK_BUILDMODE, "Toggle Buildmode")
VV_DROPDOWN_OPTION(VV_HK_DIRECT_CONTROL, "Assume Direct Control")
VV_DROPDOWN_OPTION(VV_HK_OFFER_GHOSTS, "Offer Control to Ghosts")
VV_DROPDOWN_OPTION(VV_HK_SET_AFK_TIMER, "Set AFK Timer")
/mob/vv_do_topic(list/href_list)
. = ..()
if(href_list[VV_HK_REGEN_ICONS] && check_rights(R_VAREDIT))
regenerate_icons()
if(href_list[VV_HK_PLAYER_PANEL])
usr.client.holder.show_player_panel(src)
if(href_list[VV_HK_GODMODE] && check_rights(R_ADMIN))
usr.client.cmd_admin_godmode(src)
if(href_list[VV_HK_GIVE_SPELL] && check_rights(R_VAREDIT))
usr.client.give_spell(src)
if(href_list[VV_HK_REMOVE_SPELL] && check_rights(R_VAREDIT))
usr.client.remove_spell(src)
if(href_list[VV_HK_GIVE_DISEASE] && check_rights(R_VAREDIT))
usr.client.give_disease(src)
if(href_list[VV_HK_GIB] && check_rights(R_FUN))
usr.client.cmd_admin_gib(src)
if(href_list[VV_HK_BUILDMODE] && check_rights(R_BUILDMODE))
togglebuildmode(src)
if(href_list[VV_HK_DROP_ALL] && check_rights(R_ADMIN))
usr.client.cmd_admin_drop_everything(src)
if(href_list[VV_HK_DIRECT_CONTROL] && check_rights(R_VAREDIT))
usr.client.cmd_assume_direct_control(src)
if(href_list[VV_HK_OFFER_GHOSTS] && check_rights(R_ADMIN))
offer_control(src)
if(href_list[VV_HK_SET_AFK_TIMER] && check_rights(R_ADMIN))
if(!mind)
to_chat(usr, "This cannot be used on mobs without a mind")
return
var/timer = input("Input AFK length in minutes, 0 to cancel the current timer", text("Input")) as num|null
if(timer == null) // Explicit null check for cancel, rather than generic truthyness, so 0 is handled differently
return
deltimer(mind.afk_verb_timer)
mind.afk_verb_used = FALSE
if(!timer)
return
mind.afk_verb_used = TRUE
mind.afk_verb_timer = addtimer(VARSET_CALLBACK(mind, afk_verb_used, FALSE), timer MINUTES, TIMER_STOPPABLE);
/**
* extra var handling for the logging var
*/
/mob/vv_get_var(var_name)
switch(var_name)
if("logging")
return debug_variable(var_name, logging, 0, src, FALSE)
. = ..()
/mob/vv_auto_rename(new_name)
//Do not do parent's actions, as we *usually* do this differently.
fully_replace_character_name(real_name, new_name)
usr.client.vv_update_display(src, "name", new_name)
usr.client.vv_update_display(src, "real_name", real_name || "No real name")
///Show the language menu for this mob
/mob/verb/open_language_menu()
set name = "Open Language Menu"
set category = "IC"
var/datum/language_holder/H = get_language_holder()
H.open_language_menu(usr)
///Adjust the nutrition of a mob
/mob/proc/adjust_nutrition(var/change) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks
nutrition = max(0, nutrition + change)
///Force set the mob nutrition
/mob/proc/set_nutrition(var/change) //Seriously fuck you oldcoders.
nutrition = max(0, change)
///Set the movement type of the mob and update it's movespeed
/mob/setMovetype(newval)
. = ..()
update_movespeed(FALSE)