Files
fulpstation/code/datums/emotes.dm
Rohesie 3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00

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#define EMOTE_VISIBLE 1
#define EMOTE_AUDIBLE 2
/datum/emote
var/key = "" //What calls the emote
var/key_third_person = "" //This will also call the emote
var/message = "" //Message displayed when emote is used
var/message_mime = "" //Message displayed if the user is a mime
var/message_alien = "" //Message displayed if the user is a grown alien
var/message_larva = "" //Message displayed if the user is an alien larva
var/message_robot = "" //Message displayed if the user is a robot
var/message_AI = "" //Message displayed if the user is an AI
var/message_monkey = "" //Message displayed if the user is a monkey
var/message_simple = "" //Message to display if the user is a simple_animal
var/message_param = "" //Message to display if a param was given
var/emote_type = EMOTE_VISIBLE //Whether the emote is visible or audible
/// Checks if the mob can use its hands before performing the emote.
var/hands_use_check = FALSE
var/muzzle_ignore = FALSE //Will only work if the emote is EMOTE_AUDIBLE
var/list/mob_type_allowed_typecache = /mob //Types that are allowed to use that emote
var/list/mob_type_blacklist_typecache //Types that are NOT allowed to use that emote
var/list/mob_type_ignore_stat_typecache
var/stat_allowed = CONSCIOUS
var/sound //Sound to play when emote is called
var/vary = FALSE //used for the honk borg emote
var/only_forced_audio = FALSE //can only code call this event instead of the player.
var/cooldown = 0.8 SECONDS
/datum/emote/New()
if (ispath(mob_type_allowed_typecache))
switch (mob_type_allowed_typecache)
if (/mob)
mob_type_allowed_typecache = GLOB.typecache_mob
if (/mob/living)
mob_type_allowed_typecache = GLOB.typecache_living
else
mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
else
mob_type_allowed_typecache = typecacheof(mob_type_allowed_typecache)
mob_type_blacklist_typecache = typecacheof(mob_type_blacklist_typecache)
mob_type_ignore_stat_typecache = typecacheof(mob_type_ignore_stat_typecache)
/datum/emote/proc/run_emote(mob/user, params, type_override, intentional = FALSE)
. = TRUE
if(!can_run_emote(user, TRUE, intentional))
return FALSE
var/msg = select_message_type(user, intentional)
if(params && message_param)
msg = select_param(user, params)
msg = replace_pronoun(user, msg)
if(isliving(user))
var/mob/living/L = user
for(var/obj/item/implant/I in L.implants)
I.trigger(key, L)
if(!msg)
return
user.log_message(msg, LOG_EMOTE)
var/dchatmsg = "<b>[user]</b> [msg]"
var/tmp_sound = get_sound(user)
if(tmp_sound && (!only_forced_audio || !intentional))
playsound(user, tmp_sound, 50, vary)
for(var/mob/M in GLOB.dead_mob_list)
if(!M.client || isnewplayer(M))
continue
var/T = get_turf(user)
if(M.stat == DEAD && M.client && user.client && (M.client.prefs.chat_toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T, null)))
M.show_message("[FOLLOW_LINK(M, user)] [dchatmsg]")
if(emote_type == EMOTE_AUDIBLE)
user.audible_message(msg, audible_message_flags = EMOTE_MESSAGE)
else
user.visible_message(msg, visible_message_flags = EMOTE_MESSAGE)
/// For handling emote cooldown, return true to allow the emote to happen
/datum/emote/proc/check_cooldown(mob/user, intentional)
if(!intentional)
return TRUE
if(user.emotes_used && user.emotes_used[src] + cooldown > world.time)
return FALSE
if(!user.emotes_used)
user.emotes_used = list()
user.emotes_used[src] = world.time
return TRUE
/datum/emote/proc/get_sound(mob/living/user)
return sound //by default just return this var.
/datum/emote/proc/replace_pronoun(mob/user, message)
if(findtext(message, "their"))
message = replacetext(message, "their", user.p_their())
if(findtext(message, "them"))
message = replacetext(message, "them", user.p_them())
if(findtext(message, "%s"))
message = replacetext(message, "%s", user.p_s())
return message
/datum/emote/proc/select_message_type(mob/user, intentional)
. = message
if(!muzzle_ignore && user.is_muzzled() && emote_type == EMOTE_AUDIBLE)
return "makes a [pick("strong ", "weak ", "")]noise."
if(user.mind && user.mind.miming && message_mime)
. = message_mime
if(isalienadult(user) && message_alien)
. = message_alien
else if(islarva(user) && message_larva)
. = message_larva
else if(iscyborg(user) && message_robot)
. = message_robot
else if(isAI(user) && message_AI)
. = message_AI
else if(ismonkey(user) && message_monkey)
. = message_monkey
else if(isanimal(user) && message_simple)
. = message_simple
/datum/emote/proc/select_param(mob/user, params)
return replacetext(message_param, "%t", params)
/datum/emote/proc/can_run_emote(mob/user, status_check = TRUE, intentional = FALSE)
. = TRUE
if(!is_type_in_typecache(user, mob_type_allowed_typecache))
return FALSE
if(is_type_in_typecache(user, mob_type_blacklist_typecache))
return FALSE
if(status_check && !is_type_in_typecache(user, mob_type_ignore_stat_typecache))
if(user.stat > stat_allowed)
if(!intentional)
return FALSE
switch(user.stat)
if(SOFT_CRIT)
to_chat(user, "<span class='warning'>You cannot [key] while in a critical condition!</span>")
if(UNCONSCIOUS, HARD_CRIT)
to_chat(user, "<span class='warning'>You cannot [key] while unconscious!</span>")
if(DEAD)
to_chat(user, "<span class='warning'>You cannot [key] while dead!</span>")
return FALSE
if(hands_use_check && HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
if(!intentional)
return FALSE
to_chat(user, "<span class='warning'>You cannot use your hands to [key] right now!</span>")
return FALSE
if(isliving(user))
var/mob/living/L = user
if(HAS_TRAIT(L, TRAIT_EMOTEMUTE))
return FALSE
/**
* Allows the intrepid coder to send a basic emote
* Takes text as input, sends it out to those who need to know after some light parsing
* If you need something more complex, make it into a datum emote
* Arguments:
* * text - The text to send out
*/
/mob/proc/manual_emote(text) //Just override the song and dance
. = TRUE
if(findtext(text, "their"))
text = replacetext(text, "their", p_their())
if(findtext(text, "them"))
text = replacetext(text, "them", p_them())
if(findtext(text, "%s"))
text = replacetext(text, "%s", p_s())
if(stat != CONSCIOUS)
return
if(!text)
CRASH("Someone passed nothing to manual_emote(), fix it")
log_message(text, LOG_EMOTE)
var/ghost_text = "<b>[src]</b> " + text //Sin I know
for(var/mob/M in GLOB.dead_mob_list)
if(!M.client || isnewplayer(M))
continue
var/T = get_turf(src)
if(M.stat == DEAD && M.client && (M.client.prefs.chat_toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T, null)))
M.show_message("[FOLLOW_LINK(M, src)] [ghost_text]")
visible_message(text, visible_message_flags = EMOTE_MESSAGE)