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* fix map * Fixing bad syntax * Maybe this will work * Travis wanted me to remove this * Unticking attempt * Unticking attempt 2 * Removing all useless broken zshadow stuff * Maybe now? * Oh weird * Adding up/down pipe sprites * Adding darkness overlay, attempt #1 * Second attempt, now works * Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness * Fix, plus keeps this floor in place * Really bad fix that stops space looking weird * Now everything should work normally, except lighting overlays * Updates the map * Consistency * Adds new fall damage sound * Typo * Jetpack fun * Better * Less bad brackets and parantheses pain * OHhh * These fly too, brooms next whenever I figure those out * Finishing pipe icons * Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake * Bringing back zshadow, but with no icon * Oh it's this issue again * Final fix, better attempt at image relay * Now for it looking nice, vis_contents are bad here too * Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it * Map change * Changing it back, test server stays on box anyways * Removing non-working solution * Removes broken lighting overlays * Finally fixes up floor generation above walls * Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz * More, almost done * Finalised * Cube option * Logic fix * Syntax * Attempting to make item fall on arc * Compile * Now this is no longer needed * BRACE FOR ENABLING MULTI-Z ZAS * Attempt at fixing glass floor tiles * Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink * Missing var * Removing unused var and fixes consistency * Fixing logic and syntax etc, still needs testing before uncomment * Uncommenting, some fixes too * Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING * Client proc to test this * Adds to list * Typo not drawing red on main layer * Here too * Adding debug logs for clarity * Better * Even better * Experimental multi-Z EMP support, cylindrical effect for now * Better distance falloff * Sound/visual support on other layers? * Z cap for EMP sound * Booms too * Adds back accidentally deleted file * Muuuch more sane check * Attempt at connecting heard speech between multi Z * Cleaner * Missing bracket * Removing zshadow mobs entirely again, no need for them whatsoever * Multi-z visible messages * Emotes * Fix? * Wew * K * Much nicer function * I forget about this define * Ohhhh * Comma fix * Aaa * This might fix * Removing visible message one for now * Trying this solution * Typo * RIP location, hope this won't break anything * Actually location gets to come back, fix is here * I give up, the tests are clearly what's borken * Let's see what this does with those nullspaces test items (yes really) * Indent fix, plus nice comments * MULTI-Z SOUND??? * Woops * Jetpack and etc trails over open space now! * No macros, this is why we can't have nice things * Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK * Gotta make leapers not fall somehow * Bad oversight * Fully allows going down stairs with weird border objects * Flying now works properly for humans on open space * Now, fall instantly on stop * Oversight * Oh this function * New helper functions * Oversight again * Replacing lines with abs(), multi z singulo pull attempt * Quick supermatter fix * Don't cut overlays * Move down here * Typo * Now actually works, implementation could be better though * Additional helper function for z distances because BYOND hates comparing z * Reimplementing for sound * abs() to keep positive for max comparisons in line distances * Keeping gas overlays outside of multi-z viewing to stop some glitches * That didn't work * Testing removal from float planes for stuff that never needed to be on it * Fixes gas overlays showing up all wrong in multi Z ZAS * Gutting this controller, no longer needed period, system works fine without it * Now glass floors look mostly perfect on open spaces * Var name change for fun stuff later * Knew I'd miss one * Gravity based fall delay? * Settle with using sleep() for now, what could go wrong? * Lagged the game horribly, so everything * Here all along, huh * Just remove it for now, it kinda works but not ideally at all * Thank you TK code for giving me a nice and working way to do this * Comments, oversights * No wait it was right the first time * Now for the damage multiplier * Knockdown too * Nicer format * This should still be min, plus now have a debug log and shifted around logic * Now for mech stuff * Clamping knockdown * Definition fix * Dusting this off, hopeful fix to things not falling * Probably don't need this, I forget * Hahaha nope, this did nothing * Finally, a way to make fall() call in mid air after a delay without horrible lag * Tunes pipe layering if on same zlevel, getting there * Now fully tuned * Adding bones for pipe item support * Test * z_up pipe item icon state * z_up and z_down pipe item icon state * Adding these to pipe dispensers * Typo * RCDs too * Moved here * Moved back * Makes space work nicer * Oh and here * Fall updates * Don't need this * Oversights everywhere * Fixes * More * More, and new stuff * Even more * Dampening these a bit * So many, so moved to new file * Forgot this * Refactor * Forgot to actually use * Indentation issues * Works better like this * Refactors into nicer proc * One oversight * Stair frames, to construct into stairs * Stack recipe for em * Cutting useless stuff * Fixes * Last fixes * Stops uncrossing at non existant aboves * Better logic * Better logic * Fix * Fixes nullspace checking runtime * Removes redundant check on stairs * Replaces CanPass with Cross, functionality is same and definition is duplicate of it * Missed one * Darkening and falling tweaks * Better call for gravity * Oversight * Stops falling in space, zero-g open space movement fixes etc * Consistency * Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to * Var name fix * Much nicer system with no recursive function or last_fall variable use * Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity * Makes z distances pay attention to multi z support * Maybe this is better * Left this in * Adding visible and hidden variants for mapping * Counts glass floors as open space for the purpose of open space checks * Bracket fix * Makes it a macro for easy viewing * Space looks much better like this honestly * Makes schematics actually show up on RPD in multi-z * Making these tied to WORLD_ICON_SIZE * Changes for someone to test * Now the fix actually works * Removes forceMove(), nicer solution * Giving stairs all their dirs * Fixing stair position problem and other things * Stair deconstruction * Removing redundant enter() check to move() * Some updates as requested * .dme and map/file fixes * .dme and map/file fixes * Updating can_falls * Ladder climb fix * Some port notes updates * Docs itself * Removing unused edge_type var * Removing landmark object, converts it code side * Removing unsimmed walls doing it, not necessary * Updated descs * Fixing observer non-standards in file * More file cleanup * Jetpacks allow z-travelling * Now they really do * Robots too * Updating docs * Code cleanup * Catch one * Indent fix * Not sure what that even is * Catching these * Applying some old fixes * Removing unused file * Moving nodes back to original places, or an attempt to * Here too * Removing unused file * Moving these back too * Some fixes for now * Some more * Even more, almost done * Better pipe icons * More icons * Disposal pipe construction * Mixup * List optimisation, new fixes Co-authored-by: Damian <damian@autistici.org> Co-authored-by: kanef <kanef9x@protonmail.com>
216 lines
7.8 KiB
Plaintext
216 lines
7.8 KiB
Plaintext
#define EMOTE_VISIBLE 1
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#define EMOTE_AUDIBLE 2
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/* Emote datums, ported from TG station. */
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/datum/emote
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var/key = "" //What calls the emote
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var/key_third_person = "" //This will also call the emote
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var/message = "" //Message displayed when emote is used
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var/message_mime = "" //Message displayed if the user is a mime
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var/message_alien = "" //Message displayed if the user is a grown alien
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var/message_larva = "" //Message displayed if the user is an alien larva
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var/message_robot = "" //Message displayed if the user is a robot
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var/message_AI = "" //Message displayed if the user is an AI
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var/message_monkey = "" //Message displayed if the user is a monkey
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var/message_simple = "" //Message to display if the user is a simple_animal
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var/message_param = "" //Message to display if a param was given
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var/message_mommi = "" //Message to display if the user is a mommi. Defaults to message_robot if none specified
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var/emote_type = EMOTE_VISIBLE //Whether the emote is visible or audible
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var/restraint_check = FALSE //Checks if the mob is restrained before performing the emote
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var/muzzle_ignore = FALSE //Will only work if the emote is EMOTE_AUDIBLE
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var/list/mob_type_allowed_typelist = list(/mob) //Types that are allowed to use that emote
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var/list/mob_type_blacklist_typelist //Types that are NOT allowed to use that emote
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var/list/mob_type_ignore_stat_typelist
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var/voxemote = TRUE //Flags if a vox CAN use an emote. Defaults to can.
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var/voxrestrictedemote = FALSE //Flags if Non-Vox CANNOT use an emote. Defaults to CAN.
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var/insectoidemote = TRUE
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var/insectoidrestrictedemote = FALSE
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var/stat_allowed = CONSCIOUS
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var/hands_needed = 0//how many hands do you need to perform the emote
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var/static/list/emote_list = list()
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/datum/emote/New()
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if(key_third_person)
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emote_list[key_third_person] = src
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if(!message_mommi)
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message_mommi = message_robot
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/datum/emote/proc/run_emote(mob/user, params, type_override, ignore_status = FALSE)
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. = TRUE
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if(!(type_override) && !(can_run_emote(user, !ignore_status))) // ignore_status == TRUE means that status_check should be FALSE and vise-versa
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return FALSE
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var/msg = select_message_type(user)
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if(params && message_param)
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msg = select_param(user, params)
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msg = replace_pronoun(user, msg)
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if(isliving(user))
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var/mob/living/L = user
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for(var/obj/item/weapon/implant/I in L)
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I.trigger(key, L)
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if(!msg)
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return
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var/msg_runechat = msg
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msg = "<b>[user]</b> " + msg
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var/obs_pass = TRUE
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// Don't hear simple mobs without a client.
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if (istype(user, /mob/living/simple_animal) && !user.client)
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obs_pass = FALSE
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if (obs_pass)
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for(var/mob/M in dead_mob_list)
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if(!M.client || isnewplayer(M))
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continue
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var/T = get_turf(user)
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if(isobserver(M) && M.client && (M.client.prefs.toggles & CHAT_GHOSTSIGHT) && !(M in viewers(T)))
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M.show_message("<a href='?src=\ref[M];follow=\ref[user]'>(Follow)</a> " + msg)
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if (user.client && M?.client?.prefs.mob_chat_on_map && get_dist(M, user) < M?.client.view)
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M.create_chat_message(user, null, msg_runechat, "", list("italics"))
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if (emote_type == EMOTE_VISIBLE)
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user.visible_message(msg)
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for(var/z0 in GetOpenConnectedZlevels(user))
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for (var/mob/O in viewers(world.view, locate(user.x,user.y,z0)))
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if (user.client && O?.client?.prefs.mob_chat_on_map && O.stat != UNCONSCIOUS && !(isinvisible(user)))
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O.create_chat_message(user, null, msg_runechat, "", list("italics"))
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else
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for(var/mob/O in get_hearers_in_view(world.view, user))
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O.show_message(msg)
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if (user.client && O?.client?.prefs.mob_chat_on_map && O.stat != UNCONSCIOUS && !O.is_deaf())
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O.create_chat_message(user, null, msg_runechat, "", list("italics"))
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var/turf/T = get_turf(user)
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var/location = T ? "[T.x],[T.y],[T.z]" : "nullspace"
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log_emote("[user.name]/[user.key] (@[location]): [message]")
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// TODO : gender & all
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/datum/emote/proc/replace_pronoun(mob/user, message)
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var/mob/living/carbon/human/H = user
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if (istype(H))
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var/skipface = FALSE
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var/list/obscured = H.check_obscured_slots()
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if(H.wear_mask)
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skipface |= H.check_hidden_head_flags(HIDEFACE)
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if((slot_w_uniform in obscured) && skipface)
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if(findtext(message, "%s"))
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message = replacetext(message, "%s", "")
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return message
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else
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switch(H.gender)
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if(MALE)
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if(findtext(message, "their"))
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message = replacetext(message, "their", "his")
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if(findtext(message, "them"))
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message = replacetext(message, "them", "him")
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if(findtext(message, "they"))
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message = replacetext(message, "they", "he")
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if(findtext(message, "%s"))
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message = replacetext(message, "%s", "s")
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if(FEMALE)
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if(findtext(message, "their"))
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message = replacetext(message, "their", "her")
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if(findtext(message, "them"))
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message = replacetext(message, "them", "her")
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if(findtext(message, "they"))
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message = replacetext(message, "they", "she")
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if(findtext(message, "%s"))
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message = replacetext(message, "%s", "s")
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return message
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/datum/emote/proc/select_message_type(mob/user)
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. = message
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if(!muzzle_ignore && user.is_muzzled() && emote_type == EMOTE_AUDIBLE)
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return "makes a [pick("strong ", "weak ", "")]noise."
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if(user.mind && ishuman(user) && user.mind.miming && message_mime)
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. = message_mime
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if(isalienadult(user) && message_alien)
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. = message_alien
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else if(islarva(user) && message_larva)
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. = message_larva
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else if(isAI(user) && message_AI)
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. = message_AI
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else if(isMoMMI(user) && message_mommi)
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. = message_mommi
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else if(issilicon(user) && message_robot)
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. = message_robot
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else if(ismonkey(user) && message_monkey)
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. = message_monkey
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else if(isanimal(user) && message_simple)
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. = message_simple
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/datum/emote/proc/select_param(mob/user, params)
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return replacetext(message_param, "%t", params)
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/datum/emote/proc/can_run_emote(mob/user, var/status_check = TRUE)
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if(!(is_type_in_list(user, mob_type_allowed_typelist)))
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return FALSE
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if(is_type_in_list(user, mob_type_blacklist_typelist))
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return FALSE
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if((isinsectoid(user)) && insectoidrestrictedemote == TRUE)
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return TRUE
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if((!isinsectoid(user)) && insectoidrestrictedemote == TRUE)
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return FALSE
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if((isinsectoid(user)) && insectoidemote == FALSE)
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return FALSE
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if((isvox(user) || isskelevox(user)) && voxrestrictedemote == TRUE)
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return TRUE
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if((!isvox(user) || !isskelevox(user)) && voxrestrictedemote == TRUE)
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return FALSE
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if((isvox(user) || isskelevox(user)) && voxemote == FALSE)
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return FALSE
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if(!user.client && user.ckey == null) //Auto emote, like a monkey or corgi
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var/someone_in_earshot=0
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for(var/mob/M in get_hearers_in_view(world.view, user)) //See if anyone is in earshot
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if(M.client)
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someone_in_earshot=1
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break
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if(!someone_in_earshot)
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return FALSE
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if(status_check && !(is_type_in_list(user, mob_type_ignore_stat_typelist)))
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if(user.stat > stat_allowed)
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to_chat(user, "<span class='warning'>You cannot [key] while unconscious.</span>")
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return FALSE
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if(restraint_check && (user.restrained() || user.locked_to))
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to_chat(user, "<span class='warning'>You cannot [key] while restrained.</span>")
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return FALSE
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if(isliving(user))
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var/mob/living/L = user
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if(L.silent)
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to_chat(user, "<span class='warning'>You cannot do that while silenced.</span>")
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return FALSE
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return TRUE
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/datum/emote/sound
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var/sound //Sound to play when emote is called
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var/vary = FALSE //used for the honk borg emote
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mob_type_allowed_typelist = list(/mob/living/carbon/brain, /mob/living/silicon)
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/datum/emote/sound/run_emote(mob/user, params, ignore_status = FALSE)
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. = ..()
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if(.)
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playsound(user.loc, sound, 50, vary)
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/mob/proc/audible_cough()
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emote("coughs", message = TRUE, ignore_status = TRUE)
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/mob/proc/audible_scream()
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if(isvox(src) || isskelevox(src))
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emote("shrieks", message = TRUE, ignore_status = TRUE)
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return
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if(isinsectoid(src))
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emote("chitters", message = TRUE, ignore_status = TRUE)
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return
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else
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emote("screams", message = TRUE, ignore_status = TRUE) // So it's forced
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