mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
491 lines
12 KiB
Plaintext
491 lines
12 KiB
Plaintext
/mob/proc/isUnconscious() //Returns 1 if unconscious, dead or faking death
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if(stat || (status_flags & FAKEDEATH))
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return 1
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/mob/proc/isDead() //Returns 1 if dead or faking death
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if(stat == DEAD || (status_flags & FAKEDEATH))
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return 1
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/mob/proc/isStunned() //Because we have around four slighly different stunned variables for some reason.
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if(isUnconscious() || paralysis || stunned || weakened)
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return 1
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/mob/proc/incapacitated()
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if(isStunned() || restrained())
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return 1
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/mob/proc/get_screen_colour()
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if(!client)
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return 0
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if(M_NOIR in mutations)
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return NOIRMATRIX
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/mob/proc/can_wield()
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return 0
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/mob/dead/observer/get_screen_colour()
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return default_colour_matrix
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/mob/living/simple_animal/get_screen_colour()
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. = ..()
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if(.)
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return .
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else if(src.colourmatrix.len)
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return src.colourmatrix
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/mob/living/carbon/human/get_screen_colour()
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. = ..()
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if(.)
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return .
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else if(has_reagent_in_blood(DETCOFFEE))
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return NOIRMATRIX
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var/datum/organ/internal/eyes/eyes = internal_organs_by_name["eyes"]
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if(eyes && eyes.colourmatrix.len && !(eyes.robotic))
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return eyes.colourmatrix
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else
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return default_colour_matrix
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/mob/proc/update_colour(var/time = 50,var/forceupdate = 0)
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if(!client || (client.updating_colour && !forceupdate))
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return
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var/list/colour_to_apply = get_screen_colour()
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var/list/difference = difflist(client.color,colour_to_apply)
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if(difference || !(client.color) || !istype(difference) || !difference.len)
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client.updating_colour = 1
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var/cached_ckey = client.ckey
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if(forceupdate)
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time = 0
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else if(colour_to_apply == NOIRMATRIX)
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time = 170
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src << sound('sound/misc/noirdarkcoffee.ogg')
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client.colour_transition(colour_to_apply,time = time)
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spawn(time)
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if(client && client.mob != src)
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return
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if(client)
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client.color = colour_to_apply
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client.updating_colour = 0
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difference = difflist(client.color,get_screen_colour())
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if((difference || !(client.color) || !istype(difference) || !difference.len) && !forceupdate) // panic panic panic
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src.update_colour(forceupdate = 1)
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else
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bad_changing_colour_ckeys["[cached_ckey]"] = 1
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/proc/RemoveAllFactionIcons(var/datum/mind/M)
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ticker.mode.update_cult_icons_removed(M)
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ticker.mode.update_rev_icons_removed(M)
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ticker.mode.update_wizard_icons_removed(M)
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/proc/ClearRoles(var/datum/mind/M)
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ticker.mode.remove_revolutionary(M)
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/proc/isAdminGhost(A)
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if(isobserver(A))
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var/mob/dead/observer/O = A
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if(O.check_rights(R_ADMIN|R_FUN))
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return 1
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return 0
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/proc/canGhostRead(var/mob/A, var/obj/target, var/flags=PERMIT_ALL)
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if(isAdminGhost(A))
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return 1
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if(flags & PERMIT_ALL)
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return 1
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return 0
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/proc/canGhostWrite(var/mob/A, var/obj/target, var/desc="fucked with", var/flags=0)
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if(flags & PERMIT_ALL)
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if(!target.blessed)
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return 1
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if(isAdminGhost(A))
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if(desc!="")
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add_ghostlogs(A, target, desc, 1)
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return 1
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return 0
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/proc/isloyal(A) //Checks to see if the person contains a loyalty implant, then checks that the implant is actually inside of them
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for(var/obj/item/weapon/implant/loyalty/L in A)
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if(L && L.implanted)
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return 1
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return 0
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/proc/check_holy(var/mob/A) //checks to see if the tile the mob stands on is holy
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var/turf/T = get_turf(A)
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if(!T)
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return 0
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if(!T.holy)
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return 0
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return 1 //The tile is holy. Beware!
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proc/hasorgans(A)
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return ishuman(A)
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/proc/check_zone(zone)
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if(!zone)
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return LIMB_CHEST
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switch(zone)
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if("eyes")
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zone = LIMB_HEAD
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if("mouth")
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zone = LIMB_HEAD
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/* if(LIMB_LEFT_HAND)
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zone = LIMB_LEFT_ARM
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if(LIMB_RIGHT_HAND)
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zone = LIMB_RIGHT_ARM
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if(LIMB_LEFT_FOOT)
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zone = LIMB_LEFT_LEG
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if(LIMB_RIGHT_FOOT)
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zone = LIMB_RIGHT_LEG
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if(LIMB_GROIN)
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zone = LIMB_CHEST
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*/
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return zone
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/proc/ran_zone(zone, probability)
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zone = check_zone(zone)
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if(!probability)
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probability = 90
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if(probability == 100)
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return zone
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if(zone == LIMB_CHEST)
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if(prob(probability))
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return LIMB_CHEST
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var/t = rand(1, 9)
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switch(t)
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if(1 to 3)
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return LIMB_HEAD
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if(4 to 6)
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return LIMB_LEFT_ARM
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if(7 to 9)
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return LIMB_RIGHT_ARM
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if(prob(probability * 0.75))
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return zone
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return LIMB_CHEST
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// Emulates targetting a specific body part, and miss chances
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// May return null if missed
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// miss_chance_mod may be negative.
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/proc/get_zone_with_miss_chance(zone, var/mob/target, var/miss_chance_mod = 0)
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zone = check_zone(zone)
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// you can only miss if your target is standing and not restrained
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if(!target.locked_to && !target.lying)
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var/miss_chance = 10
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switch(zone)
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if(LIMB_HEAD)
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miss_chance = 40
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if(LIMB_LEFT_LEG)
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miss_chance = 20
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if(LIMB_RIGHT_LEG)
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miss_chance = 20
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if(LIMB_LEFT_ARM)
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miss_chance = 20
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if(LIMB_RIGHT_ARM)
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miss_chance = 20
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if(LIMB_LEFT_HAND)
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miss_chance = 50
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if(LIMB_RIGHT_HAND)
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miss_chance = 50
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if(LIMB_LEFT_FOOT)
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miss_chance = 50
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if(LIMB_RIGHT_FOOT)
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miss_chance = 50
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miss_chance = max(miss_chance + miss_chance_mod, 0)
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if(prob(miss_chance))
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if(prob(70))
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return null
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else
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var/t = rand(1, 10)
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switch(t)
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if(1)
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return LIMB_HEAD
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if(2)
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return LIMB_LEFT_ARM
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if(3)
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return LIMB_RIGHT_ARM
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if(4)
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return LIMB_CHEST
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if(5)
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return LIMB_LEFT_FOOT
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if(6)
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return LIMB_RIGHT_FOOT
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if(7)
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return LIMB_LEFT_HAND
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if(8)
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return LIMB_RIGHT_HAND
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if(9)
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return LIMB_LEFT_LEG
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if(10)
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return LIMB_RIGHT_LEG
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return zone
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// adds stars to a text to obfuscate it
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// var/n -> text to obfuscate
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// var/pr -> percent of the text to obfuscate
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// return -> obfuscated text
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/proc/stars(n, pr)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return t
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proc/slur(phrase)
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var/leng=length(phrase)
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var/counter=length(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,3)==3)
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if(lowertext(newletter)=="o")
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newletter="u"
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if(lowertext(newletter)=="s")
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newletter="ch"
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if(lowertext(newletter)=="a")
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newletter="ah"
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if(lowertext(newletter)=="c")
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newletter="k"
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switch(rand(1,15))
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if(1,3,5,8)
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newletter="[lowertext(newletter)]"
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if(2,4,6,15)
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newletter="[uppertext(newletter)]"
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if(7)
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newletter+="'"
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//if(9,10) newletter="<b>[newletter]</b>"
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//if(11,12) newletter="<big>[newletter]</big>"
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//if(13) newletter="<small>[newletter]</small>"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/stutter(n)
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var/te = n
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return copytext(t,1,MAX_MESSAGE_LEN)
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proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/derpspeech(message, stuttering)
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message = replacetext(message, " am ", " ")
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message = replacetext(message, " is ", " ")
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message = replacetext(message, " are ", " ")
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message = replacetext(message, "you", "u")
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message = replacetext(message, "help", "halp")
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message = replacetext(message, "grief", "griff")
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message = replacetext(message, "space", "spess")
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message = replacetext(message, "carp", "crap")
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message = replacetext(message, "reason", "raisin")
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if(prob(50))
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message = uppertext(message)
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message += "[stutter(pick("!", "!!", "!!!"))]"
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if(!stuttering && prob(15))
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message = stutter(message)
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return message
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/proc/shake_camera(mob/M, duration=0, strength=1)
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spawn(1)
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if(!M || !M.client || M.shakecamera)
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return
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M.shakecamera = 1
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for (var/x = 1 to duration)
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if(!M || !M.client)
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M.shakecamera = 0
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return //somebody disconnected while being shaken
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M.client.pixel_x = WORLD_ICON_SIZE*rand(-strength, strength)
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M.client.pixel_y = WORLD_ICON_SIZE*rand(-strength, strength)
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sleep(1)
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M.shakecamera = 0
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M.client.pixel_x = 0
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M.client.pixel_y = 0
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/mob/M in mob_list)
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if(M.real_name == msg)
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return M
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return 0
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/mob/proc/abiotic(var/full_body = 0)
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for(var/obj/item/I in held_items)
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if(I.abstract)
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continue
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return 1
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if(full_body && (src.back || src.wear_mask))
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return 1
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return 0
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//converts intent-strings into numbers and back
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var/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if(I_HELP)
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return 0
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if(I_DISARM)
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return 1
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if(I_GRAB)
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return 2
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else
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return 3
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else
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switch(argument)
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if(0)
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return I_HELP
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if(1)
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return I_DISARM
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if(2)
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return I_GRAB
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else
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return I_HURT
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//change a mob's act-intent. Input the intent as a string such as I_HELP or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(ishuman(src) || isalienadult(src) || isbrain(src))
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switch(input)
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if(I_HELP,I_DISARM,I_GRAB,I_HURT)
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent)+1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent)+3) % 4)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "intent_[a_intent]"
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else if(isrobot(src) || ismonkey(src) || islarva(src))
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switch(input)
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if(I_HELP)
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a_intent = I_HELP
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if(I_HURT)
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a_intent = I_HURT
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(hud_used && hud_used.action_intent)
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if(a_intent == I_HURT)
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hud_used.action_intent.icon_state = "harm"
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else
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hud_used.action_intent.icon_state = "help"
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//For hotkeys
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/mob/verb/a_kick()
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set name = "a-kick"
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set hidden = 1
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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H.set_attack_type(ATTACK_KICK)
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/mob/verb/a_bite()
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set name = "a-bite"
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set hidden = 1
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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H.set_attack_type(ATTACK_BITE)
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proc/is_blind(A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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if(C.blinded != null)
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return 1
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return 0
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/proc/get_multitool(mob/user as mob)
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// Get tool
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var/obj/item/device/multitool/P
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if(isrobot(user) || ishuman(user))
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P = user.get_active_hand()
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else if(isAI(user))
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var/mob/living/silicon/ai/AI=user
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P = AI.aiMulti
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else if(isAdminGhost(user))
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var/mob/dead/observer/G=user
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P = G.ghostMulti
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if(!istype(P))
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return null
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return P
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/proc/broadcast_security_hud_message(var/message, var/broadcast_source)
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broadcast_hud_message(message, broadcast_source, sec_hud_users, /obj/item/clothing/glasses/hud/security)
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/proc/broadcast_medical_hud_message(var/message, var/broadcast_source)
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broadcast_hud_message(message, broadcast_source, med_hud_users, /obj/item/clothing/glasses/hud/health)
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/proc/broadcast_hud_message(var/message, var/broadcast_source, var/list/targets, var/obj/ic)
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var/biconthing = initial(ic.icon)
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var/biconthingstate = initial(ic.icon_state)
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var/icon/I = new(biconthing, biconthingstate)
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var/turf/sourceturf = get_turf(broadcast_source)
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for(var/mob/M in targets)
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var/turf/targetturf = get_turf(M)
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if((targetturf.z == sourceturf.z))
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M.show_message("<span class='info'>[bicon(I)] [message]</span>", 1)
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