This commit is contained in:
Ghommie
2020-03-09 21:53:22 +01:00
608 changed files with 216396 additions and 210422 deletions
-11
View File
@@ -11,17 +11,6 @@
invisibility = INVISIBILITY_ABSTRACT // No one can see us
sight = SEE_SELF
move_on_shuttle = FALSE
var/call_life = FALSE //TRUE if Life() should be called on this camera every tick of the mobs subystem, as if it were a living mob
/mob/camera/Initialize()
. = ..()
if(call_life)
GLOB.living_cameras += src
/mob/camera/Destroy()
. = ..()
if(call_life)
GLOB.living_cameras -= src
/mob/camera/experience_pressure_difference()
return
@@ -10,7 +10,6 @@
density = FALSE
stat = DEAD
canmove = FALSE
var/mob/living/new_character //for instant transfer once the round is set up
@@ -22,7 +22,7 @@
if(!pref_species)
var/rando_race = pick(GLOB.roundstart_races)
pref_species = new rando_race()
features = random_features()
features = random_features(pref_species?.id)
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon(equip_job = TRUE)
@@ -71,6 +71,9 @@
//for snowflake/donor specific sprites
var/list/ckeys_allowed
//For soft-restricting markings to species IDs
var/list/recommended_species
/datum/sprite_accessory/underwear
icon = 'icons/mob/underwear.dmi'
@@ -38,6 +38,7 @@
color_src = MATRIXED
gender_specific = 0
icon = 'modular_citadel/icons/mob/mam_markings.dmi'
recommended_species = list("mammal", "xeno", "slimeperson", "podweak")
/datum/sprite_accessory/mam_body_markings/none
name = "None"
@@ -132,10 +132,12 @@
/datum/sprite_accessory/antenna
icon = 'modular_citadel/icons/mob/ipc_antennas.dmi'
color_src = MUTCOLORS2
recommended_species = list("ipc")
/datum/sprite_accessory/antenna/none
name = "None"
icon_state = "None"
recommended_species = null
/datum/sprite_accessory/antenna/antennae
name = "Angled Antennae"
@@ -30,12 +30,14 @@
var/taur_mode = NONE //Must be a single specific tauric suit variation bitflag. Don't do FLAG_1|FLAG_2
var/alt_taur_mode = NONE //Same as above.
color_src = MATRIXED
recommended_species = list("human", "lizard", "insect", "mammal", "xeno", "jelly", "slimeperson", "podweak")
/datum/sprite_accessory/taur/none
dimension_x = 32
center = FALSE
name = "None"
icon_state = "None"
recommended_species = null
/datum/sprite_accessory/taur/cow
name = "Cow"
@@ -151,11 +151,12 @@
/datum/sprite_accessory/mam_snouts
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
recommended_species = list("mammal", "slimeperson", "insect", "podweak")
/datum/sprite_accessory/mam_snouts/none
name = "None"
icon_state = "none"
recommended_species = null
/datum/sprite_accessory/mam_snouts/bird
name = "Beak"
@@ -0,0 +1,150 @@
//Synth snouts (This is the most important part)
/datum/sprite_accessory/mam_snouts/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Snout"
icon_state = "synthliz_basic"
/datum/sprite_accessory/mam_snouts/synthliz/synthliz_under
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Snout Under"
icon_state = "synthliz_under"
/datum/sprite_accessory/mam_snouts/synthliz/synthliz_tert
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Snout Tertiary"
icon_state = "synthliz_tert"
/datum/sprite_accessory/mam_snouts/synthliz/synthliz_tertunder
icon = 'modular_citadel/icons/mob/synthliz_snouts.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Snout Tertiary Under"
icon_state = "synthliz_tertunder"
//Synth body markings
/datum/sprite_accessory/mam_body_markings/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Plates"
icon_state = "synthlizscutes"
/datum/sprite_accessory/mam_body_markings/synthliz/synthliz_pecs
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Pecs"
icon_state = "synthlizpecs"
/datum/sprite_accessory/mam_body_markings/synthliz/synthliz_pecslight
icon = 'modular_citadel/icons/mob/synthliz_body_markings.dmi'
name = "Synthetic Lizard - Pecs Light"
icon_state = "synthlizpecslight"
//Synth tails
/datum/sprite_accessory/mam_tails/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_tails.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard"
icon_state = "synthliz"
/datum/sprite_accessory/mam_tails_animated/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_tails.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard"
icon_state = "synthliz"
//Synth Antennae
/datum/sprite_accessory/antenna/synthliz
recommended_species = list("synthliz")
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Antennae"
icon_state = "synth_antennae"
/datum/sprite_accessory/antenna/synthliz/synthliz_curled
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Curled"
icon_state = "synth_curled"
/datum/sprite_accessory/antenna/synthliz/synthliz_thick
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Thick"
icon_state = "synth_thick"
/datum/sprite_accessory/antenna/synthliz/synth_thicklight
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Thick Light"
icon_state = "synth_thicklight"
/datum/sprite_accessory/antenna/synthliz/synth_short
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Short"
icon_state = "synth_short"
/datum/sprite_accessory/antenna/synthliz/synth_sharp
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Sharp"
icon_state = "synth_sharp"
/datum/sprite_accessory/antenna/synthliz/synth_sharplight
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Sharp Light"
icon_state = "synth_sharplight"
/datum/sprite_accessory/antenna/synthliz/synth_horns
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MUTCOLORS
name = "Synthetic Lizard - Horns"
icon_state = "synth_horns"
/datum/sprite_accessory/antenna/synthliz/synth_hornslight
icon = 'modular_citadel/icons/mob/synthliz_antennas.dmi'
color_src = MATRIXED
name = "Synthetic Lizard - Horns Light"
icon_state = "synth_hornslight"
//Synth Taurs (Ported from Virgo)
/datum/sprite_accessory/taur/synthliz
name = "Virgo - Synthetic Lizard"
icon_state = "synthlizard"
taur_mode = STYLE_PAW_TAURIC
recommended_species = list("synthliz")
/datum/sprite_accessory/taur/synthliz/inv
name = "Virgo - Synthetic Lizard (Inverted)"
icon_state = "synthlizardinv"
/datum/sprite_accessory/taur/synthliz/feline
name = "Virgo - Synthetic Feline"
icon_state = "synthfeline"
/datum/sprite_accessory/taur/synthliz/feline/inv
name = "Virgo - Synthetic Feline (Inverted)"
icon_state = "synthfelineinv"
/datum/sprite_accessory/taur/synthliz/horse
name = "Virgo - Synthetic Horse"
icon_state = "synthhorse"
taur_mode = STYLE_HOOF_TAURIC
alt_taur_mode = STYLE_PAW_TAURIC
/datum/sprite_accessory/taur/synthliz/horse/inv
name = "Virgo - Synthetic Horse (Inverted)"
icon_state = "synthhorseinv"
/datum/sprite_accessory/taur/synthliz/wolf
name = "Virgo - Synthetic Wolf"
icon_state = "synthwolf"
/datum/sprite_accessory/taur/synthliz/wolf/inv
name = "Virgo - Synthetic Wolf (Inverted)"
icon_state = "synthwolfinv"
@@ -501,10 +501,12 @@
/datum/sprite_accessory/mam_tails
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
recommended_species = list("mammal", "slimeperson", "podweak", "felinid", "insect")
/datum/sprite_accessory/mam_tails/none
name = "None"
icon_state = "none"
recommended_species = null
/datum/sprite_accessory/mam_tails_animated
color_src = MATRIXED
+1 -1
View File
@@ -11,7 +11,7 @@ GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
layer = GHOST_LAYER
stat = DEAD
density = FALSE
canmove = 0
move_resist = INFINITY
see_invisible = SEE_INVISIBLE_OBSERVER
see_in_dark = 100
invisibility = INVISIBILITY_OBSERVER
+2 -6
View File
@@ -39,12 +39,8 @@
container = null
return ..()
/mob/living/brain/update_canmove()
if(in_contents_of(/obj/mecha))
canmove = 1
else
canmove = 0
return canmove
/mob/living/brain/update_mobility()
return ((mobility_flags = (in_contents_of(/obj/mecha)? MOBILITY_FLAGS_DEFAULT : NONE)))
/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return
@@ -22,11 +22,11 @@ In all, this is a lot like the monkey code. /N
switch(M.a_intent)
if (INTENT_HELP)
if(!recoveringstam)
resting = 0
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)
AdjustSleeping(-100)
set_resting(FALSE, TRUE, FALSE)
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
AdjustSleeping(-100, FALSE)
update_mobility()
visible_message("<span class='notice'>[M.name] nuzzles [src] trying to wake [p_them()] up!</span>")
if(INTENT_DISARM, INTENT_HARM)
if(health > 0)
@@ -31,7 +31,7 @@
#define MAX_ALIEN_LEAP_DIST 7
/mob/living/carbon/alien/humanoid/hunter/proc/leap_at(atom/A)
if(!canmove || leaping)
if(!CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND | MOBILITY_MOVE) || leaping)
return
if(pounce_cooldown > world.time)
@@ -65,21 +65,21 @@
var/mob/living/L = hit_atom
if(!L.check_shields(src, 0, "the [name]", attack_type = LEAP_ATTACK))
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(100)
L.DefaultCombatKnockdown(100)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
else
Knockdown(40, 1, 1)
DefaultCombatKnockdown(40, 1, 1)
toggle_leap(0)
else if(hit_atom.density && !hit_atom.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [hit_atom]!</span>", "<span class ='alertalien'>[src] smashes into [hit_atom]!</span>")
Knockdown(40, 1, 1)
Paralyze(40, TRUE, TRUE)
if(leaping)
leaping = 0
update_icons()
update_canmove()
update_mobility()
/mob/living/carbon/alien/humanoid/float(on)
@@ -4,7 +4,7 @@
. = ..()
update_canmove()
update_mobility()
update_icons()
status_flags |= CANPUSH
@@ -69,11 +69,11 @@
playsound(src, 'sound/voice/hiss5.ogg', 40, 1, 1) //Alien roars when starting to break free
..(I, cuff_break = INSTANT_CUFFBREAK)
/mob/living/carbon/alien/humanoid/resist_grab(moving_resist)
if(pulledby.grab_state)
/mob/living/carbon/alien/humanoid/do_resist_grab(moving_resist, forced, silent = FALSE)
if(pulledby.grab_state && !silent)
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
pulledby.stop_pulling()
. = 0
return TRUE
/mob/living/carbon/alien/humanoid/get_standard_pixel_y_offset(lying = 0)
if(leaping)
@@ -12,12 +12,12 @@
else
icon_state = "alien[caste]_dead"
else if((stat == UNCONSCIOUS && !asleep) || stat == SOFT_CRIT || IsKnockdown())
else if((stat == UNCONSCIOUS && !asleep) || stat == SOFT_CRIT || IsParalyzed())
icon_state = "alien[caste]_unconscious"
else if(leap_on_click)
icon_state = "alien[caste]_pounce"
else if(lying || resting || asleep)
else if(lying || !CHECK_MOBILITY(src, MOBILITY_STAND) || asleep)
icon_state = "alien[caste]_sleep"
else if(mob_size == MOB_SIZE_LARGE)
icon_state = "alien[caste]"
@@ -22,13 +22,13 @@
if(stat == CONSCIOUS)
stat = UNCONSCIOUS
blind_eyes(1)
update_canmove()
update_mobility()
else
if(stat == UNCONSCIOUS)
stat = CONSCIOUS
if(!recoveringstam)
resting = 0
set_resting(FALSE, TRUE)
adjust_blindness(-1)
update_canmove()
update_mobility()
update_damage_hud()
update_health_hud()
@@ -14,9 +14,9 @@
icon_state = "larva[state]_dead"
else if(handcuffed || legcuffed) //This should be an overlay. Who made this an icon_state?
icon_state = "larva[state]_cuff"
else if(stat == UNCONSCIOUS || lying || resting)
else if(stat == UNCONSCIOUS || !CHECK_MOBILITY(src, MOBILITY_STAND))
icon_state = "larva[state]_sleep"
else if(IsStun())
else if(IsStun() || IsParalyzed())
icon_state = "larva[state]_stun"
else
icon_state = "larva[state]"
@@ -140,7 +140,7 @@
else if(ishuman(owner)) //Humans, being more fragile, are more overwhelmed by the mental backlash.
to_chat(owner, "<span class='danger'>You feel a splitting pain in your head, and are struck with a wave of nausea. You cannot hear the hivemind anymore!</span>")
owner.emote("scream")
owner.Knockdown(100)
owner.DefaultCombatKnockdown(100)
owner.jitteriness += 30
owner.confused += 30
@@ -89,8 +89,8 @@
var/mob/living/carbon/alien/larva/new_xeno = new(xeno_loc)
ghost.transfer_ckey(new_xeno, FALSE)
SEND_SOUND(new_xeno, sound('sound/voice/hiss5.ogg',0,0,0,100)) //To get the player's attention
new_xeno.canmove = 0 //so we don't move during the bursting animation
new_xeno.notransform = 1
new_xeno.Paralyze(6)
new_xeno.notransform = TRUE
new_xeno.invisibility = INVISIBILITY_MAXIMUM
sleep(6)
@@ -99,8 +99,8 @@
return
if(new_xeno)
new_xeno.canmove = 1
new_xeno.notransform = 0
new_xeno.SetParalyzed(0)
new_xeno.notransform = FALSE
new_xeno.invisibility = 0
var/mob/living/carbon/old_owner = owner
+29 -20
View File
@@ -16,6 +16,7 @@
QDEL_LIST(stomach_contents)
QDEL_LIST(bodyparts)
QDEL_LIST(implants)
hand_bodyparts = null //Just references out bodyparts, don't need to delete twice.
remove_from_all_data_huds()
QDEL_NULL(dna)
GLOB.carbon_list -= src
@@ -103,7 +104,7 @@
hurt = FALSE
if(hit_atom.density && isturf(hit_atom))
if(hurt)
Knockdown(20)
DefaultCombatKnockdown(20)
take_bodypart_damage(10)
if(iscarbon(hit_atom) && hit_atom != src)
var/mob/living/carbon/victim = hit_atom
@@ -112,8 +113,8 @@
if(hurt)
victim.take_bodypart_damage(10)
take_bodypart_damage(10)
victim.Knockdown(20)
Knockdown(20)
victim.DefaultCombatKnockdown(20)
DefaultCombatKnockdown(20)
visible_message("<span class='danger'>[src] crashes into [victim], knocking them both over!</span>",\
"<span class='userdanger'>You violently crash into [victim]!</span>")
playsound(src,'sound/weapons/punch1.ogg',50,1)
@@ -281,19 +282,23 @@
return FALSE
/mob/living/carbon/resist_buckle()
. = FALSE
if(restrained())
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
// too soon.
if(last_special > world.time)
return
var/buckle_cd = 600
if(handcuffed)
var/obj/item/restraints/O = src.get_item_by_slot(SLOT_HANDCUFFED)
buckle_cd = O.breakouttime
changeNext_move(min(CLICK_CD_BREAKOUT, buckle_cd))
last_special = world.time + min(CLICK_CD_BREAKOUT, buckle_cd)
visible_message("<span class='warning'>[src] attempts to unbuckle [p_them()]self!</span>", \
"<span class='notice'>You attempt to unbuckle yourself... (This will take around [round(buckle_cd/600,1)] minute\s, and you need to stay still.)</span>")
if(do_after(src, buckle_cd, 0, target = src))
if(do_after(src, buckle_cd, 0, target = src, required_mobility_flags = MOBILITY_RESIST))
if(!buckled)
return
buckled.user_unbuckle_mob(src,src)
buckled.user_unbuckle_mob(src, src)
else
if(src && buckled)
to_chat(src, "<span class='warning'>You fail to unbuckle yourself!</span>")
@@ -301,21 +306,26 @@
buckled.user_unbuckle_mob(src,src)
/mob/living/carbon/resist_fire()
if(last_special > world.time)
return
fire_stacks -= 5
Knockdown(60, TRUE, TRUE)
DefaultCombatKnockdown(60, TRUE, TRUE)
spin(32,2)
visible_message("<span class='danger'>[src] rolls on the floor, trying to put [p_them()]self out!</span>", \
"<span class='notice'>You stop, drop, and roll!</span>")
last_special = world.time + 30
sleep(30)
if(fire_stacks <= 0)
visible_message("<span class='danger'>[src] has successfully extinguished [p_them()]self!</span>", \
"<span class='notice'>You extinguish yourself.</span>")
ExtinguishMob()
return
/mob/living/carbon/resist_restraints()
/mob/living/carbon/resist_restraints(ignore_delay = FALSE)
var/obj/item/I = null
var/type = 0
if(!ignore_delay && (last_special > world.time))
to_chat(src, "<span class='warning'>You don't have the energy to resist your restraints that fast!</span>")
return
if(handcuffed)
I = handcuffed
type = 1
@@ -324,14 +334,13 @@
type = 2
if(I)
if(type == 1)
changeNext_move(CLICK_CD_BREAKOUT)
changeNext_move(min(CLICK_CD_BREAKOUT, I.breakouttime))
last_special = world.time + CLICK_CD_BREAKOUT
if(type == 2)
changeNext_move(CLICK_CD_RANGE)
changeNext_move(min(CLICK_CD_RANGE, I.breakouttime))
last_special = world.time + CLICK_CD_RANGE
cuff_resist(I)
/mob/living/carbon/proc/cuff_resist(obj/item/I, breakouttime = 600, cuff_break = 0)
if(I.item_flags & BEING_REMOVED)
to_chat(src, "<span class='warning'>You're already attempting to remove [I]!</span>")
@@ -341,7 +350,7 @@
if(!cuff_break)
visible_message("<span class='warning'>[src] attempts to remove [I]!</span>")
to_chat(src, "<span class='notice'>You attempt to remove [I]... (This will take around [DisplayTimeText(breakouttime)] and you need to stand still.)</span>")
if(do_after(src, breakouttime, 0, target = src))
if(do_after(src, breakouttime, 0, target = src, required_mobility_flags = MOBILITY_RESIST))
clear_cuffs(I, cuff_break)
else
to_chat(src, "<span class='warning'>You fail to remove [I]!</span>")
@@ -403,16 +412,16 @@
else
if(I == handcuffed)
handcuffed.forceMove(drop_location())
handcuffed.dropped(src)
handcuffed = null
I.dropped(src)
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
return
if(I == legcuffed)
legcuffed.forceMove(drop_location())
legcuffed.dropped()
legcuffed = null
I.dropped(src)
update_inv_legcuffed()
return
else
@@ -488,7 +497,7 @@
visible_message("<span class='warning'>[src] dry heaves!</span>", \
"<span class='userdanger'>You try to throw up, but there's nothing in your stomach!</span>")
if(stun)
Knockdown(200)
DefaultCombatKnockdown(200)
return 1
if(is_mouth_covered()) //make this add a blood/vomit overlay later it'll be hilarious
@@ -572,9 +581,9 @@
if(stam > DAMAGE_PRECISION)
var/total_health = (health - stam)
if(total_health <= crit_threshold && !stat)
if(!IsKnockdown())
if(CHECK_MOBILITY(src, MOBILITY_STAND))
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
Knockdown(100)
KnockToFloor(TRUE)
update_health_hud()
/mob/living/carbon/update_sight()
@@ -814,7 +823,7 @@
else
stat = CONSCIOUS
adjust_blindness(-1)
update_canmove()
update_mobility()
update_damage_hud()
update_health_hud()
med_hud_set_status()
@@ -82,7 +82,7 @@
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(user.resting)
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(!combatmode)
totitemdamage *= 1.5
@@ -193,7 +193,7 @@
do_sparks(5, TRUE, src)
var/power = M.powerlevel + rand(0,3)
Knockdown(power*20)
DefaultCombatKnockdown(power*20)
if(stuttering < power)
stuttering = power
if (prob(stunprob) && M.powerlevel >= 8)
@@ -267,7 +267,7 @@
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Knockdown(60)
DefaultCombatKnockdown(60)
if(override)
return override
else
@@ -287,13 +287,13 @@
M.visible_message("<span class='notice'>[M] shakes [src] trying to get [p_them()] up!</span>", \
"<span class='notice'>You shake [src] trying to get [p_them()] up!</span>")
else if(check_zone(M.zone_selected) == "mouth") // I ADDED BOOP-EH-DEH-NOSEH - Jon
else if(M.zone_selected == BODY_ZONE_PRECISE_MOUTH) // I ADDED BOOP-EH-DEH-NOSEH - Jon
M.visible_message( \
"<span class='notice'>[M] boops [src]'s nose.</span>", \
"<span class='notice'>You boop [src] on the nose.</span>", )
playsound(src, 'sound/items/Nose_boop.ogg', 50, 0)
else if(check_zone(M.zone_selected) == "head")
else if(check_zone(M.zone_selected) == BODY_ZONE_HEAD)
var/datum/species/S
if(ishuman(src))
S = dna.species
@@ -327,7 +327,7 @@
else
return
else if(check_zone(M.zone_selected) == "r_arm" || check_zone(M.zone_selected) == "l_arm")
else if(check_zone(M.zone_selected) == BODY_ZONE_R_ARM || check_zone(M.zone_selected) == BODY_ZONE_L_ARM)
M.visible_message( \
"<span class='notice'>[M] shakes [src]'s hand.</span>", \
"<span class='notice'>You shake [src]'s hand.</span>", )
@@ -346,16 +346,14 @@
else if (mood.sanity >= SANITY_DISTURBED)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
AdjustStun(-60)
AdjustKnockdown(-60)
AdjustUnconscious(-60)
AdjustSleeping(-100)
AdjustAllImmobility(-60, FALSE)
AdjustUnconscious(-60, FALSE)
AdjustSleeping(-100, FALSE)
if(recoveringstam)
adjustStaminaLoss(-15)
else if(resting)
resting = 0
update_canmove()
else
set_resting(FALSE, FALSE)
update_mobility()
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
@@ -419,7 +417,7 @@
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
if(stun_pwr)
Knockdown(stun_pwr*effect_amount)
DefaultCombatKnockdown(stun_pwr*effect_amount)
if(istype(ears) && (deafen_pwr || damage_pwr))
var/ear_damage = damage_pwr * effect_amount
@@ -1,15 +1,3 @@
/mob/living/carbon/movement_delay()
. = ..()
. += grab_state * 3 //can't go fast while grabbing something.
if(!get_leg_ignore()) //ignore the fact we lack legs
var/leg_amount = get_num_legs()
. += 6 - 3*leg_amount //the fewer the legs, the slower the mob
if(!leg_amount)
. += 6 - 3*get_num_arms() //crawling is harder with fewer arms
if(legcuffed)
. += legcuffed.slowdown
/mob/living/carbon/slip(knockdown_amount, obj/O, lube)
if(movement_type & FLYING && !(lube & FLYING_DOESNT_HELP))
return FALSE
@@ -41,3 +29,10 @@
nutrition -= HUNGER_FACTOR/10
if(m_intent == MOVE_INTENT_RUN)
nutrition -= HUNGER_FACTOR/10
/mob/living/carbon/can_move_under_living(mob/living/other)
. = ..()
if(!.) //we failed earlier don't need to fail again
return
if(!other.lying && lying) //they're up, we're down.
return FALSE
+1 -1
View File
@@ -91,7 +91,7 @@
. += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner."
if(combatmode)
. += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]"
. += "[t_He] [t_is] visibly tense[CHECK_MOBILITY(src, MOBILITY_STAND) ? "." : ", and [t_is] standing in combative stance."]"
var/trait_exam = common_trait_examine()
if (!isnull(trait_exam))
+23 -7
View File
@@ -493,7 +493,7 @@
to_chat(usr, "<span class='warning'>Unable to locate a data core entry for this person.</span>")
/mob/living/carbon/human/proc/canUseHUD()
return !(src.stat || IsKnockdown() || IsStun() || src.restrained())
return CHECK_MOBILITY(src, MOBILITY_UI)
/mob/living/carbon/human/can_inject(mob/user, error_msg, target_zone, penetrate_thick = FALSE, bypass_immunity = FALSE)
. = 1 // Default to returning true.
@@ -726,8 +726,8 @@
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#000000")
cut_overlay(MA)
/mob/living/carbon/human/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
if(incapacitated() || lying )
/mob/living/carbon/human/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE, check_resting = TRUE)
if(incapacitated() || (check_resting && !CHECK_MOBILITY(src, MOBILITY_STAND)))
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
return FALSE
if(!Adjacent(M) && (M.loc != src))
@@ -838,7 +838,7 @@
visible_message("<span class='warning'>[src] dry heaves!</span>", \
"<span class='userdanger'>You try to throw up, but there's nothing in your stomach!</span>")
if(stun)
Knockdown(200)
DefaultCombatKnockdown(200)
return 1
..()
@@ -872,7 +872,7 @@
return (istype(target) && target.stat == CONSCIOUS)
/mob/living/carbon/human/proc/can_be_firemanned(mob/living/carbon/target)
return (ishuman(target) && target.lying)
return (ishuman(target) && !CHECK_MOBILITY(target, MOBILITY_STAND))
/mob/living/carbon/human/proc/fireman_carry(mob/living/carbon/target)
if(can_be_firemanned(target))
@@ -881,7 +881,7 @@
if(do_after(src, 30, TRUE, target))
//Second check to make sure they're still valid to be carried
if(can_be_firemanned(target) && !incapacitated(FALSE, TRUE))
target.resting = FALSE
target.set_resting(FALSE, TRUE)
buckle_mob(target, TRUE, TRUE, 90, 1, 0)
return
visible_message("<span class='warning'>[src] fails to fireman carry [target]!")
@@ -894,7 +894,7 @@
/mob/living/carbon/human/proc/piggyback(mob/living/carbon/target)
if(can_piggyback(target))
visible_message("<span class='notice'>[target] starts to climb onto [src]...</span>")
if(do_after(target, 15, target = src))
if(do_after(target, 15, target = src, required_mobility_flags = MOBILITY_STAND))
if(can_piggyback(target))
if(target.incapacitated(FALSE, TRUE) || incapacitated(FALSE, TRUE))
target.visible_message("<span class='warning'>[target] can't hang onto [src]!</span>")
@@ -950,6 +950,22 @@
if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
visible_message("<span class='warning'>[src.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/carbon/human/updatehealth()
. = ..()
if(HAS_TRAIT(src, TRAIT_IGNORESLOWDOWN))
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN)
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING)
return
var/stambufferinfluence = (bufferedstam*(100/stambuffer))*0.2 //CIT CHANGE - makes stamina buffer influence movedelay
var/health_deficiency = ((100 + stambufferinfluence) - health + (getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss and makes stamina buffer influence it
if(health_deficiency >= 40)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 75), blacklisted_movetypes = FLOATING|FLYING)
add_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING, override = TRUE, multiplicative_slowdown = ((health_deficiency-39) / 25), movetypes = FLOATING)
else
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN)
remove_movespeed_modifier(MOVESPEED_ID_DAMAGE_SLOWDOWN_FLYING)
/mob/living/carbon/human/do_after_coefficent()
. = ..()
. *= physiology.do_after_speed
@@ -179,7 +179,7 @@
"<span class='userdanger'>[M] disarmed [src]!</span>")
else if(!M.client || prob(5)) // only natural monkeys get to stun reliably, (they only do it occasionaly)
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
Knockdown(100)
DefaultCombatKnockdown(100)
log_combat(M, src, "tackled")
visible_message("<span class='danger'>[M] has tackled down [src]!</span>", \
"<span class='userdanger'>[M] has tackled down [src]!</span>")
@@ -228,9 +228,9 @@
else
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(!lying) //CITADEL EDIT
Knockdown(100, TRUE, FALSE, 30, 25)
DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
else
Knockdown(100)
DefaultCombatKnockdown(100)
log_combat(M, src, "tackled")
visible_message("<span class='danger'>[M] has tackled down [src]!</span>", \
"<span class='userdanger'>[M] has tackled down [src]!</span>")
@@ -297,10 +297,10 @@
switch(M.damtype)
if("brute")
if(M.force > 35) // durand and other heavy mechas
Knockdown(50)
DefaultCombatKnockdown(50)
src.throw_at(throw_target, rand(1,5), 7)
else if(M.force >= 20 && !IsKnockdown()) // lightweight mechas like gygax
Knockdown(30)
else if(M.force >= 20 && CHECK_MOBILITY(src, MOBILITY_STAND)) // lightweight mechas like gygax
DefaultCombatKnockdown(30)
src.throw_at(throw_target, rand(1,3), 7)
update |= temp.receive_damage(dmg, 0)
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
@@ -0,0 +1,48 @@
/mob/living/carbon/human/resist_a_rest(automatic = FALSE, ignoretimer = FALSE)
if(!resting || stat || attemptingstandup)
return FALSE
if(ignoretimer)
set_resting(FALSE, FALSE)
return TRUE
if(!lying) //if they're in a chair or something they don't need to force themselves off the ground.
set_resting(FALSE, FALSE)
return TRUE
else if(!CHECK_MOBILITY(src, MOBILITY_RESIST))
if(!automatic)
to_chat(src, "<span class='warning'>You are unable to stand up right now.</span>")
return FALSE
else
var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(src, "<span class='warning'>You're too exhausted to get up!")
return FALSE
attemptingstandup = TRUE
var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
if(!has_gravity())
health_deficiency = health_deficiency*0.2
totaldelay += health_deficiency
var/standupwarning = "[src] and everyone around them should probably yell at the dev team"
switch(health_deficiency)
if(-INFINITY to 10)
standupwarning = "[src] stands right up!"
if(10 to 35)
standupwarning = "[src] tries to stand up."
if(35 to 60)
standupwarning = "[src] slowly pushes [p_them()]self upright."
if(60 to 80)
standupwarning = "[src] weakly attempts to stand up."
if(80 to INFINITY)
standupwarning = "[src] struggles to stand up."
var/usernotice = automatic ? "<span class='notice'>You are now getting up. (Auto)</span>" : "<span class='notice'>You are now getting up.</span>"
visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
if(do_after(src, totaldelay, target = src, required_mobility_flags = MOBILITY_RESIST))
set_resting(FALSE, TRUE)
attemptingstandup = FALSE
return TRUE
else
attemptingstandup = FALSE
if(resting) //we didn't shove ourselves up or something
visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
if(has_gravity())
playsound(src, "bodyfall", 20, 1)
return FALSE
@@ -9,8 +9,8 @@
/mob/living/carbon/human/movement_delay()
. = ..()
if(dna && dna.species)
. += dna.species.movement_delay(src)
if (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP))
. -= 1.5
/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
if(HAS_TRAIT(src, TRAIT_NOSLIPALL))
@@ -145,6 +145,12 @@
return not_handled //For future deeper overrides
/mob/living/carbon/human/equipped_speed_mods()
. = ..()
for(var/sloties in get_all_slots())
var/obj/item/thing = sloties
. += thing?.slowdown
/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE)
var/index = get_held_index_of_item(I)
. = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should.
+44 -69
View File
@@ -71,6 +71,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/fixed_mut_color = "" //to use MUTCOLOR with a fixed color that's independent of dna.feature["mcolor"]
var/list/special_step_sounds //Sounds to override barefeet walkng
var/grab_sound //Special sound for grabbing
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
// species-only traits. Can be found in DNA.dm
var/list/species_traits = list()
@@ -104,7 +105,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/fixed_mut_color3 = ""
var/whitelisted = 0 //Is this species restricted to certain players?
var/whitelist = list() //List the ckeys that can use this species, if it's whitelisted.: list("John Doe", "poopface666", "SeeALiggerPullTheTrigger") Spaces & capitalization can be included or ignored entirely for each key as it checks for both.
var/should_draw_citadel = FALSE
var/icon_limbs //Overrides the icon used for the limbs of this species. Mainly for downstream, and also because hardcoded icons disgust me. Implemented and maintained as a favor in return for a downstream's implementation of synths.
///////////
// PROCS //
@@ -1019,6 +1020,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.apply_overlay(BODY_TAUR_LAYER) // CITADEL EDIT
/*
* Equip the outfit required for life. Replaces items currently worn.
*/
/datum/species/proc/give_important_for_life(mob/living/carbon/human/human_to_equip)
if(!outfit_important_for_life)
return
outfit_important_for_life= new()
outfit_important_for_life.equip(human_to_equip)
//This exists so sprite accessories can still be per-layer without having to include that layer's
//number in their sprite name, which causes issues when those numbers change.
/datum/species/proc/mutant_bodyparts_layertext(layer)
@@ -1286,12 +1296,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(H.overeatduration < 100)
to_chat(H, "<span class='notice'>You feel fit again!</span>")
REMOVE_TRAIT(H, TRAIT_FAT, OBESITY)
H.remove_movespeed_modifier(MOVESPEED_ID_FAT)
H.update_inv_w_uniform()
H.update_inv_wear_suit()
else
if(H.overeatduration >= 100)
to_chat(H, "<span class='danger'>You suddenly feel blubbery!</span>")
ADD_TRAIT(H, TRAIT_FAT, OBESITY)
H.add_movespeed_modifier(MOVESPEED_ID_FAT, multiplicative_slowdown = 1.5)
H.update_inv_w_uniform()
H.update_inv_wear_suit()
@@ -1342,6 +1354,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
to_chat(H, "<span class='notice'>You no longer feel vigorous.</span>")
H.metabolism_efficiency = 1
//Hunger slowdown for if mood isn't enabled
if(CONFIG_GET(flag/disable_human_mood))
if(!HAS_TRAIT(H, TRAIT_NOHUNGER))
var/hungry = (500 - H.nutrition) / 5 //So overeat would be 100 and default level would be 80
if(hungry >= 70)
H.add_movespeed_modifier(MOVESPEED_ID_HUNGRY, override = TRUE, multiplicative_slowdown = (hungry / 50))
else
H.remove_movespeed_modifier(MOVESPEED_ID_HUNGRY)
switch(H.nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
H.throw_alert("nutrition", /obj/screen/alert/fat)
@@ -1364,9 +1385,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return TRUE
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!H.IsKnockdown())
if(CHECK_MOBILITY(H, MOBILITY_STAND))
H.emote("collapse")
H.Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
H.DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(H, "<span class='danger'>You feel weak.</span>")
if(radiation > RAD_MOB_VOMIT && prob(RAD_MOB_VOMIT_PROB))
@@ -1391,59 +1412,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.hair_style = "Bald"
H.update_hair()
////////////////
// MOVE SPEED //
////////////////
/datum/species/proc/movement_delay(mob/living/carbon/human/H)
. = 0 //We start at 0.
var/flight = 0 //Check for flight and flying items
var/gravity = 0
if(H.movement_type & FLYING)
flight = 1
gravity = H.has_gravity()
if (H.m_intent == MOVE_INTENT_WALK && HAS_TRAIT(H, TRAIT_SPEEDY_STEP))
. -= 1.5
if(!HAS_TRAIT(H, TRAIT_IGNORESLOWDOWN) && gravity)
if(H.wear_suit)
. += H.wear_suit.slowdown
if(H.shoes)
. += H.shoes.slowdown
if(H.back)
. += H.back.slowdown
for(var/obj/item/I in H.held_items)
if(I.item_flags & SLOWS_WHILE_IN_HAND)
. += I.slowdown
var/stambufferinfluence = (H.bufferedstam*(100/H.stambuffer))*0.2 //CIT CHANGE - makes stamina buffer influence movedelay
var/health_deficiency = ((100 + stambufferinfluence) - H.health + (H.getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss on movement speed and makes stamina buffer influence movedelay
if(health_deficiency >= 40)
if(flight)
. += ((health_deficiency-39) / 75) // CIT CHANGE - adds -39 to health deficiency penalty to make the transition to low health movement a little less jarring
else
. += ((health_deficiency-39) / 25) // CIT CHANGE - ditto
if(CONFIG_GET(flag/disable_human_mood))
var/hungry = (500 - H.nutrition) / 5 //So overeat would be 100 and default level would be 80
if((hungry >= 70) && !flight) //Being hungry will still allow you to use a flightsuit/wings.
. += hungry / 50
//Moving in high gravity is very slow (Flying too)
if(gravity > STANDARD_GRAVITY)
var/grav_force = min(gravity - STANDARD_GRAVITY,3)
. += 1 + grav_force
if(HAS_TRAIT(H, TRAIT_FAT))
. += (1.5 - flight)
if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
. += (BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR
return .
//////////////////
// ATTACK PROCS //
//////////////////
//////////////////
// ATTACK PROCS //
//////////////////
@@ -1514,7 +1482,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage
if(!target.combatmode && damage < user.dna.species.punchstunthreshold)
damage = user.dna.species.punchstunthreshold - 1
if(user.resting)
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
damage *= 0.5
if(!user.combatmode)
damage *= 0.25
@@ -1632,7 +1600,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return*/
if(!target.combatmode) // CITADEL CHANGE
randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed
if(user.resting) //CITADEL CHANGE
if(!CHECK_MOBILITY(user, MOBILITY_STAND)) //CITADEL CHANGE
randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting
if(!user.combatmode) //CITADEL CHANGE
randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode
@@ -1715,7 +1683,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(user.resting)
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
totitemdamage *= 0.5
if(istype(H))
if(!H.combatmode)
@@ -1831,12 +1799,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
return
if(!user.resting)
if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun())
to_chat(user, "<span class='warning'>You can't seem to force yourself up right now!</span>")
return
if(CHECK_MOBILITY(user, MOBILITY_STAND))
to_chat(user, "<span class='notice'>You can only force yourself up if you're on the ground.</span>")
return
user.visible_message("<span class='notice'>[user] forces [p_them()]self up to [p_their()] feet!</span>", "<span class='notice'>You force yourself up to your feet!</span>")
user.resting = 0
user.update_canmove()
user.set_resting(FALSE, TRUE)
user.adjustStaminaLossBuffered(user.stambuffer) //Rewards good stamina management by making it easier to instantly get up from resting
playsound(user, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
@@ -1849,7 +1819,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
return FALSE
if(attacker_style && attacker_style.disarm_act(user,target))
return TRUE
if(user.resting)
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
return FALSE
else
if(user == target)
@@ -1862,7 +1832,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
target.w_uniform.add_fingerprint(user)
SEND_SIGNAL(target, COMSIG_HUMAN_DISARM_HIT, user, user.zone_selected)
if(!target.resting)
if(CHECK_MOBILITY(target, MOBILITY_STAND))
target.adjustStaminaLoss(5)
if(target.is_shove_knockdown_blocked())
@@ -1876,7 +1846,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//Thank you based whoneedsspace
target_collateral_human = locate(/mob/living/carbon/human) in target_shove_turf.contents
if(target_collateral_human && !target_collateral_human.resting)
if(target_collateral_human && CHECK_MOBILITY(target_collateral_human, MOBILITY_STAND))
shove_blocked = TRUE
else
target_collateral_human = null
@@ -1887,15 +1857,15 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/append_message = ""
if(shove_blocked && !target.buckled)
var/directional_blocked = !target.Adjacent(target_shove_turf)
var/targetatrest = target.resting
var/targetatrest = !CHECK_MOBILITY(target, MOBILITY_STAND)
if((directional_blocked || !(target_collateral_human || target_shove_turf.shove_act(target, user))) && !targetatrest)
target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
target.DefaultCombatKnockdown(SHOVE_KNOCKDOWN_SOLID)
user.visible_message("<span class='danger'>[user.name] shoves [target.name], knocking them down!</span>",
"<span class='danger'>You shove [target.name], knocking them down!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(user, target, "shoved", "knocking them down")
else if(target_collateral_human && !targetatrest)
target.Knockdown(SHOVE_KNOCKDOWN_HUMAN)
target_collateral_human.Knockdown(SHOVE_KNOCKDOWN_COLLATERAL)
target.DefaultCombatKnockdown(SHOVE_KNOCKDOWN_HUMAN)
target_collateral_human.DefaultCombatKnockdown(SHOVE_KNOCKDOWN_COLLATERAL)
user.visible_message("<span class='danger'>[user.name] shoves [target.name] into [target_collateral_human.name]!</span>",
"<span class='danger'>You shove [target.name] into [target_collateral_human.name]!</span>", null, COMBAT_MESSAGE_RANGE)
append_message += ", into [target_collateral_human.name]"
@@ -2058,6 +2028,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "hot", /datum/mood_event/hot)
H.remove_movespeed_modifier(MOVESPEED_ID_COLD)
var/burn_damage
var/firemodifier = H.fire_stacks / 50
if (H.on_fire)
@@ -2073,6 +2045,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
else if(H.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT && !HAS_TRAIT(H, TRAIT_RESISTCOLD))
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "cold", /datum/mood_event/cold)
//Sorry for the nasty oneline but I don't want to assign a variable on something run pretty frequently
H.add_movespeed_modifier(MOVESPEED_ID_COLD, override = TRUE, multiplicative_slowdown = ((BODYTEMP_COLD_DAMAGE_LIMIT - H.bodytemperature) / COLD_SLOWDOWN_FACTOR))
switch(H.bodytemperature)
if(200 to BODYTEMP_COLD_DAMAGE_LIMIT)
H.apply_damage(COLD_DAMAGE_LEVEL_1*coldmod*H.physiology.cold_mod, BURN)
@@ -2082,6 +2056,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
H.apply_damage(COLD_DAMAGE_LEVEL_3*coldmod*H.physiology.cold_mod, BURN)
else
H.remove_movespeed_modifier(MOVESPEED_ID_COLD)
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "cold")
SEND_SIGNAL(H, COMSIG_CLEAR_MOOD_EVENT, "hot")
@@ -52,21 +52,20 @@
return 0
/datum/species/angel/proc/CanFly(mob/living/carbon/human/H)
if(H.stat || H.IsStun() || H.IsKnockdown())
return 0
if(!CHECK_MOBILITY(H, MOBILITY_MOVE))
return FALSE
if(H.wear_suit && ((H.wear_suit.flags_inv & HIDEJUMPSUIT) && (!H.wear_suit.species_exception || !is_type_in_list(src, H.wear_suit.species_exception)))) //Jumpsuits have tail holes, so it makes sense they have wing holes too
to_chat(H, "Your suit blocks your wings from extending!")
return 0
return FALSE
var/turf/T = get_turf(H)
if(!T)
return 0
return FALSE
var/datum/gas_mixture/environment = T.return_air()
if(environment && !(environment.return_pressure() > 30))
to_chat(H, "<span class='warning'>The atmosphere is too thin for you to fly!</span>")
return 0
else
return 1
return FALSE
return TRUE
/datum/action/innate/flight
name = "Toggle Flight"
@@ -81,12 +80,12 @@
if(H.movement_type & FLYING)
to_chat(H, "<span class='notice'>You settle gently back onto the ground...</span>")
A.ToggleFlight(H,0)
H.update_canmove()
H.update_mobility()
else
to_chat(H, "<span class='notice'>You beat your wings and begin to hover gently above the ground...</span>")
H.resting = 0
H.set_resting(FALSE, TRUE)
A.ToggleFlight(H,1)
H.update_canmove()
H.update_mobility()
/datum/species/angel/proc/flyslip(mob/living/carbon/human/H)
var/obj/buckled_obj
@@ -13,7 +13,7 @@
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
liked_food = MEAT | FRUIT
disliked_food = TOXIC
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
/datum/species/insect/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
@@ -2,7 +2,7 @@
name = "Anthromorph"
id = "mammal"
default_color = "4B4B4B"
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "deco_wings", "taur", "horns", "legs")
@@ -55,7 +55,7 @@
id = "xeno"
say_mod = "hisses"
default_color = "00FF00"
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS)
mutant_bodyparts = list("xenotail", "xenohead", "xenodorsal", "mam_body_markings", "taur", "legs")
default_features = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade")
@@ -3,7 +3,7 @@
id = "ipc"
say_mod = "beeps"
default_color = "00FF00"
should_draw_citadel = TRUE
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
blacklisted = 0
sexes = 0
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING)
@@ -83,6 +83,7 @@
button_icon_state = "slimeheal"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
required_mobility_flags = NONE
/datum/action/innate/regenerate_limbs/IsAvailable()
if(..())
@@ -20,6 +20,7 @@
var/internal_fire = FALSE //If the bones themselves are burning clothes won't help you much
disliked_food = FRUIT
liked_food = VEGETABLES
outfit_important_for_life = /datum/outfit/plasmaman
/datum/species/plasmaman/spec_life(mob/living/carbon/human/H)
var/datum/gas_mixture/environment = H.loc.return_air()
@@ -58,7 +58,7 @@
if(/obj/item/projectile/energy/floramut)
if(prob(15))
H.rad_act(rand(30,80))
H.Knockdown(100)
H.DefaultCombatKnockdown(100)
H.visible_message("<span class='warning'>[H] writhes in pain as [H.p_their()] vacuoles boil.</span>", "<span class='userdanger'>You writhe in pain as your vacuoles boil!</span>", "<span class='italics'>You hear the crunching of leaves.</span>")
if(prob(80))
H.randmutb()
@@ -0,0 +1,53 @@
/datum/species/synthliz
name = "Synthetic Lizardperson"
id = "synthliz"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_antenna","mam_tail", "mam_snouts","legs", "mam_body_markings", "taur")
default_features = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
gib_types = list(/obj/effect/gibspawner/ipc, /obj/effect/gibspawner/ipc/bodypartless)
mutanttongue = /obj/item/organ/tongue/robot/ipc
//Just robo looking parts.
mutant_heart = /obj/item/organ/heart/ipc
mutantlungs = /obj/item/organ/lungs/ipc
mutantliver = /obj/item/organ/liver/ipc
mutantstomach = /obj/item/organ/stomach/ipc
mutanteyes = /obj/item/organ/eyes/ipc
exotic_bloodtype = "S"
/datum/species/synthliz/qualifies_for_rank(rank, list/features)
return TRUE
//I wag in death
/datum/species/synthliz/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/synthliz/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/synthliz/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/synthliz/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/synthliz/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
/datum/species/synthliz/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
@@ -3,7 +3,7 @@
amount = dna.species.spec_stun(src,amount)
return ..()
/mob/living/carbon/human/Knockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
/mob/living/carbon/human/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
amount = dna.species.spec_stun(src,amount)
return ..()
+2 -2
View File
@@ -509,7 +509,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
/mob/living/carbon/handle_status_effects()
..()
if(getStaminaLoss() && !combatmode)//CIT CHANGE - prevents stamina regen while combat mode is active
adjustStaminaLoss(resting ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? (recoveringstam ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke
if(!recoveringstam && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
@@ -521,7 +521,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
bufferedstam = max(bufferedstam - drainrate, 0)
//END OF CIT CHANGES
var/restingpwr = 1 + 4 * resting
var/restingpwr = 1 + 4 * !CHECK_MOBILITY(src, MOBILITY_STAND)
//Dizziness
if(dizziness)
@@ -50,17 +50,11 @@
// taken from /mob/living/carbon/human/interactive/
/mob/living/carbon/monkey/proc/IsDeadOrIncap(checkDead = TRUE)
if(!canmove)
return 1
if(!CHECK_MOBILITY(src, MOBILITY_MOVE))
return TRUE
if(health <= 0 && checkDead)
return 1
if(IsUnconscious())
return 1
if(IsStun() || IsKnockdown())
return 1
if(stat)
return 1
return 0
return TRUE
return FALSE
/mob/living/carbon/monkey/proc/battle_screech()
if(next_battle_screech < world.time)
@@ -13,7 +13,7 @@
if(!client)
if(stat == CONSCIOUS)
if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(on_fire || buckled || restrained() || (!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(src, MOBILITY_MOVE))) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(!resisting && prob(MONKEY_RESIST_PROB))
resisting = TRUE
walk_to(src,0)
@@ -21,7 +21,7 @@
else if(resisting)
resisting = FALSE
else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
if(prob(25) && canmove && isturf(loc) && !pulledby)
if(prob(25) && CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && !pulledby)
step(src, pick(GLOB.cardinals))
else if(prob(1))
emote(pick("scratch","jump","roll","tail"))
@@ -30,13 +30,14 @@
/mob/living/carbon/monkey/handle_mutations_and_radiation()
if(radiation)
if(radiation > RAD_MOB_MUTATE && prob((radiation - RAD_MOB_MUTATE) / 25))
gorillize()
return
if(radiation > RAD_MONKEY_GORILLIZE)
if(prob((((radiation - RAD_MONKEY_GORILLIZE + RAD_MOB_GORILLIZE_FACTOR)/RAD_MOB_GORILLIZE_FACTOR)^RAD_MONKEY_GORILLIZE_EXPONENT) - 1))
gorillize()
return
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!IsKnockdown())
if(!recoveringstam)
emote("collapse")
Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(src, "<span class='danger'>You feel weak.</span>")
if(radiation > RAD_MOB_MUTATE)
if(prob(1))
@@ -43,7 +43,7 @@
/mob/living/carbon/monkey/ComponentInitialize()
. = ..()
AddElement(/datum/element/mob_holder, "monkey", null, null, null, SLOT_HEAD)
AddElement(/datum/element/mob_holder, "monkey", null, null, null, ITEM_SLOT_HEAD)
/mob/living/carbon/monkey/Destroy()
@@ -82,7 +82,7 @@
if(!IsUnconscious())
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
if (prob(25))
Knockdown(40)
DefaultCombatKnockdown(40)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
log_combat(M, src, "pushed")
visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
@@ -126,7 +126,7 @@
var/obj/item/I = null
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(prob(95))
Knockdown(20)
DefaultCombatKnockdown(20)
visible_message("<span class='danger'>[M] has tackled down [name]!</span>", \
"<span class='userdanger'>[M] has tackled down [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else
+1 -1
View File
@@ -88,7 +88,7 @@
if(EFFECT_STUN)
Stun(effect * hit_percent)
if(EFFECT_KNOCKDOWN)
Knockdown(effect * hit_percent, override_stamdmg = knockdown_stammax ? CLAMP(knockdown_stamoverride, 0, knockdown_stammax-getStaminaLoss()) : knockdown_stamoverride)
DefaultCombatKnockdown(effect * hit_percent, override_stamdmg = knockdown_stammax ? CLAMP(knockdown_stamoverride, 0, knockdown_stammax-getStaminaLoss()) : knockdown_stamoverride)
if(EFFECT_UNCONSCIOUS)
Unconscious(effect * hit_percent)
if(EFFECT_IRRADIATE)
+1 -1
View File
@@ -78,7 +78,7 @@
update_action_buttons_icon()
update_damage_hud()
update_health_hud()
update_canmove()
update_mobility()
med_hud_set_health()
med_hud_set_status()
if(!gibbed && !QDELETED(src))
+3 -3
View File
@@ -273,7 +273,7 @@
if(H.get_num_arms() == 0)
if(H.get_num_legs() != 0)
message_param = "tries to point at %t with a leg, <span class='userdanger'>falling down</span> in the process!"
H.Knockdown(20)
H.DefaultCombatKnockdown(20)
else
message_param = "<span class='userdanger'>bumps [user.p_their()] head on the ground</span> trying to motion towards %t."
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5)
@@ -377,7 +377,7 @@
. = ..()
if(. && isliving(user))
var/mob/living/L = user
L.Knockdown(200)
L.DefaultCombatKnockdown(200)
/datum/emote/living/sway
key = "sway"
@@ -441,7 +441,7 @@
to_chat(user, "You cannot send IC messages (muted).")
return FALSE
else if(!params)
var/custom_emote = stripped_multiline_input("Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN)
var/custom_emote = stripped_multiline_input(user, "Choose an emote to display.", "Custom Emote", null, MAX_MESSAGE_LEN)
if(custom_emote && !check_invalid(user, custom_emote))
var/type = input("Is this a visible or hearable emote?") as null|anything in list("Visible", "Hearable")
switch(type)
+2 -1
View File
@@ -1,4 +1,5 @@
/mob/living/Life(seconds, times_fired)
/mob/living/proc/Life(seconds, times_fired)
set waitfor = FALSE
set invisibility = 0
if(digitalinvis)
+80 -174
View File
@@ -48,7 +48,7 @@
/mob/living/proc/ZImpactDamage(turf/T, levels)
visible_message("<span class='danger'>[src] crashes into [T] with a sickening noise!</span>")
adjustBruteLoss((levels * 5) ** 1.5)
Knockdown(levels * 50)
DefaultCombatKnockdown(levels * 50)
/mob/living/proc/OpenCraftingMenu()
@@ -88,7 +88,7 @@
var/they_can_move = TRUE
if(isliving(M))
var/mob/living/L = M
they_can_move = L.canmove //L.mobility_flags & MOBILITY_MOVE
they_can_move = CHECK_MOBILITY(L, MOBILITY_MOVE)
//Also spread diseases
for(var/thing in diseases)
var/datum/disease/D = thing
@@ -115,7 +115,7 @@
return 1
//CIT CHANGES START HERE - makes it so resting stops you from moving through standing folks without a short delay
if(resting && !L.resting)
if(!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(L, MOBILITY_STAND))
var/origtargetloc = L.loc
if(!pulledby)
if(attemptingcrawl)
@@ -125,7 +125,7 @@
return TRUE
attemptingcrawl = TRUE
visible_message("<span class='notice'>[src] is attempting to crawl under [L].</span>", "<span class='notice'>You are now attempting to crawl under [L].</span>")
if(!do_after(src, CRAWLUNDER_DELAY, target = src) || !resting)
if(!do_after(src, CRAWLUNDER_DELAY, target = src) || CHECK_MOBILITY(src, MOBILITY_STAND))
attemptingcrawl = FALSE
return TRUE
var/src_passmob = (pass_flags & PASSMOB)
@@ -295,7 +295,7 @@
if(!iscarbon(src))
M.LAssailant = null
else
M.LAssailant = usr
M.LAssailant = WEAKREF(usr)
if(isliving(M))
var/mob/living/L = M
//Share diseases that are spread by touch
@@ -369,8 +369,8 @@
death()
/mob/living/incapacitated(ignore_restraints, ignore_grab)
if(stat || IsUnconscious() || IsStun() || IsKnockdown() || recoveringstam || (!ignore_restraints && restrained(ignore_grab))) // CIT CHANGE - adds recoveringstam check here
/mob/living/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE, check_immobilized = FALSE)
if(stat || IsUnconscious() || IsStun() || IsParalyzed() || recoveringstam || (check_immobilized && IsImmobilized()) || (!ignore_restraints && restrained(ignore_grab)))
return TRUE
/mob/living/canUseStorage()
@@ -428,7 +428,6 @@
else
if(alert(src, "You sure you want to sleep for a while?", "Sleep", "Yes", "No") == "Yes")
SetSleeping(400) //Short nap
update_canmove()
/mob/proc/get_contents()
@@ -493,7 +492,7 @@
stat = UNCONSCIOUS //the mob starts unconscious,
blind_eyes(1)
updatehealth() //then we check if the mob should wake up.
update_canmove()
update_mobility()
update_sight()
clear_alert("not_enough_oxy")
reload_fullscreen()
@@ -512,8 +511,7 @@
setStaminaLoss(0, 0)
SetUnconscious(0, FALSE)
set_disgust(0)
SetStun(0, FALSE)
SetKnockdown(0, FALSE)
SetAllImmobility(0, FALSE)
SetSleeping(0, FALSE)
radiation = 0
nutrition = NUTRITION_LEVEL_FED + 50
@@ -528,7 +526,7 @@
ExtinguishMob()
fire_stacks = 0
confused = 0
update_canmove()
update_mobility()
//Heal all organs
if(iscarbon(src))
var/mob/living/carbon/C = src
@@ -552,30 +550,6 @@
var/obj/item/item = i
SEND_SIGNAL(item, COMSIG_ITEM_WEARERCROSSED, AM)
/mob/living/Move(atom/newloc, direct)
if (buckled && buckled.loc != newloc) //not updating position
if (!buckled.anchored)
return buckled.Move(newloc, direct)
else
return 0
var/old_direction = dir
var/turf/T = loc
if(pulling)
update_pull_movespeed()
. = ..()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
if(active_storage && !(CanReach(active_storage.parent,view_only = TRUE)))
active_storage.close(src)
if(lying && !buckled && prob(getBruteLoss()*200/maxHealth))
makeTrail(newloc, T, old_direction)
/mob/living/proc/makeTrail(turf/target_turf, turf/start, direction)
if(!has_gravity())
return
@@ -648,66 +622,97 @@
..(pressure_difference, direction, pressure_resistance_prob_delta)
/mob/living/can_resist()
return !((next_move > world.time) || incapacitated(ignore_restraints = TRUE))
return !((next_move > world.time) || !CHECK_MOBILITY(src, MOBILITY_RESIST))
/// Resist verb for attempting to get out of whatever is restraining your motion. Gives you resist clickdelay if do_resist() returns true.
/mob/living/verb/resist()
set name = "Resist"
set category = "IC"
if(!can_resist())
return
changeNext_move(CLICK_CD_RESIST)
if(do_resist())
changeNext_move(CLICK_CD_RESIST)
/// The actual proc for resisting. Return TRUE to give clickdelay.
/mob/living/proc/do_resist()
SEND_SIGNAL(src, COMSIG_LIVING_RESIST, src)
//resisting grabs (as if it helps anyone...)
if(!restrained(ignore_grab = 1) && pulledby)
visible_message("<span class='danger'>[src] resists against [pulledby]'s grip!</span>")
log_combat(src, pulledby, "resisted grab")
resist_grab()
return
// only works if you're not cuffed.
if(!restrained(ignore_grab = TRUE) && pulledby)
var/old_gs = pulledby.grab_state
attempt_resist_grab(FALSE)
// Return as we should only resist one thing at a time. Give clickdelay if the grab wasn't passive.
return old_gs? TRUE : FALSE
//unbuckling yourself
// unbuckling yourself. stops the chain if you try it.
if(buckled && last_special <= world.time)
resist_buckle()
log_combat(src, buckled, "resisted buckle")
return resist_buckle()
// CIT CHANGE - climbing out of a gut
if(attempt_vr(src,"vore_process_resist",args)) return TRUE
// CIT CHANGE - climbing out of a gut.
if(attempt_vr(src,"vore_process_resist",args))
//Sure, give clickdelay for anti spam. shouldn't be combat voring anyways.
return TRUE
//Breaking out of a container (Locker, sleeper, cryo...)
else if(isobj(loc))
if(isobj(loc))
var/obj/C = loc
C.container_resist(src)
// This shouldn't give clickdelays sometime (e.g. going out of a mech/unwelded and unlocked locker/disposals bin/etc) but there's so many overrides that I am not going to bother right now.
return TRUE
else if(canmove)
if(CHECK_MOBILITY(src, MOBILITY_MOVE))
if(on_fire)
resist_fire() //stop, drop, and roll
return
if(resting) //cit change - allows resisting out of resting
resist_a_rest() // ditto
return
if(resist_embedded()) //Citadel Change for embedded removal memes
return
if(last_special <= world.time)
resist_restraints() //trying to remove cuffs.
return
// Give clickdelay
return TRUE
if(resting) //cit change - allows resisting out of resting
resist_a_rest() // ditto
// DO NOT GIVE CLCIKDELAY - resist_a_rest() handles spam prevention. Somewhat.
return FALSE
if(last_special <= world.time)
resist_restraints() //trying to remove cuffs.
// DO NOT GIVE CLICKDELAY - last_special handles this.
return FALSE
if(CHECK_MOBILITY(src, MOBILITY_USE) && resist_embedded()) //Citadel Change for embedded removal memes - requires being able to use items.
// DO NOT GIVE DEFAULT CLICKDELAY - This is a combat action.
changeNext_move(CLICK_CD_MELEE)
return FALSE
/// Proc to resist a grab. moving_resist is TRUE if this began by someone attempting to move. Return FALSE if still grabbed/failed to break out. Use this instead of resist_grab() directly.
/mob/proc/attempt_resist_grab(moving_resist, forced, log = TRUE)
if(!pulledby) //not being grabbed
return TRUE
var/old_gs = pulledby.grab_state //how strong the grab is
var/old_pulled = pulledby
var/success = do_resist_grab(moving_resist, forced)
if(log)
log_combat(src, old_pulled, "[success? "successfully broke free of" : "failed to resist"] a grab of strength [old_gs][moving_resist? " (moving)":""][forced? " (forced)":""]")
return success
/mob/proc/resist_grab(moving_resist)
return 1 //returning 0 means we successfully broke free
/*!
* Proc that actually does the grab resisting. Return TRUE if successful. Does not check that a grab exists! Use attempt_resist_grab() instead of this in general!
* Forced is if something other than the user mashing movement keys/pressing resist button did it, silent is if it makes messages (like "attempted to resist" and "broken free").
* Forced does NOT force success!
*/
/mob/proc/do_resist_grab(moving_resist, forced, silent = FALSE)
return FALSE
/mob/living/resist_grab(moving_resist)
. = 1
/mob/living/do_resist_grab(moving_resist, forced, silent = FALSE)
. = ..()
if(pulledby.grab_state)
if(!resting && prob(30/pulledby.grab_state))
if(CHECK_MOBILITY(src, MOBILITY_STAND) && prob(30/pulledby.grab_state))
visible_message("<span class='danger'>[src] has broken free of [pulledby]'s grip!</span>")
log_combat(pulledby, src, "broke grab")
pulledby.stop_pulling()
return 0
if(moving_resist && client) //we resisted by trying to move
return TRUE
else if(moving_resist && client) //we resisted by trying to move // this is a horrible system and whoever thought using client instead of mob is okay is not an okay person
client.move_delay = world.time + 20
visible_message("<span class='danger'>[src] resists against [pulledby]'s grip!</span>")
else
pulledby.stop_pulling()
return 0
return TRUE
/mob/living/proc/resist_buckle()
buckled.user_unbuckle_mob(src,src)
@@ -722,6 +727,7 @@
return name
/mob/living/update_gravity(has_gravity,override = 0)
. = ..()
if(!SSticker.HasRoundStarted())
return
if(has_gravity)
@@ -1048,7 +1054,7 @@
"[C] trips over [src] and falls!", \
"[C] topples over [src]!", \
"[C] leaps out of [src]'s way!")]</span>")
C.Knockdown(40)
C.DefaultCombatKnockdown(40)
/mob/living/ConveyorMove()
if((movement_type & FLYING) && !stat)
@@ -1058,61 +1064,6 @@
/mob/living/can_be_pulled()
return ..() && !(buckled && buckled.buckle_prevents_pull)
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
//Robots, animals and brains have their own version so don't worry about them
/mob/living/proc/update_canmove()
var/ko = IsKnockdown() || IsUnconscious() || (stat && (stat != SOFT_CRIT || pulledby)) || (HAS_TRAIT(src, TRAIT_DEATHCOMA))
var/move_and_fall = stat == SOFT_CRIT && !pulledby
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
var/buckle_lying = !(buckled && !buckled.buckle_lying)
var/has_legs = get_num_legs()
var/has_arms = get_num_arms()
var/ignore_legs = get_leg_ignore()
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
if(ko || move_and_fall || IsStun() || chokehold) // Cit change - makes resting not force you to drop everything
drop_all_held_items()
unset_machine()
if(pulling)
stop_pulling()
else if(resting) //CIT CHANGE - makes resting make you stop pulling and interacting with machines
unset_machine() //CIT CHANGE - Ditto!
if(pulling) //CIT CHANGE - Ditto.
stop_pulling() //CIT CHANGE - Ditto...
else if(has_legs || ignore_legs)
lying = 0
if (pulledby && isliving(pulledby))
var/mob/living/L = pulledby
L.update_pull_movespeed()
if(buckled)
lying = 90*buckle_lying
else if(!lying)
if(resting)
lying = pick(90, 270) // Cit change - makes resting not force you to drop your held items
if(has_gravity()) // Cit change - Ditto
playsound(src, "bodyfall", 50, 1) // Cit change - Ditto!
else if(ko || move_and_fall || (!has_legs && !ignore_legs) || chokehold)
fall(forced = 1)
canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit
density = !lying
if(resting)
ENABLE_BITFIELD(movement_type, CRAWLING)
else
DISABLE_BITFIELD(movement_type, CRAWLING)
if(lying)
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
else
if(layer == LYING_MOB_LAYER)
layer = initial(layer)
update_transform()
if(!lying && lying_prev)
if(client)
client.move_delay = world.time + movement_delay()
lying_prev = lying
if(canmove && !intentionalresting && iscarbon(src) && client && client.prefs && client.prefs.autostand)//CIT CHANGE - adds autostanding as a preference
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
return canmove
/mob/living/proc/AddAbility(obj/effect/proc_holder/A)
abilities.Add(A)
A.on_gain(src)
@@ -1140,42 +1091,6 @@
return LINGHIVE_LINK
return LINGHIVE_NONE
/mob/living/forceMove(atom/destination)
stop_pulling()
if(buckled)
buckled.unbuckle_mob(src, force = TRUE)
if(has_buckled_mobs())
unbuckle_all_mobs(force = TRUE)
. = ..()
if(.)
if(client)
reset_perspective()
update_canmove() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
/mob/living/proc/update_z(new_z) // 1+ to register, null to unregister
if(isnull(new_z) && audiovisual_redirect)
return
if (registered_z != new_z)
if (registered_z)
SSmobs.clients_by_zlevel[registered_z] -= src
if (client || audiovisual_redirect)
if (new_z)
SSmobs.clients_by_zlevel[new_z] += src
for (var/I in length(SSidlenpcpool.idle_mobs_by_zlevel[new_z]) to 1 step -1) //Backwards loop because we're removing (guarantees optimal rather than worst-case performance), it's fine to use .len here but doesn't compile on 511
var/mob/living/simple_animal/SA = SSidlenpcpool.idle_mobs_by_zlevel[new_z][I]
if (SA)
SA.toggle_ai(AI_ON) // Guarantees responsiveness for when appearing right next to mobs
else
SSidlenpcpool.idle_mobs_by_zlevel[new_z] -= SA
registered_z = new_z
else
registered_z = null
/mob/living/onTransitZ(old_z,new_z)
..()
update_z(new_z)
/mob/living/MouseDrop(mob/over)
. = ..()
var/mob/living/user = usr
@@ -1222,14 +1137,6 @@
GLOB.dead_mob_list += src
. = ..()
switch(var_name)
if("knockdown")
SetKnockdown(var_value)
if("stun")
SetStun(var_value)
if("unconscious")
SetUnconscious(var_value)
if("sleeping")
SetSleeping(var_value)
if("eye_blind")
set_blindness(var_value)
if("eye_damage")
@@ -1261,21 +1168,20 @@
SetSleeping(clamp_unconscious_to)
if(AmountUnconscious() > clamp_unconscious_to)
SetUnconscious(clamp_unconscious_to)
if(AmountStun() > clamp_immobility_to)
SetStun(clamp_immobility_to)
if(AmountKnockdown() > clamp_immobility_to)
SetKnockdown(clamp_immobility_to)
HealAllImmobilityUpTo(clamp_immobility_to)
adjustStaminaLoss(min(0, -stamina_boost))
adjustStaminaLossBuffered(min(0, -stamina_buffer_boost))
if(scale_stamina_loss_recovery)
adjustStaminaLoss(min(-((getStaminaLoss() - stamina_loss_recovery_bypass) * scale_stamina_loss_recovery), 0))
if(put_on_feet)
resting = FALSE
lying = FALSE
set_resting(FALSE, TRUE, FALSE)
if(reset_misc)
stuttering = 0
updatehealth()
update_stamina()
update_canmove()
update_mobility()
if(healing_chems)
reagents.add_reagent_list(healing_chems)
/mob/living/canface()
return ..() && CHECK_MOBILITY(src, MOBILITY_MOVE)
+4 -4
View File
@@ -250,7 +250,7 @@
return 0
if(user.voremode && user.grab_state == GRAB_AGGRESSIVE)
return 0
user.grab_state++
user.setGrabState(user.grab_state + 1)
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
var/add_log = ""
@@ -261,21 +261,21 @@
else
visible_message("<span class='danger'>[user] has grabbed [src] aggressively!</span>", \
"<span class='userdanger'>[user] has grabbed you aggressively!</span>")
drop_all_held_items()
update_mobility()
stop_pulling()
log_combat(user, src, "grabbed", addition="aggressive grab[add_log]")
if(GRAB_NECK)
log_combat(user, src, "grabbed", addition="neck grab")
visible_message("<span class='danger'>[user] has grabbed [src] by the neck!</span>",\
"<span class='userdanger'>[user] has grabbed you by the neck!</span>")
update_canmove() //we fall down
update_mobility() //we fall down
if(!buckled && !density)
Move(user.loc)
if(GRAB_KILL)
log_combat(user, src, "strangled", addition="kill grab")
visible_message("<span class='danger'>[user] is strangling [src]!</span>", \
"<span class='userdanger'>[user] is strangling you!</span>")
update_canmove() //we fall down
update_mobility() //we fall down
if(!buckled && !density)
Move(user.loc)
return 1
+6 -1
View File
@@ -22,6 +22,8 @@
var/staminaloss = 0 //Stamina damage, or exhaustion. You recover it slowly naturally, and are knocked down if it gets too high. Holodeck and hallucinations deal this.
var/crit_threshold = HEALTH_THRESHOLD_CRIT // when the mob goes from "normal" to crit
var/mobility_flags = MOBILITY_FLAGS_DEFAULT
var/confused = 0 //Makes the mob move in random directions.
var/hallucination = 0 //Directly affects how long a mob will hallucinate for
@@ -112,4 +114,7 @@
var/drag_slowdown = TRUE //Whether the mob is slowed down when dragging another prone mob
var/rotate_on_lying = FALSE
var/rotate_on_lying = FALSE
/// Next world.time when we can get the "you can't move while buckled to [thing]" message.
var/buckle_message_cooldown = 0
+168
View File
@@ -0,0 +1,168 @@
/// IN THE FUTURE, WE WILL PROBABLY REFACTOR TO LESSEN THE NEED FOR UPDATE_MOBILITY, BUT FOR NOW.. WE CAN START DOING THIS.
/// FOR BLOCKING MOVEMENT, USE TRAIT_MOBILITY_NOMOVE AS MUCH AS POSSIBLE. IT WILL MAKE REFACTORS IN THE FUTURE EASIER.
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOMOVE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOPICKUP), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOUSE), .proc/update_mobility)
//Stuff like mobility flag updates, resting updates, etc.
//Force-set resting variable, without needing to resist/etc.
/mob/living/proc/set_resting(new_resting, silent = FALSE, updating = TRUE)
if(new_resting != resting)
resting = new_resting
if(!silent)
to_chat(src, "<span class='notice'>You are now [resting? "resting" : "getting up"].</span>")
update_resting(updating)
/mob/living/proc/update_resting(update_mobility = TRUE)
if(update_mobility)
update_mobility()
//Force mob to rest, does NOT do stamina damage.
//It's really not recommended to use this proc to give feedback, hence why silent is defaulting to true.
/mob/living/proc/KnockToFloor(disarm_items = FALSE, silent = TRUE, updating = TRUE)
if(!silent && !resting)
to_chat(src, "<span class='warning'>You are knocked to the floor!</span>")
set_resting(TRUE, TRUE, updating)
if(disarm_items)
drop_all_held_items()
/mob/living/proc/lay_down()
set name = "Rest"
set category = "IC"
if(client?.prefs?.autostand)
intentionalresting = !intentionalresting
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if(intentionalresting && !resting)
set_resting(TRUE, FALSE)
else
resist_a_rest()
else
if(!resting)
set_resting(TRUE, FALSE)
to_chat(src, "<span class='notice'>You are now laying down.</span>")
else
resist_a_rest()
/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
set_resting(FALSE, TRUE)
return TRUE
//Updates canmove, lying and icons. Could perhaps do with a rename but I can't think of anything to describe it.
//Robots, animals and brains have their own version so don't worry about them
/mob/living/proc/update_mobility()
var/stat_softcrit = stat == SOFT_CRIT
var/stat_conscious = (stat == CONSCIOUS) || stat_softcrit
var/conscious = !IsUnconscious() && stat_conscious && !HAS_TRAIT(src, TRAIT_DEATHCOMA)
var/has_arms = get_num_arms()
var/has_legs = get_num_legs()
var/ignore_legs = get_leg_ignore()
var/stun = IsStun()
var/paralyze = IsParalyzed()
var/knockdown = IsKnockdown()
var/daze = IsDazed()
var/immobilize = IsImmobilized()
var/chokehold = pulledby && pulledby.grab_state >= GRAB_NECK
var/restrained = restrained()
var/pinned = resting && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE // Cit change - adds pinning for aggressive-grabbing people on the ground
var/has_limbs = has_arms || ignore_legs || has_legs
var/canmove = !immobilize && !stun && conscious && !paralyze && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && has_limbs && !pinned && !recoveringstam
var/canresist = !stun && conscious && !stat_softcrit && !paralyze && has_limbs && !recoveringstam
if(canmove)
mobility_flags |= MOBILITY_MOVE
else
mobility_flags &= ~MOBILITY_MOVE
if(canresist)
mobility_flags |= MOBILITY_RESIST
else
mobility_flags &= ~MOBILITY_RESIST
var/canstand_involuntary = conscious && !stat_softcrit && !knockdown && !chokehold && !paralyze && (ignore_legs || has_legs) && !(buckled && buckled.buckle_lying) && !recoveringstam
var/canstand = canstand_involuntary && !resting
var/should_be_lying = !canstand
if(buckled)
if(buckled.buckle_lying != -1)
should_be_lying = buckled.buckle_lying
if(should_be_lying)
mobility_flags &= ~MOBILITY_STAND
if(!lying) //force them on the ground
lying = pick(90, 270)
if(has_gravity() && !buckled)
playsound(src, "bodyfall", 20, 1)
else
mobility_flags |= MOBILITY_STAND
lying = 0
if(should_be_lying || restrained || incapacitated())
mobility_flags &= ~(MOBILITY_UI|MOBILITY_PULL)
else
mobility_flags |= MOBILITY_UI|MOBILITY_PULL
var/canitem_general = !paralyze && !stun && conscious && !(stat_softcrit) && !chokehold && !restrained && has_arms && !recoveringstam
if(canitem_general)
mobility_flags |= (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE | MOBILITY_HOLD)
else
mobility_flags &= ~(MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_STORAGE | MOBILITY_HOLD)
if(HAS_TRAIT(src, TRAIT_MOBILITY_NOMOVE))
DISABLE_BITFIELD(mobility_flags, MOBILITY_MOVE)
if(HAS_TRAIT(src, TRAIT_MOBILITY_NOPICKUP))
DISABLE_BITFIELD(mobility_flags, MOBILITY_PICKUP)
if(HAS_TRAIT(src, TRAIT_MOBILITY_NOUSE))
DISABLE_BITFIELD(mobility_flags, MOBILITY_USE)
if(daze)
DISABLE_BITFIELD(mobility_flags, MOBILITY_USE)
//Handle update-effects.
if(!CHECK_MOBILITY(src, MOBILITY_HOLD))
drop_all_held_items()
if(!CHECK_MOBILITY(src, MOBILITY_PULL))
if(pulling)
stop_pulling()
if(!CHECK_MOBILITY(src, MOBILITY_UI))
unset_machine()
if(isliving(pulledby))
var/mob/living/L = pulledby
L.update_pull_movespeed()
//Handle lying down, voluntary or involuntary
density = !lying
if(lying)
set_resting(TRUE, TRUE, FALSE)
if(layer == initial(layer)) //to avoid special cases like hiding larvas.
layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
else
if(layer == LYING_MOB_LAYER)
layer = initial(layer)
update_transform()
lying_prev = lying
//Handle citadel autoresist
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !intentionalresting && canstand_involuntary && iscarbon(src) && client?.prefs?.autostand)//CIT CHANGE - adds autostanding as a preference
addtimer(CALLBACK(src, .proc/resist_a_rest, TRUE), 0) //CIT CHANGE - ditto
// Movespeed mods based on arms/legs quantity
if(!get_leg_ignore())
var/limbless_slowdown = 0
// These checks for <2 should be swapped out for something else if we ever end up with a species with more than 2
if(has_legs < 2)
limbless_slowdown += 6 - (has_legs * 3)
if(!has_legs && has_arms < 2)
limbless_slowdown += 6 - (has_arms * 3)
if(limbless_slowdown)
add_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE, priority=100, override=TRUE, multiplicative_slowdown=limbless_slowdown, movetypes=GROUND)
else
remove_movespeed_modifier(MOVESPEED_ID_LIVING_LIMBLESS, update=TRUE)
return mobility_flags
+77 -4
View File
@@ -12,10 +12,14 @@
return (!density || lying)
if(buckled == mover)
return TRUE
if(ismob(mover))
if (mover in buckled_mobs)
if(!ismob(mover))
if(mover.throwing?.thrower == src)
return TRUE
return (!mover.density || !density || lying || (mover.throwing && mover.throwing.thrower == src && !ismob(mover)))
if(ismob(mover))
if(mover in buckled_mobs)
return TRUE
var/mob/living/L = mover //typecast first, check isliving and only check this if living using short circuit
return (!density || (isliving(mover)? L.can_move_under_living(src) : !mover.density))
/mob/living/toggle_move_intent()
. = ..()
@@ -25,6 +29,10 @@
update_move_intent_slowdown()
return ..()
/// whether or not we can slide under another living mob. defaults to if we're not dense. CanPass should check "overriding circumstances" like buckled mobs/having PASSMOB flag, etc.
/mob/living/proc/can_move_under_living(mob/living/other)
return !density
/mob/living/proc/update_move_intent_slowdown()
var/mod = 0
if(m_intent == MOVE_INTENT_WALK)
@@ -50,4 +58,69 @@
remove_movespeed_modifier(MOVESPEED_ID_PRONE_DRAGGING)
/mob/living/canZMove(dir, turf/target)
return can_zTravel(target, dir) && (movement_type & FLYING)
return can_zTravel(target, dir) && (movement_type & FLYING)
/mob/living/Move(atom/newloc, direct)
if (buckled && buckled.loc != newloc) //not updating position
if (!buckled.anchored)
return buckled.Move(newloc, direct)
else
return 0
var/old_direction = dir
var/turf/T = loc
if(pulling)
update_pull_movespeed()
. = ..()
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1)//separated from our puller and not in the middle of a diagonal move.
pulledby.stop_pulling()
if(active_storage && !(CanReach(active_storage.parent,view_only = TRUE)))
active_storage.close(src)
if(lying && !buckled && prob(getBruteLoss()*200/maxHealth))
makeTrail(newloc, T, old_direction)
/mob/living/forceMove(atom/destination)
stop_pulling()
if(buckled)
buckled.unbuckle_mob(src, force = TRUE)
if(has_buckled_mobs())
unbuckle_all_mobs(force = TRUE)
. = ..()
if(.)
if(client)
reset_perspective()
update_mobility() //if the mob was asleep inside a container and then got forceMoved out we need to make them fall.
/mob/living/proc/update_z(new_z) // 1+ to register, null to unregister
if(isnull(new_z) && audiovisual_redirect)
return
if (registered_z != new_z)
if (registered_z)
SSmobs.clients_by_zlevel[registered_z] -= src
if (client || audiovisual_redirect)
if (new_z)
SSmobs.clients_by_zlevel[new_z] += src
for (var/I in length(SSidlenpcpool.idle_mobs_by_zlevel[new_z]) to 1 step -1) //Backwards loop because we're removing (guarantees optimal rather than worst-case performance), it's fine to use .len here but doesn't compile on 511
var/mob/living/simple_animal/SA = SSidlenpcpool.idle_mobs_by_zlevel[new_z][I]
if (SA)
SA.toggle_ai(AI_ON) // Guarantees responsiveness for when appearing right next to mobs
else
SSidlenpcpool.idle_mobs_by_zlevel[new_z] -= SA
registered_z = new_z
else
registered_z = null
/mob/living/onTransitZ(old_z,new_z)
..()
update_z(new_z)
/mob/living/canface()
if(!CHECK_MOBILITY(src, MOBILITY_MOVE))
return FALSE
return ..()
+31 -4
View File
@@ -18,7 +18,7 @@
icon_state = "ai"
move_resist = MOVE_FORCE_OVERPOWERING
density = TRUE
canmove = FALSE
mobility_flags = ALL
status_flags = CANSTUN|CANPUSH
a_intent = INTENT_HARM //so we always get pushed instead of trying to swap
sight = SEE_TURFS | SEE_MOBS | SEE_OBJS
@@ -324,8 +324,10 @@
to_chat(src, "<b>You are now [is_anchored ? "" : "un"]anchored.</b>")
// the message in the [] will change depending whether or not the AI is anchored
/mob/living/silicon/ai/update_canmove() //If the AI dies, mobs won't go through it anymore
return 0
// AIs are immobile
/mob/living/silicon/ai/update_mobility()
mobility_flags = ALL
return ALL
/mob/living/silicon/ai/proc/ai_cancel_call()
set category = "Malfunction"
@@ -987,7 +989,7 @@
deployed_shell.undeploy()
diag_hud_set_deployed()
/mob/living/silicon/ai/resist()
/mob/living/silicon/ai/do_resist()
return
/mob/living/silicon/ai/spawned/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
@@ -1002,3 +1004,28 @@
. = ..()
if(.)
end_multicam()
/mob/living/silicon/ai/verb/ai_cryo()
set name = "AI Cryogenic Stasis"
set desc = "Puts the current AI personality into cryogenic stasis, freeing the space for another."
set category = "AI Commands"
if(incapacitated())
return
switch(alert("Would you like to enter cryo? This will ghost you. Remember to AHELP before cryoing out of important roles, even with no admins online.",,"Yes.","No."))
if("Yes.")
src.ghostize(FALSE, penalize = TRUE)
var/announce_rank = "Artificial Intelligence,"
if(GLOB.announcement_systems.len)
// Sends an announcement the AI has cryoed.
var/obj/machinery/announcement_system/announcer = pick(GLOB.announcement_systems)
announcer.announce("CRYOSTORAGE", src.real_name, announce_rank, list())
new /obj/structure/AIcore/latejoin_inactive(loc)
if(src.mind)
//Handle job slot/tater cleanup.
if(src.mind.assigned_role == "AI")
SSjob.FreeRole("AI")
src.mind.special_role = null
qdel(src)
else
return
+1 -1
View File
@@ -15,7 +15,7 @@
cameraFollow = null
move_resist = MOVE_FORCE_NORMAL
update_canmove()
update_mobility()
if(eyeobj)
eyeobj.setLoc(get_turf(src))
set_eyeobj_visible(FALSE)
+1 -1
View File
@@ -2,7 +2,7 @@
if(stat == DEAD)
return
stat = DEAD
canmove = 0
update_mobility()
update_sight()
clear_fullscreens()
+11 -8
View File
@@ -12,7 +12,6 @@
layer = BELOW_MOB_LAYER
var/obj/item/instrument/piano_synth/internal_instrument
silicon_privileges = PRIVILEDGES_PAI
var/datum/element/mob_holder/current_mob_holder //because only a few of their chassis can be actually held.
var/network = "ss13"
var/obj/machinery/camera/current = null
@@ -80,7 +79,7 @@
var/radio_short_cooldown = 3 MINUTES
var/radio_short_timerid
canmove = FALSE
mobility_flags = NONE
var/silent = FALSE
var/brightness_power = 5
@@ -101,7 +100,6 @@
START_PROCESSING(SSfastprocess, src)
GLOB.pai_list += src
make_laws()
canmove = 0
if(!istype(P)) //when manually spawning a pai, we create a card to put it into.
var/newcardloc = P
P = new /obj/item/paicard(newcardloc)
@@ -143,6 +141,11 @@
ALM.Grant(src)
emitter_next_use = world.time + 10 SECONDS
/mob/living/silicon/pai/ComponentInitialize()
. = ..()
if(possible_chassis[chassis])
AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
/mob/living/silicon/pai/Life()
if(hacking)
process_hack()
@@ -303,11 +306,11 @@
/obj/item/paicard/attackby(obj/item/W, mob/user, params)
..()
user.set_machine(src)
if(pai.encryptmod == TRUE)
if(W.tool_behaviour == TOOL_SCREWDRIVER)
pai.radio.attackby(W, user, params)
else if(istype(W, /obj/item/encryptionkey))
pai.radio.attackby(W, user, params)
var/encryption_key_stuff = W.tool_behaviour == TOOL_SCREWDRIVER || istype(W, /obj/item/encryptionkey)
if(!encryption_key_stuff)
return
if(pai?.encryptmod)
pai.radio.attackby(W, user, params)
else
to_chat(user, "Encryption Key ports not configured.")
@@ -8,7 +8,7 @@
if(. & EMP_PROTECT_SELF)
return
take_holo_damage(50/severity)
Knockdown(400/severity)
DefaultCombatKnockdown(400/severity)
silent = max(silent, (PAI_EMP_SILENCE_DURATION) / SSmobs.wait / severity)
if(holoform)
fold_in(force = TRUE)
@@ -23,10 +23,10 @@
qdel(src)
if(2)
fold_in(force = 1)
Knockdown(400)
DefaultCombatKnockdown(400)
if(3)
fold_in(force = 1)
Knockdown(200)
DefaultCombatKnockdown(200)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/mob/living/silicon/pai/attack_hand(mob/living/carbon/human/user)
@@ -98,7 +98,7 @@
take_holo_damage(amount * 0.25)
/mob/living/silicon/pai/adjustOrganLoss(slot, amount, maximum = 500) //I kept this in, unlike tg
Knockdown(amount * 0.2)
DefaultCombatKnockdown(amount * 0.2)
/mob/living/silicon/pai/getBruteLoss()
return emittermaxhealth - emitterhealth
@@ -17,7 +17,6 @@
return FALSE
emitter_next_use = world.time + emittercd
canmove = TRUE
density = TRUE
if(istype(card.loc, /obj/item/pda))
var/obj/item/pda/P = card.loc
@@ -37,6 +36,7 @@
C.push_data()
forceMove(get_turf(card))
card.forceMove(src)
update_mobility()
if(client)
client.perspective = EYE_PERSPECTIVE
client.eye = src
@@ -63,12 +63,11 @@
var/turf/T = drop_location()
card.forceMove(T)
forceMove(card)
canmove = FALSE
density = FALSE
set_light(0)
holoform = FALSE
if(resting)
lay_down()
set_resting(FALSE, TRUE, FALSE)
update_mobility()
/mob/living/silicon/pai/proc/choose_chassis()
if(!isturf(loc) && loc != card)
@@ -77,6 +76,7 @@
var/list/choices = list("Preset - Basic", "Preset - Dynamic")
if(CONFIG_GET(flag/pai_custom_holoforms))
choices += "Custom"
var/old_chassis = chassis
var/choicetype = input(src, "What type of chassis do you want to use?") as null|anything in choices
if(!choicetype)
return FALSE
@@ -96,10 +96,11 @@
dynamic_chassis = choice
resist_a_rest(FALSE, TRUE)
update_icon()
current_mob_holder?.Detach(src)
current_mob_holder = null
if(possible_chassis[old_chassis])
var/datum/element/mob_holder/M = SSdcs.GetElement(/datum/element/mob_holder, old_chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
M.Detach(src)
if(possible_chassis[chassis])
current_mob_holder = AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', SLOT_HEAD)
AddElement(/datum/element/mob_holder, chassis, 'icons/mob/pai_item_head.dmi', 'icons/mob/pai_item_rh.dmi', 'icons/mob/pai_item_lh.dmi', ITEM_SLOT_HEAD)
to_chat(src, "<span class='boldnotice'>You switch your holochassis projection composite to [chassis]</span>")
/mob/living/silicon/pai/lay_down()
@@ -21,7 +21,7 @@
locked = FALSE //unlock cover
update_canmove()
update_mobility()
if(!QDELETED(builtInCamera) && builtInCamera.status)
builtInCamera.toggle_cam(src,0)
update_headlamp(1) //So borg lights are disabled when killed.
@@ -91,12 +91,3 @@
add_overlay(fire_overlay)
else
cut_overlay(fire_overlay)
/mob/living/silicon/robot/update_canmove()
if(stat || buckled || lockcharge || resting) //CITADEL EDIT resting dogborg-os
canmove = 0
else
canmove = 1
update_transform()
update_action_buttons_icon()
return canmove
+9 -83
View File
@@ -64,7 +64,7 @@
var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default
var/scrambledcodes = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them.
var/lockcharge //Boolean of whether the borg is locked down or not
var/locked_down //Boolean of whether the borg is locked down or not
var/toner = 0
var/tonermax = 40
@@ -493,7 +493,7 @@
update_icons()
else if(istype(W, /obj/item/wrench) && opened && !cell) //Deconstruction. The flashes break from the fall, to prevent this from being a ghetto reset module.
if(!lockcharge)
if(!locked_down)
to_chat(user, "<span class='boldannounce'>[src]'s bolts spark! Maybe you should lock them down first!</span>")
spark_system.start()
return
@@ -655,65 +655,6 @@
/mob/living/silicon/robot/regenerate_icons()
return update_icons()
/mob/living/silicon/robot/update_icons()
cut_overlays()
icon_state = module.cyborg_base_icon
//Citadel changes start here - Allows modules to use different icon files, and allows modules to specify a pixel offset
icon = (module.cyborg_icon_override ? module.cyborg_icon_override : initial(icon))
if(laser)
add_overlay("laser")//Is this even used??? - Yes borg/inventory.dm
if(disabler)
add_overlay("disabler")//ditto
if(sleeper_g && module.sleeper_overlay)
add_overlay("[module.sleeper_overlay]_g[sleeper_nv ? "_nv" : ""]")
if(sleeper_r && module.sleeper_overlay)
add_overlay("[module.sleeper_overlay]_r[sleeper_nv ? "_nv" : ""]")
if(stat == DEAD && module.has_snowflake_deadsprite)
icon_state = "[module.cyborg_base_icon]-wreck"
if(module.cyborg_pixel_offset)
pixel_x = module.cyborg_pixel_offset
//End of citadel changes
if(module.cyborg_base_icon == "robot")
icon = 'icons/mob/robots.dmi'
pixel_x = initial(pixel_x)
if(stat != DEAD && !(IsUnconscious() || IsStun() || IsKnockdown() || low_power_mode)) //Not dead, not stunned.
if(!eye_lights)
eye_lights = new()
if(lamp_intensity > 2)
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_l"
else
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_e[is_servant_of_ratvar(src) ? "_r" : ""]"
eye_lights.icon = icon
add_overlay(eye_lights)
if(opened)
if(wiresexposed)
add_overlay("ov-opencover +w")
else if(cell)
add_overlay("ov-opencover +c")
else
add_overlay("ov-opencover -c")
if(hat)
var/mutable_appearance/head_overlay = hat.build_worn_icon(state = hat.icon_state, default_layer = 20, default_icon_file = 'icons/mob/head.dmi')
head_overlay.pixel_y += hat_offset
add_overlay(head_overlay)
update_fire()
if(client && stat != DEAD && module.dogborg == TRUE)
if(resting)
if(sitting)
icon_state = "[module.cyborg_base_icon]-sit"
if(bellyup)
icon_state = "[module.cyborg_base_icon]-bellyup"
else if(!sitting && !bellyup)
icon_state = "[module.cyborg_base_icon]-rest"
cut_overlays()
else
icon_state = "[module.cyborg_base_icon]"
/mob/living/silicon/robot/proc/self_destruct()
if(emagged)
if(mmi)
@@ -728,8 +669,6 @@
connected_ai.connected_robots -= src
src.connected_ai = null
lawupdate = 0
lockcharge = 0
canmove = 1
scrambledcodes = 1
//Disconnect it's camera so it's not so easily tracked.
if(!QDELETED(builtInCamera))
@@ -738,6 +677,7 @@
// Instead of being listed as "deactivated". The downside is that I'm going
// to have to check if every camera is null or not before doing anything, to prevent runtime errors.
// I could change the network to null but I don't know what would happen, and it seems too hacky for me.
update_mobility()
/mob/living/silicon/robot/mode()
set name = "Activate Held Object"
@@ -759,8 +699,8 @@
throw_alert("locked", /obj/screen/alert/locked)
else
clear_alert("locked")
lockcharge = state
update_canmove()
locked_down = state
update_mobility()
/mob/living/silicon/robot/proc/SetEmagged(new_state)
emagged = new_state
@@ -949,7 +889,7 @@
to_chat(connected_ai, "<br><br><span class='notice'>NOTICE - Remote telemetry lost with [name].</span><br>")
/mob/living/silicon/robot/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
if(stat || lockcharge || low_power_mode)
if(stat || locked_down || low_power_mode)
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
return FALSE
if(be_close && !in_range(M, src))
@@ -1025,17 +965,17 @@
if(health <= -maxHealth) //die only once
death()
return
if(IsUnconscious() || IsStun() || IsKnockdown() || getOxyLoss() > maxHealth*0.5)
if(IsUnconscious() || IsStun() || IsParalyzed() || getOxyLoss() > maxHealth*0.5)
if(stat == CONSCIOUS)
stat = UNCONSCIOUS
blind_eyes(1)
update_canmove()
update_mobility()
update_headlamp()
else
if(stat == UNCONSCIOUS)
stat = CONSCIOUS
adjust_blindness(-1)
update_canmove()
update_mobility()
update_headlamp()
diag_hud_set_status()
diag_hud_set_health()
@@ -1269,20 +1209,6 @@
for(var/i in connected_ai.aicamera.stored)
aicamera.stored[i] = TRUE
/mob/living/silicon/robot/lay_down()
..()
update_canmove()
/mob/living/silicon/robot/update_canmove()
..()
if(client && stat != DEAD && dogborg == FALSE)
if(resting)
cut_overlays()
icon_state = "[module.cyborg_base_icon]-rest"
else
icon_state = "[module.cyborg_base_icon]"
update_icons()
/mob/living/silicon/robot/proc/rest_style()
set name = "Switch Rest Style"
set category = "Robot Commands"
@@ -36,7 +36,7 @@
"<span class='userdanger'>[M] has disabled [src]'s active module!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(M, src, "disarmed", "[I ? " removing \the [I]" : ""]")
else
Stun(40)
Paralyze(40)
step(src,get_dir(M,src))
log_combat(M, src, "pushed")
visible_message("<span class='danger'>[M] has forced back [src]!</span>", \
@@ -86,9 +86,9 @@
return
switch(severity)
if(1)
Stun(160)
Paralyze(160)
if(2)
Stun(60)
Paralyze(60)
/mob/living/silicon/robot/emag_act(mob/user)
@@ -0,0 +1,15 @@
/mob/living/silicon/robot/update_mobility()
var/newflags = NONE
if(!stat)
if(!resting)
newflags |= (MOBILITY_STAND | MOBILITY_RESIST)
if(!locked_down)
newflags |= MOBILITY_MOVE
newflags |= MOBILITY_PULL
if(!locked_down)
newflags |= MOBILITY_FLAGS_ANY_INTERACTION
mobility_flags = newflags
update_transform()
update_action_buttons_icon()
update_icons()
return mobility_flags
@@ -97,8 +97,8 @@
var/obj/item/stack/S = I
if(is_type_in_list(S, list(/obj/item/stack/sheet/metal, /obj/item/stack/rods, /obj/item/stack/tile/plasteel)))
if(S.custom_materials?.len && S.custom_materials[getmaterialref(/datum/material/iron)])
S.cost = S.custom_materials[getmaterialref(/datum/material/iron)] * 0.25
if(S.custom_materials?.len && S.custom_materials[SSmaterials.GetMaterialRef(/datum/material/iron)])
S.cost = S.custom_materials[SSmaterials.GetMaterialRef(/datum/material/iron)] * 0.25
S.source = get_or_create_estorage(/datum/robot_energy_storage/metal)
else if(istype(S, /obj/item/stack/sheet/glass))
@@ -257,7 +257,7 @@
/obj/item/robot_module/proc/do_transform_delay()
var/mob/living/silicon/robot/R = loc
var/prev_lockcharge = R.lockcharge
var/prev_locked_down = R.locked_down
sleep(1)
flick("[cyborg_base_icon]_transform", R)
R.notransform = TRUE
@@ -267,7 +267,7 @@
for(var/i in 1 to 4)
playsound(R, pick('sound/items/drill_use.ogg', 'sound/items/jaws_cut.ogg', 'sound/items/jaws_pry.ogg', 'sound/items/welder.ogg', 'sound/items/ratchet.ogg'), 80, 1, -1)
sleep(7)
if(!prev_lockcharge)
if(!prev_locked_down)
R.SetLockdown(0)
R.setDir(SOUTH)
R.anchored = FALSE
@@ -0,0 +1,59 @@
/// this is bad code
/mob/living/silicon/robot/update_icons()
cut_overlays()
icon_state = module.cyborg_base_icon
//Citadel changes start here - Allows modules to use different icon files, and allows modules to specify a pixel offset
icon = (module.cyborg_icon_override ? module.cyborg_icon_override : initial(icon))
if(laser)
add_overlay("laser")//Is this even used??? - Yes borg/inventory.dm
if(disabler)
add_overlay("disabler")//ditto
if(sleeper_g && module.sleeper_overlay)
add_overlay("[module.sleeper_overlay]_g[sleeper_nv ? "_nv" : ""]")
if(sleeper_r && module.sleeper_overlay)
add_overlay("[module.sleeper_overlay]_r[sleeper_nv ? "_nv" : ""]")
if(stat == DEAD && module.has_snowflake_deadsprite)
icon_state = "[module.cyborg_base_icon]-wreck"
if(module.cyborg_pixel_offset)
pixel_x = module.cyborg_pixel_offset
//End of citadel changes
if(module.cyborg_base_icon == "robot")
icon = 'icons/mob/robots.dmi'
pixel_x = initial(pixel_x)
if(stat != DEAD && !(IsUnconscious() ||IsStun() || IsKnockdown() || IsParalyzed() || low_power_mode)) //Not dead, not stunned.
if(!eye_lights)
eye_lights = new()
if(lamp_intensity > 2)
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_l"
else
eye_lights.icon_state = "[module.special_light_key ? "[module.special_light_key]":"[module.cyborg_base_icon]"]_e[is_servant_of_ratvar(src) ? "_r" : ""]"
eye_lights.icon = icon
add_overlay(eye_lights)
if(opened)
if(wiresexposed)
add_overlay("ov-opencover +w")
else if(cell)
add_overlay("ov-opencover +c")
else
add_overlay("ov-opencover -c")
if(hat)
var/mutable_appearance/head_overlay = hat.build_worn_icon(state = hat.icon_state, default_layer = 20, default_icon_file = 'icons/mob/head.dmi')
head_overlay.pixel_y += hat_offset
add_overlay(head_overlay)
update_fire()
if(client && stat != DEAD && module.dogborg == TRUE)
if(resting)
if(sitting)
icon_state = "[module.cyborg_base_icon]-sit"
if(bellyup)
icon_state = "[module.cyborg_base_icon]-bellyup"
else if(!sitting && !bellyup)
icon_state = "[module.cyborg_base_icon]-rest"
cut_overlays()
else
icon_state = "[module.cyborg_base_icon]"
@@ -32,7 +32,7 @@
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
if(prob(damage))
for(var/mob/living/N in buckled_mobs)
N.Knockdown(20)
N.DefaultCombatKnockdown(20)
unbuckle_mob(N)
N.visible_message("<span class='boldwarning'>[N] is knocked off of [src] by [M]!</span>")
switch(M.melee_damage_type)
@@ -106,7 +106,7 @@
for(var/mob/living/M in buckled_mobs)
if(prob(severity*50))
unbuckle_mob(M)
M.Knockdown(40)
M.DefaultCombatKnockdown(40)
M.visible_message("<span class='boldwarning'>[M] is thrown off of [src]!</span>")
flash_act(affect_silicon = 1)
@@ -123,7 +123,7 @@
for(var/mob/living/M in buckled_mobs)
M.visible_message("<span class='boldwarning'>[M] is knocked off of [src]!</span>")
unbuckle_mob(M)
M.Knockdown(40)
M.DefaultCombatKnockdown(40)
if(P.stun || P.knockdown)
for(var/mob/living/M in buckled_mobs)
unbuckle_mob(M)
@@ -32,7 +32,6 @@
/mob/living/simple_animal/astral/death()
icon_state = "shade_dead"
Stun(1000)
canmove = 0
friendly = "deads at"
pseudo_death = TRUE
incorporeal_move = 0
@@ -115,7 +115,7 @@
if(stat)
return FALSE
on = TRUE
canmove = TRUE
update_mobility()
set_light(initial(light_range))
update_icon()
diag_hud_set_botstat()
@@ -123,7 +123,7 @@
/mob/living/simple_animal/bot/proc/turn_off()
on = FALSE
canmove = FALSE
update_mobility()
set_light(0)
bot_reset() //Resets an AI's call, should it exist.
update_icon()
@@ -160,11 +160,11 @@
path_hud.add_to_hud(src)
path_hud.add_hud_to(src)
/mob/living/simple_animal/bot/update_canmove()
/mob/living/simple_animal/bot/update_mobility()
. = ..()
if(!on)
. = 0
canmove = .
. = NONE
mobility_flags = .
/mob/living/simple_animal/bot/Destroy()
if(path_hud)
@@ -525,7 +525,7 @@ Auto Patrol[]"},
return
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.canmove || arrest_type) // CIT CHANGE - makes sentient ed209s check for canmove rather than !isstun.
if(CHECK_MOBILITY(C, MOBILITY_STAND|MOBILITY_MOVE|MOBILITY_USE) || arrest_type) // CIT CHANGE - makes sentient ed209s check for canmove rather than !isstun.
stun_attack(A)
else if(C.canBeHandcuffed() && !C.handcuffed)
cuff(A)
@@ -543,7 +543,7 @@ Auto Patrol[]"},
spawn(2)
icon_state = "[lasercolor]ed209[on]"
var/threat = 5
C.Knockdown(100)
C.DefaultCombatKnockdown(100)
C.stuttering = 5
if(ishuman(C))
var/mob/living/carbon/human/H = C
@@ -170,7 +170,7 @@
if(!..())
return
if(IsStun())
if(IsStun() || IsParalyzed())
old_target_fire = target_fire
target_fire = null
mode = BOT_IDLE
@@ -287,7 +287,7 @@
if(!on)
icon_state = "firebot0"
return
if(IsStun())
if(IsStun() || IsParalyzed())
icon_state = "firebots1"
else if(stationary_mode) //Bot has yellow light to indicate stationary mode.
icon_state = "firebots1"
@@ -196,7 +196,7 @@ Maintenance panel panel is [open ? "opened" : "closed"]"},
C.stuttering = 20
C.adjustEarDamage(0, 5) //far less damage than the H.O.N.K.
C.Jitter(50)
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
var/mob/living/carbon/human/H = C
if(client) //prevent spam from players..
spam_flag = TRUE
@@ -215,7 +215,7 @@ Maintenance panel panel is [open ? "opened" : "closed"]"},
"<span class='userdanger'>[src] has honked you!</span>")
else
C.stuttering = 20
C.Knockdown(80)
C.DefaultCombatKnockdown(80)
addtimer(CALLBACK(src, .proc/spam_flag_false), cooldowntime)
@@ -358,7 +358,7 @@ Maintenance panel panel is [open ? "opened" : "closed"]"},
"[C] trips over [src] and falls!", \
"[C] topples over [src]!", \
"[C] leaps out of [src]'s way!")]</span>")
C.Knockdown(10)
C.DefaultCombatKnockdown(10)
playsound(loc, 'sound/misc/sadtrombone.ogg', 50, 1, -1)
if(!client)
speak("Honk!")
@@ -106,7 +106,7 @@
skin = new_skin
update_icon()
/mob/living/simple_animal/bot/medbot/update_canmove()
/mob/living/simple_animal/bot/medbot/update_mobility()
. = ..()
update_icon()
@@ -181,7 +181,7 @@
var/list/data = list()
data["on"] = on
data["locked"] = locked
data["siliconUser"] = hasSiliconAccessInArea(usr)
data["siliconUser"] = hasSiliconAccessInArea(user)
data["mode"] = mode ? mode_name[mode] : "Ready"
data["modeStatus"] = ""
switch(mode)
@@ -662,7 +662,7 @@
if(!paicard)
log_combat(src, L, "knocked down")
visible_message("<span class='danger'>[src] knocks over [L]!</span>")
L.Knockdown(160)
L.DefaultCombatKnockdown(160)
return ..()
// called from mob/living/carbon/human/Crossed()
@@ -747,8 +747,8 @@
else
return null
/mob/living/simple_animal/bot/mulebot/resist()
..()
/mob/living/simple_animal/bot/mulebot/do_resist()
. = ..()
if(load)
unload()
@@ -213,7 +213,7 @@ Auto Patrol: []"},
return
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.canmove || arrest_type) // CIT CHANGE - makes sentient secbots check for canmove rather than !isstun.
if(CHECK_MOBILITY(C, MOBILITY_MOVE|MOBILITY_USE|MOBILITY_STAND) || arrest_type) // CIT CHANGE - makes sentient secbots check for canmove rather than !isstun.
stun_attack(A)
else if(C.canBeHandcuffed() && !C.handcuffed)
cuff(A)
@@ -254,11 +254,11 @@ Auto Patrol: []"},
var/threat = 5
if(ishuman(C))
C.stuttering = 5
C.Knockdown(100)
C.DefaultCombatKnockdown(100)
var/mob/living/carbon/human/H = C
threat = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
else
C.Knockdown(100)
C.DefaultCombatKnockdown(100)
C.stuttering = 5
threat = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
@@ -353,7 +353,7 @@
if(!LAZYLEN(parts))
if(undismembermerable_limbs) //they have limbs we can't remove, and no parts we can, attack!
return ..()
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
visible_message("<span class='danger'>[src] knocks [C] down!</span>")
to_chat(src, "<span class='cultlarge'>\"Bring [C.p_them()] to me.\"</span>")
return FALSE
@@ -33,7 +33,7 @@
. = ..()
AddElement(/datum/element/wuv, "bzzs!")
/mob/living/simple_animal/pet/bumbles/update_canmove()
/mob/living/simple_animal/pet/bumbles/update_mobility()
. = ..()
if(client && stat != DEAD)
if (resting)
@@ -43,10 +43,10 @@
AddElement(/datum/element/wuv, "purrs!", EMOTE_AUDIBLE, /datum/mood_event/pet_animal, "hisses!", EMOTE_AUDIBLE)
AddElement(/datum/element/mob_holder, held_icon)
/mob/living/simple_animal/pet/cat/update_canmove()
..()
/mob/living/simple_animal/pet/cat/update_mobility()
. = ..()
if(client && stat != DEAD)
if (resting)
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
icon_state = "[icon_living]_rest"
collar_type = "[initial(collar_type)]_rest"
else
@@ -180,27 +180,24 @@
emote("me", EMOTE_VISIBLE, pick("stretches out for a belly rub.", "wags its tail.", "lies down."))
icon_state = "[icon_living]_rest"
collar_type = "[initial(collar_type)]_rest"
resting = 1
update_canmove()
set_resting(TRUE)
else if (prob(1))
emote("me", EMOTE_VISIBLE, pick("sits down.", "crouches on its hind legs.", "looks alert."))
icon_state = "[icon_living]_sit"
collar_type = "[initial(collar_type)]_sit"
resting = 1
update_canmove()
set_resting(TRUE)
else if (prob(1))
if (resting)
emote("me", EMOTE_VISIBLE, pick("gets up and meows.", "walks around.", "stops resting."))
icon_state = "[icon_living]"
collar_type = "[initial(collar_type)]"
resting = 0
update_canmove()
set_resting(FALSE)
else
emote("me", EMOTE_VISIBLE, pick("grooms its fur.", "twitches its whiskers.", "shakes out its coat."))
//MICE!
if((src.loc) && isturf(src.loc))
if(!stat && !resting && !buckled)
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
for(var/mob/living/simple_animal/mouse/M in view(1,src))
if(!M.stat && Adjacent(M))
emote("me", EMOTE_VISIBLE, "splats \the [M]!")
@@ -217,7 +214,7 @@
make_babies()
if(!stat && !resting && !buckled)
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
walk_to(src,0)
@@ -309,7 +306,6 @@
if (pseudo_death == TRUE) //secret cat chem
icon_state = "custom_cat_dead"
Stun(1000)
canmove = 0
friendly = "deads at"
return
else
@@ -26,7 +26,7 @@
..()
//CRAB movement
if(!ckey && !stat)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
if(isturf(loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
var/east_vs_west = pick(4,8)
@@ -425,7 +425,7 @@
..()
//Feeding, chasing food, FOOOOODDDD
if(!stat && !resting && !buckled)
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
turns_since_scan = 0
@@ -625,7 +625,7 @@
make_babies()
if(!stat && !resting && !buckled)
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
if(prob(1))
emote("me", EMOTE_VISIBLE, pick("dances around.","chases her tail."))
spawn(0)
@@ -635,8 +635,7 @@
/mob/living/simple_animal/pet/dog/pug/Life()
..()
if(!stat && !resting && !buckled)
if(!stat && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled)
if(prob(1))
emote("me", EMOTE_VISIBLE, pick("chases its tail."))
spawn(0)
@@ -105,7 +105,7 @@
. = ..()
if(can_be_held)
//icon/item state is defined in mob_holder/drone_worn_icon()
AddElement(/datum/element/mob_holder, null, 'icons/mob/head.dmi', 'icons/mob/inhands/clothing_righthand.dmi', 'icons/mob/inhands/clothing_lefthand.dmi', TRUE, /datum/element/mob_holder.proc/drone_worn_icon)
AddElement(/datum/element/mob_holder, null, 'icons/mob/head.dmi', 'icons/mob/inhands/clothing_righthand.dmi', 'icons/mob/inhands/clothing_lefthand.dmi', ITEM_SLOT_HEAD, /datum/element/mob_holder.proc/drone_worn_icon)
/mob/living/simple_animal/drone/med_hud_set_health()
var/image/holder = hud_list[DIAG_HUD]
@@ -204,37 +204,6 @@
else
icon_state = "[visualAppearence]_dead"
/mob/living/simple_animal/drone/cogscarab/Stun(amount, updating = 1, ignore_canstun = 0)
/mob/living/simple_animal/drone/cogscarab/update_mobility()
. = ..()
if(.)
update_icons()
/mob/living/simple_animal/drone/cogscarab/SetStun(amount, updating = 1, ignore_canstun = 0)
. = ..()
if(.)
update_icons()
/mob/living/simple_animal/drone/cogscarab/AdjustStun(amount, updating = 1, ignore_canstun = 0)
. = ..()
if(.)
update_icons()
/mob/living/simple_animal/drone/cogscarab/Knockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
. = ..()
if(.)
update_icons()
/mob/living/simple_animal/drone/cogscarab/SetKnockdown(amount, updating = 1, ignore_canknockdown = 0)
. = ..()
if(.)
update_icons()
/mob/living/simple_animal/drone/cogscarab/AdjustKnockdown(amount, updating = 1, ignore_canknockdown = 0)
. = ..()
if(.)
update_icons()
/mob/living/simple_animal/drone/cogscarab/update_canmove()
. = ..()
if(.)
update_icons()
update_icons()
@@ -160,7 +160,7 @@
M.visible_message("<span class='warning'>[M] tips over [src].</span>",
"<span class='notice'>You tip over [src].</span>")
to_chat(src, "<span class='userdanger'>You are tipped over by [M]!</span>")
Knockdown(60,ignore_canknockdown = TRUE)
DefaultCombatKnockdown(60,ignore_canknockdown = TRUE)
icon_state = icon_dead
spawn(rand(20,50))
if(!stat && M)
@@ -26,7 +26,7 @@
/mob/living/simple_animal/hostile/lizard/ComponentInitialize()
. = ..()
AddElement(/datum/element/mob_holder, "lizard", null, null, null, SLOT_HEAD) //you can hold lizards now.
AddElement(/datum/element/mob_holder, "lizard", null, null, null, ITEM_SLOT_HEAD) //you can hold lizards now.
/mob/living/simple_animal/hostile/lizard/CanAttack(atom/the_target)//Can we actually attack a possible target?
if(see_invisible < the_target.invisibility)//Target's invisible to us, forget it
@@ -41,6 +41,6 @@
. = ..()
if(. && prob(12) && iscarbon(target))
var/mob/living/carbon/C = target
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
C.visible_message("<span class='danger'>\The [src] knocks down \the [C]!</span>", \
"<span class='userdanger'>\The [src] knocks you down!</span>")
@@ -71,7 +71,7 @@
var/atom/throw_target = get_edge_target_turf(L, dir)
L.throw_at(throw_target, rand(1,2), 7, src)
else
L.Knockdown(20)
L.DefaultCombatKnockdown(20)
visible_message("<span class='danger'>[src] knocks [L] down!</span>")
/mob/living/simple_animal/hostile/gorilla/CanAttack(atom/the_target)
@@ -93,7 +93,7 @@
var/mob/living/L = AM
if(!istype(L, /mob/living/simple_animal/hostile/jungle/leaper))
playsound(src,'sound/effects/snap.ogg',50, 1, -1)
L.Knockdown(50)
L.DefaultCombatKnockdown(50)
if(iscarbon(L))
var/mob/living/carbon/C = L
C.reagents.add_reagent(/datum/reagent/toxin/leaper_venom, 5)
@@ -69,7 +69,7 @@
icon_state = initial(icon_state)
if(prob(15) && iscarbon(target))
var/mob/living/carbon/C = target
C.Knockdown(40)
C.DefaultCombatKnockdown(40)
C.visible_message("<span class='danger'>\The [src] knocks down \the [C]!</span>", \
"<span class='userdanger'>\The [src] knocks you down!</span>")
@@ -179,7 +179,7 @@ GLOBAL_LIST_INIT(protected_objects, list(/obj/structure/table, /obj/structure/ca
. = ..()
if(knockdown_people && . && prob(15) && iscarbon(target))
var/mob/living/carbon/C = target
C.Knockdown(40)
C.DefaultCombatKnockdown(40)
C.visible_message("<span class='danger'>\The [src] knocks down \the [C]!</span>", \
"<span class='userdanger'>\The [src] knocks you down!</span>")
@@ -325,6 +325,7 @@ obj/structure/elite_tumor/proc/onEliteWon()
return
E.faction = list("neutral")
E.revive(full_heal = TRUE, admin_revive = TRUE)
E.grab_ghost()
user.visible_message("<span class='notice'>[user] stabs [E] with [src], reviving it.</span>")
E.playsound_local(get_turf(E), 'sound/effects/magic.ogg', 40, 0)
to_chat(E, "<span class='userdanger'>You have been revived by [user]. While you can't speak to them, you owe [user] a great debt. Assist [user.p_them()] in achieving [user.p_their()] goals, regardless of risk.</span")
@@ -275,7 +275,7 @@
H.dna.add_mutation(DWARFISM)
/obj/effect/mob_spawn/human/corpse/damaged/legioninfested/Initialize()
var/type = pickweight(list("Miner" = 66, "Ashwalker" = 10, "Golem" = 10,"Clown" = 10, pick(list("Shadow", "YeOlde","Operative", "Cultist", "Lavaknight")) = 4)) //CIT CHANGE: Lavaknights
var/type = pickweight(list("Miner" = 45, "Ashwalker" = 10, "Golem" = 10,"Clown" = 10, pick(list("Shadow", "YeOlde","Operative", "Cultist", "Lavaknight")) = 4, "Assistant" = 20, "Beelegion" = 1))
switch(type)
if("Miner")
mob_species = pickweight(list(/datum/species/human = 70, /datum/species/lizard = 26, /datum/species/fly = 2, /datum/species/plasmaman = 2))
@@ -374,13 +374,47 @@
l_pocket = /obj/item/melee/cultblade/dagger
glasses = /obj/item/clothing/glasses/hud/health/night/cultblind
backpack_contents = list(/obj/item/reagent_containers/glass/beaker/unholywater = 1, /obj/item/cult_shift = 1, /obj/item/flashlight/flare/culttorch = 1, /obj/item/stack/sheet/runed_metal = 15)
if("Lavaknight") //START OF CIT CHANGE
if("Lavaknight")
uniform = /obj/item/clothing/under/assistantformal
mask = /obj/item/clothing/mask/breath
shoes = /obj/item/clothing/shoes/sneakers/black
r_pocket = /obj/item/melee/transforming/energy/sword/cx/broken
suit = /obj/item/clothing/suit/space/hardsuit/lavaknight
suit_store = /obj/item/tank/internals/oxygen
id = /obj/item/card/id/knight //END OF CIT CHANGE
id = /obj/item/card/id/knight
id_job = "Knight"
if("Assistant")
uniform = /obj/item/clothing/under/color/grey
belt = /obj/item/tank/internals/emergency_oxygen
mask = /obj/item/clothing/mask/gas
ears = /obj/item/radio/headset
gloves = /obj/item/clothing/gloves/color/fyellow
id = /obj/item/card/id/silver/reaper //looks cool and has a fancy name but only a 1% chance
back = /obj/item/storage/backpack
backpack_contents = list(/obj/item/stack/cable_coil = 12, /obj/item/assembly/flash = 1, /obj/item/storage/fancy/donut_box = 1, /obj/item/storage/fancy/cigarettes/cigpack_shadyjims = 1, /obj/item/lighter = 1)
if(prob(99))
id = /obj/item/card/id
id_job = "Assisant"
if(prob(95))
head = /obj/item/clothing/head/hardhat/red
if(prob(5))
gloves = /obj/item/clothing/gloves/color/yellow
if(prob(10))
back = /obj/item/twohanded/spear
backpack_contents = null
if(prob(90))
r_pocket = /obj/item/kitchen/knife
if(prob(60))
l_pocket = /obj/item/soap/homemade
if("Beelegion")
uniform = /obj/item/clothing/under/color/yellow
suit = /obj/item/clothing/suit/hooded/bee_costume
shoes = /obj/item/clothing/shoes/sneakers/yellow
gloves = /obj/item/clothing/gloves/color/yellow
ears = /obj/item/radio/headset
belt = /obj/item/storage/belt/fannypack/yellow
id_job = "Assisant"
id = /obj/item/card/id
l_pocket = /obj/item/reagent_containers/food/drinks/soda_cans/buzz_fuzz
mask = /obj/item/clothing/mask/rat/bee
. = ..()
@@ -44,7 +44,7 @@
var/mob/living/carbon/L = .
if(istype(L))
if(prob(25))
L.Knockdown(20)
L.DefaultCombatKnockdown(20)
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
@@ -56,7 +56,7 @@
if(iscarbon(target))
var/mob/living/carbon/C = target
if(prob(15))
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
C.visible_message("<span class='danger'>\The [src] knocks down \the [C]!</span>", \
"<span class='userdanger'>\The [src] knocks you down!</span>")
@@ -94,7 +94,7 @@
if(prob(grasp_pull_chance))
setDir(get_dir(src,L) )//staaaare
step(L,get_dir(L,src)) //reel them in
L.Knockdown(60) //you can't get away now~
L.DefaultCombatKnockdown(60) //you can't get away now~
if(grasping.len < max_grasps)
grasping:
@@ -381,7 +381,7 @@
/mob/living/simple_animal/parrot/handle_automated_movement()
if(!isturf(src.loc) || !canmove || buckled)
if(!isturf(loc) || !CHECK_MOBILITY(src, MOBILITY_MOVE) || buckled)
return //If it can't move, dont let it move. (The buckled check probably isn't necessary thanks to canmove)
if(client && stat == CONSCIOUS && parrot_state != icon_living)
@@ -153,7 +153,7 @@
/mob/living/simple_animal/proc/handle_automated_movement()
set waitfor = FALSE
if(!stop_automated_movement && wander)
if((isturf(src.loc) || allow_movement_on_non_turfs) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
if((isturf(src.loc) || allow_movement_on_non_turfs) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE) && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
if(!(stop_automated_movement_when_pulled && pulledby)) //Some animals don't move when pulled
@@ -418,20 +418,19 @@
else
..()
/mob/living/simple_animal/update_canmove(value_otherwise = TRUE)
if(IsUnconscious() || IsStun() || IsKnockdown() || stat || resting)
/mob/living/simple_animal/update_mobility(value_otherwise = MOBILITY_FLAGS_DEFAULT)
if(IsUnconscious() || IsStun() || IsParalyzed() || stat || resting)
drop_all_held_items()
canmove = FALSE
mobility_flags = NONE
else if(buckled)
canmove = FALSE
mobility_flags = ~MOBILITY_MOVE
else
canmove = value_otherwise
if(!canmove) // !(mobility_flags & MOBILITY_MOVE)
mobility_flags = MOBILITY_FLAGS_DEFAULT
if(!CHECK_MOBILITY(src, MOBILITY_MOVE)) // !(mobility_flags & MOBILITY_MOVE)
walk(src, 0) //stop mid walk
update_transform()
update_action_buttons_icon()
return canmove
return mobility_flags
/mob/living/simple_animal/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
@@ -24,7 +24,7 @@
stat = DEAD
cut_overlays()
update_canmove()
update_mobility()
if(SSticker.mode)
SSticker.mode.check_win()
@@ -41,7 +41,7 @@
AIproc = 1
while(AIproc && stat != DEAD && (attacked || hungry || rabid || buckled))
if(!canmove) // !(mobility_flags & MOBILITY_MOVE) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
if(!CHECK_MOBILITY(src, MOBILITY_MOVE)) //also covers buckling. Not sure why buckled is in the while condition if we're going to immediately break, honestly
break
if(!Target || client)
@@ -140,12 +140,12 @@
stat = UNCONSCIOUS
powerlevel = 0
rabid = 0
update_canmove()
update_mobility()
regenerate_icons()
else if(stat == UNCONSCIOUS && !stasis)
to_chat(src, "<span class='notice'>You wake up from the stasis.</span>")
stat = CONSCIOUS
update_canmove()
update_mobility()
regenerate_icons()
updatehealth()
@@ -186,12 +186,13 @@
if(M.stat == DEAD) // our victim died
if(!client)
if(!rabid && !attacked)
if(M.LAssailant && M.LAssailant != M)
var/mob/living/carbon/their_attacker = M.getLAssailant()
if(their_attacker != M)
if(prob(50))
if(!(M.LAssailant in Friends))
Friends[M.LAssailant] = 1
if(!(their_attacker in Friends))
Friends[their_attacker] = 1
else
++Friends[M.LAssailant]
++Friends[their_attacker]
else
to_chat(src, "<i>This subject does not have a strong enough life energy anymore...</i>")
@@ -272,15 +273,8 @@
if(prob(25-powerlevel*5))
powerlevel++
/mob/living/simple_animal/slime/proc/handle_targets()
if(Tempstun)
if(!buckled) // not while they're eating!
canmove = 0
else
canmove = 1
update_mobility()
if(attacked > 50)
attacked = 50
@@ -298,7 +292,7 @@
Discipline--
if(!client)
if(!canmove)
if(!CHECK_MOBILITY(src, MOBILITY_MOVE))
return
if(buckled)
@@ -383,13 +377,13 @@
if (Leader)
if(holding_still)
holding_still = max(holding_still - 1, 0)
else if(canmove && isturf(loc))
else if(CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc))
step_to(src, Leader)
else if(hungry)
if (holding_still)
holding_still = max(holding_still - hungry, 0)
else if(canmove && isturf(loc) && prob(50))
else if(CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && prob(50))
step(src, pick(GLOB.cardinals))
else
@@ -397,7 +391,7 @@
holding_still = max(holding_still - 1, 0)
else if (docile && pulledby)
holding_still = 10
else if(canmove && isturf(loc) && prob(33))
else if(CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && prob(33))
step(src, pick(GLOB.cardinals))
else if(!AIproc)
INVOKE_ASYNC(src, .proc/AIprocess)
@@ -70,7 +70,8 @@
var/colour = "grey"
var/coretype = /obj/item/slime_extract/grey
var/list/slime_mutation[4]
var/list/slime_mutation
var/static/list/color_mutation_cache = list()
var/static/list/slime_colours = list("rainbow", "grey", "purple", "metal", "orange",
"blue", "dark blue", "dark purple", "yellow", "silver", "pink", "red",
@@ -84,6 +85,7 @@
/mob/living/simple_animal/slime/Initialize(mapload, new_colour="grey", new_is_adult=FALSE)
initialize_mutations()
var/datum/action/innate/slime/feed/F = new
F.Grant(src)
@@ -108,10 +110,16 @@
AC.Remove(src)
return ..()
/mob/living/simple_animal/slime/proc/initialize_mutations()
var/list/cached = color_mutation_cache[colour]
if(!cached)
cached = color_mutation_cache[colour] = mutation_table(colour)
slime_mutation = cached
/mob/living/simple_animal/slime/proc/set_colour(new_colour)
colour = new_colour
update_name()
slime_mutation = mutation_table(colour)
initialize_mutations()
var/sanitizedcolour = replacetext(colour, " ", "")
coretype = text2path("/obj/item/slime_extract/[sanitizedcolour]")
regenerate_icons()
@@ -454,13 +462,13 @@
SStun = world.time + rand(20,60)
spawn(0)
canmove = 0
DISABLE_BITFIELD(mobility_flags, MOBILITY_MOVE)
if(user)
step_away(src,user,15)
sleep(3)
if(user)
step_away(src,user,15)
update_canmove()
update_mobility()
/mob/living/simple_animal/slime/pet
docile = 1
@@ -0,0 +1,5 @@
/mob/living/simple_animal/slime/update_mobility()
. = ..()
if(Tempstun && !buckled)
DISABLE_BITFIELD(., MOBILITY_MOVE)
mobility_flags = .

Some files were not shown because too many files have changed in this diff Show More