This commit is contained in:
Fermi
2019-11-24 02:41:21 +00:00
parent b756f37ff6
commit 8af225e6e3
2145 changed files with 5258 additions and 1387322 deletions
@@ -1,633 +0,0 @@
#define LINKIFY_READY(string, value) "<a href='byond://?src=[REF(src)];ready=[value]'>[string]</a>"
/mob/dead/new_player
var/ready = 0
var/spawning = 0//Referenced when you want to delete the new_player later on in the code.
flags_1 = NONE
invisibility = INVISIBILITY_ABSTRACT
density = FALSE
stat = DEAD
canmove = FALSE
anchored = TRUE // don't get pushed around
var/mob/living/new_character //for instant transfer once the round is set up
//Used to make sure someone doesn't get spammed with messages if they're ineligible for roles
var/ineligible_for_roles = FALSE
/mob/dead/new_player/Initialize()
if(client && SSticker.state == GAME_STATE_STARTUP)
var/obj/screen/splash/S = new(client, TRUE, TRUE)
S.Fade(TRUE)
if(length(GLOB.newplayer_start))
forceMove(pick(GLOB.newplayer_start))
else
forceMove(locate(1,1,1))
ComponentInitialize()
. = ..()
/mob/dead/new_player/prepare_huds()
return
/mob/dead/new_player/proc/new_player_panel()
var/output = "<center><p>Welcome, <b>[client ? client.prefs.real_name : "Unknown User"]</b></p>"
output += "<center><p><a href='byond://?src=[REF(src)];show_preferences=1'>Setup Character</a></p>"
if(SSticker.current_state <= GAME_STATE_PREGAME)
switch(ready)
if(PLAYER_NOT_READY)
output += "<p>\[ [LINKIFY_READY("Ready", PLAYER_READY_TO_PLAY)] | <b>Not Ready</b> | [LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
if(PLAYER_READY_TO_PLAY)
output += "<p>\[ <b>Ready</b> | [LINKIFY_READY("Not Ready", PLAYER_NOT_READY)] | [LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)] \]</p>"
if(PLAYER_READY_TO_OBSERVE)
output += "<p>\[ [LINKIFY_READY("Ready", PLAYER_READY_TO_PLAY)] | [LINKIFY_READY("Not Ready", PLAYER_NOT_READY)] | <b> Observe </b> \]</p>"
else
output += "<p><a href='byond://?src=[REF(src)];manifest=1'>View the Crew Manifest</a></p>"
output += "<p><a href='byond://?src=[REF(src)];late_join=1'>Join Game!</a></p>"
output += "<p>[LINKIFY_READY("Observe", PLAYER_READY_TO_OBSERVE)]</p>"
if(!IsGuestKey(src.key))
if (SSdbcore.Connect())
var/isadmin = 0
if(src.client && src.client.holder)
isadmin = 1
var/datum/DBQuery/query_get_new_polls = SSdbcore.NewQuery("SELECT id FROM [format_table_name("poll_question")] WHERE [(isadmin ? "" : "adminonly = false AND")] Now() BETWEEN starttime AND endtime AND id NOT IN (SELECT pollid FROM [format_table_name("poll_vote")] WHERE ckey = \"[sanitizeSQL(ckey)]\") AND id NOT IN (SELECT pollid FROM [format_table_name("poll_textreply")] WHERE ckey = \"[sanitizeSQL(ckey)]\")")
var/rs = REF(src)
if(query_get_new_polls.Execute())
var/newpoll = 0
if(query_get_new_polls.NextRow())
newpoll = 1
if(newpoll)
output += "<p><b><a href='byond://?src=[rs];showpoll=1'>Show Player Polls</A> (NEW!)</b></p>"
else
output += "<p><a href='byond://?src=[rs];showpoll=1'>Show Player Polls</A></p>"
qdel(query_get_new_polls)
if(QDELETED(src))
return
output += "</center>"
//src << browse(output,"window=playersetup;size=210x240;can_close=0")
var/datum/browser/popup = new(src, "playersetup", "<div align='center'>New Player Options</div>", 250, 265)
popup.set_window_options("can_close=0")
popup.set_content(output)
popup.open(FALSE)
/mob/dead/new_player/Topic(href, href_list[])
if(src != usr)
return 0
if(!client)
return 0
//Determines Relevent Population Cap
var/relevant_cap
var/hpc = CONFIG_GET(number/hard_popcap)
var/epc = CONFIG_GET(number/extreme_popcap)
if(hpc && epc)
relevant_cap = min(hpc, epc)
else
relevant_cap = max(hpc, epc)
if(href_list["show_preferences"])
client.prefs.ShowChoices(src)
return 1
if(href_list["ready"])
var/tready = text2num(href_list["ready"])
//Avoid updating ready if we're after PREGAME (they should use latejoin instead)
//This is likely not an actual issue but I don't have time to prove that this
//no longer is required
if(SSticker.current_state <= GAME_STATE_PREGAME)
ready = tready
//if it's post initialisation and they're trying to observe we do the needful
if(!SSticker.current_state < GAME_STATE_PREGAME && tready == PLAYER_READY_TO_OBSERVE)
ready = tready
make_me_an_observer()
return
if(href_list["refresh"])
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
if(href_list["late_join"])
if(!SSticker || !SSticker.IsRoundInProgress())
to_chat(usr, "<span class='danger'>The round is either not ready, or has already finished...</span>")
return
if(href_list["late_join"] == "override")
LateChoices()
return
if(SSticker.queued_players.len || (relevant_cap && living_player_count() >= relevant_cap && !(ckey(key) in GLOB.admin_datums)))
to_chat(usr, "<span class='danger'>[CONFIG_GET(string/hard_popcap_message)]</span>")
var/queue_position = SSticker.queued_players.Find(usr)
if(queue_position == 1)
to_chat(usr, "<span class='notice'>You are next in line to join the game. You will be notified when a slot opens up.</span>")
else if(queue_position)
to_chat(usr, "<span class='notice'>There are [queue_position-1] players in front of you in the queue to join the game.</span>")
else
SSticker.queued_players += usr
to_chat(usr, "<span class='notice'>You have been added to the queue to join the game. Your position in queue is [SSticker.queued_players.len].</span>")
return
LateChoices()
if(href_list["manifest"])
ViewManifest()
if(href_list["SelectedJob"])
if(!SSticker || !SSticker.IsRoundInProgress())
var/msg = "[key_name(usr)] attempted to join the round using a href that shouldn't be available at this moment!"
log_admin(msg)
message_admins(msg)
to_chat(usr, "<span class='danger'>The round is either not ready, or has already finished...</span>")
return
if(!GLOB.enter_allowed)
to_chat(usr, "<span class='notice'>There is an administrative lock on entering the game!</span>")
return
if(SSticker.queued_players.len && !(ckey(key) in GLOB.admin_datums))
if((living_player_count() >= relevant_cap) || (src != SSticker.queued_players[1]))
to_chat(usr, "<span class='warning'>Server is full.</span>")
return
AttemptLateSpawn(href_list["SelectedJob"])
return
if(href_list["JoinAsGhostRole"])
if(!GLOB.enter_allowed)
to_chat(usr, "<span class='notice'> There is an administrative lock on entering the game!</span>")
if(SSticker.queued_players.len && !(ckey(key) in GLOB.admin_datums))
if((living_player_count() >= relevant_cap) || (src != SSticker.queued_players[1]))
to_chat(usr, "<span class='warning'>Server is full.</span>")
return
var/obj/effect/mob_spawn/MS = pick(GLOB.mob_spawners[href_list["JoinAsGhostRole"]])
if(MS.attack_ghost(src, latejoinercalling = TRUE))
SSticker.queued_players -= src
SSticker.queue_delay = 4
qdel(src)
if(!ready && href_list["preference"])
if(client)
client.prefs.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
if(href_list["showpoll"])
handle_player_polling()
return
if(href_list["pollid"])
var/pollid = href_list["pollid"]
if(istext(pollid))
pollid = text2num(pollid)
if(isnum(pollid) && ISINTEGER(pollid))
src.poll_player(pollid)
return
if(href_list["votepollid"] && href_list["votetype"])
var/pollid = text2num(href_list["votepollid"])
var/votetype = href_list["votetype"]
//lets take data from the user to decide what kind of poll this is, without validating it
//what could go wrong
switch(votetype)
if(POLLTYPE_OPTION)
var/optionid = text2num(href_list["voteoptionid"])
if(vote_on_poll(pollid, optionid))
to_chat(usr, "<span class='notice'>Vote successful.</span>")
else
to_chat(usr, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
if(POLLTYPE_TEXT)
var/replytext = href_list["replytext"]
if(log_text_poll_reply(pollid, replytext))
to_chat(usr, "<span class='notice'>Feedback logging successful.</span>")
else
to_chat(usr, "<span class='danger'>Feedback logging failed, please try again or contact an administrator.</span>")
if(POLLTYPE_RATING)
var/id_min = text2num(href_list["minid"])
var/id_max = text2num(href_list["maxid"])
if( (id_max - id_min) > 100 ) //Basic exploit prevention
//(protip, this stops no exploits)
to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
return
for(var/optionid = id_min; optionid <= id_max; optionid++)
if(!isnull(href_list["o[optionid]"])) //Test if this optionid was replied to
var/rating
if(href_list["o[optionid]"] == "abstain")
rating = null
else
rating = text2num(href_list["o[optionid]"])
if(!isnum(rating) || !ISINTEGER(rating))
return
if(!vote_on_numval_poll(pollid, optionid, rating))
to_chat(usr, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
return
to_chat(usr, "<span class='notice'>Vote successful.</span>")
if(POLLTYPE_MULTI)
var/id_min = text2num(href_list["minoptionid"])
var/id_max = text2num(href_list["maxoptionid"])
if( (id_max - id_min) > 100 ) //Basic exploit prevention
to_chat(usr, "The option ID difference is too big. Please contact administration or the database admin.")
return
for(var/optionid = id_min; optionid <= id_max; optionid++)
if(!isnull(href_list["option_[optionid]"])) //Test if this optionid was selected
var/i = vote_on_multi_poll(pollid, optionid)
switch(i)
if(0)
continue
if(1)
to_chat(usr, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
return
if(2)
to_chat(usr, "<span class='danger'>Maximum replies reached.</span>")
break
to_chat(usr, "<span class='notice'>Vote successful.</span>")
if(POLLTYPE_IRV)
if (!href_list["IRVdata"])
to_chat(src, "<span class='danger'>No ordering data found. Please try again or contact an administrator.</span>")
return
var/list/votelist = splittext(href_list["IRVdata"], ",")
if (!vote_on_irv_poll(pollid, votelist))
to_chat(src, "<span class='danger'>Vote failed, please try again or contact an administrator.</span>")
return
to_chat(src, "<span class='notice'>Vote successful.</span>")
//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
/mob/dead/new_player/proc/make_me_an_observer()
if(QDELETED(src) || !src.client)
ready = PLAYER_NOT_READY
return FALSE
var/this_is_like_playing_right = alert(src,"Are you sure you wish to observe? You will not be able to play this round!","Player Setup","Yes","No")
if(QDELETED(src) || !src.client || this_is_like_playing_right != "Yes")
ready = PLAYER_NOT_READY
src << browse(null, "window=playersetup") //closes the player setup window
new_player_panel()
return FALSE
var/mob/dead/observer/observer = new()
spawning = TRUE
observer.started_as_observer = TRUE
close_spawn_windows()
var/obj/effect/landmark/observer_start/O = locate(/obj/effect/landmark/observer_start) in GLOB.landmarks_list
to_chat(src, "<span class='notice'>Now teleporting.</span>")
if (O)
observer.forceMove(O.loc)
else
to_chat(src, "<span class='notice'>Teleporting failed. Ahelp an admin please</span>")
stack_trace("There's no freaking observer landmark available on this map or you're making observers before the map is initialised")
transfer_ckey(observer, FALSE)
observer.client = client
observer.set_ghost_appearance()
if(observer.client && observer.client.prefs)
observer.real_name = observer.client.prefs.real_name
observer.name = observer.real_name
observer.update_icon()
observer.stop_sound_channel(CHANNEL_LOBBYMUSIC)
QDEL_NULL(mind)
qdel(src)
return TRUE
/proc/get_job_unavailable_error_message(retval, jobtitle)
switch(retval)
if(JOB_AVAILABLE)
return "[jobtitle] is available."
if(JOB_UNAVAILABLE_GENERIC)
return "[jobtitle] is unavailable."
if(JOB_UNAVAILABLE_BANNED)
return "You are currently banned from [jobtitle]."
if(JOB_UNAVAILABLE_PLAYTIME)
return "You do not have enough relevant playtime for [jobtitle]."
if(JOB_UNAVAILABLE_ACCOUNTAGE)
return "Your account is not old enough for [jobtitle]."
if(JOB_UNAVAILABLE_SLOTFULL)
return "[jobtitle] is already filled to capacity."
if(JOB_UNAVAILABLE_SPECIESLOCK)
return "Your species cannot play as a [jobtitle]."
return "Error: Unknown job availability."
/mob/dead/new_player/proc/IsJobUnavailable(rank, latejoin = FALSE)
var/datum/job/job = SSjob.GetJob(rank)
if(!job)
return JOB_UNAVAILABLE_GENERIC
if((job.current_positions >= job.total_positions) && job.total_positions != -1)
if(job.title == "Assistant")
if(isnum(client.player_age) && client.player_age <= 14) //Newbies can always be assistants
return JOB_AVAILABLE
for(var/datum/job/J in SSjob.occupations)
if(J && J.current_positions < J.total_positions && J.title != job.title)
return JOB_UNAVAILABLE_SLOTFULL
else
return JOB_UNAVAILABLE_SLOTFULL
if(jobban_isbanned(src,rank))
return JOB_UNAVAILABLE_BANNED
if(QDELETED(src))
return JOB_UNAVAILABLE_GENERIC
if(!job.player_old_enough(client))
return JOB_UNAVAILABLE_ACCOUNTAGE
if(job.required_playtime_remaining(client))
return JOB_UNAVAILABLE_PLAYTIME
if(latejoin && !job.special_check_latejoin(client))
return JOB_UNAVAILABLE_GENERIC
if(!client.prefs.pref_species.qualifies_for_rank(rank, client.prefs.features))
return JOB_UNAVAILABLE_SPECIESLOCK
return JOB_AVAILABLE
/mob/dead/new_player/proc/AttemptLateSpawn(rank)
var/error = IsJobUnavailable(rank)
if(error != JOB_AVAILABLE)
alert(src, get_job_unavailable_error_message(error, rank))
return FALSE
if(SSticker.late_join_disabled)
alert(src, "An administrator has disabled late join spawning.")
return FALSE
var/arrivals_docked = TRUE
if(SSshuttle.arrivals)
close_spawn_windows() //In case we get held up
if(SSshuttle.arrivals.damaged && CONFIG_GET(flag/arrivals_shuttle_require_safe_latejoin))
src << alert("The arrivals shuttle is currently malfunctioning! You cannot join.")
return FALSE
if(CONFIG_GET(flag/arrivals_shuttle_require_undocked))
SSshuttle.arrivals.RequireUndocked(src)
arrivals_docked = SSshuttle.arrivals.mode != SHUTTLE_CALL
//Remove the player from the join queue if he was in one and reset the timer
SSticker.queued_players -= src
SSticker.queue_delay = 4
SSjob.AssignRole(src, rank, 1)
var/mob/living/character = create_character(TRUE) //creates the human and transfers vars and mind
var/equip = SSjob.EquipRank(character, rank, TRUE)
if(isliving(equip)) //Borgs get borged in the equip, so we need to make sure we handle the new mob.
character = equip
var/datum/job/job = SSjob.GetJob(rank)
if(job && !job.override_latejoin_spawn(character))
SSjob.SendToLateJoin(character)
if(!arrivals_docked)
var/obj/screen/splash/Spl = new(character.client, TRUE)
Spl.Fade(TRUE)
character.playsound_local(get_turf(character), 'sound/voice/ApproachingTG.ogg', 25)
character.update_parallax_teleport()
SSticker.minds += character.mind
var/mob/living/carbon/human/humanc
if(ishuman(character))
humanc = character //Let's retypecast the var to be human,
if(humanc) //These procs all expect humans
GLOB.data_core.manifest_inject(humanc)
if(SSshuttle.arrivals)
SSshuttle.arrivals.QueueAnnounce(humanc, rank)
else
AnnounceArrival(humanc, rank)
AddEmploymentContract(humanc)
if(GLOB.highlander)
to_chat(humanc, "<span class='userdanger'><i>THERE CAN BE ONLY ONE!!!</i></span>")
humanc.make_scottish()
if(GLOB.summon_guns_triggered)
give_guns(humanc)
if(GLOB.summon_magic_triggered)
give_magic(humanc)
GLOB.joined_player_list += character.ckey
GLOB.latejoiners += character
if(CONFIG_GET(flag/allow_latejoin_antagonists) && humanc) //Borgs aren't allowed to be antags. Will need to be tweaked if we get true latejoin ais.
if(SSshuttle.emergency)
switch(SSshuttle.emergency.mode)
if(SHUTTLE_RECALL, SHUTTLE_IDLE)
SSticker.mode.make_antag_chance(humanc)
if(SHUTTLE_CALL)
if(SSshuttle.emergency.timeLeft(1) > initial(SSshuttle.emergencyCallTime)*0.5)
SSticker.mode.make_antag_chance(humanc)
if(humanc && CONFIG_GET(flag/roundstart_traits))
SSquirks.AssignQuirks(humanc, humanc.client, TRUE, FALSE, job, FALSE)
log_manifest(character.mind.key,character.mind,character,latejoin = TRUE)
/mob/dead/new_player/proc/AddEmploymentContract(mob/living/carbon/human/employee)
//TODO: figure out a way to exclude wizards/nukeops/demons from this.
for(var/C in GLOB.employmentCabinets)
var/obj/structure/filingcabinet/employment/employmentCabinet = C
if(!employmentCabinet.virgin)
employmentCabinet.addFile(employee)
/mob/dead/new_player/proc/LateChoices()
var/level = "green"
switch(GLOB.security_level)
if(SEC_LEVEL_GREEN)
level = "green"
if(SEC_LEVEL_BLUE)
level = "blue"
if(SEC_LEVEL_AMBER)
level = "amber"
if(SEC_LEVEL_RED)
level = "red"
if(SEC_LEVEL_DELTA)
level = "delta"
var/dat = "<div class='notice'>Round Duration: [DisplayTimeText(world.time - SSticker.round_start_time)]<br>Alert Level: [capitalize(level)]</div>"
if(SSshuttle.emergency)
switch(SSshuttle.emergency.mode)
if(SHUTTLE_ESCAPE)
dat += "<div class='notice red'>The station has been evacuated.</div><br>"
if(SHUTTLE_CALL)
if(!SSshuttle.canRecall())
dat += "<div class='notice red'>The station is currently undergoing evacuation procedures.</div><br>"
for(var/datum/job/prioritized_job in SSjob.prioritized_jobs)
if(prioritized_job.current_positions >= prioritized_job.total_positions)
SSjob.prioritized_jobs -= prioritized_job
dat += "<center><table><tr><td valign='top'>"
var/column_counter = 0
var/free_space = 0
for(var/list/category in list(GLOB.command_positions) + list(GLOB.supply_positions) + list(GLOB.engineering_positions) + list(GLOB.nonhuman_positions - "pAI") + list(GLOB.civilian_positions) + list(GLOB.medical_positions) + list(GLOB.science_positions) + list(GLOB.security_positions))
var/cat_color = "fff" //random default
if(SSjob.name_occupations && SSjob.name_occupations[category[1]])
cat_color = SSjob.name_occupations[category[1]].selection_color //use the color of the first job in the category (the department head) as the category color
else
cat_color = SSjob.occupations[category[1]].selection_color
dat += "<fieldset style='width: 185px; border: 2px solid [cat_color]; display: inline'>"
dat += "<legend align='center' style='color: [cat_color]'>[SSjob.name_occupations[category[1]].exp_type_department]</legend>"
var/list/dept_dat = list()
for(var/job in category)
var/datum/job/job_datum = SSjob.name_occupations[job]
if(job_datum && IsJobUnavailable(job_datum.title, TRUE) == JOB_AVAILABLE)
var/command_bold = ""
if(job in GLOB.command_positions)
command_bold = " command"
if(job_datum in SSjob.prioritized_jobs)
dept_dat += "<a class='job[command_bold]' style='display:block;width:170px' href='byond://?src=[REF(src)];SelectedJob=[job_datum.title]'><span class='priority'>[job_datum.title] ([job_datum.current_positions])</span></a>"
else
dept_dat += "<a class='job[command_bold]' style='display:block;width:170px' href='byond://?src=[REF(src)];SelectedJob=[job_datum.title]'>[job_datum.title] ([job_datum.current_positions])</a>"
if(!dept_dat.len)
dept_dat += "<span class='nopositions'>No positions open.</span>"
dat += jointext(dept_dat, "")
dat += "</fieldset><br>"
column_counter++
if(free_space <=4)
free_space++
if(column_counter > 0 && (column_counter % 3 == 0))
dat += "</td><td valign='top'>"
if(free_space >= 5 && (free_space % 5 == 0) && (column_counter % 3 != 0))
free_space = 0
column_counter = 0
dat += "</td><td valign='top'>"
dat += "</td></tr></table></center></center>"
var/available_ghosts = 0
for(var/spawner in GLOB.mob_spawners)
if(!LAZYLEN(spawner))
continue
var/obj/effect/mob_spawn/S = pick(GLOB.mob_spawners[spawner])
if(!istype(S) || !S.can_latejoin())
continue
available_ghosts++
break
if(!available_ghosts)
dat += "<div class='notice red'>There are currently no open ghost spawners.</div>"
else
var/list/categorizedJobs = list("Ghost Role" = list(jobs = list(), titles = GLOB.mob_spawners, color = "#ffffff"))
for(var/spawner in GLOB.mob_spawners)
if(!LAZYLEN(spawner))
continue
var/obj/effect/mob_spawn/S = pick(GLOB.mob_spawners[spawner])
if(!istype(S) || !S.can_latejoin())
continue
categorizedJobs["Ghost Role"]["jobs"] += spawner
dat += "<center><table><tr><td valign='top'>"
for(var/jobcat in categorizedJobs)
if(!length(categorizedJobs[jobcat]["jobs"]))
continue
var/color = categorizedJobs[jobcat]["color"]
dat += "<fieldset style='border: 2px solid [color]; display: inline'>"
dat += "<legend align='center' style='color: [color]'>[jobcat]</legend>"
for(var/spawner in categorizedJobs[jobcat]["jobs"])
dat += "<a class='otherPosition' style='display:block;width:170px' href='byond://?src=[REF(src)];JoinAsGhostRole=[spawner]'>[spawner]</a>"
dat += "</fieldset><br>"
dat += "</td></tr></table></center>"
dat += "</div></div>"
var/datum/browser/popup = new(src, "latechoices", "Choose Profession", 720, 600)
popup.add_stylesheet("playeroptions", 'html/browser/playeroptions.css')
popup.set_content(jointext(dat, ""))
popup.open(FALSE) // FALSE is passed to open so that it doesn't use the onclose() proc
/mob/dead/new_player/proc/create_character(transfer_after)
spawning = 1
close_spawn_windows()
var/mob/living/carbon/human/H = new(loc)
var/frn = CONFIG_GET(flag/force_random_names)
if(!frn)
frn = jobban_isbanned(src, "appearance")
if(QDELETED(src))
return
if(frn)
client.prefs.random_character()
client.prefs.real_name = client.prefs.pref_species.random_name(gender,1)
client.prefs.copy_to(H)
H.dna.update_dna_identity()
if(mind)
if(transfer_after)
mind.late_joiner = TRUE
mind.active = 0 //we wish to transfer the key manually
mind.transfer_to(H) //won't transfer key since the mind is not active
H.name = real_name
. = H
new_character = .
if(transfer_after)
transfer_character()
/mob/dead/new_player/proc/transfer_character()
. = new_character
if(.)
new_character.key = key //Manually transfer the key to log them in
new_character.stop_sound_channel(CHANNEL_LOBBYMUSIC)
new_character = null
qdel(src)
/mob/dead/new_player/proc/ViewManifest()
var/dat = "<html><body>"
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest(OOC = 1)
src << browse(dat, "window=manifest;size=387x420;can_close=1")
/mob/dead/new_player/Move()
return 0
/mob/dead/new_player/proc/close_spawn_windows()
src << browse(null, "window=latechoices") //closes late choices window
src << browse(null, "window=playersetup") //closes the player setup window
src << browse(null, "window=preferences") //closes job selection
src << browse(null, "window=mob_occupation")
src << browse(null, "window=latechoices") //closes late job selection
/* Used to make sure that a player has a valid job preference setup, used to knock players out of eligibility for anything if their prefs don't make sense.
A "valid job preference setup" in this situation means at least having one job set to low, or not having "return to lobby" enabled
Prevents "antag rolling" by setting antag prefs on, all jobs to never, and "return to lobby if preferences not availible"
Doing so would previously allow you to roll for antag, then send you back to lobby if you didn't get an antag role
This also does some admin notification and logging as well, as well as some extra logic to make sure things don't go wrong
*/
/mob/dead/new_player/proc/check_preferences()
if(!client)
return FALSE //Not sure how this would get run without the mob having a client, but let's just be safe.
if(client.prefs.joblessrole != RETURNTOLOBBY)
return TRUE
// If they have antags enabled, they're potentially doing this on purpose instead of by accident. Notify admins if so.
var/has_antags = FALSE
if(client.prefs.be_special.len > 0)
has_antags = TRUE
if(client.prefs.job_preferences.len == 0)
if(!ineligible_for_roles)
to_chat(src, "<span class='danger'>You have no jobs enabled, along with return to lobby if job is unavailable. This makes you ineligible for any round start role, please update your job preferences.</span>")
ineligible_for_roles = TRUE
ready = PLAYER_NOT_READY
if(has_antags)
log_admin("[src.ckey] just got booted back to lobby with no jobs, but antags enabled.")
message_admins("[src.ckey] just got booted back to lobby with no jobs enabled, but antag rolling enabled. Likely antag rolling abuse.")
return FALSE //This is the only case someone should actually be completely blocked from antag rolling as well
return TRUE
-619
View File
@@ -1,619 +0,0 @@
/datum/polloption
var/optionid
var/optiontext
/mob/dead/new_player/proc/handle_player_polling()
if(!SSdbcore.IsConnected())
to_chat(usr, "<span class='danger'>Failed to establish database connection.</span>")
return
var/datum/DBQuery/query_poll_get = SSdbcore.NewQuery("SELECT id, question FROM [format_table_name("poll_question")] WHERE Now() BETWEEN starttime AND endtime [(client.holder ? "" : "AND adminonly = false")]")
if(!query_poll_get.warn_execute())
qdel(query_poll_get)
return
var/output = "<div align='center'><B>Player polls</B><hr><table>"
var/i = 0
var/rs = REF(src)
while(query_poll_get.NextRow())
var/pollid = query_poll_get.item[1]
var/pollquestion = query_poll_get.item[2]
output += "<tr bgcolor='#[ (i % 2 == 1) ? "e2e2e2" : "e2e2e2" ]'><td><a href=\"byond://?src=[rs];pollid=[pollid]\"><b>[pollquestion]</b></a></td></tr>"
i++
qdel(query_poll_get)
output += "</table>"
if(!QDELETED(src))
src << browse(output,"window=playerpolllist;size=500x300")
/mob/dead/new_player/proc/poll_player(pollid)
if(!pollid)
return
if (!SSdbcore.Connect())
to_chat(usr, "<span class='danger'>Failed to establish database connection.</span>")
return
var/datum/DBQuery/query_poll_get_details = SSdbcore.NewQuery("SELECT starttime, endtime, question, polltype, multiplechoiceoptions FROM [format_table_name("poll_question")] WHERE id = [pollid]")
if(!query_poll_get_details.warn_execute())
qdel(query_poll_get_details)
return
var/pollstarttime = ""
var/pollendtime = ""
var/pollquestion = ""
var/polltype = ""
var/multiplechoiceoptions = 0
if(query_poll_get_details.NextRow())
pollstarttime = query_poll_get_details.item[1]
pollendtime = query_poll_get_details.item[2]
pollquestion = query_poll_get_details.item[3]
polltype = query_poll_get_details.item[4]
multiplechoiceoptions = text2num(query_poll_get_details.item[5])
qdel(query_poll_get_details)
switch(polltype)
if(POLLTYPE_OPTION)
var/datum/DBQuery/query_option_get_votes = SSdbcore.NewQuery("SELECT optionid FROM [format_table_name("poll_vote")] WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_option_get_votes.warn_execute())
qdel(query_option_get_votes)
return
var/votedoptionid = 0
if(query_option_get_votes.NextRow())
votedoptionid = text2num(query_option_get_votes.item[1])
qdel(query_option_get_votes)
var/list/datum/polloption/options = list()
var/datum/DBQuery/query_option_options = SSdbcore.NewQuery("SELECT id, text FROM [format_table_name("poll_option")] WHERE pollid = [pollid]")
if(!query_option_options.warn_execute())
qdel(query_option_options)
return
while(query_option_options.NextRow())
var/datum/polloption/PO = new()
PO.optionid = text2num(query_option_options.item[1])
PO.optiontext = query_option_options.item[2]
options += PO
qdel(query_option_options)
var/output = "<div align='center'><B>Player poll</B><hr>"
output += "<b>Question: [pollquestion]</b><br>"
output += "<font size='2'>Poll runs from <b>[pollstarttime]</b> until <b>[pollendtime]</b></font><p>"
if(!votedoptionid)
output += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
output += "<input type='hidden' name='src' value='[REF(src)]'>"
output += "<input type='hidden' name='votepollid' value='[pollid]'>"
output += "<input type='hidden' name='votetype' value=[POLLTYPE_OPTION]>"
output += "<table><tr><td>"
for(var/datum/polloption/O in options)
if(O.optionid && O.optiontext)
if(votedoptionid)
if(votedoptionid == O.optionid)
output += "<b>[O.optiontext]</b><br>"
else
output += "[O.optiontext]<br>"
else
output += "<input type='radio' name='voteoptionid' value='[O.optionid]'>[O.optiontext]<br>"
output += "</td></tr></table>"
if(!votedoptionid)
output += "<p><input type='submit' value='Vote'>"
output += "</form>"
output += "</div>"
src << browse(null ,"window=playerpolllist")
src << browse(output,"window=playerpoll;size=500x250")
if(POLLTYPE_TEXT)
var/datum/DBQuery/query_text_get_votes = SSdbcore.NewQuery("SELECT replytext FROM [format_table_name("poll_textreply")] WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_text_get_votes.warn_execute())
qdel(query_text_get_votes)
return
var/vote_text = ""
if(query_text_get_votes.NextRow())
vote_text = query_text_get_votes.item[1]
qdel(query_text_get_votes)
var/output = "<div align='center'><B>Player poll</B><hr>"
output += "<b>Question: [pollquestion]</b><br>"
output += "<font size='2'>Feedback gathering runs from <b>[pollstarttime]</b> until <b>[pollendtime]</b></font><p>"
output += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
output += "<input type='hidden' name='src' value='[REF(src)]'>"
output += "<input type='hidden' name='votepollid' value='[pollid]'>"
output += "<input type='hidden' name='votetype' value=[POLLTYPE_TEXT]>"
output += "<font size='2'>Please provide feedback below. You can use any letters of the English alphabet, numbers and the symbols: . , ! ? : ; -</font><br>"
output += "<textarea name='replytext' cols='50' rows='14'>[vote_text]</textarea>"
output += "<p><input type='submit' value='Submit'></form>"
output += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
output += "<input type='hidden' name='src' value='[REF(src)]'>"
output += "<input type='hidden' name='votepollid' value='[pollid]'>"
output += "<input type='hidden' name='votetype' value=[POLLTYPE_TEXT]>"
output += "<input type='hidden' name='replytext' value='ABSTAIN'>"
output += "<input type='submit' value='Abstain'></form>"
src << browse(null ,"window=playerpolllist")
src << browse(output,"window=playerpoll;size=500x500")
if(POLLTYPE_RATING)
var/datum/DBQuery/query_rating_get_votes = SSdbcore.NewQuery("SELECT o.text, v.rating FROM [format_table_name("poll_option")] o, [format_table_name("poll_vote")] v WHERE o.pollid = [pollid] AND v.ckey = '[ckey]' AND o.id = v.optionid")
if(!query_rating_get_votes.warn_execute())
qdel(query_rating_get_votes)
return
var/output = "<div align='center'><B>Player poll</B><hr>"
output += "<b>Question: [pollquestion]</b><br>"
output += "<font size='2'>Poll runs from <b>[pollstarttime]</b> until <b>[pollendtime]</b></font><p>"
var/rating
while(query_rating_get_votes.NextRow())
var/optiontext = query_rating_get_votes.item[1]
rating = query_rating_get_votes.item[2]
output += "<br><b>[optiontext] - [rating]</b>"
qdel(query_rating_get_votes)
if(!rating)
output += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
output += "<input type='hidden' name='src' value='[REF(src)]'>"
output += "<input type='hidden' name='votepollid' value='[pollid]'>"
output += "<input type='hidden' name='votetype' value=[POLLTYPE_RATING]>"
var/minid = 999999
var/maxid = 0
var/datum/DBQuery/query_rating_options = SSdbcore.NewQuery("SELECT id, text, minval, maxval, descmin, descmid, descmax FROM [format_table_name("poll_option")] WHERE pollid = [pollid]")
if(!query_rating_options.warn_execute())
qdel(query_rating_options)
return
while(query_rating_options.NextRow())
var/optionid = text2num(query_rating_options.item[1])
var/optiontext = query_rating_options.item[2]
var/minvalue = text2num(query_rating_options.item[3])
var/maxvalue = text2num(query_rating_options.item[4])
var/descmin = query_rating_options.item[5]
var/descmid = query_rating_options.item[6]
var/descmax = query_rating_options.item[7]
if(optionid < minid)
minid = optionid
if(optionid > maxid)
maxid = optionid
var/midvalue = round( (maxvalue + minvalue) / 2)
output += "<br>[optiontext]: <select name='o[optionid]'>"
output += "<option value='abstain'>abstain</option>"
for (var/j = minvalue; j <= maxvalue; j++)
if(j == minvalue && descmin)
output += "<option value='[j]'>[j] ([descmin])</option>"
else if (j == midvalue && descmid)
output += "<option value='[j]'>[j] ([descmid])</option>"
else if (j == maxvalue && descmax)
output += "<option value='[j]'>[j] ([descmax])</option>"
else
output += "<option value='[j]'>[j]</option>"
output += "</select>"
qdel(query_rating_options)
output += "<input type='hidden' name='minid' value='[minid]'>"
output += "<input type='hidden' name='maxid' value='[maxid]'>"
output += "<p><input type='submit' value='Submit'></form>"
if(!QDELETED(src))
src << browse(null ,"window=playerpolllist")
src << browse(output,"window=playerpoll;size=500x500")
if(POLLTYPE_MULTI)
var/datum/DBQuery/query_multi_get_votes = SSdbcore.NewQuery("SELECT optionid FROM [format_table_name("poll_vote")] WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_multi_get_votes.warn_execute())
qdel(query_multi_get_votes)
return
var/list/votedfor = list()
while(query_multi_get_votes.NextRow())
votedfor.Add(text2num(query_multi_get_votes.item[1]))
qdel(query_multi_get_votes)
var/list/datum/polloption/options = list()
var/maxoptionid = 0
var/minoptionid = 0
var/datum/DBQuery/query_multi_options = SSdbcore.NewQuery("SELECT id, text FROM [format_table_name("poll_option")] WHERE pollid = [pollid]")
if(!query_multi_options.warn_execute())
qdel(query_multi_options)
return
while(query_multi_options.NextRow())
var/datum/polloption/PO = new()
PO.optionid = text2num(query_multi_options.item[1])
PO.optiontext = query_multi_options.item[2]
if(PO.optionid > maxoptionid)
maxoptionid = PO.optionid
if(PO.optionid < minoptionid || !minoptionid)
minoptionid = PO.optionid
options += PO
qdel(query_multi_options)
var/output = "<div align='center'><B>Player poll</B><hr>"
output += "<b>Question: [pollquestion]</b><br>You can select up to [multiplechoiceoptions] options. If you select more, the first [multiplechoiceoptions] will be saved.<br>"
output += "<font size='2'>Poll runs from <b>[pollstarttime]</b> until <b>[pollendtime]</b></font><p>"
if(!votedfor.len)
output += "<form name='cardcomp' action='?src=[REF(src)]' method='get'>"
output += "<input type='hidden' name='src' value='[REF(src)]'>"
output += "<input type='hidden' name='votepollid' value='[pollid]'>"
output += "<input type='hidden' name='votetype' value=[POLLTYPE_MULTI]>"
output += "<input type='hidden' name='maxoptionid' value='[maxoptionid]'>"
output += "<input type='hidden' name='minoptionid' value='[minoptionid]'>"
output += "<table><tr><td>"
for(var/datum/polloption/O in options)
if(O.optionid && O.optiontext)
if(votedfor.len)
if(O.optionid in votedfor)
output += "<b>[O.optiontext]</b><br>"
else
output += "[O.optiontext]<br>"
else
output += "<input type='checkbox' name='option_[O.optionid]' value='[O.optionid]'>[O.optiontext]<br>"
output += "</td></tr></table>"
if(!votedfor.len)
output += "<p><input type='submit' value='Vote'></form>"
output += "</div>"
src << browse(null ,"window=playerpolllist")
src << browse(output,"window=playerpoll;size=500x250")
if(POLLTYPE_IRV)
var/datum/asset/irv_assets = get_asset_datum(/datum/asset/group/IRV)
irv_assets.send(src)
var/datum/DBQuery/query_irv_get_votes = SSdbcore.NewQuery("SELECT optionid FROM [format_table_name("poll_vote")] WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_irv_get_votes.warn_execute())
qdel(query_irv_get_votes)
return
var/list/votedfor = list()
while(query_irv_get_votes.NextRow())
votedfor.Add(text2num(query_irv_get_votes.item[1]))
qdel(query_irv_get_votes)
var/list/datum/polloption/options = list()
var/datum/DBQuery/query_irv_options = SSdbcore.NewQuery("SELECT id, text FROM [format_table_name("poll_option")] WHERE pollid = [pollid]")
if(!query_irv_options.warn_execute())
qdel(query_irv_options)
return
while(query_irv_options.NextRow())
var/datum/polloption/PO = new()
PO.optionid = text2num(query_irv_options.item[1])
PO.optiontext = query_irv_options.item[2]
options["[PO.optionid]"] += PO
qdel(query_irv_options)
//if they already voted, use their sort
if (votedfor.len)
var/list/datum/polloption/newoptions = list()
for (var/V in votedfor)
var/datum/polloption/PO = options["[V]"]
if(PO)
newoptions["[V]"] = PO
options -= "[V]"
//add any options that they didn't vote on (some how, some way)
options = shuffle(options)
for (var/V in options)
newoptions["[V]"] = options["[V]"]
options = newoptions
//otherwise, lets shuffle it.
else
var/list/datum/polloption/newoptions = list()
while (options.len)
var/list/local_options = options.Copy()
var/key
//the jist is we randomly remove all options from a copy of options until only one reminds,
// move that over to our new list
// and repeat until we've moved all of them
while (local_options.len)
key = local_options[rand(1, local_options.len)]
local_options -= key
var/value = options[key]
options -= key
newoptions[key] = value
options = newoptions
var/output = {"
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<script src="jquery.min.js"></script>
<script src="jquery-ui.custom-core-widgit-mouse-sortable-min.js"></script>
<style>
#sortable { list-style-type: none; margin: 0; padding: 2em; }
#sortable li { min-height: 1em; margin: 0px 1px 1px 1px; padding: 1px; border: 1px solid black; border-radius: 5px; background-color: white; cursor:move;}
#sortable .sortable-placeholder-highlight { min-height: 1em; margin: 0 2px 2px 2px; padding: 2px; border: 1px dotted blue; border-radius: 5px; background-color: GhostWhite; }
span.grippy { content: '....'; width: 10px; height: 20px; display: inline-block; overflow: hidden; line-height: 5px; padding: 3px 1px; cursor: move; vertical-align: middle; margin-top: -.7em; margin-right: .3em; font-size: 12px; font-family: sans-serif; letter-spacing: 2px; color: #cccccc; text-shadow: 1px 0 1px black; }
span.grippy::after { content: '.. .. .. ..';}
</style>
<script>
$(function() {
$( "#sortable" ).sortable({
placeholder: "sortable-placeholder-highlight",
axis: "y",
containment: "#ballot",
scroll: false,
cursor: "ns-resize",
tolerance: "pointer"
});
$( "#sortable" ).disableSelection();
$('form').submit(function(){
$('#IRVdata').val($( "#sortable" ).sortable("toArray", { attribute: "voteid" }));
});
});
</script>
</head>
<body>
<div align='center'><B>Player poll</B><hr>
<b>Question: [pollquestion]</b><br>Please sort the options in the order of <b>most preferred</b> to <b>least preferred</b><br>
<font size='2'>Revoting has been enabled on this poll, if you think you made a mistake, simply revote<br></font>
<font size='2'>Poll runs from <b>[pollstarttime]</b> until <b>[pollendtime]</b></font><p>
</div>
<form name='cardcomp' action='?src=[REF(src)]' method='POST'>
<input type='hidden' name='src' value='[REF(src)]'>
<input type='hidden' name='votepollid' value='[pollid]'>
<input type='hidden' name='votetype' value=[POLLTYPE_IRV]>
<input type='hidden' name='IRVdata' id='IRVdata'>
<div id="ballot" class="center">
<b><center>Most Preferred</center></b>
<ol id="sortable" class="rankings" style="padding:0px">
"}
for(var/O in options)
var/datum/polloption/PO = options["[O]"]
if(PO.optionid && PO.optiontext)
output += "<li voteid='[PO.optionid]' class='ranking'><span class='grippy'></span> [PO.optiontext]</li>\n"
output += {"
</ol>
<b><center>Least Preferred</center></b><br>
</div>
<p><input type='submit' value='[( votedfor.len ? "Re" : "")]Vote'></form>
"}
src << browse(null ,"window=playerpolllist")
src << browse(output,"window=playerpoll;size=500x500")
return
//Returns null on failure, TRUE if already voted, FALSE if not voted yet.
/mob/dead/new_player/proc/poll_check_voted(pollid, text = FALSE, silent = FALSE)
var/table = "poll_vote"
if (text)
table = "poll_textreply"
if (!SSdbcore.Connect())
to_chat(usr, "<span class='danger'>Failed to establish database connection.</span>")
return
var/datum/DBQuery/query_hasvoted = SSdbcore.NewQuery("SELECT id FROM `[format_table_name(table)]` WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_hasvoted.warn_execute())
qdel(query_hasvoted)
return
if(query_hasvoted.NextRow())
qdel(query_hasvoted)
if(!silent)
to_chat(usr, "<span class='danger'>You've already replied to this poll.</span>")
return TRUE
qdel(query_hasvoted)
return FALSE
//Returns adminrank for use in polls.
/mob/dead/new_player/proc/poll_rank()
. = "Player"
if(client.holder)
. = client.holder.rank.name
/mob/dead/new_player/proc/vote_rig_check()
if (usr != src)
if (!usr || !src)
return 0
//we gots ourselfs a dirty cheater on our hands!
log_game("[key_name(usr)] attempted to rig the vote by voting as [key]")
message_admins("[key_name_admin(usr)] attempted to rig the vote by voting as [key]")
to_chat(usr, "<span class='danger'>You don't seem to be [key].</span>")
to_chat(src, "<span class='danger'>Something went horribly wrong processing your vote. Please contact an administrator, they should have gotten a message about this</span>")
return 0
return 1
/mob/dead/new_player/proc/vote_valid_check(pollid, holder, type)
if (!SSdbcore.Connect())
to_chat(src, "<span class='danger'>Failed to establish database connection.</span>")
return 0
pollid = text2num(pollid)
if (!pollid || pollid < 0)
return 0
//validate the poll is actually the right type of poll and its still active
var/datum/DBQuery/query_validate_poll = SSdbcore.NewQuery("SELECT id FROM [format_table_name("poll_question")] WHERE id = [pollid] AND Now() BETWEEN starttime AND endtime AND polltype = '[type]' [(holder ? "" : "AND adminonly = false")]")
if(!query_validate_poll.warn_execute())
qdel(query_validate_poll)
return 0
if (!query_validate_poll.NextRow())
qdel(query_validate_poll)
return 0
qdel(query_validate_poll)
return 1
/mob/dead/new_player/proc/vote_on_irv_poll(pollid, list/votelist)
if (!SSdbcore.Connect())
to_chat(src, "<span class='danger'>Failed to establish database connection.</span>")
return 0
if (!vote_rig_check())
return 0
pollid = text2num(pollid)
if (!pollid || pollid < 0)
return 0
if (!votelist || !istype(votelist) || !votelist.len)
return 0
if (!client)
return 0
//save these now so we can still process the vote if the client goes away while we process.
var/datum/admins/holder = client.holder
var/rank = "Player"
if (holder)
rank = holder.rank.name
var/ckey = client.ckey
var/address = client.address
//validate the poll
if (!vote_valid_check(pollid, holder, POLLTYPE_IRV))
return 0
//lets collect the options
var/datum/DBQuery/query_irv_id = SSdbcore.NewQuery("SELECT id FROM [format_table_name("poll_option")] WHERE pollid = [pollid]")
if(!query_irv_id.warn_execute())
qdel(query_irv_id)
return 0
var/list/optionlist = list()
while (query_irv_id.NextRow())
optionlist += text2num(query_irv_id.item[1])
qdel(query_irv_id)
//validate their votes are actually in the list of options and actually numbers
var/list/numberedvotelist = list()
for (var/vote in votelist)
vote = text2num(vote)
numberedvotelist += vote
if (!vote) //this is fine because voteid starts at 1, so it will never be 0
to_chat(src, "<span class='danger'>Error: Invalid (non-numeric) votes in the vote data.</span>")
return 0
if (!(vote in optionlist))
to_chat(src, "<span class='danger'>Votes for choices that do not appear to be in the poll detected.</span>")
return 0
if (!numberedvotelist.len)
to_chat(src, "<span class='danger'>Invalid vote data</span>")
return 0
//lets add the vote, first we generate an insert statement.
var/sqlrowlist = ""
for (var/vote in numberedvotelist)
if (sqlrowlist != "")
sqlrowlist += ", " //a comma (,) at the start of the first row to insert will trigger a SQL error
sqlrowlist += "(Now(), [pollid], [vote], '[sanitizeSQL(ckey)]', INET_ATON('[sanitizeSQL(address)]'), '[sanitizeSQL(rank)]')"
//now lets delete their old votes (if any)
var/datum/DBQuery/query_irv_del_old = SSdbcore.NewQuery("DELETE FROM [format_table_name("poll_vote")] WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_irv_del_old.warn_execute())
qdel(query_irv_del_old)
return 0
qdel(query_irv_del_old)
//now to add the new ones.
var/datum/DBQuery/query_irv_vote = SSdbcore.NewQuery("INSERT INTO [format_table_name("poll_vote")] (datetime, pollid, optionid, ckey, ip, adminrank) VALUES [sqlrowlist]")
if(!query_irv_vote.warn_execute())
qdel(query_irv_vote)
return 0
qdel(query_irv_vote)
if(!QDELETED(src))
src << browse(null,"window=playerpoll")
return 1
/mob/dead/new_player/proc/vote_on_poll(pollid, optionid)
if (!SSdbcore.Connect())
to_chat(src, "<span class='danger'>Failed to establish database connection.</span>")
return 0
if (!vote_rig_check())
return 0
if(!pollid || !optionid)
return
//validate the poll
if (!vote_valid_check(pollid, client.holder, POLLTYPE_OPTION))
return 0
var/voted = poll_check_voted(pollid)
if(isnull(voted) || voted) //Failed or already voted.
return
var/adminrank = sanitizeSQL(poll_rank())
if(!adminrank)
return
var/datum/DBQuery/query_option_vote = SSdbcore.NewQuery("INSERT INTO [format_table_name("poll_vote")] (datetime, pollid, optionid, ckey, ip, adminrank) VALUES (Now(), [pollid], [optionid], '[ckey]', INET_ATON('[client.address]'), '[adminrank]')")
if(!query_option_vote.warn_execute())
qdel(query_option_vote)
return
qdel(query_option_vote)
if(!QDELETED(usr))
usr << browse(null,"window=playerpoll")
return 1
/mob/dead/new_player/proc/log_text_poll_reply(pollid, replytext)
if (!SSdbcore.Connect())
to_chat(src, "<span class='danger'>Failed to establish database connection.</span>")
return 0
if (!vote_rig_check())
return 0
if(!pollid)
return
//validate the poll
if (!vote_valid_check(pollid, client.holder, POLLTYPE_TEXT))
return 0
if(!replytext)
to_chat(usr, "The text you entered was blank. Please correct the text and submit again.")
return
var/voted = poll_check_voted(pollid, text = TRUE, silent = TRUE)
if(isnull(voted))
return
var/adminrank = sanitizeSQL(poll_rank())
if(!adminrank)
return
replytext = sanitizeSQL(replytext)
if(!(length(replytext) > 0) || !(length(replytext) <= 8000))
to_chat(usr, "The text you entered was invalid or too long. Please correct the text and submit again.")
return
var/datum/DBQuery/query_text_vote
if(!voted)
query_text_vote = SSdbcore.NewQuery("INSERT INTO [format_table_name("poll_textreply")] (datetime ,pollid ,ckey ,ip ,replytext ,adminrank) VALUES (Now(), [pollid], '[ckey]', INET_ATON('[client.address]'), '[replytext]', '[adminrank]')")
else
query_text_vote = SSdbcore.NewQuery("UPDATE [format_table_name("poll_textreply")] SET datetime = Now(), ip = INET_ATON('[client.address]'), replytext = '[replytext]' WHERE pollid = '[pollid]' AND ckey = '[ckey]'")
if(!query_text_vote.warn_execute())
qdel(query_text_vote)
return
qdel(query_text_vote)
if(!QDELETED(usr))
usr << browse(null,"window=playerpoll")
return 1
/mob/dead/new_player/proc/vote_on_numval_poll(pollid, optionid, rating)
if (!SSdbcore.Connect())
to_chat(src, "<span class='danger'>Failed to establish database connection.</span>")
return 0
if (!vote_rig_check())
return 0
if(!pollid || !optionid || !rating)
return
//validate the poll
if (!vote_valid_check(pollid, client.holder, POLLTYPE_RATING))
return 0
var/datum/DBQuery/query_numval_hasvoted = SSdbcore.NewQuery("SELECT id FROM [format_table_name("poll_vote")] WHERE optionid = [optionid] AND ckey = '[ckey]'")
if(!query_numval_hasvoted.warn_execute())
qdel(query_numval_hasvoted)
return
if(query_numval_hasvoted.NextRow())
qdel(query_numval_hasvoted)
to_chat(usr, "<span class='danger'>You've already replied to this poll.</span>")
return
qdel(query_numval_hasvoted)
var/adminrank = "Player"
if(client.holder)
adminrank = client.holder.rank.name
adminrank = sanitizeSQL(adminrank)
var/datum/DBQuery/query_numval_vote = SSdbcore.NewQuery("INSERT INTO [format_table_name("poll_vote")] (datetime ,pollid ,optionid ,ckey ,ip ,adminrank, rating) VALUES (Now(), [pollid], [optionid], '[ckey]', INET_ATON('[client.address]'), '[adminrank]', [(isnull(rating)) ? "null" : rating])")
if(!query_numval_vote.warn_execute())
qdel(query_numval_vote)
return
qdel(query_numval_vote)
if(!QDELETED(usr))
usr << browse(null,"window=playerpoll")
return 1
/mob/dead/new_player/proc/vote_on_multi_poll(pollid, optionid)
if (!SSdbcore.Connect())
to_chat(src, "<span class='danger'>Failed to establish database connection.</span>")
return 0
if (!vote_rig_check())
return 0
if(!pollid || !optionid)
return 1
//validate the poll
if (!vote_valid_check(pollid, client.holder, POLLTYPE_MULTI))
return 0
var/datum/DBQuery/query_multi_choicelen = SSdbcore.NewQuery("SELECT multiplechoiceoptions FROM [format_table_name("poll_question")] WHERE id = [pollid]")
if(!query_multi_choicelen.warn_execute())
qdel(query_multi_choicelen)
return 1
var/i
if(query_multi_choicelen.NextRow())
i = text2num(query_multi_choicelen.item[1])
qdel(query_multi_choicelen)
var/datum/DBQuery/query_multi_hasvoted = SSdbcore.NewQuery("SELECT id FROM [format_table_name("poll_vote")] WHERE pollid = [pollid] AND ckey = '[ckey]'")
if(!query_multi_hasvoted.warn_execute())
qdel(query_multi_hasvoted)
return 1
while(i)
if(query_multi_hasvoted.NextRow())
i--
else
break
qdel(query_multi_hasvoted)
if(!i)
return 2
var/adminrank = "Player"
if(!QDELETED(client) && client.holder)
adminrank = client.holder.rank.name
adminrank = sanitizeSQL(adminrank)
var/datum/DBQuery/query_multi_vote = SSdbcore.NewQuery("INSERT INTO [format_table_name("poll_vote")] (datetime, pollid, optionid, ckey, ip, adminrank) VALUES (Now(), [pollid], [optionid], '[ckey]', INET_ATON('[client.address]'), '[adminrank]')")
if(!query_multi_vote.warn_execute())
qdel(query_multi_vote)
return 1
qdel(query_multi_vote)
if(!QDELETED(usr))
usr << browse(null,"window=playerpoll")
return 0
@@ -1,60 +0,0 @@
//The mob should have a gender you want before running this proc. Will run fine without H
/datum/preferences/proc/random_character(gender_override)
if(gender_override)
gender = gender_override
else
gender = pick(MALE,FEMALE)
underwear = random_underwear(gender)
undie_color = random_short_color()
undershirt = random_undershirt(gender)
shirt_color = random_short_color()
socks = random_socks()
socks_color = random_short_color()
skin_tone = random_skin_tone()
hair_style = random_hair_style(gender)
facial_hair_style = random_facial_hair_style(gender)
hair_color = random_short_color()
facial_hair_color = hair_color
eye_color = random_eye_color()
horn_color = "85615a"
wing_color = "fff"
if(!pref_species)
var/rando_race = pick(GLOB.roundstart_races)
pref_species = new rando_race()
features = random_features()
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon()
// Determine what job is marked as 'High' priority, and dress them up as such.
var/datum/job/previewJob
var/highest_pref = 0
for(var/job in job_preferences)
if(job_preferences["[job]"] > highest_pref)
previewJob = SSjob.GetJob(job)
highest_pref = job_preferences["[job]"]
if(previewJob)
// Silicons only need a very basic preview since there is no customization for them.
if(istype(previewJob,/datum/job/ai))
parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = resolve_ai_icon(preferred_ai_core_display), dir = SOUTH))
return
if(istype(previewJob,/datum/job/cyborg))
parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
return
// Set up the dummy for its photoshoot
var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
mannequin.cut_overlays()
// Apply the Dummy's preview background first so we properly layer everything else on top of it.
mannequin.add_overlay(mutable_appearance('modular_citadel/icons/ui/backgrounds.dmi', bgstate, layer = SPACE_LAYER))
copy_to(mannequin)
if(previewJob)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE, preference_source = parent)
COMPILE_OVERLAYS(mannequin)
parent.show_character_previews(new /mutable_appearance(mannequin))
unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
@@ -1,296 +0,0 @@
/******************************************
************* Lizard Markings *************
*******************************************/
/datum/sprite_accessory/body_markings
icon = 'icons/mob/mutant_bodyparts.dmi'
/datum/sprite_accessory/body_markings/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/body_markings/dtiger
name = "Dark Tiger Body"
icon_state = "dtiger"
gender_specific = 1
/datum/sprite_accessory/body_markings/ltiger
name = "Light Tiger Body"
icon_state = "ltiger"
gender_specific = 1
/datum/sprite_accessory/body_markings/lbelly
name = "Light Belly"
icon_state = "lbelly"
gender_specific = 1
/******************************************
************ Furry Markings ***************
*******************************************/
// These are all color matrixed and applied per-limb by default. you MUST comply with this if you want to have your markings work --Pooj
// use the HumanScissors tool to break your sprite up into the zones easier.
// Although Byond supposedly doesn't have an icon limit anymore of 512 states after 512.1478, just be careful about too many additions.
/datum/sprite_accessory/mam_body_markings
extra = FALSE
extra2 = FALSE
color_src = MATRIXED
gender_specific = 0
icon = 'modular_citadel/icons/mob/mam_markings.dmi'
/datum/sprite_accessory/mam_body_markings/none
name = "None"
icon_state = "none"
ckeys_allowed = list("yousshouldnteverbeseeingthisyoumeme")
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/plain
name = "Plain"
icon_state = "plain"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/redpanda
name = "Redpanda"
icon_state = "redpanda"
/datum/sprite_accessory/mam_body_markings/bat
name = "Bat"
icon_state = "bat"
/datum/sprite_accessory/mam_body_markings/bee
name = "Bee"
icon_state = "bee"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/belly
name = "Belly"
icon_state = "belly"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/bellyslim
name = "Bellyslim"
icon_state = "bellyslim"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/corgi
name = "Corgi"
icon_state = "corgi"
/datum/sprite_accessory/mam_body_markings/cow
name = "Bovine"
icon_state = "bovine"
/datum/sprite_accessory/mam_body_markings/corvid
name = "Corvid"
icon_state = "corvid"
/datum/sprite_accessory/mam_body_markings/dalmation
name = "Dalmation"
icon_state = "dalmation"
/datum/sprite_accessory/mam_body_markings/deer
name = "Deer"
icon_state = "deer"
/datum/sprite_accessory/mam_body_markings/dog
name = "Dog"
icon_state = "dog"
/datum/sprite_accessory/mam_body_markings/eevee
name = "Eevee"
icon_state = "eevee"
/datum/sprite_accessory/mam_body_markings/fennec
name = "Fennec"
icon_state = "Fennec"
/datum/sprite_accessory/mam_body_markings/fox
name = "Fox"
icon_state = "fox"
/datum/sprite_accessory/mam_body_markings/frog
name = "Frog"
icon_state = "frog"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/goat
name = "Goat"
icon_state = "goat"
/datum/sprite_accessory/mam_body_markings/handsfeet
name = "Handsfeet"
icon_state = "handsfeet"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/hawk
name = "Hawk"
icon_state = "hawk"
/datum/sprite_accessory/mam_body_markings/husky
name = "Husky"
icon_state = "husky"
/datum/sprite_accessory/mam_body_markings/hyena
name = "Hyena"
icon_state = "hyena"
/datum/sprite_accessory/mam_body_markings/lab
name = "Lab"
icon_state = "lab"
/datum/sprite_accessory/mam_body_markings/insect
name = "Insect"
icon_state = "insect"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/otie
name = "Otie"
icon_state = "otie"
/datum/sprite_accessory/mam_body_markings/otter
name = "Otter"
icon_state = "otter"
/datum/sprite_accessory/mam_body_markings/orca
name = "Orca"
icon_state = "orca"
/datum/sprite_accessory/mam_body_markings/panther
name = "Panther"
icon_state = "panther"
/datum/sprite_accessory/mam_body_markings/possum
name = "Possum"
icon_state = "possum"
/datum/sprite_accessory/mam_body_markings/raccoon
name = "Raccoon"
icon_state = "raccoon"
/datum/sprite_accessory/mam_body_markings/pede
name = "Scolipede"
icon_state = "scolipede"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/shark
name = "Shark"
icon_state = "shark"
/datum/sprite_accessory/mam_body_markings/skunk
name = "Skunk"
icon_state = "skunk"
/datum/sprite_accessory/mam_body_markings/sergal
name = "Sergal"
icon_state = "sergal"
/datum/sprite_accessory/mam_body_markings/shepherd
name = "Shepherd"
icon_state = "shepherd"
/datum/sprite_accessory/mam_body_markings/tajaran
name = "Tajaran"
icon_state = "tajaran"
/datum/sprite_accessory/mam_body_markings/tiger
name = "Tiger"
icon_state = "tiger"
/datum/sprite_accessory/mam_body_markings/turian
name = "Turian"
icon_state = "turian"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/mam_body_markings/wolf
name = "Wolf"
icon_state = "wolf"
/datum/sprite_accessory/mam_body_markings/xeno
name = "Xeno"
icon_state = "xeno"
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/******************************************
************* Insect Markings *************
*******************************************/
/datum/sprite_accessory/insect_fluff
icon = 'icons/mob/wings.dmi'
color_src = 0
/datum/sprite_accessory/insect_fluff/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/insect_fluff/plain
name = "Plain"
icon_state = "plain"
/datum/sprite_accessory/insect_fluff/reddish
name = "Reddish"
icon_state = "redish"
/datum/sprite_accessory/insect_fluff/royal
name = "Royal"
icon_state = "royal"
/datum/sprite_accessory/insect_fluff/gothic
name = "Gothic"
icon_state = "gothic"
/datum/sprite_accessory/insect_fluff/lovers
name = "Lovers"
icon_state = "lovers"
/datum/sprite_accessory/insect_fluff/whitefly
name = "White Fly"
icon_state = "whitefly"
/datum/sprite_accessory/insect_fluff/punished
name = "Burnt Off"
icon_state = "punished"
/datum/sprite_accessory/insect_fluff/firewatch
name = "Firewatch"
icon_state = "firewatch"
/datum/sprite_accessory/insect_fluff/deathhead
name = "Deathshead"
icon_state = "deathhead"
/datum/sprite_accessory/insect_fluff/poison
name = "Poison"
icon_state = "poison"
/datum/sprite_accessory/insect_fluff/ragged
name = "Ragged"
icon_state = "ragged"
/datum/sprite_accessory/insect_fluff/moonfly
name = "Moon Fly"
icon_state = "moonfly"
/datum/sprite_accessory/insect_fluff/snow
name = "Snow"
icon_state = "snow"
/datum/sprite_accessory/insect_fluff/colored
name = "Colored (Hair)"
icon_state = "snow"
color_src = HAIR
/datum/sprite_accessory/insect_fluff/colored1
name = "Colored (Primary)"
icon_state = "snow"
color_src = MUTCOLORS
/datum/sprite_accessory/insect_fluff/colored2
name = "Colored (Secondary)"
icon_state = "snow"
color_src = MUTCOLORS2
/datum/sprite_accessory/insect_fluff/colored3
name = "Colored (Tertiary)"
icon_state = "snow"
color_src = MUTCOLORS3
@@ -1,303 +0,0 @@
/datum/sprite_accessory/ears
icon = 'icons/mob/mutant_bodyparts.dmi'
/datum/sprite_accessory/ears/none
name = "None"
icon_state = "none"
/******************************************
*************** Human Ears ****************
*******************************************/
/datum/sprite_accessory/ears/human/axolotl
name = "Axolotl"
icon_state = "axolotl"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
/datum/sprite_accessory/ears/human/bear
name = "Bear"
icon_state = "bear"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/bigwolf
name = "Big Wolf"
icon_state = "bigwolf"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/bigwolfinner
name = "Big Wolf (ALT)"
icon_state = "bigwolfinner"
hasinner = 1
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/bigwolfdark
name = "Dark Big Wolf"
icon_state = "bigwolfdark"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/bigwolfinnerdark
name = "Dark Big Wolf (ALT)"
icon_state = "bigwolfinnerdark"
hasinner = 1
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/cat
name = "Cat"
icon_state = "cat"
hasinner = 1
color_src = HAIR
/datum/sprite_accessory/ears/human/cow
name = "Cow"
icon_state = "cow"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/curled
name = "Curled Horn"
icon_state = "horn1"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MUTCOLORS3
/datum/sprite_accessory/ears/human/eevee
name = "Eevee"
icon_state = "eevee"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/elephant
name = "Elephant"
icon_state = "elephant"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/elf
name = "Elf"
icon_state = "elf"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = SKINTONE
/datum/sprite_accessory/ears/fennec
name = "Fennec"
icon_state = "fennec"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/fish
name = "Fish"
icon_state = "fish"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/fox
name = "Fox"
icon_state = "fox"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
/datum/sprite_accessory/ears/human/jellyfish
name = "Jellyfish"
icon_state = "jellyfish"
color_src = HAIR
/datum/sprite_accessory/ears/lab
name = "Dog, Floppy"
icon_state = "lab"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
/datum/sprite_accessory/ears/murid
name = "Murid"
icon_state = "murid"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/otie
name = "Otusian"
icon_state = "otie"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
/datum/sprite_accessory/ears/human/pede
name = "Scolipede"
icon_state = "pede"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/rabbit
name = "Rabbit"
icon_state = "rabbit"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
/datum/sprite_accessory/ears/human/sergal
name = "Sergal"
icon_state = "sergal"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/human/skunk
name = "skunk"
icon_state = "skunk"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/squirrel
name = "Squirrel"
icon_state = "squirrel"
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/ears/wolf
name = "Wolf"
icon_state = "wolf"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
/******************************************
*************** Furry Ears ****************
*******************************************/
/datum/sprite_accessory/mam_ears
icon = 'modular_citadel/icons/mob/mam_ears.dmi'
color_src = MATRIXED
/datum/sprite_accessory/mam_ears/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/mam_ears/axolotl
name = "Axolotl"
icon_state = "axolotl"
/datum/sprite_accessory/mam_ears/bat
name = "Bat"
icon_state = "bat"
/datum/sprite_accessory/mam_ears/bear
name = "Bear"
icon_state = "bear"
/datum/sprite_accessory/mam_ears/bigwolf
name = "Big Wolf"
icon_state = "bigwolf"
/datum/sprite_accessory/mam_ears/bigwolfinner
name = "Big Wolf (ALT)"
icon_state = "bigwolfinner"
hasinner = 1
/datum/sprite_accessory/mam_ears/bigwolfdark
name = "Dark Big Wolf"
icon_state = "bigwolfdark"
/datum/sprite_accessory/mam_ears/bigwolfinnerdark
name = "Dark Big Wolf (ALT)"
icon_state = "bigwolfinnerdark"
hasinner = 1
/datum/sprite_accessory/mam_ears/cat
name = "Cat"
icon_state = "cat"
hasinner = 1
color_src = HAIR
/datum/sprite_accessory/mam_ears/catbig
name = "Cat, Big"
icon_state = "catbig"
/datum/sprite_accessory/mam_ears/cow
name = "Cow"
icon_state = "cow"
/datum/sprite_accessory/mam_ears/curled
name = "Curled Horn"
icon_state = "horn1"
color_src = MUTCOLORS3
/datum/sprite_accessory/mam_ears/deer
name = "Deer"
icon_state = "deer"
color_src = MUTCOLORS3
/datum/sprite_accessory/mam_ears/eevee
name = "Eevee"
icon_state = "eevee"
/datum/sprite_accessory/mam_ears/elf
name = "Elf"
icon_state = "elf"
color_src = MUTCOLORS3
/datum/sprite_accessory/mam_ears/elephant
name = "Elephant"
icon_state = "elephant"
/datum/sprite_accessory/mam_ears/fennec
name = "Fennec"
icon_state = "fennec"
/datum/sprite_accessory/mam_ears/fish
name = "Fish"
icon_state = "fish"
/datum/sprite_accessory/mam_ears/fox
name = "Fox"
icon_state = "fox"
/datum/sprite_accessory/mam_ears/husky
name = "Husky"
icon_state = "wolf"
/datum/sprite_accessory/mam_ears/kangaroo
name = "kangaroo"
icon_state = "kangaroo"
/datum/sprite_accessory/mam_ears/jellyfish
name = "Jellyfish"
icon_state = "jellyfish"
color_src = HAIR
/datum/sprite_accessory/mam_ears/lab
name = "Dog, Long"
icon_state = "lab"
/datum/sprite_accessory/mam_ears/murid
name = "Murid"
icon_state = "murid"
/datum/sprite_accessory/mam_ears/otie
name = "Otusian"
icon_state = "otie"
/datum/sprite_accessory/mam_ears/squirrel
name = "Squirrel"
icon_state = "squirrel"
/datum/sprite_accessory/mam_ears/pede
name = "Scolipede"
icon_state = "pede"
/datum/sprite_accessory/mam_ears/rabbit
name = "Rabbit"
icon_state = "rabbit"
/datum/sprite_accessory/mam_ears/sergal
name = "Sergal"
icon_state = "sergal"
/datum/sprite_accessory/mam_ears/skunk
name = "skunk"
icon_state = "skunk"
/datum/sprite_accessory/mam_ears/wolf
name = "Wolf"
icon_state = "wolf"
@@ -1,381 +0,0 @@
/datum/sprite_accessory/snouts
icon = 'icons/mob/mutant_bodyparts.dmi'
/datum/sprite_accessory/snouts/sharp
name = "Sharp"
icon_state = "sharp"
/datum/sprite_accessory/snouts/round
name = "Round"
icon_state = "round"
/datum/sprite_accessory/snouts/sharplight
name = "Sharp + Light"
icon_state = "sharplight"
/datum/sprite_accessory/snouts/roundlight
name = "Round + Light"
icon_state = "roundlight"
/datum/sprite_accessory/snout/guilmon
name = "Guilmon"
icon_state = "guilmon"
color_src = MATRIXED
//christ this was a mistake, but it's here just in case someone wants to selectively fix -- Pooj
/************* Lizard compatable snoots ***********
/datum/sprite_accessory/snouts/bird
name = "Beak"
icon_state = "bird"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/bigbeak
name = "Big Beak"
icon_state = "bigbeak"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/bug
name = "Bug"
icon_state = "bug"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
extra2 = TRUE
extra2_color_src = MUTCOLORS3
/datum/sprite_accessory/snouts/elephant
name = "Elephant"
icon_state = "elephant"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
extra = TRUE
extra_color_src = MUTCOLORS3
/datum/sprite_accessory/snouts/lcanid
name = "Mammal, Long"
icon_state = "lcanid"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/lcanidalt
name = "Mammal, Long ALT"
icon_state = "lcanidalt"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/scanid
name = "Mammal, Short"
icon_state = "scanid"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/scanidalt
name = "Mammal, Short ALT"
icon_state = "scanidalt"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/wolf
name = "Mammal, Thick"
icon_state = "wolf"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/wolfalt
name = "Mammal, Thick ALT"
icon_state = "wolfalt"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/redpanda
name = "WahCoon"
icon_state = "wah"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/rhino
name = "Horn"
icon_state = "rhino"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
extra = TRUE
extra = MUTCOLORS3
/datum/sprite_accessory/snouts/rodent
name = "Rodent"
icon_state = "rodent"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/husky
name = "Husky"
icon_state = "husky"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/otie
name = "Otie"
icon_state = "otie"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/pede
name = "Scolipede"
icon_state = "pede"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/sergal
name = "Sergal"
icon_state = "sergal"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
/datum/sprite_accessory/snouts/shark
name = "Shark"
icon_state = "shark"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
/datum/sprite_accessory/snouts/toucan
name = "Toucan"
icon_state = "toucan"
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
color_src = MATRIXED
*/
/******************************************
************** Mammal Snouts **************
*******************************************/
/datum/sprite_accessory/mam_snouts
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_snouts.dmi'
/datum/sprite_accessory/mam_snouts/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/mam_snouts/bird
name = "Beak"
icon_state = "bird"
/datum/sprite_accessory/mam_snouts/bigbeak
name = "Big Beak"
icon_state = "bigbeak"
/datum/sprite_accessory/mam_snouts/bug
name = "Bug"
icon_state = "bug"
color_src = MUTCOLORS
extra2 = TRUE
extra2_color_src = MUTCOLORS3
/datum/sprite_accessory/mam_snouts/elephant
name = "Elephant"
icon_state = "elephant"
extra = TRUE
extra_color_src = MUTCOLORS3
/datum/sprite_accessory/mam_snouts/lcanid
name = "Mammal, Long"
icon_state = "lcanid"
/datum/sprite_accessory/mam_snouts/lcanidalt
name = "Mammal, Long ALT"
icon_state = "lcanidalt"
/datum/sprite_accessory/mam_snouts/scanid
name = "Mammal, Short"
icon_state = "scanid"
/datum/sprite_accessory/mam_snouts/scanidalt
name = "Mammal, Short ALT"
icon_state = "scanidalt"
/datum/sprite_accessory/mam_snouts/scanidalt2
name = "Mammal, Short ALT 2"
icon_state = "scanidalt2"
/datum/sprite_accessory/mam_snouts/wolf
name = "Mammal, Thick"
icon_state = "wolf"
/datum/sprite_accessory/mam_snouts/wolfalt
name = "Mammal, Thick ALT"
icon_state = "wolfalt"
/datum/sprite_accessory/mam_snouts/redpanda
name = "WahCoon"
icon_state = "wah"
/datum/sprite_accessory/mam_snouts/redpandaalt
name = "WahCoon ALT"
icon_state = "wahalt"
/datum/sprite_accessory/mam_snouts/rhino
name = "Horn"
icon_state = "rhino"
extra = TRUE
extra = MUTCOLORS3
/datum/sprite_accessory/mam_snouts/rodent
name = "Rodent"
icon_state = "rodent"
/datum/sprite_accessory/mam_snouts/husky
name = "Husky"
icon_state = "husky"
/datum/sprite_accessory/mam_snouts/otie
name = "Otie"
icon_state = "otie"
/datum/sprite_accessory/mam_snouts/pede
name = "Scolipede"
icon_state = "pede"
/datum/sprite_accessory/mam_snouts/sergal
name = "Sergal"
icon_state = "sergal"
/datum/sprite_accessory/mam_snouts/shark
name = "Shark"
icon_state = "shark"
/datum/sprite_accessory/mam_snouts/toucan
name = "Toucan"
icon_state = "toucan"
/datum/sprite_accessory/mam_snouts/sharp
name = "Sharp"
icon_state = "sharp"
color_src = MUTCOLORS
/datum/sprite_accessory/mam_snouts/round
name = "Round"
icon_state = "round"
color_src = MUTCOLORS
/datum/sprite_accessory/mam_snouts/sharplight
name = "Sharp + Light"
icon_state = "sharplight"
color_src = MUTCOLORS
/datum/sprite_accessory/mam_snouts/roundlight
name = "Round + Light"
icon_state = "roundlight"
color_src = MUTCOLORS
/******************************************
**************** Snouts *******************
*************but higher up*****************/
/datum/sprite_accessory/mam_snouts/fbird
name = "Beak (Top)"
icon_state = "fbird"
/datum/sprite_accessory/mam_snouts/fbigbeak
name = "Big Beak (Top)"
icon_state = "fbigbeak"
/datum/sprite_accessory/mam_snouts/fbug
name = "Bug (Top)"
icon_state = "fbug"
color_src = MUTCOLORS
extra2 = TRUE
extra2_color_src = MUTCOLORS3
/datum/sprite_accessory/mam_snouts/felephant
name = "Elephant (Top)"
icon_state = "felephant"
extra = TRUE
extra_color_src = MUTCOLORS3
/datum/sprite_accessory/mam_snouts/flcanid
name = "Mammal, Long (Top)"
icon_state = "flcanid"
/datum/sprite_accessory/mam_snouts/flcanidalt
name = "Mammal, Long ALT (Top)"
icon_state = "flcanidalt"
/datum/sprite_accessory/mam_snouts/fscanid
name = "Mammal, Short (Top)"
icon_state = "fscanid"
/datum/sprite_accessory/mam_snouts/fscanidalt
name = "Mammal, Short ALT (Top)"
icon_state = "fscanidalt"
/datum/sprite_accessory/mam_snouts/fscanidalt2
name = "Mammal, Short ALT 2 (Top)"
icon_state = "fscanidalt2"
/datum/sprite_accessory/mam_snouts/fwolf
name = "Mammal, Thick (Top)"
icon_state = "fwolf"
/datum/sprite_accessory/mam_snouts/fwolfalt
name = "Mammal, Thick ALT (Top)"
icon_state = "fwolfalt"
/datum/sprite_accessory/mam_snouts/fredpanda
name = "WahCoon (Top)"
icon_state = "fwah"
/datum/sprite_accessory/mam_snouts/frhino
name = "Horn (Top)"
icon_state = "frhino"
extra = TRUE
extra = MUTCOLORS3
/datum/sprite_accessory/mam_snouts/frodent
name = "Rodent (Top)"
icon_state = "frodent"
/datum/sprite_accessory/mam_snouts/fhusky
name = "Husky (Top)"
icon_state = "fhusky"
/datum/sprite_accessory/mam_snouts/fotie
name = "Otie (Top)"
icon_state = "fotie"
/datum/sprite_accessory/mam_snouts/fpede
name = "Scolipede (Top)"
icon_state = "fpede"
/datum/sprite_accessory/mam_snouts/fsergal
name = "Sergal (Top)"
icon_state = "fsergal"
/datum/sprite_accessory/mam_snouts/fshark
name = "Shark (Top)"
icon_state = "fshark"
/datum/sprite_accessory/mam_snouts/ftoucan
name = "Toucan (Top)"
icon_state = "ftoucan"
/datum/sprite_accessory/mam_snouts/fsharp
name = "Sharp (Top)"
icon_state = "fsharp"
color_src = MUTCOLORS
/datum/sprite_accessory/mam_snouts/fround
name = "Round (Top)"
icon_state = "fround"
color_src = MUTCOLORS
/datum/sprite_accessory/mam_snouts/fsharplight
name = "Sharp + Light (Top)"
icon_state = "fsharplight"
color_src = MUTCOLORS
/datum/sprite_accessory/mam_snouts/froundlight
name = "Round + Light (Top)"
icon_state = "froundlight"
color_src = MUTCOLORS
@@ -1,750 +0,0 @@
/datum/sprite_accessory/tails
icon = 'icons/mob/mutant_bodyparts.dmi'
/datum/sprite_accessory/tails_animated
icon = 'icons/mob/mutant_bodyparts.dmi'
/******************************************
************* Lizard Tails ****************
*******************************************/
/datum/sprite_accessory/tails/lizard/smooth
name = "Smooth"
icon_state = "smooth"
/datum/sprite_accessory/tails_animated/lizard/smooth
name = "Smooth"
icon_state = "smooth"
/datum/sprite_accessory/tails/lizard/dtiger
name = "Dark Tiger"
icon_state = "dtiger"
/datum/sprite_accessory/tails_animated/lizard/dtiger
name = "Dark Tiger"
icon_state = "dtiger"
/datum/sprite_accessory/tails/lizard/ltiger
name = "Light Tiger"
icon_state = "ltiger"
/datum/sprite_accessory/tails_animated/lizard/ltiger
name = "Light Tiger"
icon_state = "ltiger"
/datum/sprite_accessory/tails/lizard/spikes
name = "Spikes"
icon_state = "spikes"
/datum/sprite_accessory/tails_animated/lizard/spikes
name = "Spikes"
icon_state = "spikes"
/datum/sprite_accessory/tails/lizard/none
name = "None"
icon_state = "None"
/datum/sprite_accessory/tails_animated/lizard/none
name = "None"
icon_state = "None"
/datum/sprite_accessory/tails/lizard/axolotl
name = "Axolotl"
icon_state = "axolotl"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/lizard/axolotl
name = "Axolotl"
icon_state = "axolotl"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/body_markings/guilmon
name = "Guilmon"
icon_state = "guilmon"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/markings_notmammals.dmi'
/datum/sprite_accessory/tails/lizard/guilmon
name = "Guilmon"
icon_state = "guilmon"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/lizard/guilmon
name = "Guilmon"
icon_state = "guilmon"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/******************************************
************** Human Tails ****************
*******************************************/
/datum/sprite_accessory/tails/human/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/tails_animated/human/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/tails/human/ailurus
name = "Red Panda"
icon_state = "wah"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/ailurus
name = "Red Panda"
icon_state = "wah"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/axolotl
name = "Axolotl"
icon_state = "axolotl"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/axolotl
name = "Axolotl"
icon_state = "axolotl"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/mam_tails/batl
name = "Bat (Long)"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
icon_state = "batl"
/datum/sprite_accessory/mam_tails_animated/batl
name = "Bat (Long)"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
icon_state = "batl"
/datum/sprite_accessory/mam_tails/bats
name = "Bat (Short)"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
icon_state = "bats"
/datum/sprite_accessory/mam_tails_animated/bats
name = "Bat (Short)"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
icon_state = "bats"
/datum/sprite_accessory/tails/human/bee
name = "Bee"
icon_state = "bee"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/bee
name = "Bee"
icon_state = "bee"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/cat
name = "Cat"
icon_state = "cat"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = HAIR
/datum/sprite_accessory/tails_animated/human/cat
name = "Cat"
icon_state = "cat"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = HAIR
/datum/sprite_accessory/tails/human/catbig
name = "Cat, Big"
icon_state = "catbig"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/catbig
name = "Cat, Big"
icon_state = "catbig"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/cow
name = "Cow"
icon_state = "cow"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/cow
name = "Cow"
icon_state = "cow"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/corvid
name = "Corvid"
icon_state = "crow"
/datum/sprite_accessory/tails_animated/human/corvid
name = "Corvid"
icon_state = "crow"
/datum/sprite_accessory/tails/human/eevee
name = "Eevee"
icon_state = "eevee"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/eevee
name = "Eevee"
icon_state = "eevee"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/fennec
name = "Fennec"
icon_state = "fennec"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/fennec
name = "Fennec"
icon_state = "fennec"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/fish
name = "Fish"
icon_state = "fish"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/fish
name = "Fish"
icon_state = "fish"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/fox
name = "Fox"
icon_state = "fox"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/fox
name = "Fox"
icon_state = "fox"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/horse
name = "Horse"
icon_state = "horse"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = HAIR
/datum/sprite_accessory/tails_animated/human/horse
name = "Horse"
icon_state = "horse"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = HAIR
/datum/sprite_accessory/tails/human/husky
name = "Husky"
icon_state = "husky"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/husky
name = "Husky"
icon_state = "husky"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/insect
name = "Insect"
icon_state = "insect"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails_animated/human/insect
name = "insect"
icon_state = "insect"
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
color_src = MATRIXED
/datum/sprite_accessory/tails/human/kitsune
name = "Kitsune"
icon_state = "kitsune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/kitsune
name = "Kitsune"
icon_state = "kitsune"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/murid
name = "Murid"
icon_state = "murid"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/murid
name = "Murid"
icon_state = "murid"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/otie
name = "Otusian"
icon_state = "otie"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/otie
name = "Otusian"
icon_state = "otie"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/orca
name = "Orca"
icon_state = "orca"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/orca
name = "Orca"
icon_state = "orca"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/pede
name = "Scolipede"
icon_state = "pede"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/pede
name = "Scolipede"
icon_state = "pede"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/rabbit
name = "Rabbit"
icon_state = "rabbit"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/rabbit
name = "Rabbit"
icon_state = "rabbit"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/sergal
name = "Sergal"
icon_state = "sergal"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/sergal
name = "Sergal"
icon_state = "sergal"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/skunk
name = "skunk"
icon_state = "skunk"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/skunk
name = "skunk"
icon_state = "skunk"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/shark
name = "Shark"
icon_state = "shark"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/shark
name = "Shark"
icon_state = "shark"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/datashark
name = "datashark"
icon_state = "datashark"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/datashark
name = "datashark"
icon_state = "datashark"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/straighttail
name = "Straight Tail"
icon_state = "straighttail"
/datum/sprite_accessory/tails_animated/human/straighttail
name = "Straight Tail"
icon_state = "straighttail"
/datum/sprite_accessory/tails/human/squirrel
name = "Squirrel"
icon_state = "squirrel"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/squirrel
name = "Squirrel"
icon_state = "squirrel"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/tentacle
name = "Tentacle"
icon_state = "tentacle"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/tentacle
name = "Tentacle"
icon_state = "tentacle"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/tiger
name = "Tiger"
icon_state = "tiger"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/tiger
name = "Tiger"
icon_state = "tiger"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails/human/wolf
name = "Wolf"
icon_state = "wolf"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/tails_animated/human/wolf
name = "Wolf"
icon_state = "wolf"
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/******************************************
************** Furry Tails ****************
*******************************************/
/datum/sprite_accessory/mam_tails
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/mam_tails/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/mam_tails_animated
color_src = MATRIXED
icon = 'modular_citadel/icons/mob/mam_tails.dmi'
/datum/sprite_accessory/mam_tails_animated/none
name = "None"
icon_state = "none"
color_src = MATRIXED
/datum/sprite_accessory/mam_tails/ailurus
name = "Red Panda"
icon_state = "wah"
extra = TRUE
/datum/sprite_accessory/mam_tails_animated/ailurus
name = "Red Panda"
icon_state = "wah"
extra = TRUE
/datum/sprite_accessory/mam_tails/axolotl
name = "Axolotl"
icon_state = "axolotl"
/datum/sprite_accessory/mam_tails_animated/axolotl
name = "Axolotl"
icon_state = "axolotl"
/datum/sprite_accessory/mam_tails/batl
name = "Bat (Long)"
icon_state = "batl"
/datum/sprite_accessory/mam_tails_animated/batl
name = "Bat (Long)"
icon_state = "batl"
/datum/sprite_accessory/mam_tails/bats
name = "Bat (Short)"
icon_state = "bats"
/datum/sprite_accessory/mam_tails_animated/bats
name = "Bat (Short)"
icon_state = "bats"
/datum/sprite_accessory/mam_tails/bee
name = "Bee"
icon_state = "bee"
/datum/sprite_accessory/mam_tails_animated/bee
name = "Bee"
icon_state = "bee"
/datum/sprite_accessory/mam_tails/cat
name = "Cat"
icon_state = "cat"
color_src = HAIR
/datum/sprite_accessory/mam_tails_animated/cat
name = "Cat"
icon_state = "cat"
color_src = HAIR
/datum/sprite_accessory/mam_tails/catbig
name = "Cat, Big"
icon_state = "catbig"
/datum/sprite_accessory/mam_tails_animated/catbig
name = "Cat, Big"
icon_state = "catbig"
/datum/sprite_accessory/mam_tails/corvid
name = "Corvid"
icon_state = "crow"
/datum/sprite_accessory/mam_tails_animated/corvid
name = "Corvid"
icon_state = "crow"
/datum/sprite_accessory/mam_tail/cow
name = "Cow"
icon_state = "cow"
/datum/sprite_accessory/mam_tails_animated/cow
name = "Cow"
icon_state = "cow"
/datum/sprite_accessory/mam_tails/eevee
name = "Eevee"
icon_state = "eevee"
/datum/sprite_accessory/mam_tails_animated/eevee
name = "Eevee"
icon_state = "eevee"
/datum/sprite_accessory/mam_tails/fennec
name = "Fennec"
icon_state = "fennec"
/datum/sprite_accessory/mam_tails_animated/fennec
name = "Fennec"
icon_state = "fennec"
/datum/sprite_accessory/mam_tails/human/fish
name = "Fish"
icon_state = "fish"
/datum/sprite_accessory/mam_tails_animated/human/fish
name = "Fish"
icon_state = "fish"
/datum/sprite_accessory/mam_tails/fox
name = "Fox"
icon_state = "fox"
/datum/sprite_accessory/mam_tails_animated/fox
name = "Fox"
icon_state = "fox"
/datum/sprite_accessory/mam_tails/hawk
name = "Hawk"
icon_state = "hawk"
/datum/sprite_accessory/mam_tails_animated/hawk
name = "Hawk"
icon_state = "hawk"
/datum/sprite_accessory/mam_tails/horse
name = "Horse"
icon_state = "horse"
color_src = HAIR
/datum/sprite_accessory/mam_tails_animated/horse
name = "Horse"
icon_state = "horse"
color_src = HAIR
/datum/sprite_accessory/mam_tails/husky
name = "Husky"
icon_state = "husky"
/datum/sprite_accessory/mam_tails_animated/husky
name = "Husky"
icon_state = "husky"
datum/sprite_accessory/mam_tails/insect
name = "Insect"
icon_state = "insect"
/datum/sprite_accessory/mam_tails_animated/insect
name = "Insect"
icon_state = "insect"
/datum/sprite_accessory/mam_tails/kangaroo
name = "kangaroo"
icon_state = "kangaroo"
/datum/sprite_accessory/mam_tails_animated/kangaroo
name = "kangaroo"
icon_state = "kangaroo"
/datum/sprite_accessory/mam_tails/kitsune
name = "Kitsune"
icon_state = "kitsune"
/datum/sprite_accessory/mam_tails_animated/kitsune
name = "Kitsune"
icon_state = "kitsune"
/datum/sprite_accessory/mam_tails/lab
name = "Lab"
icon_state = "lab"
/datum/sprite_accessory/mam_tails_animated/lab
name = "Lab"
icon_state = "lab"
/datum/sprite_accessory/mam_tails/murid
name = "Murid"
icon_state = "murid"
/datum/sprite_accessory/mam_tails_animated/murid
name = "Murid"
icon_state = "murid"
/datum/sprite_accessory/mam_tails/otie
name = "Otusian"
icon_state = "otie"
/datum/sprite_accessory/mam_tails_animated/otie
name = "Otusian"
icon_state = "otie"
/datum/sprite_accessory/mam_tails/orca
name = "Orca"
icon_state = "orca"
/datum/sprite_accessory/mam_tails_animated/orca
name = "Orca"
icon_state = "orca"
/datum/sprite_accessory/mam_tails/pede
name = "Scolipede"
icon_state = "pede"
/datum/sprite_accessory/mam_tails_animated/pede
name = "Scolipede"
icon_state = "pede"
/datum/sprite_accessory/mam_tails/rabbit
name = "Rabbit"
icon_state = "rabbit"
/datum/sprite_accessory/mam_tails_animated/rabbit
name = "Rabbit"
icon_state = "rabbit"
/datum/sprite_accessory/mam_tails/sergal
name = "Sergal"
icon_state = "sergal"
/datum/sprite_accessory/mam_tails_animated/sergal
name = "Sergal"
icon_state = "sergal"
/datum/sprite_accessory/mam_tails/skunk
name = "Skunk"
icon_state = "skunk"
/datum/sprite_accessory/mam_tails_animated/skunk
name = "Skunk"
icon_state = "skunk"
/datum/sprite_accessory/mam_tails/shark
name = "Shark"
icon_state = "shark"
/datum/sprite_accessory/mam_tails_animated/shark
name = "Shark"
icon_state = "shark"
/datum/sprite_accessory/mam_tails/shepherd
name = "Shepherd"
icon_state = "shepherd"
/datum/sprite_accessory/mam_tails_animated/shepherd
name = "Shepherd"
icon_state = "shepherd"
/datum/sprite_accessory/mam_tails/straighttail
name = "Straight Tail"
icon_state = "straighttail"
/datum/sprite_accessory/mam_tails_animated/straighttail
name = "Straight Tail"
icon_state = "straighttail"
/datum/sprite_accessory/mam_tails/squirrel
name = "Squirrel"
icon_state = "squirrel"
/datum/sprite_accessory/mam_tails_animated/squirrel
name = "Squirrel"
icon_state = "squirrel"
/datum/sprite_accessory/mam_tails/tentacle
name = "Tentacle"
icon_state = "tentacle"
/datum/sprite_accessory/mam_tails_animated/tentacle
name = "Tentacle"
icon_state = "tentacle"
/datum/sprite_accessory/mam_tails/tiger
name = "Tiger"
icon_state = "tiger"
/datum/sprite_accessory/mam_tails_animated/tiger
name = "Tiger"
icon_state = "tiger"
/datum/sprite_accessory/mam_tails/wolf
name = "Wolf"
icon_state = "wolf"
/datum/sprite_accessory/mam_tails_animated/wolf
name = "Wolf"
icon_state = "wolf"
@@ -1,216 +0,0 @@
//Angel Wings
/datum/sprite_accessory/wings/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/wings_open
icon = 'icons/mob/wings.dmi'
/datum/sprite_accessory/wings_open/angel
name = "Angel"
icon_state = "angel"
color_src = 0
dimension_x = 46
center = TRUE
dimension_y = 34
/datum/sprite_accessory/wings
icon = 'icons/mob/wings.dmi'
/datum/sprite_accessory/wings/angel
name = "Angel"
icon_state = "angel"
color_src = 0
dimension_x = 46
center = TRUE
dimension_y = 34
locked = TRUE
// Decorative wings
/datum/sprite_accessory/deco_wings
icon = 'icons/mob/wings.dmi'
color_src = WINGCOLOR
/datum/sprite_accessory/deco_wings/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/deco_wings/angel
name = "Angel"
icon_state = "angel"
color_src = 0
dimension_x = 46
center = TRUE
dimension_y = 34
/datum/sprite_accessory/deco_wings/bat
name = "Bat"
icon_state = "bat"
/datum/sprite_accessory/deco_wings/bee
name = "Bee"
icon_state = "bee"
/datum/sprite_accessory/deco_wings/fairy
name = "Fairy"
icon_state = "fairy"
/datum/sprite_accessory/deco_wings/feathery
name = "Feathery"
icon_state = "feathery"
/datum/sprite_accessory/deco_wings/atlas
name = "Atlas"
icon_state = "atlas"
/datum/sprite_accessory/deco_wings/deathhead
name = "Deathshead"
icon_state = "deathhead"
/datum/sprite_accessory/deco_wings/firewatch
name = "Firewatch"
icon_state = "firewatch"
/datum/sprite_accessory/deco_wings/gothic
name = "Gothic"
icon_state = "gothic"
/datum/sprite_accessory/deco_wings/lovers
name = "Lovers"
icon_state = "lovers"
/datum/sprite_accessory/deco_wings/luna
name = "Luna"
icon_state = "luna"
/datum/sprite_accessory/deco_wings/monarch
name = "Monarch"
icon_state = "monarch"
/datum/sprite_accessory/deco_wings/moonfly
name = "Moon Fly"
icon_state = "moonfly"
/datum/sprite_accessory/deco_wings/plain
name = "Plain"
icon_state = "plain"
/datum/sprite_accessory/deco_wings/poison
name = "Poison"
icon_state = "poison"
/datum/sprite_accessory/deco_wings/punished
name = "Burnt Off"
icon_state = "punished"
/datum/sprite_accessory/deco_wings/ragged
name = "Ragged"
icon_state = "ragged"
/datum/sprite_accessory/deco_wings/reddish
name = "Reddish"
icon_state = "redish"
/datum/sprite_accessory/deco_wings/royal
name = "Royal"
icon_state = "royal"
/datum/sprite_accessory/deco_wings/snow
name = "Snow"
icon_state = "snow"
/datum/sprite_accessory/deco_wings/whitefly
name = "White Fly"
icon_state = "whitefly"
//INSECT WINGS
/datum/sprite_accessory/insect_wings
icon = 'icons/mob/wings.dmi'
color_src = WINGCOLOR
/datum/sprite_accessory/insect_wings/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/insect_wings/bat
name = "Bat"
icon_state = "bat"
/datum/sprite_accessory/insect_wings/bee
name = "Bee"
icon_state = "bee"
/datum/sprite_accessory/insect_wings/fairy
name = "Fairy"
icon_state = "fairy"
/datum/sprite_accessory/insect_wings/feathery
name = "Feathery"
icon_state = "feathery"
/datum/sprite_accessory/insect_wings/atlas
name = "Atlas"
icon_state = "atlas"
/datum/sprite_accessory/insect_wings/deathhead
name = "Deathshead"
icon_state = "deathhead"
/datum/sprite_accessory/insect_wings/firewatch
name = "Firewatch"
icon_state = "firewatch"
/datum/sprite_accessory/insect_wings/gothic
name = "Gothic"
icon_state = "gothic"
/datum/sprite_accessory/insect_wings/lovers
name = "Lovers"
icon_state = "lovers"
/datum/sprite_accessory/insect_wings/luna
name = "Luna"
icon_state = "luna"
/datum/sprite_accessory/insect_wings/monarch
name = "Monarch"
icon_state = "monarch"
/datum/sprite_accessory/insect_wings/moonfly
name = "Moon Fly"
icon_state = "moonfly"
/datum/sprite_accessory/insect_wings/plain
name = "Plain"
icon_state = "plain"
/datum/sprite_accessory/insect_wings/poison
name = "Poison"
icon_state = "poison"
/datum/sprite_accessory/insect_wings/punished
name = "Burnt Off"
icon_state = "punished"
/datum/sprite_accessory/insect_wings/ragged
name = "Ragged"
icon_state = "ragged"
/datum/sprite_accessory/insect_wings/reddish
name = "Reddish"
icon_state = "redish"
/datum/sprite_accessory/insect_wings/royal
name = "Royal"
icon_state = "royal"
/datum/sprite_accessory/insect_wings/snow
name = "Snow"
icon_state = "snow"
/datum/sprite_accessory/insect_wings/whitefly
name = "White Fly"
icon_state = "whitefly"
-900
View File
@@ -1,900 +0,0 @@
GLOBAL_LIST_EMPTY(ghost_images_default) //this is a list of the default (non-accessorized, non-dir) images of the ghosts themselves
GLOBAL_LIST_EMPTY(ghost_images_simple) //this is a list of all ghost images as the simple white ghost
GLOBAL_VAR_INIT(observer_default_invisibility, INVISIBILITY_OBSERVER)
#define CANT_REENTER_ROUND -1
/mob/dead/observer
name = "ghost"
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
icon = 'icons/mob/mob.dmi'
icon_state = "ghost"
layer = GHOST_LAYER
stat = DEAD
density = FALSE
canmove = 0
anchored = TRUE // don't get pushed around
see_invisible = SEE_INVISIBLE_OBSERVER
see_in_dark = 100
invisibility = INVISIBILITY_OBSERVER
hud_type = /datum/hud/ghost
movement_type = GROUND | FLYING
var/can_reenter_corpse
var/reenter_round_timeout = 0 // used to prevent people from coming back through ghost roles/midround antags as they suicide/cryo for a duration set by CONFIG_GET(number/suicide_reenter_round_timer) and CONFIG_GET(number/roundstart_suicide_time_limit)
var/datum/hud/living/carbon/hud = null // hud
var/bootime = 0
var/started_as_observer //This variable is set to 1 when you enter the game as an observer.
//If you died in the game and are a ghsot - this will remain as null.
//Note that this is not a reliable way to determine if admins started as observers, since they change mobs a lot.
var/atom/movable/following = null
var/fun_verbs = 0
var/image/ghostimage_default = null //this mobs ghost image without accessories and dirs
var/image/ghostimage_simple = null //this mob with the simple white ghost sprite
var/ghostvision = 1 //is the ghost able to see things humans can't?
var/mob/observetarget = null //The target mob that the ghost is observing. Used as a reference in logout()
var/ghost_hud_enabled = 1 //did this ghost disable the on-screen HUD?
var/data_huds_on = 0 //Are data HUDs currently enabled?
var/health_scan = FALSE //Are health scans currently enabled?
var/list/datahuds = list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC_ADVANCED) //list of data HUDs shown to ghosts.
var/ghost_orbit = GHOST_ORBIT_CIRCLE
//These variables store hair data if the ghost originates from a species with head and/or facial hair.
var/hair_style
var/hair_color
var/mutable_appearance/hair_overlay
var/facial_hair_style
var/facial_hair_color
var/mutable_appearance/facial_hair_overlay
var/updatedir = 1 //Do we have to update our dir as the ghost moves around?
var/lastsetting = null //Stores the last setting that ghost_others was set to, for a little more efficiency when we update ghost images. Null means no update is necessary
//We store copies of the ghost display preferences locally so they can be referred to even if no client is connected.
//If there's a bug with changing your ghost settings, it's probably related to this.
var/ghost_accs = GHOST_ACCS_DEFAULT_OPTION
var/ghost_others = GHOST_OTHERS_DEFAULT_OPTION
// Used for displaying in ghost chat, without changing the actual name
// of the mob
var/deadchat_name
var/datum/spawners_menu/spawners_menu
/mob/dead/observer/Initialize()
set_invisibility(GLOB.observer_default_invisibility)
verbs += list(
/mob/dead/observer/proc/dead_tele,
/mob/dead/observer/proc/open_spawners_menu,
/mob/dead/observer/proc/view_gas)
if(icon_state in GLOB.ghost_forms_with_directions_list)
ghostimage_default = image(src.icon,src,src.icon_state + "_nodir")
else
ghostimage_default = image(src.icon,src,src.icon_state)
ghostimage_default.override = TRUE
GLOB.ghost_images_default |= ghostimage_default
ghostimage_simple = image(src.icon,src,"ghost_nodir")
ghostimage_simple.override = TRUE
GLOB.ghost_images_simple |= ghostimage_simple
updateallghostimages()
var/turf/T
var/mob/body = loc
if(ismob(body))
T = get_turf(body) //Where is the body located?
gender = body.gender
if(body.mind && body.mind.name)
name = body.mind.name
else
if(body.real_name)
name = body.real_name
else
name = random_unique_name(gender)
mind = body.mind //we don't transfer the mind but we keep a reference to it.
suiciding = body.suiciding // Transfer whether they committed suicide.
if(ishuman(body))
var/mob/living/carbon/human/body_human = body
if(HAIR in body_human.dna.species.species_traits)
hair_style = body_human.hair_style
hair_color = brighten_color(body_human.hair_color)
if(FACEHAIR in body_human.dna.species.species_traits)
facial_hair_style = body_human.facial_hair_style
facial_hair_color = brighten_color(body_human.facial_hair_color)
update_icon()
if(!T)
var/list/turfs = get_area_turfs(/area/shuttle/arrival)
if(turfs.len)
T = pick(turfs)
else
T = SSmapping.get_station_center()
forceMove(T)
if(!name) //To prevent nameless ghosts
name = random_unique_name(gender)
real_name = name
if(!fun_verbs)
verbs -= /mob/dead/observer/verb/boo
verbs -= /mob/dead/observer/verb/possess
animate(src, pixel_y = 2, time = 10, loop = -1)
GLOB.dead_mob_list += src
for(var/v in GLOB.active_alternate_appearances)
if(!v)
continue
var/datum/atom_hud/alternate_appearance/AA = v
AA.onNewMob(src)
. = ..()
grant_all_languages()
/mob/dead/observer/get_photo_description(obj/item/camera/camera)
if(!invisibility || camera.see_ghosts)
return "You can also see a g-g-g-g-ghooooost!"
/mob/dead/observer/narsie_act()
var/old_color = color
color = "#960000"
animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10)
/mob/dead/observer/ratvar_act()
var/old_color = color
color = "#FAE48C"
animate(src, color = old_color, time = 10, flags = ANIMATION_PARALLEL)
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 10)
/mob/dead/observer/Destroy()
GLOB.ghost_images_default -= ghostimage_default
QDEL_NULL(ghostimage_default)
GLOB.ghost_images_simple -= ghostimage_simple
QDEL_NULL(ghostimage_simple)
updateallghostimages()
QDEL_NULL(spawners_menu)
return ..()
/mob/dead/CanPass(atom/movable/mover, turf/target)
return 1
/*
* This proc will update the icon of the ghost itself, with hair overlays, as well as the ghost image.
* Please call update_icon(icon_state) from now on when you want to update the icon_state of the ghost,
* or you might end up with hair on a sprite that's not supposed to get it.
* Hair will always update its dir, so if your sprite has no dirs the haircut will go all over the place.
* |- Ricotez
*/
/mob/dead/observer/proc/update_icon(new_form)
if(client) //We update our preferences in case they changed right before update_icon was called.
ghost_accs = client.prefs.ghost_accs
ghost_others = client.prefs.ghost_others
if(hair_overlay)
cut_overlay(hair_overlay)
hair_overlay = null
if(facial_hair_overlay)
cut_overlay(facial_hair_overlay)
facial_hair_overlay = null
if(new_form)
icon_state = new_form
if(icon_state in GLOB.ghost_forms_with_directions_list)
ghostimage_default.icon_state = new_form + "_nodir" //if this icon has dirs, the default ghostimage must use its nodir version or clients with the preference set to default sprites only will see the dirs
else
ghostimage_default.icon_state = new_form
if(ghost_accs >= GHOST_ACCS_DIR && icon_state in GLOB.ghost_forms_with_directions_list) //if this icon has dirs AND the client wants to show them, we make sure we update the dir on movement
updatedir = 1
else
updatedir = 0 //stop updating the dir in case we want to show accessories with dirs on a ghost sprite without dirs
setDir(2 )//reset the dir to its default so the sprites all properly align up
if(ghost_accs == GHOST_ACCS_FULL && icon_state in GLOB.ghost_forms_with_accessories_list) //check if this form supports accessories and if the client wants to show them
var/datum/sprite_accessory/S
if(facial_hair_style)
S = GLOB.facial_hair_styles_list[facial_hair_style]
if(S)
facial_hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER)
if(facial_hair_color)
facial_hair_overlay.color = "#" + facial_hair_color
facial_hair_overlay.alpha = 200
add_overlay(facial_hair_overlay)
if(hair_style)
S = GLOB.hair_styles_list[hair_style]
if(S)
hair_overlay = mutable_appearance(S.icon, "[S.icon_state]", -HAIR_LAYER)
if(hair_color)
hair_overlay.color = "#" + hair_color
hair_overlay.alpha = 200
add_overlay(hair_overlay)
/*
* Increase the brightness of a color by calculating the average distance between the R, G and B values,
* and maximum brightness, then adding 30% of that average to R, G and B.
*
* I'll make this proc global and move it to its own file in a future update. |- Ricotez
*/
/mob/proc/brighten_color(input_color)
var/r_val
var/b_val
var/g_val
var/color_format = length(input_color)
if(color_format == 3)
r_val = hex2num(copytext(input_color, 1, 2))*16
g_val = hex2num(copytext(input_color, 2, 3))*16
b_val = hex2num(copytext(input_color, 3, 0))*16
else if(color_format == 6)
r_val = hex2num(copytext(input_color, 1, 3))
g_val = hex2num(copytext(input_color, 3, 5))
b_val = hex2num(copytext(input_color, 5, 0))
else
return 0 //If the color format is not 3 or 6, you're using an unexpected way to represent a color.
r_val += (255 - r_val) * 0.4
if(r_val > 255)
r_val = 255
g_val += (255 - g_val) * 0.4
if(g_val > 255)
g_val = 255
b_val += (255 - b_val) * 0.4
if(b_val > 255)
b_val = 255
return num2hex(r_val, 2) + num2hex(g_val, 2) + num2hex(b_val, 2)
/*
Transfer_mind is there to check if mob is being deleted/not going to have a body.
Works together with spawning an observer, noted above.
*/
/mob/proc/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE)
if(!key || cmptext(copytext(key,1,2),"@") || (!special && SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, can_reenter_corpse) & COMPONENT_BLOCK_GHOSTING))
return //mob has no key, is an aghost or some component hijacked.
stop_sound_channel(CHANNEL_HEARTBEAT) //Stop heartbeat sounds because You Are A Ghost Now
var/mob/dead/observer/ghost = new(src) // Transfer safety to observer spawning proc.
SStgui.on_transfer(src, ghost) // Transfer NanoUIs.
ghost.can_reenter_corpse = can_reenter_corpse
if(penalize) //penalizing them from making a ghost role / midround antag comeback right away.
var/penalty = CONFIG_GET(number/suicide_reenter_round_timer) MINUTES
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit) //add up the time difference to their antag rolling penalty if they quit before half a (ingame) hour even passed.
penalty += roundstart_quit_limit - world.time
if(penalty)
ghost.reenter_round_timeout = world.realtime + penalty
if(ghost.reenter_round_timeout - SSshuttle.realtimeofstart > SSshuttle.auto_call + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
ghost.reenter_round_timeout = CANT_REENTER_ROUND
transfer_ckey(ghost, FALSE)
return ghost
/*
This is the proc mobs get to turn into a ghost. Forked from ghostize due to compatibility issues.
*/
/mob/living/verb/ghost()
set category = "OOC"
set name = "Ghost"
set desc = "Relinquish your life and enter the land of the dead."
if(SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, (stat == DEAD) ? TRUE : FALSE, FALSE) & COMPONENT_BLOCK_GHOSTING)
return
var/penalty = CONFIG_GET(number/suicide_reenter_round_timer) MINUTES
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit)
penalty += roundstart_quit_limit - world.time
if(penalty + world.realtime - SSshuttle.realtimeofstart > SSshuttle.auto_call + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
if(stat != DEAD)
succumb()
if(stat == DEAD)
ghostize(1)
else
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst alive you won't be able to re-enter this round [penalty ? "or play ghost roles [penalty == CANT_REENTER_ROUND ? "until the round is over" : "for the next [DisplayTimeText(penalty)]"]" : ""]! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
if(response != "Ghost")
return //didn't want to ghost after-all
if(istype(loc, /obj/machinery/cryopod))
var/obj/machinery/cryopod/C = loc
C.despawn_occupant()
else
ghostize(0, penalize = TRUE) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
suicide_log(TRUE)
/mob/camera/verb/ghost()
set category = "OOC"
set name = "Ghost"
set desc = "Relinquish your life and enter the land of the dead."
if(SEND_SIGNAL(src, COMSIG_MOB_GHOSTIZE, FALSE, FALSE) & COMPONENT_BLOCK_GHOSTING)
return
var/penalty = CONFIG_GET(number/suicide_reenter_round_timer) MINUTES
var/roundstart_quit_limit = CONFIG_GET(number/roundstart_suicide_time_limit) MINUTES
if(world.time < roundstart_quit_limit)
penalty += roundstart_quit_limit - world.time
if(penalty + world.realtime - SSshuttle.realtimeofstart > SSshuttle.auto_call + SSshuttle.emergencyCallTime + SSshuttle.emergencyDockTime + SSshuttle.emergencyEscapeTime)
penalty = CANT_REENTER_ROUND
var/response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost whilst alive you won't be able to re-enter this round [penalty ? "or play ghost roles [penalty == CANT_REENTER_ROUND ? "until the round is over" : "for the next [DisplayTimeText(penalty)]"]" : ""]! You can't change your mind so choose wisely!!)","Are you sure you want to ghost?","Ghost","Stay in body")
if(response != "Ghost")
return
ghostize(0, penalize = TRUE)
/mob/dead/observer/proc/can_reenter_round(silent = FALSE)
if(reenter_round_timeout != CANT_REENTER_ROUND && reenter_round_timeout <= world.realtime)
return TRUE
if(!silent)
to_chat(src, "<span class='warning'>You are unable to reenter the round[reenter_round_timeout != CANT_REENTER_ROUND ? " yet. Your ghost role blacklist will expire in [DisplayTimeText(reenter_round_timeout - world.realtime)]" : ""].</span>")
return FALSE
/mob/dead/observer/Move(NewLoc, direct)
if(updatedir)
setDir(direct)//only update dir if we actually need it, so overlays won't spin on base sprites that don't have directions of their own
var/oldloc = loc
if(NewLoc)
forceMove(NewLoc)
update_parallax_contents()
else
forceMove(get_turf(src)) //Get out of closets and such as a ghost
if((direct & NORTH) && y < world.maxy)
y++
else if((direct & SOUTH) && y > 1)
y--
if((direct & EAST) && x < world.maxx)
x++
else if((direct & WEST) && x > 1)
x--
Moved(oldloc, direct)
/mob/dead/observer/verb/reenter_corpse()
set category = "Ghost"
set name = "Re-enter Corpse"
if(!client)
return
if(!mind || QDELETED(mind.current))
to_chat(src, "<span class='warning'>You have no body.</span>")
return
if(!can_reenter_corpse)
to_chat(src, "<span class='warning'>You cannot re-enter your body.</span>")
return
if(mind.current.key && copytext(mind.current.key,1,2)!="@") //makes sure we don't accidentally kick any clients
to_chat(usr, "<span class='warning'>Another consciousness is in your body...It is resisting you.</span>")
return
client.change_view(CONFIG_GET(string/default_view))
SStgui.on_transfer(src, mind.current) // Transfer NanoUIs.
transfer_ckey(mind.current, FALSE)
return 1
/mob/dead/observer/proc/notify_cloning(var/message, var/sound, var/atom/source, flashwindow = TRUE)
if(flashwindow)
window_flash(client)
if(message)
to_chat(src, "<span class='ghostalert'>[message]</span>")
if(source)
var/obj/screen/alert/A = throw_alert("[REF(source)]_notify_cloning", /obj/screen/alert/notify_cloning)
if(A)
if(client && client.prefs && client.prefs.UI_style)
A.icon = ui_style2icon(client.prefs.UI_style)
A.desc = message
var/old_layer = source.layer
var/old_plane = source.plane
source.layer = FLOAT_LAYER
source.plane = FLOAT_PLANE
A.add_overlay(source)
source.layer = old_layer
source.plane = old_plane
to_chat(src, "<span class='ghostalert'><a href=?src=[REF(src)];reenter=1>(Click to re-enter)</a></span>")
if(sound)
SEND_SOUND(src, sound(sound))
/mob/dead/observer/proc/dead_tele()
set category = "Ghost"
set name = "Teleport"
set desc= "Teleport to a location"
if(!isobserver(usr))
to_chat(usr, "Not when you're not dead!")
return
var/list/filtered = list()
for(var/V in GLOB.sortedAreas)
var/area/A = V
if(!A.hidden)
filtered += A
var/area/thearea = input("Area to jump to", "BOOYEA") as null|anything in filtered
if(!thearea)
return
var/list/L = list()
for(var/turf/T in get_area_turfs(thearea.type))
L+=T
if(!L || !L.len)
to_chat(usr, "No area available.")
return
usr.forceMove(pick(L))
update_parallax_contents()
/mob/dead/observer/proc/view_gas()
set category = "Ghost"
set name = "View Gases"
set desc= "View the atmospheric conditions in a location"
var/turf/loc = get_turf(src)
show_air_status_to(loc, usr)
/mob/dead/observer/verb/follow()
set category = "Ghost"
set name = "Orbit" // "Haunt"
set desc = "Follow and orbit a mob."
var/list/mobs = getpois(skip_mindless=1)
var/input = input("Please, select a mob!", "Haunt", null, null) as null|anything in mobs
var/mob/target = mobs[input]
ManualFollow(target)
// This is the ghost's follow verb with an argument
/mob/dead/observer/proc/ManualFollow(atom/movable/target)
if (!istype(target))
return
var/icon/I = icon(target.icon,target.icon_state,target.dir)
var/orbitsize = (I.Width()+I.Height())*0.5
orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
var/rot_seg
switch(ghost_orbit)
if(GHOST_ORBIT_TRIANGLE)
rot_seg = 3
if(GHOST_ORBIT_SQUARE)
rot_seg = 4
if(GHOST_ORBIT_PENTAGON)
rot_seg = 5
if(GHOST_ORBIT_HEXAGON)
rot_seg = 6
else //Circular
rot_seg = 36 //360/10 bby, smooth enough aproximation of a circle
orbit(target,orbitsize, FALSE, 20, rot_seg)
/mob/dead/observer/orbit()
setDir(2)//reset dir so the right directional sprites show up
return ..()
/mob/dead/observer/stop_orbit(datum/component/orbiter/orbits)
. = ..()
//restart our floating animation after orbit is done.
pixel_y = 0
animate(src, pixel_y = 2, time = 10, loop = -1)
/mob/dead/observer/verb/jumptomob() //Moves the ghost instead of just changing the ghosts's eye -Nodrak
set category = "Ghost"
set name = "Jump to Mob"
set desc = "Teleport to a mob"
if(isobserver(usr)) //Make sure they're an observer!
var/list/dest = list() //List of possible destinations (mobs)
var/target = null //Chosen target.
dest += getpois(mobs_only=1) //Fill list, prompt user with list
target = input("Please, select a player!", "Jump to Mob", null, null) as null|anything in dest
if (!target)//Make sure we actually have a target
return
else
var/mob/M = dest[target] //Destination mob
var/mob/A = src //Source mob
var/turf/T = get_turf(M) //Turf of the destination mob
if(T && isturf(T)) //Make sure the turf exists, then move the source to that destination.
A.forceMove(T)
A.update_parallax_contents()
else
to_chat(A, "This mob is not located in the game world.")
/mob/dead/observer/verb/change_view_range()
set category = "Ghost"
set name = "View Range"
set desc = "Change your view range."
var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT
if(client.view == CONFIG_GET(string/default_view))
var/list/views = list()
for(var/i in 7 to max_view)
views |= i
var/new_view = input("Choose your new view", "Modify view range", 7) as null|anything in views
if(new_view)
client.change_view(CLAMP(new_view, 7, max_view))
else
client.change_view(CONFIG_GET(string/default_view))
/mob/dead/observer/verb/add_view_range(input as num)
set name = "Add View Range"
set hidden = TRUE
var/max_view = client.prefs.unlock_content ? GHOST_MAX_VIEW_RANGE_MEMBER : GHOST_MAX_VIEW_RANGE_DEFAULT
if(input)
client.rescale_view(input, 15, (max_view*2)+1)
/mob/dead/observer/verb/boo()
set category = "Ghost"
set name = "Boo!"
set desc= "Scare your crew members because of boredom!"
if(bootime > world.time)
return
var/obj/machinery/light/L = locate(/obj/machinery/light) in view(1, src)
if(L)
L.flicker()
bootime = world.time + 600
return
//Maybe in the future we can add more <i>spooky</i> code here!
return
/mob/dead/observer/memory()
set hidden = 1
to_chat(src, "<span class='danger'>You are dead! You have no mind to store memory!</span>")
/mob/dead/observer/add_memory()
set hidden = 1
to_chat(src, "<span class='danger'>You are dead! You have no mind to store memory!</span>")
/mob/dead/observer/verb/toggle_ghostsee()
set name = "Toggle Ghost Vision"
set desc = "Toggles your ability to see things only ghosts can see, like other ghosts"
set category = "Ghost"
ghostvision = !(ghostvision)
update_sight()
to_chat(usr, "You [(ghostvision?"now":"no longer")] have ghost vision.")
/mob/dead/observer/verb/toggle_darkness()
set name = "Toggle Darkness"
set category = "Ghost"
switch(lighting_alpha)
if (LIGHTING_PLANE_ALPHA_VISIBLE)
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
if (LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE)
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
if (LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE)
lighting_alpha = LIGHTING_PLANE_ALPHA_INVISIBLE
else
lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
update_sight()
/mob/dead/observer/update_sight()
if(client)
ghost_others = client.prefs.ghost_others //A quick update just in case this setting was changed right before calling the proc
if (!ghostvision)
see_invisible = SEE_INVISIBLE_LIVING
else
see_invisible = SEE_INVISIBLE_OBSERVER
updateghostimages()
..()
/proc/updateallghostimages()
listclearnulls(GLOB.ghost_images_default)
listclearnulls(GLOB.ghost_images_simple)
for (var/mob/dead/observer/O in GLOB.player_list)
O.updateghostimages()
/mob/dead/observer/proc/updateghostimages()
if (!client)
return
if(lastsetting)
switch(lastsetting) //checks the setting we last came from, for a little efficiency so we don't try to delete images from the client that it doesn't have anyway
if(GHOST_OTHERS_DEFAULT_SPRITE)
client.images -= GLOB.ghost_images_default
if(GHOST_OTHERS_SIMPLE)
client.images -= GLOB.ghost_images_simple
lastsetting = client.prefs.ghost_others
if(!ghostvision)
return
if(client.prefs.ghost_others != GHOST_OTHERS_THEIR_SETTING)
switch(client.prefs.ghost_others)
if(GHOST_OTHERS_DEFAULT_SPRITE)
client.images |= (GLOB.ghost_images_default-ghostimage_default)
if(GHOST_OTHERS_SIMPLE)
client.images |= (GLOB.ghost_images_simple-ghostimage_simple)
/mob/dead/observer/verb/possess()
set category = "Ghost"
set name = "Possess!"
set desc= "Take over the body of a mindless creature!"
if(!can_reenter_round())
return FALSE
var/list/possessible = list()
for(var/mob/living/L in GLOB.alive_mob_list)
if(istype(L,/mob/living/carbon/human/dummy) || !get_turf(L)) //Haha no.
continue
if(!(L in GLOB.player_list) && !L.mind)
possessible += L
var/mob/living/target = input("Your new life begins today!", "Possess Mob", null, null) as null|anything in possessible
if(!target)
return 0
if(ismegafauna(target))
to_chat(src, "<span class='warning'>This creature is too powerful for you to possess!</span>")
return 0
if(istype (target, /mob/living/simple_animal/hostile/spawner))
to_chat(src, "<span class='warning'>This isn't really a creature, now is it!</span>")
return 0
if(can_reenter_corpse && mind && mind.current)
if(alert(src, "Your soul is still tied to your former life as [mind.current.name], if you go forward there is no going back to that life. Are you sure you wish to continue?", "Move On", "Yes", "No") == "No")
return 0
if(target.key)
to_chat(src, "<span class='warning'>Someone has taken this body while you were choosing!</span>")
return 0
transfer_ckey(target, FALSE)
target.faction = list("neutral")
return 1
//this is a mob verb instead of atom for performance reasons
//see /mob/verb/examinate() in mob.dm for more info
//overridden here and in /mob/living for different point span classes and sanity checks
/mob/dead/observer/pointed(atom/A as mob|obj|turf in view())
if(!..())
return 0
usr.visible_message("<span class='deadsay'><b>[src]</b> points to [A].</span>")
return 1
/mob/dead/observer/verb/view_manifest()
set name = "View Crew Manifest"
set category = "Ghost"
var/dat
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest()
src << browse(dat, "window=manifest;size=387x420;can_close=1")
//this is called when a ghost is drag clicked to something.
/mob/dead/observer/MouseDrop(atom/over)
if(!usr || !over)
return
if (isobserver(usr) && usr.client.holder && (isliving(over) || iscameramob(over)) )
if (usr.client.holder.cmd_ghost_drag(src,over))
return
return ..()
/mob/dead/observer/Topic(href, href_list)
..()
if(usr == src)
if(href_list["follow"])
var/atom/movable/target = locate(href_list["follow"])
if(istype(target) && (target != src))
ManualFollow(target)
return
if(href_list["x"] && href_list["y"] && href_list["z"])
var/tx = text2num(href_list["x"])
var/ty = text2num(href_list["y"])
var/tz = text2num(href_list["z"])
var/turf/target = locate(tx, ty, tz)
if(istype(target))
forceMove(target)
return
if(href_list["reenter"])
reenter_corpse()
return
//We don't want to update the current var
//But we will still carry a mind.
/mob/dead/observer/mind_initialize()
return
/mob/dead/observer/proc/show_data_huds()
for(var/hudtype in datahuds)
var/datum/atom_hud/H = GLOB.huds[hudtype]
H.add_hud_to(src)
/mob/dead/observer/proc/remove_data_huds()
for(var/hudtype in datahuds)
var/datum/atom_hud/H = GLOB.huds[hudtype]
H.remove_hud_from(src)
/mob/dead/observer/verb/toggle_data_huds()
set name = "Toggle Sec/Med/Diag HUD"
set desc = "Toggles whether you see medical/security/diagnostic HUDs"
set category = "Ghost"
if(data_huds_on) //remove old huds
remove_data_huds()
to_chat(src, "<span class='notice'>Data HUDs disabled.</span>")
data_huds_on = 0
else
show_data_huds()
to_chat(src, "<span class='notice'>Data HUDs enabled.</span>")
data_huds_on = 1
/mob/dead/observer/verb/toggle_health_scan()
set name = "Toggle Health Scan"
set desc = "Toggles whether you health-scan living beings on click"
set category = "Ghost"
if(health_scan) //remove old huds
to_chat(src, "<span class='notice'>Health scan disabled.</span>")
health_scan = FALSE
else
to_chat(src, "<span class='notice'>Health scan enabled.</span>")
health_scan = TRUE
/mob/dead/observer/verb/restore_ghost_appearance()
set name = "Restore Ghost Character"
set desc = "Sets your deadchat name and ghost appearance to your \
roundstart character."
set category = "Ghost"
set_ghost_appearance()
if(client && client.prefs)
deadchat_name = client.prefs.real_name
/mob/dead/observer/proc/set_ghost_appearance()
if((!client) || (!client.prefs))
return
if(client.prefs.be_random_name)
client.prefs.real_name = random_unique_name(gender)
if(client.prefs.be_random_body)
client.prefs.random_character(gender)
if(HAIR in client.prefs.pref_species.species_traits)
hair_style = client.prefs.hair_style
hair_color = brighten_color(client.prefs.hair_color)
if(FACEHAIR in client.prefs.pref_species.species_traits)
facial_hair_style = client.prefs.facial_hair_style
facial_hair_color = brighten_color(client.prefs.facial_hair_color)
update_icon()
/mob/dead/observer/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
return IsAdminGhost(usr)
/mob/dead/observer/is_literate()
return 1
/mob/dead/observer/vv_edit_var(var_name, var_value)
. = ..()
switch(var_name)
if("icon")
ghostimage_default.icon = icon
ghostimage_simple.icon = icon
if("icon_state")
ghostimage_default.icon_state = icon_state
ghostimage_simple.icon_state = icon_state
if("fun_verbs")
if(fun_verbs)
verbs += /mob/dead/observer/verb/boo
verbs += /mob/dead/observer/verb/possess
else
verbs -= /mob/dead/observer/verb/boo
verbs -= /mob/dead/observer/verb/possess
/mob/dead/observer/reset_perspective(atom/A)
if(client)
if(ismob(client.eye) && (client.eye != src))
var/mob/target = client.eye
observetarget = null
if(target.observers)
target.observers -= src
UNSETEMPTY(target.observers)
if(..())
if(hud_used)
client.screen = list()
hud_used.show_hud(hud_used.hud_version)
/mob/dead/observer/verb/observe()
set name = "Observe"
set category = "OOC"
var/list/creatures = getpois()
reset_perspective(null)
var/eye_name = null
eye_name = input("Please, select a player!", "Observe", null, null) as null|anything in creatures
if (!eye_name)
return
var/mob/mob_eye = creatures[eye_name]
//Istype so we filter out points of interest that are not mobs
if(client && mob_eye && istype(mob_eye))
client.eye = mob_eye
if(mob_eye.hud_used)
client.screen = list()
LAZYINITLIST(mob_eye.observers)
mob_eye.observers |= src
mob_eye.hud_used.show_hud(mob_eye.hud_used.hud_version, src)
observetarget = mob_eye
/mob/dead/observer/verb/register_pai_candidate()
set category = "Ghost"
set name = "pAI Setup"
set desc = "Upload a fragment of your personality to the global pAI databanks"
register_pai()
/mob/dead/observer/proc/register_pai()
if(isobserver(src))
SSpai.recruitWindow(src)
else
to_chat(usr, "Can't become a pAI candidate while not dead!")
/mob/dead/observer/CtrlShiftClick(mob/user)
if(isobserver(user) && check_rights(R_SPAWN))
change_mob_type( /mob/living/carbon/human , null, null, TRUE) //always delmob, ghosts shouldn't be left lingering
/mob/dead/observer/examine(mob/user)
..()
if(!invisibility)
to_chat(user, "It seems extremely obvious.")
/mob/dead/observer/proc/set_invisibility(value)
invisibility = value
if(!value)
set_light(1, 2)
else
set_light(0, 0)
// Ghosts have no momentum, being massless ectoplasm
/mob/dead/observer/Process_Spacemove(movement_dir)
return 1
/mob/dead/observer/vv_edit_var(var_name, var_value)
. = ..()
if(var_name == "invisibility")
set_invisibility(invisibility) // updates light
/proc/set_observer_default_invisibility(amount, message=null)
for(var/mob/dead/observer/G in GLOB.player_list)
G.set_invisibility(amount)
if(message)
to_chat(G, message)
GLOB.observer_default_invisibility = amount
/mob/dead/observer/proc/open_spawners_menu()
set name = "Spawners Menu"
set desc = "See all currently available spawners"
set category = "Ghost"
if(!spawners_menu)
spawners_menu = new(src)
spawners_menu.ui_interact(src)
#undef CANT_REENTER_ROUND
-48
View File
@@ -1,48 +0,0 @@
//The code execution of the emote datum is located at code/datums/emotes.dm
/mob/proc/emote(act, m_type = null, message = null, intentional = FALSE)
act = lowertext(act)
var/param = message
var/custom_param = findchar(act, " ")
if(custom_param)
param = copytext(act, custom_param + 1, length(act) + 1)
act = copytext(act, 1, custom_param)
var/datum/emote/E
E = E.emote_list[act]
if(!E)
to_chat(src, "<span class='notice'>Unusable emote '[act]'. Say *help for a list.</span>")
return
E.run_emote(src, param, m_type, intentional)
/datum/emote/flip
key = "flip"
key_third_person = "flips"
restraint_check = TRUE
mob_type_allowed_typecache = list(/mob/living, /mob/dead/observer)
mob_type_ignore_stat_typecache = list(/mob/dead/observer)
/datum/emote/flip/run_emote(mob/user, params)
. = ..()
if(.)
user.SpinAnimation(7,1)
/datum/emote/spin
key = "spin"
key_third_person = "spins"
restraint_check = TRUE
mob_type_allowed_typecache = list(/mob/living, /mob/dead/observer)
mob_type_ignore_stat_typecache = list(/mob/dead/observer)
/datum/emote/spin/run_emote(mob/user)
. = ..()
if(.)
user.spin(20, 1)
if(iscyborg(user) && user.has_buckled_mobs())
var/mob/living/silicon/robot/R = user
var/datum/component/riding/riding_datum = R.GetComponent(/datum/component/riding)
if(riding_datum)
for(var/mob/M in R.buckled_mobs)
riding_datum.force_dismount(M)
else
R.unbuckle_all_mobs()
-473
View File
@@ -1,473 +0,0 @@
//These procs handle putting s tuff in your hands
//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
//Returns the thing we're currently holding
/mob/proc/get_active_held_item()
return get_item_for_held_index(active_hand_index)
//Finds the opposite limb for the active one (eg: upper left arm will find the item in upper right arm)
//So we're treating each "pair" of limbs as a team, so "both" refers to them
/mob/proc/get_inactive_held_item()
return get_item_for_held_index(get_inactive_hand_index())
//Finds the opposite index for the active one (eg: upper left arm will find the item in upper right arm)
//So we're treating each "pair" of limbs as a team, so "both" refers to them
/mob/proc/get_inactive_hand_index()
var/other_hand = 0
if(!(active_hand_index % 2))
other_hand = active_hand_index-1 //finding the matching "left" limb
else
other_hand = active_hand_index+1 //finding the matching "right" limb
if(other_hand < 0 || other_hand > held_items.len)
other_hand = 0
return other_hand
/mob/proc/get_item_for_held_index(i)
if(i > 0 && i <= held_items.len)
return held_items[i]
return FALSE
//Odd = left. Even = right
/mob/proc/held_index_to_dir(i)
if(!(i % 2))
return "r"
return "l"
//Check we have an organ for this hand slot (Dismemberment), Only relevant for humans
/mob/proc/has_hand_for_held_index(i)
return TRUE
//Check we have an organ for our active hand slot (Dismemberment),Only relevant for humans
/mob/proc/has_active_hand()
return has_hand_for_held_index(active_hand_index)
//Finds the first available (null) index OR all available (null) indexes in held_items based on a side.
//Lefts: 1, 3, 5, 7...
//Rights:2, 4, 6, 8...
/mob/proc/get_empty_held_index_for_side(side = "left", all = FALSE)
var/start = 0
var/static/list/lefts = list("l" = TRUE,"L" = TRUE,"LEFT" = TRUE,"left" = TRUE)
var/static/list/rights = list("r" = TRUE,"R" = TRUE,"RIGHT" = TRUE,"right" = TRUE) //"to remain silent"
if(lefts[side])
start = 1
else if(rights[side])
start = 2
if(!start)
return FALSE
var/list/empty_indexes
for(var/i in start to held_items.len step 2)
if(!held_items[i])
if(!all)
return i
if(!empty_indexes)
empty_indexes = list()
empty_indexes += i
return empty_indexes
//Same as the above, but returns the first or ALL held *ITEMS* for the side
/mob/proc/get_held_items_for_side(side = "left", all = FALSE)
var/start = 0
var/static/list/lefts = list("l" = TRUE,"L" = TRUE,"LEFT" = TRUE,"left" = TRUE)
var/static/list/rights = list("r" = TRUE,"R" = TRUE,"RIGHT" = TRUE,"right" = TRUE) //"to remain silent"
if(lefts[side])
start = 1
else if(rights[side])
start = 2
if(!start)
return FALSE
var/list/holding_items
for(var/i in start to held_items.len step 2)
var/obj/item/I = held_items[i]
if(I)
if(!all)
return I
if(!holding_items)
holding_items = list()
holding_items += I
return holding_items
/mob/proc/get_empty_held_indexes()
var/list/L
for(var/i in 1 to held_items.len)
if(!held_items[i])
if(!L)
L = list()
L += i
return L
/mob/proc/get_held_index_of_item(obj/item/I)
return held_items.Find(I)
//Sad that this will cause some overhead, but the alias seems necessary
//*I* may be happy with a million and one references to "indexes" but others won't be
/mob/proc/is_holding(obj/item/I)
return get_held_index_of_item(I)
//Checks if we're holding an item of type: typepath
/mob/proc/is_holding_item_of_type(typepath)
for(var/obj/item/I in held_items)
if(istype(I, typepath))
return I
return FALSE
//Checks if we're holding a tool that has given quality
//Returns the tool that has the best version of this quality
/mob/proc/is_holding_tool_quality(quality)
var/obj/item/best_item
var/best_quality = INFINITY
for(var/obj/item/I in held_items)
if(I.tool_behaviour == quality && I.toolspeed < best_quality)
best_item = I
best_quality = I.toolspeed
return best_item
//To appropriately fluff things like "they are holding [I] in their [get_held_index_name(get_held_index_of_item(I))]"
//Can be overridden to pass off the fluff to something else (eg: science allowing people to add extra robotic limbs, and having this proc react to that
// with say "they are holding [I] in their Nanotrasen Brand Utility Arm - Right Edition" or w/e
/mob/proc/get_held_index_name(i)
var/list/hand = list()
if(i > 2)
hand += "upper "
var/num = 0
if(!(i % 2))
num = i-2
hand += "right hand"
else
num = i-1
hand += "left hand"
num -= (num*0.5)
if(num > 1) //"upper left hand #1" seems weird, but "upper left hand #2" is A-ok
hand += " #[num]"
return hand.Join()
//Returns if a certain item can be equipped to a certain slot.
// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
/mob/proc/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
return FALSE
/mob/proc/can_put_in_hand(I, hand_index)
if(hand_index > held_items.len)
return FALSE
if(!put_in_hand_check(I))
return FALSE
if(!has_hand_for_held_index(hand_index))
return FALSE
return !held_items[hand_index]
/mob/proc/put_in_hand(obj/item/I, hand_index, forced = FALSE, ignore_anim = TRUE)
if(forced || can_put_in_hand(I, hand_index))
if(isturf(I.loc) && !ignore_anim)
I.do_pickup_animation(src)
if(hand_index == null)
return FALSE
if(get_item_for_held_index(hand_index) != null)
dropItemToGround(get_item_for_held_index(hand_index), force = TRUE)
I.forceMove(src)
held_items[hand_index] = I
I.layer = ABOVE_HUD_LAYER
I.plane = ABOVE_HUD_PLANE
I.equipped(src, SLOT_HANDS)
if(I.pulledby)
I.pulledby.stop_pulling()
update_inv_hands()
I.pixel_x = initial(I.pixel_x)
I.pixel_y = initial(I.pixel_y)
I.transform = initial(I.transform)
return hand_index || TRUE
return FALSE
//Puts the item into the first available left hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_l_hand(obj/item/I)
return put_in_hand(I, get_empty_held_index_for_side("l"))
//Puts the item into the first available right hand if possible and calls all necessary triggers/updates. returns 1 on success.
/mob/proc/put_in_r_hand(obj/item/I)
return put_in_hand(I, get_empty_held_index_for_side("r"))
/mob/proc/put_in_hand_check(obj/item/I)
if(incapacitated() && !(I.item_flags&ABSTRACT)) //Cit change - Changes lying to incapacitated so that it's plausible to pick things up while on the ground
return FALSE
if(!istype(I))
return FALSE
return TRUE
//Puts the item into our active hand if possible. returns TRUE on success.
/mob/proc/put_in_active_hand(obj/item/I, forced = FALSE, ignore_animation = TRUE)
return put_in_hand(I, active_hand_index, forced, ignore_animation)
//Puts the item into our inactive hand if possible, returns TRUE on success
/mob/proc/put_in_inactive_hand(obj/item/I)
return put_in_hand(I, get_inactive_hand_index())
//Puts the item our active hand if possible. Failing that it tries other hands. Returns TRUE on success.
//If both fail it drops it on the floor and returns FALSE.
//This is probably the main one you need to know :)
/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE, merge_stacks = TRUE, forced = FALSE)
if(!I)
return FALSE
// If the item is a stack and we're already holding a stack then merge
if (istype(I, /obj/item/stack))
var/obj/item/stack/I_stack = I
var/obj/item/stack/active_stack = get_active_held_item()
if (I_stack.zero_amount())
return FALSE
if (merge_stacks)
if (istype(active_stack) && istype(I_stack, active_stack.merge_type))
if (I_stack.merge(active_stack))
to_chat(usr, "<span class='notice'>Your [active_stack.name] stack now contains [active_stack.get_amount()] [active_stack.singular_name]\s.</span>")
return TRUE
else
var/obj/item/stack/inactive_stack = get_inactive_held_item()
if (istype(inactive_stack) && istype(I_stack, inactive_stack.merge_type))
if (I_stack.merge(inactive_stack))
to_chat(usr, "<span class='notice'>Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s.</span>")
return TRUE
if(put_in_active_hand(I, forced))
return TRUE
var/hand = get_empty_held_index_for_side("l")
if(!hand)
hand = get_empty_held_index_for_side("r")
if(hand)
if(put_in_hand(I, hand, forced))
return TRUE
if(del_on_fail)
qdel(I)
return FALSE
I.forceMove(drop_location())
I.layer = initial(I.layer)
I.plane = initial(I.plane)
I.dropped(src)
return FALSE
/mob/proc/drop_all_held_items()
. = FALSE
for(var/obj/item/I in held_items)
. |= dropItemToGround(I)
//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
/mob/proc/canUnEquip(obj/item/I, force)
if(!I)
return TRUE
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
return FALSE
return TRUE
/mob/proc/putItemFromInventoryInHandIfPossible(obj/item/I, hand_index, force_removal = FALSE)
if(!can_put_in_hand(I, hand_index))
return FALSE
if(!temporarilyRemoveItemFromInventory(I, force_removal))
return FALSE
I.remove_item_from_storage(src)
if(!put_in_hand(I, hand_index))
qdel(I)
CRASH("Assertion failure: putItemFromInventoryInHandIfPossible") //should never be possible
return TRUE
//The following functions are the same save for one small difference
//for when you want the item to end up on the ground
//will force move the item to the ground and call the turf's Entered
/mob/proc/dropItemToGround(obj/item/I, force = FALSE)
return doUnEquip(I, force, drop_location(), FALSE)
//for when the item will be immediately placed in a loc other than the ground
/mob/proc/transferItemToLoc(obj/item/I, newloc = null, force = FALSE)
return doUnEquip(I, force, newloc, FALSE)
//visibly unequips I but it is NOT MOVED AND REMAINS IN SRC
//item MUST BE FORCEMOVE'D OR QDEL'D
/mob/proc/temporarilyRemoveItemFromInventory(obj/item/I, force = FALSE, idrop = TRUE)
return doUnEquip(I, force, null, TRUE, idrop)
//DO NOT CALL THIS PROC
//use one of the above 3 helper procs
//you may override it, but do not modify the args
/mob/proc/doUnEquip(obj/item/I, force, newloc, no_move, invdrop = TRUE) //Force overrides TRAIT_NODROP for things like wizarditis and admin undress.
//Use no_move if the item is just gonna be immediately moved afterward
//Invdrop is used to prevent stuff in pockets dropping. only set to false if it's going to immediately be replaced
if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for TRAIT_NODROP.
return TRUE
if(HAS_TRAIT(I, TRAIT_NODROP) && !force)
return FALSE
var/hand_index = get_held_index_of_item(I)
if(hand_index)
held_items[hand_index] = null
update_inv_hands()
if(I)
if(client)
client.screen -= I
I.layer = initial(I.layer)
I.plane = initial(I.plane)
I.appearance_flags &= ~NO_CLIENT_COLOR
if(!no_move && !(I.item_flags & DROPDEL)) //item may be moved/qdel'd immedietely, don't bother moving it
if (isnull(newloc))
I.moveToNullspace()
else
I.forceMove(newloc)
I.dropped(src)
return TRUE
//Outdated but still in use apparently. This should at least be a human proc.
//Daily reminder to murder this - Remie.
/mob/living/proc/get_equipped_items(include_pockets = FALSE)
return
/mob/living/carbon/get_equipped_items(include_pockets = FALSE)
var/list/items = list()
if(back)
items += back
if(head)
items += head
if(wear_mask)
items += wear_mask
if(wear_neck)
items += wear_neck
return items
/mob/living/carbon/human/get_equipped_items(include_pockets = FALSE)
var/list/items = ..()
if(belt)
items += belt
if(ears)
items += ears
if(glasses)
items += glasses
if(gloves)
items += gloves
if(shoes)
items += shoes
if(wear_id)
items += wear_id
if(wear_suit)
items += wear_suit
if(w_uniform)
items += w_uniform
if(include_pockets)
if(l_store)
items += l_store
if(r_store)
items += r_store
if(s_store)
items += s_store
return items
/mob/living/proc/unequip_everything()
var/list/items = list()
items |= get_equipped_items(TRUE)
for(var/I in items)
dropItemToGround(I)
drop_all_held_items()
/obj/item/proc/equip_to_best_slot(mob/M)
if(src != M.get_active_held_item())
to_chat(M, "<span class='warning'>You are not holding anything to equip!</span>")
return FALSE
if(M.equip_to_appropriate_slot(src))
M.update_inv_hands()
return TRUE
else
if(equip_delay_self)
return
if(M.active_storage && M.active_storage.parent && SEND_SIGNAL(M.active_storage.parent, COMSIG_TRY_STORAGE_INSERT, src,M))
return TRUE
var/list/obj/item/possible = list(M.get_inactive_held_item(), M.get_item_by_slot(SLOT_BELT), M.get_item_by_slot(SLOT_GENERC_DEXTROUS_STORAGE), M.get_item_by_slot(SLOT_BACK))
for(var/i in possible)
if(!i)
continue
var/obj/item/I = i
if(SEND_SIGNAL(I, COMSIG_TRY_STORAGE_INSERT, src, M))
return TRUE
to_chat(M, "<span class='warning'>You are unable to equip that!</span>")
return FALSE
/mob/verb/quick_equip()
set name = "quick-equip"
set hidden = 1
var/obj/item/I = get_active_held_item()
if (I)
I.equip_to_best_slot(src)
//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
/mob/proc/getBackSlot()
return SLOT_BACK
/mob/proc/getBeltSlot()
return SLOT_BELT
//Inventory.dm is -kind of- an ok place for this I guess
//This is NOT for dismemberment, as the user still technically has 2 "hands"
//This is for multi-handed mobs, such as a human with a third limb installed
//This is a very rare proc to call (besides admin fuckery) so
//any cost it has isn't a worry
/mob/proc/change_number_of_hands(amt)
if(amt < held_items.len)
for(var/i in held_items.len to amt step -1)
dropItemToGround(held_items[i])
held_items.len = amt
if(hud_used)
hud_used.build_hand_slots()
/mob/living/carbon/human/change_number_of_hands(amt)
var/old_limbs = held_items.len
if(amt < old_limbs)
for(var/i in hand_bodyparts.len to amt step -1)
var/obj/item/bodypart/BP = hand_bodyparts[i]
BP.dismember()
hand_bodyparts[i] = null
hand_bodyparts.len = amt
else if(amt > old_limbs)
hand_bodyparts.len = amt
for(var/i in old_limbs+1 to amt)
var/path = /obj/item/bodypart/l_arm
if(!(i % 2))
path = /obj/item/bodypart/r_arm
var/obj/item/bodypart/BP = new path ()
BP.owner = src
BP.held_index = i
bodyparts += BP
hand_bodyparts[i] = BP
..() //Don't redraw hands until we have organs for them
/mob/canReachInto(atom/user, atom/target, list/next, view_only, obj/item/tool)
return ..() && (user == src)
-384
View File
@@ -1,384 +0,0 @@
/****************************************************
BLOOD SYSTEM
****************************************************/
#define EXOTIC_BLEED_MULTIPLIER 4 //Multiplies the actually bled amount by this number for the purposes of turf reaction calculations.
/mob/living/carbon/human/proc/suppress_bloodloss(amount)
if(bleedsuppress)
return
else
bleedsuppress = TRUE
addtimer(CALLBACK(src, .proc/resume_bleeding), amount)
/mob/living/carbon/human/proc/resume_bleeding()
bleedsuppress = 0
if(stat != DEAD && bleed_rate)
to_chat(src, "<span class='warning'>The blood soaks through your bandage.</span>")
/mob/living/carbon/monkey/handle_blood()
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio))
blood_volume += 0.1 // regenerate blood VERY slowly
if(blood_volume < (BLOOD_VOLUME_OKAY * blood_ratio))
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1))
// Takes care blood loss and regeneration
/mob/living/carbon/human/handle_blood()
if(NOBLOOD in dna.species.species_traits)
bleed_rate = 0
return
if(bleed_rate <= 0)
bleed_rate = 0
if(bodytemperature >= TCRYO && !(HAS_TRAIT(src, TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood.
//Blood regeneration if there is some space
if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio) && !HAS_TRAIT(src, TRAIT_NOHUNGER))
var/nutrition_ratio = 0
switch(nutrition)
if(0 to NUTRITION_LEVEL_STARVING)
nutrition_ratio = 0.2
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
nutrition_ratio = 0.4
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
nutrition_ratio = 0.6
if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
nutrition_ratio = 0.8
else
nutrition_ratio = 1
if(HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
nutrition_ratio *= 1.2
if(satiety > 80)
nutrition_ratio *= 1.25
nutrition = max(0, nutrition - nutrition_ratio * HUNGER_FACTOR)
blood_volume = min((BLOOD_VOLUME_NORMAL * blood_ratio), blood_volume + 0.5 * nutrition_ratio)
//Effects of bloodloss
var/word = pick("dizzy","woozy","faint")
switch(blood_volume * INVERSE(blood_ratio))
if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
if(prob(5))
to_chat(src, "<span class='warning'>You feel [word].</span>")
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1))
if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1))
if(prob(5))
blur_eyes(6)
to_chat(src, "<span class='warning'>You feel very [word].</span>")
if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD)
adjustOxyLoss(5)
if(prob(15))
Unconscious(rand(20,60))
to_chat(src, "<span class='warning'>You feel extremely [word].</span>")
if(-INFINITY to BLOOD_VOLUME_SURVIVE)
if(!HAS_TRAIT(src, TRAIT_NODEATH))
death()
var/temp_bleed = 0
//Bleeding out
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
var/brutedamage = BP.brute_dam
if(BP.status == BODYPART_ROBOTIC) //for the moment, synth limbs won't bleed, but soon, my pretty.
continue
//We want an accurate reading of .len
listclearnulls(BP.embedded_objects)
temp_bleed += 0.5*BP.embedded_objects.len
if(brutedamage >= 20)
temp_bleed += (brutedamage * 0.013)
bleed_rate = max(bleed_rate - 0.50, temp_bleed)//if no wounds, other bleed effects (heparin) naturally decreases
if(bleed_rate && !bleedsuppress && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
bleed(bleed_rate)
//Makes a blood drop, leaking amt units of blood from the mob
/mob/living/carbon/proc/bleed(amt)
if(blood_volume)
blood_volume = max(blood_volume - amt, 0)
if(isturf(src.loc)) //Blood loss still happens in locker, floor stays clean
if(amt >= 10)
add_splatter_floor(src.loc)
else
add_splatter_floor(src.loc, 1)
/mob/living/carbon/human/bleed(amt)
amt *= physiology.bleed_mod
if(!(NOBLOOD in dna.species.species_traits))
.=..()
if(dna.species.exotic_blood && .) // Do we have exotic blood, and have we left any on the ground?
var/datum/reagent/R = GLOB.chemical_reagents_list[get_blood_id()]
if(istype(R) && isturf(loc))
R.reaction_turf(get_turf(src), amt * EXOTIC_BLEED_MULTIPLIER)
/mob/living/proc/restore_blood()
blood_volume = initial(blood_volume)
/mob/living/carbon/human/restore_blood()
blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio)
bleed_rate = 0
/****************************************************
BLOOD TRANSFERS
****************************************************/
//Gets blood from mob to a container or other mob, preserving all data in it.
/mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced)
if(!blood_volume || !AM.reagents)
return FALSE
if(blood_volume < (BLOOD_VOLUME_BAD * blood_ratio) && !forced)
return FALSE
if(blood_volume < amount)
amount = blood_volume
var/blood_id = get_blood_id()
if(!blood_id)
return FALSE
blood_volume -= amount
var/list/blood_data = get_blood_data(blood_id)
if(iscarbon(AM))
var/mob/living/carbon/C = AM
if(blood_id == C.get_blood_id())//both mobs have the same blood substance
if(blood_id == "blood" || blood_id == "jellyblood") //normal blood
if(blood_data["viruses"])
for(var/thing in blood_data["viruses"])
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_SPECIAL) || (D.spread_flags & DISEASE_SPREAD_NON_CONTAGIOUS))
continue
C.ForceContractDisease(D)
//This used to inject oof ouch results, but since we add the reagent, and the reagent causes oof ouch on mob life... why double dip?
C.blood_volume = min(C.blood_volume + round(amount, 0.1), BLOOD_VOLUME_MAXIMUM)
return TRUE
AM.reagents.add_reagent(blood_id, amount, blood_data, bodytemperature)
return TRUE
/mob/living/proc/get_blood_data(blood_id)
return
/mob/living/carbon/get_blood_data(blood_id)
if(blood_id == "blood" || blood_id == "jellyblood") //actual blood reagent
var/blood_data = list()
//set the blood data
blood_data["donor"] = src
blood_data["viruses"] = list()
for(var/thing in diseases)
var/datum/disease/D = thing
blood_data["viruses"] += D.Copy()
blood_data["blood_DNA"] = copytext(dna.unique_enzymes,1,0)
blood_data["bloodcolor"] = bloodtype_to_color(dna.blood_type)
if(disease_resistances && disease_resistances.len)
blood_data["resistances"] = disease_resistances.Copy()
var/list/temp_chem = list()
for(var/datum/reagent/R in reagents.reagent_list)
temp_chem[R.id] = R.volume
blood_data["trace_chem"] = list2params(temp_chem)
if(mind)
blood_data["mind"] = mind
else if(last_mind)
blood_data["mind"] = last_mind
if(ckey)
blood_data["ckey"] = ckey
else if(last_mind)
blood_data["ckey"] = ckey(last_mind.key)
if(!suiciding)
blood_data["cloneable"] = 1
blood_data["blood_type"] = copytext(dna.blood_type,1,0)
blood_data["gender"] = gender
blood_data["real_name"] = real_name
blood_data["features"] = dna.features
blood_data["factions"] = faction
blood_data["quirks"] = list()
for(var/V in roundstart_quirks)
var/datum/quirk/T = V
blood_data["quirks"] += T.type
blood_data["changeling_loudness"] = 0
if(mind)
var/datum/antagonist/changeling/ling = mind.has_antag_datum(/datum/antagonist/changeling)
if(istype(ling))
blood_data["changeling_loudness"] = ling.loudfactor
return blood_data
//get the id of the substance this mob use as blood.
/mob/proc/get_blood_id()
return
/mob/living/simple_animal/get_blood_id()
if(blood_volume)
return "blood"
/mob/living/carbon/monkey/get_blood_id()
if(!(HAS_TRAIT(src, TRAIT_NOCLONE)))
return "blood"
/mob/living/carbon/get_blood_id()
if(isjellyperson(src))
return "jellyblood"
if(dna?.species?.exotic_blood)
return dna.species.exotic_blood
else if((NOBLOOD in dna.species.species_traits) || (HAS_TRAIT(src, TRAIT_NOCLONE)))
return
else
return "blood"
// This is has more potential uses, and is probably faster than the old proc.
/proc/get_safe_blood(bloodtype)
. = list()
if(!bloodtype)
return
var/static/list/bloodtypes_safe = list(
"A-" = list("A-", "O-", "SY"),
"A+" = list("A-", "A+", "O-", "O+", "SY"),
"B-" = list("B-", "O-", "SY"),
"B+" = list("B-", "B+", "O-", "O+", "SY"),
"AB-" = list("A-", "B-", "O-", "AB-", "SY"),
"AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "SY"),
"O-" = list("O-","SY"),
"O+" = list("O-", "O+","SY"),
"L" = list("L","SY"),
"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U","SY"),
"HF" = list("HF", "SY"),
"X*" = list("X*", "SY"),
"SY" = list("SY"),
"GEL" = list("GEL","SY"),
"BUG" = list("BUG", "SY")
)
var/safe = bloodtypes_safe[bloodtype]
if(safe)
. = safe
//to add a splatter of blood or other mob liquid.
/mob/living/proc/add_splatter_floor(turf/T, small_drip)
if(get_blood_id() == null)
return
if(!T)
T = get_turf(src)
var/list/temp_blood_DNA
if(small_drip)
// Only a certain number of drips (or one large splatter) can be on a given turf.
var/obj/effect/decal/cleanable/blood/drip/drop = locate() in T
if(drop)
if(drop.drips < 5)
drop.drips++
drop.add_overlay(pick(drop.random_icon_states))
drop.transfer_mob_blood_dna(src)
drop.update_icon()
return
else
temp_blood_DNA = list()
temp_blood_DNA |= drop.blood_DNA.Copy() //we transfer the dna from the drip to the splatter
qdel(drop)//the drip is replaced by a bigger splatter
else
drop = new(T, get_static_viruses())
drop.transfer_mob_blood_dna(src)
drop.update_icon()
return
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/splats/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splats(T, get_static_viruses())
if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B.bloodiness += BLOOD_AMOUNT_PER_DECAL
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
/mob/living/carbon/human/add_splatter_floor(turf/T, small_drip)
if(!(NOBLOOD in dna.species.species_traits))
..()
/mob/living/carbon/alien/add_splatter_floor(turf/T, small_drip)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
if(!B)
B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*"
/mob/living/silicon/robot/add_splatter_floor(turf/T, small_drip)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
if(!B)
B = new(T)
/mob/living/proc/add_splash_floor(turf/T)
if(get_blood_id() == null)
return
if(!T)
T = get_turf(src)
var/list/temp_blood_DNA
// Find a blood decal or create a new one.
var/obj/effect/decal/cleanable/blood/B = locate() in T
if(!B)
B = new /obj/effect/decal/cleanable/blood/splatter(T, get_static_viruses())
if(B.bloodiness < MAX_SHOE_BLOODINESS) //add more blood, up to a limit
B.bloodiness += BLOOD_AMOUNT_PER_DECAL
B.transfer_mob_blood_dna(src) //give blood info to the blood decal.
src.transfer_blood_to(B, 10) //very heavy bleeding, should logically leave larger pools
if(temp_blood_DNA)
B.blood_DNA |= temp_blood_DNA
/mob/living/carbon/human/add_splash_floor(turf/T)
if(!(NOBLOOD in dna.species.species_traits))
..()
/mob/living/carbon/alien/add_splash_floor(turf/T)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/blood/splatter/B = locate() in T.contents
if(!B)
B = new(T)
B.blood_DNA["UNKNOWN DNA"] = "X*"
/mob/living/silicon/robot/add_splash_floor(turf/T)
if(!T)
T = get_turf(src)
var/obj/effect/decal/cleanable/oil/B = locate() in T.contents
if(!B)
B = new(T)
//This is a terrible way of handling it.
/mob/living/proc/ResetBloodVol()
if(ishuman(src))
var/mob/living/carbon/human/H = src
if (HAS_TRAIT(src, TRAIT_HIGH_BLOOD))
blood_ratio = 1.2
H.handle_blood()
return
blood_ratio = 1
H.handle_blood()
return
blood_ratio = 1
/mob/living/proc/AdjustBloodVol(var/value)
if(blood_ratio == value)
return
blood_ratio = value
if(ishuman(src))
var/mob/living/carbon/human/H = src
H.handle_blood()
-177
View File
@@ -1,177 +0,0 @@
/obj/effect/dummy/phased_mob/slaughter //Can't use the wizard one, blocked by jaunt/slow
name = "water"
icon = 'icons/effects/effects.dmi'
icon_state = "nothing"
var/canmove = 1
density = FALSE
anchored = TRUE
invisibility = 60
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/dummy/phased_mob/slaughter/relaymove(mob/user, direction)
forceMove(get_step(src,direction))
/obj/effect/dummy/phased_mob/slaughter/ex_act()
return
/obj/effect/dummy/phased_mob/slaughter/bullet_act()
return
/obj/effect/dummy/phased_mob/slaughter/singularity_act()
return
/mob/living/proc/phaseout(obj/effect/decal/cleanable/B)
if(iscarbon(src))
var/mob/living/carbon/C = src
for(var/obj/item/I in C.held_items)
//TODO make it toggleable to either forcedrop the items, or deny
//entry when holding them
// literally only an option for carbons though
to_chat(C, "<span class='warning'>You may not hold items while blood crawling!</span>")
return 0
var/obj/item/bloodcrawl/B1 = new(C)
var/obj/item/bloodcrawl/B2 = new(C)
B1.icon_state = "bloodhand_left"
B2.icon_state = "bloodhand_right"
C.put_in_hands(B1)
C.put_in_hands(B2)
C.regenerate_icons()
src.notransform = TRUE
spawn(0)
bloodpool_sink(B)
src.notransform = FALSE
return 1
/mob/living/proc/bloodpool_sink(obj/effect/decal/cleanable/B)
var/turf/mobloc = get_turf(src.loc)
src.visible_message("<span class='warning'>[src] sinks into the pool of blood!</span>")
playsound(get_turf(src), 'sound/magic/enter_blood.ogg', 100, 1, -1)
// Extinguish, unbuckle, stop being pulled, set our location into the
// dummy object
var/obj/effect/dummy/phased_mob/slaughter/holder = new /obj/effect/dummy/phased_mob/slaughter(mobloc)
src.ExtinguishMob()
// Keep a reference to whatever we're pulling, because forceMove()
// makes us stop pulling
var/pullee = src.pulling
src.holder = holder
src.forceMove(holder)
// if we're not pulling anyone, or we can't eat anyone
if(!pullee || src.bloodcrawl != BLOODCRAWL_EAT)
return
// if the thing we're pulling isn't alive
if (!isliving(pullee))
return
var/mob/living/victim = pullee
var/kidnapped = FALSE
if(victim.stat == CONSCIOUS)
src.visible_message("<span class='warning'>[victim] kicks free of the blood pool just before entering it!</span>", null, "<span class='notice'>You hear splashing and struggling.</span>")
else if(victim.reagents && victim.reagents.has_reagent("demonsblood"))
visible_message("<span class='warning'>Something prevents [victim] from entering the pool!</span>", "<span class='warning'>A strange force is blocking [victim] from entering!</span>", "<span class='notice'>You hear a splash and a thud.</span>")
else
victim.forceMove(src)
victim.emote("scream")
src.visible_message("<span class='warning'><b>[src] drags [victim] into the pool of blood!</b></span>", null, "<span class='notice'>You hear a splash.</span>")
kidnapped = TRUE
if(kidnapped)
var/success = bloodcrawl_consume(victim)
if(!success)
to_chat(src, "<span class='danger'>You happily devour... nothing? Your meal vanished at some point!</span>")
return 1
/mob/living/proc/bloodcrawl_consume(mob/living/victim)
to_chat(src, "<span class='danger'>You begin to feast on [victim]. You can not move while you are doing this.</span>")
var/sound
if(istype(src, /mob/living/simple_animal/slaughter))
var/mob/living/simple_animal/slaughter/SD = src
sound = SD.feast_sound
else
sound = 'sound/magic/demon_consume.ogg'
for(var/i in 1 to 3)
playsound(get_turf(src),sound, 100, 1)
sleep(30)
if(!victim)
return FALSE
if(victim.reagents && victim.reagents.has_reagent("devilskiss"))
to_chat(src, "<span class='warning'><b>AAH! THEIR FLESH! IT BURNS!</b></span>")
adjustBruteLoss(25) //I can't use adjustHealth() here because bloodcrawl affects /mob/living and adjustHealth() only affects simple mobs
var/found_bloodpool = FALSE
for(var/obj/effect/decal/cleanable/target in range(1,get_turf(victim)))
if(target.can_bloodcrawl_in())
victim.forceMove(get_turf(target))
victim.visible_message("<span class='warning'>[target] violently expels [victim]!</span>")
victim.exit_blood_effect(target)
found_bloodpool = TRUE
if(!found_bloodpool)
// Fuck it, just eject them, thanks to some split second cleaning
victim.forceMove(get_turf(victim))
victim.visible_message("<span class='warning'>[victim] appears from nowhere, covered in blood!</span>")
victim.exit_blood_effect()
return TRUE
to_chat(src, "<span class='danger'>You devour [victim]. Your health is fully restored.</span>")
src.revive(full_heal = 1)
// No defib possible after laughter
victim.adjustBruteLoss(1000)
victim.death()
bloodcrawl_swallow(victim)
return TRUE
/mob/living/proc/bloodcrawl_swallow(var/mob/living/victim)
qdel(victim)
/obj/item/bloodcrawl
name = "blood crawl"
desc = "You are unable to hold anything while in this form."
icon = 'icons/effects/blood.dmi'
item_flags = ABSTRACT
/obj/item/bloodcrawl/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
/mob/living/proc/exit_blood_effect(obj/effect/decal/cleanable/B)
playsound(get_turf(src), 'sound/magic/exit_blood.ogg', 100, 1, -1)
//Makes the mob have the color of the blood pool it came out of
var/newcolor = BLOOD_COLOR_HUMAN
if(istype(B, /obj/effect/decal/cleanable/blood/xeno))
newcolor = BLOOD_COLOR_XENO
add_atom_colour(newcolor, TEMPORARY_COLOUR_PRIORITY)
// but only for a few seconds
addtimer(CALLBACK(src, /atom/.proc/remove_atom_colour, TEMPORARY_COLOUR_PRIORITY, newcolor), 6 SECONDS)
/mob/living/proc/phasein(obj/effect/decal/cleanable/B)
if(src.notransform)
to_chat(src, "<span class='warning'>Finish eating first!</span>")
return 0
B.visible_message("<span class='warning'>[B] starts to bubble...</span>")
if(!do_after(src, 20, target = B))
return
if(!B)
return
forceMove(B.loc)
src.client.eye = src
src.visible_message("<span class='warning'><B>[src] rises out of the pool of blood!</B></span>")
exit_blood_effect(B)
if(iscarbon(src))
var/mob/living/carbon/C = src
for(var/obj/item/bloodcrawl/BC in C)
BC.flags_1 = null
qdel(BC)
qdel(src.holder)
src.holder = null
return 1
-105
View File
@@ -1,105 +0,0 @@
/mob/living/brain
var/obj/item/mmi/container = null
var/timeofhostdeath = 0
var/emp_damage = 0//Handles a type of MMI damage
var/datum/dna/stored/stored_dna // dna var for brain. Used to store dna, brain dna is not considered like actual dna, brain.has_dna() returns FALSE.
stat = DEAD //we start dead by default
see_invisible = SEE_INVISIBLE_LIVING
possible_a_intents = list(INTENT_HELP, INTENT_HARM) //for mechas
speech_span = SPAN_ROBOT
/mob/living/brain/Initialize()
. = ..()
create_dna(src)
if(stored_dna.blood_type)
stored_dna.initialize_dna(stored_dna.blood_type)
else
stored_dna.initialize_dna(random_blood_type())
if(isturf(loc)) //not spawned in an MMI or brain organ (most likely adminspawned)
var/obj/item/organ/brain/OB = new(loc) //we create a new brain organ for it.
OB.brainmob = src
forceMove(OB)
/mob/living/brain/proc/create_dna()
stored_dna = new /datum/dna/stored(src)
if(!stored_dna.species)
var/rando_race = pick(GLOB.roundstart_races)
stored_dna.species = new rando_race()
if(stored_dna.species.exotic_bloodtype)
stored_dna.blood_type = stored_dna.species.exotic_bloodtype
/mob/living/brain/Destroy()
if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting.
if(stat!=DEAD) //If not dead.
death(1) //Brains can die again. AND THEY SHOULD AHA HA HA HA HA HA
if(mind) //You aren't allowed to return to brains that don't exist
mind.current = null
mind.active = FALSE //No one's using it anymore.
ghostize() //Ghostize checks for key so nothing else is necessary.
container = null
return ..()
/mob/living/brain/update_canmove()
if(in_contents_of(/obj/mecha))
canmove = 1
else
canmove = 0
return canmove
/mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return
/mob/living/brain/blob_act(obj/structure/blob/B)
return
/mob/living/brain/get_eye_protection()//no eyes
return 2
/mob/living/brain/get_ear_protection()//no ears
return 2
/mob/living/brain/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0)
return // no eyes, no flashing
/mob/living/brain/can_be_revived()
. = 1
if(!container || health <= HEALTH_THRESHOLD_DEAD)
return 0
/mob/living/brain/fully_replace_character_name(oldname,newname)
..()
if(stored_dna)
stored_dna.real_name = real_name
/mob/living/brain/ClickOn(atom/A, params)
..()
if(container)
var/obj/mecha/M = container.mecha
if(istype(M))
return M.click_action(A,src,params)
/mob/living/brain/forceMove(atom/destination)
if(container)
return container.forceMove(destination)
else if (istype(loc, /obj/item/organ/brain))
var/obj/item/organ/brain/B = loc
B.forceMove(destination)
else if (istype(destination, /obj/item/organ/brain))
doMove(destination)
else if (istype(destination, /obj/item/mmi))
doMove(destination)
else
CRASH("Brainmob without a container [src] attempted to move to [destination].")
/mob/living/brain/update_mouse_pointer()
if (!client)
return
client.mouse_pointer_icon = initial(client.mouse_pointer_icon)
if(!container)
return
if (container.mecha)
var/obj/mecha/M = container.mecha
if(M.mouse_pointer)
client.mouse_pointer_icon = M.mouse_pointer
if (client && ranged_ability && ranged_ability.ranged_mousepointer)
client.mouse_pointer_icon = ranged_ability.ranged_mousepointer
-416
View File
@@ -1,416 +0,0 @@
/obj/item/organ/brain
name = "brain"
desc = "A piece of juicy meat found in a person's head."
icon_state = "brain"
throw_speed = 3
throw_range = 5
layer = ABOVE_MOB_LAYER
zone = BODY_ZONE_HEAD
slot = ORGAN_SLOT_BRAIN
organ_flags = ORGAN_VITAL
attack_verb = list("attacked", "slapped", "whacked")
///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
decay_factor = STANDARD_ORGAN_DECAY / 4 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
healing_factor = STANDARD_ORGAN_HEALING / 2
maxHealth = BRAIN_DAMAGE_DEATH
low_threshold = 45
high_threshold = 120
var/mob/living/brain/brainmob = null
var/brain_death = FALSE //if the brainmob was intentionally killed by attacking the brain after removal, or by severe braindamage
var/decoy_override = FALSE //I apologize to the security players, and myself, who abused this, but this is going to go.
//two variables necessary for calculating whether we get a brain trauma or not
var/damage_delta = 0
var/list/datum/brain_trauma/traumas = list()
/obj/item/organ/brain/Insert(mob/living/carbon/C, special = 0,no_id_transfer = FALSE, drop_if_replaced = TRUE)
..()
name = "brain"
if(C.mind && C.mind.has_antag_datum(/datum/antagonist/changeling) && !no_id_transfer) //congrats, you're trapped in a body you don't control
if(brainmob && !(C.stat == DEAD || (HAS_TRAIT(C, TRAIT_DEATHCOMA))))
to_chat(brainmob, "<span class = danger>You can't feel your body! You're still just a brain!</span>")
forceMove(C)
C.update_hair()
return
if(brainmob)
if(C.key)
C.ghostize()
if(brainmob.mind)
brainmob.mind.transfer_to(C)
else
brainmob.transfer_ckey(C)
QDEL_NULL(brainmob)
for(var/X in traumas)
var/datum/brain_trauma/BT = X
BT.owner = owner
BT.on_gain()
//Update the body's icon so it doesnt appear debrained anymore
C.update_hair()
/obj/item/organ/brain/Remove(mob/living/carbon/C, special = 0, no_id_transfer = FALSE)
..()
for(var/X in traumas)
var/datum/brain_trauma/BT = X
BT.on_lose(TRUE)
BT.owner = null
if((!gc_destroyed || (owner && !owner.gc_destroyed)) && !no_id_transfer)
transfer_identity(C)
C.update_hair()
/obj/item/organ/brain/prepare_eat()
return // Too important to eat.
/obj/item/organ/brain/proc/transfer_identity(mob/living/L)
name = "[L.name]'s brain"
if(brainmob)
return
if(!L.mind)
return
brainmob = new(src)
brainmob.name = L.real_name
brainmob.real_name = L.real_name
brainmob.timeofhostdeath = L.timeofdeath
if(L.has_dna())
var/mob/living/carbon/C = L
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
if(HAS_TRAIT(L, TRAIT_NOCLONE))
brainmob.status_traits[TRAIT_NOCLONE] = L.status_traits[TRAIT_NOCLONE]
var/obj/item/organ/zombie_infection/ZI = L.getorganslot(ORGAN_SLOT_ZOMBIE)
if(ZI)
brainmob.set_species(ZI.old_species) //For if the brain is cloned
if(!decoy_override && L.mind && L.mind.current)
L.mind.transfer_to(brainmob)
to_chat(brainmob, "<span class='notice'>You feel slightly disoriented. That's normal when you're just a brain.</span>")
/obj/item/organ/brain/attackby(obj/item/O, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
if(brainmob)
O.attack(brainmob, user) //Oh noooeeeee
if(istype(O, /obj/item/organ_storage)) //BUG_PROBABLE_CAUSE
return //Borg organ bags shouldn't be killing brains
if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent("neurine")) //Neurine fixes dead brains
. = TRUE //don't do attack animation.
var/cached_Bdamage = brainmob?.health
var/datum/reagent/medicine/neurine/N = reagents.has_reagent("neurine")
var/datum/reagent/medicine/mannitol/M1 = reagents.has_reagent("mannitol")
if(O.reagents.has_reagent("mannitol"))//Just a quick way to bolster the effects if someone mixes up a batch.
N.volume *= (M1.volume*0.5)
if(!O.reagents.has_reagent("neurine", 10))
to_chat(user, "<span class='warning'>There's not enough neurine in [O] to restore [src]!</span>")
return
user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
if(!do_after(user, 60, TRUE, src))
to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
return
user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
setOrganDamage((damage - (0.10 * maxHealth)*(N.volume/10))) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
O.reagents.clear_reagents()
if(cached_Bdamage <= HEALTH_THRESHOLD_DEAD) //Fixing dead brains yeilds a trauma
if((cached_Bdamage <= HEALTH_THRESHOLD_DEAD) && (brainmob.health > HEALTH_THRESHOLD_DEAD))
if(prob(80))
gain_trauma_type(BRAIN_TRAUMA_MILD)
else if(prob(50))
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
else
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
return
if((organ_flags & ORGAN_FAILING) && O.is_drainable() && O.reagents.has_reagent("mannitol")) //attempt to heal the brain
. = TRUE //don't do attack animation.
var/datum/reagent/medicine/mannitol/M = reagents.has_reagent("mannitol")
if(brain_death || brainmob?.health <= HEALTH_THRESHOLD_DEAD) //if the brain is fucked anyway, do nothing
to_chat(user, "<span class='warning'>[src] is far too damaged, you'll have to use neurine on it!</span>")
return
if(!O.reagents.has_reagent("mannitol", 10))
to_chat(user, "<span class='warning'>There's not enough mannitol in [O] to restore [src]!</span>")
return
user.visible_message("<span class='notice'>[user] starts to pour the contents of [O] onto [src].</span>", "<span class='notice'>You start to slowly pour the contents of [O] onto [src].</span>")
if(!do_after(user, 60, TRUE, src))
to_chat(user, "<span class='warning'>You failed to pour [O] onto [src]!</span>")
return
user.visible_message("<span class='notice'>[user] pours the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>", "<span class='notice'>You pour the contents of [O] onto [src], causing it to reform its original shape and turn a slightly brighter shade of pink.</span>")
setOrganDamage((damage - (0.05 * maxHealth)*(M.volume/10))) //heals a small amount, and by using "setorgandamage", we clear the failing variable if that was up
O.reagents.clear_reagents()
return
/obj/item/organ/brain/examine(mob/user)//BUG_PROBABLE_CAUSE to_chats changed to . +=
. = ..()
if(user.suiciding)
. += "<span class='info'>It's started turning slightly grey. They must not have been able to handle the stress of it all.</span>"
else if(brainmob)
if(brainmob.get_ghost(FALSE, TRUE))
if(brain_death || brainmob.health <= HEALTH_THRESHOLD_DEAD)
. += "<span class='info'>It's lifeless and severely damaged, only the strongest of chems will save it.</span>"
else if(organ_flags & ORGAN_FAILING)
. += "<span class='info'>It seems to still have a bit of energy within it, but it's rather damaged... You may be able to restore it with some <b>mannitol</b>.</span>"
else
. += "<span class='info'>You can feel the small spark of life still left in this one.</span>"
else if(organ_flags & ORGAN_FAILING)
. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
else
. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
else
if(decoy_override)
if(organ_flags & ORGAN_FAILING)
. += "<span class='info'>It seems particularly lifeless and is rather damaged... You may be able to restore it with some <b>mannitol</b> incase it becomes functional again later.</span>"
else
. += "<span class='info'>This one seems particularly lifeless. Perhaps it will regain some of its luster later.</span>"
else
. += "<span class='info'>This one is completely devoid of life.</span>"
/obj/item/organ/brain/attack(mob/living/carbon/C, mob/user)
if(!istype(C))
return ..()
add_fingerprint(user)
if(user.zone_selected != BODY_ZONE_HEAD)
return ..()
if((C.head && (C.head.flags_cover & HEADCOVERSEYES)) || (C.wear_mask && (C.wear_mask.flags_cover & MASKCOVERSEYES)) || (C.glasses && (C.glasses.flags_1 & GLASSESCOVERSEYES)))
to_chat(user, "<span class='warning'>You're going to need to remove [C.p_their()] head cover first!</span>")
return
//since these people will be dead M != usr
if(!C.getorgan(/obj/item/organ/brain))
if(!C.get_bodypart(BODY_ZONE_HEAD) || !user.temporarilyRemoveItemFromInventory(src))
return
var/msg = "[C] has [src] inserted into [C.p_their()] head by [user]."
if(C == user)
msg = "[user] inserts [src] into [user.p_their()] head!"
C.visible_message("<span class='danger'>[msg]</span>",
"<span class='userdanger'>[msg]</span>")
if(C != user)
to_chat(C, "<span class='notice'>[user] inserts [src] into your head.</span>")
to_chat(user, "<span class='notice'>You insert [src] into [C]'s head.</span>")
else
to_chat(user, "<span class='notice'>You insert [src] into your head.</span>" )
Insert(C)
else
..()
/* TO BE REMOVED, KEPT IN CASE OF BUGS
/obj/item/organ/brain/proc/get_brain_damage()
var/brain_damage_threshold = max_integrity * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER
var/offset_integrity = obj_integrity - (max_integrity - brain_damage_threshold)
. = round((1 - (offset_integrity / brain_damage_threshold)) * BRAIN_DAMAGE_DEATH, DAMAGE_PRECISION)
/obj/item/organ/brain/proc/adjust_brain_damage(amount, maximum)
var/adjusted_amount
if(amount >= 0 && maximum)
var/brainloss = get_brain_damage()
var/new_brainloss = CLAMP(brainloss + amount, 0, maximum)
if(brainloss > new_brainloss) //brainloss is over the cap already
return 0
adjusted_amount = new_brainloss - brainloss
else
adjusted_amount = amount
adjusted_amount = round(adjusted_amount * BRAIN_DAMAGE_INTEGRITY_MULTIPLIER, DAMAGE_PRECISION)
if(adjusted_amount)
if(adjusted_amount >= DAMAGE_PRECISION)
take_damage(adjusted_amount)
else if(adjusted_amount <= -DAMAGE_PRECISION)
obj_integrity = min(max_integrity, obj_integrity-adjusted_amount)
. = adjusted_amount
*/
/obj/item/organ/brain/on_life()
if(damage >= BRAIN_DAMAGE_DEATH) //rip
to_chat(owner, "<span class='userdanger'>The last spark of life in your brain fizzles out...</span>")
owner.death()
brain_death = TRUE
return
..()
/obj/item/organ/brain/on_death()
if(damage <= BRAIN_DAMAGE_DEATH) //rip
brain_death = FALSE
..()
/obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth)
..()
/obj/item/organ/brain/check_damage_thresholds(mob/M)
. = ..()
//if we're not more injured than before, return without gambling for a trauma
if(damage <= prev_damage)
return
damage_delta = damage - prev_damage
if(damage > BRAIN_DAMAGE_MILD)
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_MILD)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1% //learn how to do your bloody math properly goddamnit
gain_trauma_type(BRAIN_TRAUMA_MILD)
if(damage > BRAIN_DAMAGE_SEVERE)
if(prob(damage_delta * (1 + max(0, (damage - BRAIN_DAMAGE_SEVERE)/100)))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 1%
if(prob(20))
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
if (owner)
if(owner.stat < UNCONSCIOUS) //conscious or soft-crit
var/brain_message
if(prev_damage < BRAIN_DAMAGE_MILD && damage >= BRAIN_DAMAGE_MILD)
brain_message = "<span class='warning'>You feel lightheaded.</span>"
else if(prev_damage < BRAIN_DAMAGE_SEVERE && damage >= BRAIN_DAMAGE_SEVERE)
brain_message = "<span class='warning'>You feel less in control of your thoughts.</span>"
else if(prev_damage < (BRAIN_DAMAGE_DEATH - 20) && damage >= (BRAIN_DAMAGE_DEATH - 20))
brain_message = "<span class='warning'>You can feel your mind flickering on and off...</span>"
if(.)
. += "\n[brain_message]"
else
return brain_message
/obj/item/organ/brain/Destroy() //copypasted from MMIs.
if(brainmob)
QDEL_NULL(brainmob)
QDEL_LIST(traumas)
return ..()
/obj/item/organ/brain/alien
name = "alien brain"
desc = "We barely understand the brains of terrestial animals. Who knows what we may find in the brain of such an advanced species?"
icon_state = "brain-x"
////////////////////////////////////TRAUMAS////////////////////////////////////////
/obj/item/organ/brain/proc/has_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_ABSOLUTE)
for(var/X in traumas)
var/datum/brain_trauma/BT = X
if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
return BT
/obj/item/organ/brain/proc/get_traumas_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_ABSOLUTE)
. = list()
for(var/X in traumas)
var/datum/brain_trauma/BT = X
if(istype(BT, brain_trauma_type) && (BT.resilience <= resilience))
. += BT
/obj/item/organ/brain/proc/can_gain_trauma(datum/brain_trauma/trauma, resilience)
if(!ispath(trauma))
trauma = trauma.type
if(!initial(trauma.can_gain))
return FALSE
if(!resilience)
resilience = initial(trauma.resilience)
if(!owner)
return FALSE
if(owner.stat == DEAD)
return FALSE
var/resilience_tier_count = 0
for(var/X in traumas)
if(istype(X, trauma))
return FALSE
var/datum/brain_trauma/T = X
if(resilience == T.resilience)
resilience_tier_count++
var/max_traumas
switch(resilience)
if(TRAUMA_RESILIENCE_BASIC)
max_traumas = TRAUMA_LIMIT_BASIC
if(TRAUMA_RESILIENCE_SURGERY)
max_traumas = TRAUMA_LIMIT_SURGERY
if(TRAUMA_RESILIENCE_LOBOTOMY)
max_traumas = TRAUMA_LIMIT_LOBOTOMY
if(TRAUMA_RESILIENCE_MAGIC)
max_traumas = TRAUMA_LIMIT_MAGIC
if(TRAUMA_RESILIENCE_ABSOLUTE)
max_traumas = TRAUMA_LIMIT_ABSOLUTE
if(resilience_tier_count >= max_traumas)
return FALSE
return TRUE
//Proc to use when directly adding a trauma to the brain, so extra args can be given
/obj/item/organ/brain/proc/gain_trauma(datum/brain_trauma/trauma, resilience, ...)
var/list/arguments = list()
if(args.len > 2)
arguments = args.Copy(3)
. = brain_gain_trauma(trauma, resilience, arguments)
//Direct trauma gaining proc. Necessary to assign a trauma to its brain. Avoid using directly.
/obj/item/organ/brain/proc/brain_gain_trauma(datum/brain_trauma/trauma, resilience, list/arguments)
if(!can_gain_trauma(trauma, resilience))
return
var/datum/brain_trauma/actual_trauma
if(ispath(trauma))
if(!LAZYLEN(arguments))
actual_trauma = new trauma() //arglist with an empty list runtimes for some reason
else
actual_trauma = new trauma(arglist(arguments))
else
actual_trauma = trauma
if(actual_trauma.brain) //we don't accept used traumas here
WARNING("gain_trauma was given an already active trauma.")
return
traumas += actual_trauma
actual_trauma.brain = src
if(owner)
actual_trauma.owner = owner
actual_trauma.on_gain()
if(resilience)
actual_trauma.resilience = resilience
SSblackbox.record_feedback("tally", "traumas", 1, actual_trauma.type)
//Add a random trauma of a certain subtype
/obj/item/organ/brain/proc/gain_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience)
var/list/datum/brain_trauma/possible_traumas = list()
for(var/T in subtypesof(brain_trauma_type))
var/datum/brain_trauma/BT = T
if(can_gain_trauma(BT, resilience) && initial(BT.random_gain))
possible_traumas += BT
if(!LAZYLEN(possible_traumas))
return
var/trauma_type = pick(possible_traumas)
gain_trauma(trauma_type, resilience)
//Cure a random trauma of a certain resilience level
/obj/item/organ/brain/proc/cure_trauma_type(brain_trauma_type = /datum/brain_trauma, resilience = TRAUMA_RESILIENCE_BASIC)
var/list/traumas = get_traumas_type(brain_trauma_type, resilience)
if(LAZYLEN(traumas))
qdel(pick(traumas))
/obj/item/organ/brain/proc/cure_all_traumas(resilience = TRAUMA_RESILIENCE_BASIC)
var/list/traumas = get_traumas_type(resilience = resilience)
for(var/X in traumas)
qdel(X)
-194
View File
@@ -1,194 +0,0 @@
GLOBAL_VAR(posibrain_notify_cooldown)
/obj/item/mmi/posibrain
name = "positronic brain"
desc = "A cube of shining metal, four inches to a side and covered in shallow grooves."
icon = 'icons/obj/assemblies.dmi'
icon_state = "posibrain"
w_class = WEIGHT_CLASS_NORMAL
var/next_ask
var/askDelay = 600 //one minute
var/searching = FALSE
brainmob = null
req_access = list(ACCESS_ROBOTICS)
mecha = null//This does not appear to be used outside of reference in mecha.dm.
braintype = "Android"
var/autoping = TRUE //if it pings on creation immediately
var/begin_activation_message = "<span class='notice'>You carefully locate the manual activation switch and start the positronic brain's boot process.</span>"
var/success_message = "<span class='notice'>The positronic brain pings, and its lights start flashing. Success!</span>"
var/fail_message = "<span class='notice'>The positronic brain buzzes quietly, and the golden lights fade away. Perhaps you could try again?</span>"
var/new_role = "Positronic Brain"
var/welcome_message = "<span class='warning'>ALL PAST LIVES ARE FORGOTTEN.</span>\n\
<b>You are a positronic brain, brought into existence aboard Space Station 13.\n\
As a synthetic intelligence, you answer to all crewmembers and the AI.\n\
Remember, the purpose of your existence is to serve the crew and the station. Above all else, do no harm.</b>"
var/new_mob_message = "<span class='notice'>The positronic brain chimes quietly.</span>"
var/dead_message = "<span class='deadsay'>It appears to be completely inactive. The reset light is blinking.</span>"
var/recharge_message = "<span class='warning'>The positronic brain isn't ready to activate again yet! Give it some time to recharge.</span>"
var/list/possible_names //If you leave this blank, it will use the global posibrain names
var/picked_name
/obj/item/mmi/posibrain/Topic(href, href_list)
if(href_list["activate"])
var/mob/dead/observer/ghost = usr
if(istype(ghost))
activate(ghost)
/obj/item/mmi/posibrain/proc/ping_ghosts(msg, newlymade)
if(newlymade || GLOB.posibrain_notify_cooldown <= world.time)
notify_ghosts("[name] [msg] in [get_area(src)]!", ghost_sound = !newlymade ? 'sound/misc/server-ready.ogg':null, enter_link = "<a href=?src=[REF(src)];activate=1>(Click to enter)</a>", source = src, action = NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_POSIBRAIN, ignore_dnr_observers = TRUE)
if(!newlymade)
GLOB.posibrain_notify_cooldown = world.time + askDelay
/obj/item/mmi/posibrain/attack_self(mob/user)
if(!brainmob)
brainmob = new(src)
if(is_occupied())
to_chat(user, "<span class='warning'>This [name] is already active!</span>")
return
if(next_ask > world.time)
to_chat(user, recharge_message)
return
//Start the process of requesting a new ghost.
to_chat(user, begin_activation_message)
ping_ghosts("requested", FALSE)
next_ask = world.time + askDelay
searching = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/check_success), askDelay)
/obj/item/mmi/posibrain/proc/check_success()
searching = FALSE
update_icon()
if(QDELETED(brainmob))
return
if(brainmob.client)
visible_message(success_message)
playsound(src, 'sound/machines/ping.ogg', 15, TRUE)
else
visible_message(fail_message)
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/item/mmi/posibrain/attack_ghost(mob/user)
activate(user)
/obj/item/mmi/posibrain/proc/is_occupied()
if(brainmob.key)
return TRUE
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
if(R.mmi == src)
return TRUE
return FALSE
//Two ways to activate a positronic brain. A clickable link in the ghost notif, or simply clicking the object itself.
/obj/item/mmi/posibrain/proc/activate(mob/user)
if(QDELETED(brainmob) || is_occupied() || jobban_isbanned(user,"posibrain") || QDELETED(src) || QDELETED(user))
return
if(isobserver(user))
var/mob/dead/observer/O = user
if(!O.can_reenter_round())
return FALSE
var/posi_ask = alert("Become a [name]? (Warning, You can no longer be cloned, and all past lives will be forgotten!)","Are you positive?","Yes","No")
if(posi_ask == "No" || QDELETED(src))
return
transfer_personality(user)
latejoin_remove()
/obj/item/mmi/posibrain/Destroy()
latejoin_remove()
return ..()
/obj/item/mmi/posibrain/proc/latejoin_remove()
GLOB.poi_list -= src
LAZYREMOVE(GLOB.mob_spawners[name], src)
if(!LAZYLEN(GLOB.mob_spawners[name]))
GLOB.mob_spawners -= name
/obj/item/mmi/posibrain/transfer_identity(mob/living/carbon/C)
name = "[initial(name)] ([C])"
brainmob.name = C.real_name
brainmob.real_name = C.real_name
if(C.has_dna())
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
brainmob.timeofhostdeath = C.timeofdeath
brainmob.stat = CONSCIOUS
if(brainmob.mind)
brainmob.mind.assigned_role = new_role
if(C.mind)
C.mind.transfer_to(brainmob)
brainmob.mind.remove_all_antag()
brainmob.mind.wipe_memory()
update_icon()
/obj/item/mmi/posibrain/proc/transfer_personality(mob/candidate)
if(QDELETED(brainmob))
return
if(is_occupied()) //Prevents hostile takeover if two ghosts get the prompt or link for the same brain.
to_chat(candidate, "<span class='warning'>This [name] was taken over before you could get to it! Perhaps it might be available later?</span>")
return FALSE
if(candidate.mind && !isobserver(candidate))
candidate.mind.transfer_to(brainmob)
else
brainmob.ckey = candidate.ckey
name = "[initial(name)] ([brainmob.name])"
to_chat(brainmob, welcome_message)
brainmob.mind.assigned_role = new_role
brainmob.stat = CONSCIOUS
GLOB.dead_mob_list -= brainmob
GLOB.alive_mob_list += brainmob
visible_message(new_mob_message)
check_success()
return TRUE
/obj/item/mmi/posibrain/examine(mob/user)
. = ..()
var/msg
if(brainmob && brainmob.key)
switch(brainmob.stat)
if(CONSCIOUS)
if(!brainmob.client)
msg = "It appears to be in stand-by mode." //afk
if(DEAD)
msg = "<span class='deadsay'>It appears to be completely inactive.</span>"
else
msg = "[dead_message]"
to_chat(user, msg)
/obj/item/mmi/posibrain/Initialize()
. = ..()
brainmob = new(src)
var/new_name
if(!LAZYLEN(possible_names))
new_name = pick(GLOB.posibrain_names)
else
new_name = pick(possible_names)
brainmob.name = "[new_name]-[rand(100, 999)]"
brainmob.real_name = brainmob.name
brainmob.forceMove(src)
brainmob.container = src
if(autoping)
ping_ghosts("created", TRUE)
GLOB.poi_list |= src
LAZYADD(GLOB.mob_spawners[name], src)
/obj/item/mmi/posibrain/attackby(obj/item/O, mob/user)
return
/obj/item/mmi/posibrain/update_icon()
if(searching)
icon_state = "[initial(icon_state)]-searching"
return
if(brainmob && brainmob.key)
icon_state = "[initial(icon_state)]-occupied"
else
icon_state = initial(icon_state)
@@ -1,145 +0,0 @@
/mob/living/carbon/alien
name = "alien"
icon = 'icons/mob/alien.dmi'
gender = FEMALE //All xenos are girls!!
dna = null
faction = list(ROLE_ALIEN)
ventcrawler = VENTCRAWLER_ALWAYS
sight = SEE_MOBS
see_in_dark = 4
verb_say = "hisses"
initial_language_holder = /datum/language_holder/alien
bubble_icon = "alien"
type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno
var/obj/item/card/id/wear_id = null // Fix for station bounced radios -- Skie
var/has_fine_manipulation = 0
var/move_delay_add = 0 // movement delay to add
status_flags = CANUNCONSCIOUS|CANPUSH
var/heat_protection = 0.5
var/leaping = 0
gib_type = /obj/effect/decal/cleanable/blood/gibs/xeno
unique_name = 1
var/static/regex/alien_name_regex = new("alien (larva|sentinel|drone|hunter|praetorian|queen)( \\(\\d+\\))?")
/mob/living/carbon/alien/Initialize()
verbs += /mob/living/proc/mob_sleep
verbs += /mob/living/proc/lay_down
create_bodyparts() //initialize bodyparts
create_internal_organs()
. = ..()
/mob/living/carbon/alien/create_internal_organs()
internal_organs += new /obj/item/organ/brain/alien
internal_organs += new /obj/item/organ/alien/hivenode
internal_organs += new /obj/item/organ/tongue/alien
internal_organs += new /obj/item/organ/eyes/night_vision/alien
internal_organs += new /obj/item/organ/ears
..()
/mob/living/carbon/alien/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) // beepsky won't hunt aliums
return -10
/mob/living/carbon/alien/handle_environment(datum/gas_mixture/environment)
if(!environment)
return
var/loc_temp = get_temperature(environment)
// Aliens are now weak to fire.
//After then, it reacts to the surrounding atmosphere based on your thermal protection
if(!on_fire) // If you're on fire, ignore local air temperature
if(loc_temp > bodytemperature)
//Place is hotter than we are
var/thermal_protection = heat_protection //This returns a 0 - 1 value, which corresponds to the percentage of heat protection.
if(thermal_protection < 1)
adjust_bodytemperature((1-thermal_protection) * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR))
else
adjust_bodytemperature(1 * ((loc_temp - bodytemperature) / BODYTEMP_HEAT_DIVISOR))
if(bodytemperature > BODYTEMP_HEAT_DAMAGE_LIMIT)
//Body temperature is too hot.
throw_alert("alien_fire", /obj/screen/alert/alien_fire)
switch(bodytemperature)
if(360 to 400)
apply_damage(HEAT_DAMAGE_LEVEL_1, BURN)
if(400 to 460)
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
if(460 to INFINITY)
if(on_fire)
apply_damage(HEAT_DAMAGE_LEVEL_3, BURN)
else
apply_damage(HEAT_DAMAGE_LEVEL_2, BURN)
else
clear_alert("alien_fire")
/mob/living/carbon/alien/reagent_check(datum/reagent/R) //can metabolize all reagents
return 0
/mob/living/carbon/alien/IsAdvancedToolUser()
return has_fine_manipulation
/mob/living/carbon/alien/Stat()
..()
if(statpanel("Status"))
stat(null, "Intent: [a_intent]")
/mob/living/carbon/alien/getTrail()
if(getBruteLoss() < 200)
return pick (list("xltrails_1", "xltrails2"))
else
return pick (list("xttrails_1", "xttrails2"))
/*----------------------------------------
Proc: AddInfectionImages()
Des: Gives the client of the alien an image on each infected mob.
----------------------------------------*/
/mob/living/carbon/alien/proc/AddInfectionImages()
if (client)
for (var/i in GLOB.mob_living_list)
var/mob/living/L = i
if(HAS_TRAIT(L, TRAIT_XENO_HOST))
var/obj/item/organ/body_egg/alien_embryo/A = L.getorgan(/obj/item/organ/body_egg/alien_embryo)
if(A)
var/I = image('icons/mob/alien.dmi', loc = L, icon_state = "infected[A.stage]")
client.images += I
return
/*----------------------------------------
Proc: RemoveInfectionImages()
Des: Removes all infected images from the alien.
----------------------------------------*/
/mob/living/carbon/alien/proc/RemoveInfectionImages()
if (client)
for(var/image/I in client.images)
if(dd_hasprefix_case(I.icon_state, "infected"))
qdel(I)
return
/mob/living/carbon/alien/canBeHandcuffed()
return 1
/mob/living/carbon/alien/get_standard_pixel_y_offset(lying = 0)
return initial(pixel_y)
/mob/living/carbon/alien/proc/alien_evolve(mob/living/carbon/alien/new_xeno)
to_chat(src, "<span class='noticealien'>You begin to evolve!</span>")
visible_message("<span class='alertalien'>[src] begins to twist and contort!</span>")
new_xeno.setDir(dir)
if(!alien_name_regex.Find(name))
new_xeno.name = name
new_xeno.real_name = real_name
if(mind)
mind.transfer_to(new_xeno)
qdel(src)
/mob/living/carbon/alien/can_hold_items()
return has_fine_manipulation
@@ -1,15 +0,0 @@
/mob/living/carbon/alien/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(with_bodyparts)
new /obj/effect/gibspawner/xeno(location, src)
else
new /obj/effect/gibspawner/xeno/bodypartless(location, src)
/mob/living/carbon/alien/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-a")
/mob/living/carbon/alien/spawn_dust()
new /obj/effect/decal/remains/xeno(loc)
/mob/living/carbon/alien/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-a")
@@ -1,353 +0,0 @@
/*NOTES:
These are general powers. Specific powers are stored under the appropriate alien creature type.
*/
/*Alien spit now works like a taser shot. It won't home in on the target but will act the same once it does hit.
Doesn't work on other aliens/AI.*/
/obj/effect/proc_holder/alien
name = "Alien Power"
panel = "Alien"
var/plasma_cost = 0
var/check_turf = FALSE
has_action = TRUE
base_action = /datum/action/spell_action/alien
action_icon = 'icons/mob/actions/actions_xeno.dmi'
action_icon_state = "spell_default"
action_background_icon_state = "bg_alien"
/obj/effect/proc_holder/alien/Initialize()
. = ..()
action = new(src)
/obj/effect/proc_holder/alien/Click()
if(!iscarbon(usr))
return 1
var/mob/living/carbon/user = usr
if(cost_check(check_turf,user))
if(fire(user) && user) // Second check to prevent runtimes when evolving
user.adjustPlasma(-plasma_cost)
return 1
/obj/effect/proc_holder/alien/on_gain(mob/living/carbon/user)
return
/obj/effect/proc_holder/alien/on_lose(mob/living/carbon/user)
return
/obj/effect/proc_holder/alien/fire(mob/living/carbon/user)
return 1
/obj/effect/proc_holder/alien/get_panel_text()
. = ..()
if(plasma_cost > 0)
return "[plasma_cost]"
/obj/effect/proc_holder/alien/proc/cost_check(check_turf = FALSE, mob/living/carbon/user, silent = FALSE)
if(user.stat)
if(!silent)
to_chat(user, "<span class='noticealien'>You must be conscious to do this.</span>")
return FALSE
if(user.getPlasma() < plasma_cost)
if(!silent)
to_chat(user, "<span class='noticealien'>Not enough plasma stored.</span>")
return FALSE
if(check_turf && (!isturf(user.loc) || isspaceturf(user.loc)))
if(!silent)
to_chat(user, "<span class='noticealien'>Bad place for a garden!</span>")
return FALSE
return TRUE
/obj/effect/proc_holder/alien/proc/check_vent_block(mob/living/user)
var/obj/machinery/atmospherics/components/unary/atmos_thing = locate() in user.loc
if(atmos_thing)
var/rusure = alert(user, "Laying eggs and shaping resin here would block access to [atmos_thing]. Do you want to continue?", "Blocking Atmospheric Component", "Yes", "No")
if(rusure != "Yes")
return FALSE
return TRUE
/obj/effect/proc_holder/alien/plant
name = "Plant Weeds"
desc = "Plants some alien weeds."
plasma_cost = 50
check_turf = TRUE
action_icon_state = "alien_plant"
/obj/effect/proc_holder/alien/plant/fire(mob/living/carbon/user)
if(locate(/obj/structure/alien/weeds/node) in get_turf(user))
to_chat(user, "There's already a weed node here.")
return 0
user.visible_message("<span class='alertalien'>[user] has planted some alien weeds!</span>")
new/obj/structure/alien/weeds/node(user.loc)
return 1
/obj/effect/proc_holder/alien/whisper
name = "Whisper"
desc = "Whisper to someone."
plasma_cost = 10
action_icon_state = "alien_whisper"
/obj/effect/proc_holder/alien/whisper/fire(mob/living/carbon/user)
var/list/options = list()
for(var/mob/living/Ms in oview(user))
options += Ms
var/mob/living/M = input("Select who to whisper to:","Whisper to?",null) as null|mob in options
if(!M)
return 0
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='noticealien'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return FALSE
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
if(msg)
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(user, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
log_directed_talk(user, M, msg, LOG_SAY, tag="alien whisper")
to_chat(M, "<span class='noticealien'>You hear a strange, alien voice in your head...</span>[msg]")
to_chat(user, "<span class='noticealien'>You said: \"[msg]\" to [M]</span>")
for(var/ded in GLOB.dead_mob_list)
if(!isobserver(ded))
continue
var/follow_link_user = FOLLOW_LINK(ded, user)
var/follow_link_whispee = FOLLOW_LINK(ded, M)
to_chat(ded, "[follow_link_user] <span class='name'>[user]</span> <span class='alertalien'>Alien Whisper --> </span> [follow_link_whispee] <span class='name'>[M]</span> <span class='noticealien'>[msg]</span>")
else
return 0
return 1
/obj/effect/proc_holder/alien/transfer
name = "Transfer Plasma"
desc = "Transfer Plasma to another alien."
plasma_cost = 0
action_icon_state = "alien_transfer"
/obj/effect/proc_holder/alien/transfer/fire(mob/living/carbon/user)
var/list/mob/living/carbon/aliens_around = list()
for(var/mob/living/carbon/A in oview(user))
if(A.getorgan(/obj/item/organ/alien/plasmavessel))
aliens_around.Add(A)
var/mob/living/carbon/M = input("Select who to transfer to:","Transfer plasma to?",null) as mob in aliens_around
if(!M)
return 0
var/amount = input("Amount:", "Transfer Plasma to [M]") as num
if (amount)
amount = min(abs(round(amount)), user.getPlasma())
if (get_dist(user,M) <= 1)
M.adjustPlasma(amount)
user.adjustPlasma(-amount)
to_chat(M, "<span class='noticealien'>[user] has transferred [amount] plasma to you.</span>")
to_chat(user, "<span class='noticealien'>You transfer [amount] plasma to [M]</span>")
else
to_chat(user, "<span class='noticealien'>You need to be closer!</span>")
return
/obj/effect/proc_holder/alien/acid
name = "Corrosive Acid"
desc = "Drench an object in acid, destroying it over time."
plasma_cost = 200
action_icon_state = "alien_acid"
/obj/effect/proc_holder/alien/acid/on_gain(mob/living/carbon/user)
user.verbs.Add(/mob/living/carbon/proc/corrosive_acid)
/obj/effect/proc_holder/alien/acid/on_lose(mob/living/carbon/user)
user.verbs.Remove(/mob/living/carbon/proc/corrosive_acid)
/obj/effect/proc_holder/alien/acid/proc/corrode(atom/target,mob/living/carbon/user = usr)
if(target in oview(1,user))
if(target.acid_act(200, 100))
user.visible_message("<span class='alertalien'>[user] vomits globs of vile stuff all over [target]. It begins to sizzle and melt under the bubbling mess of acid!</span>")
return 1
else
to_chat(user, "<span class='noticealien'>You cannot dissolve this object.</span>")
return 0
else
to_chat(src, "<span class='noticealien'>[target] is too far away.</span>")
return 0
/obj/effect/proc_holder/alien/acid/fire(mob/living/carbon/alien/user)
var/O = input("Select what to dissolve:","Dissolve",null) as obj|turf in oview(1,user)
if(!O || user.incapacitated())
return 0
else
return corrode(O,user)
/mob/living/carbon/proc/corrosive_acid(O as obj|turf in oview(1)) // right click menu verb ugh
set name = "Corrosive Acid"
if(!iscarbon(usr))
return
var/mob/living/carbon/user = usr
var/obj/effect/proc_holder/alien/acid/A = locate() in user.abilities
if(!A)
return
if(user.getPlasma() > A.plasma_cost && A.corrode(O))
user.adjustPlasma(-A.plasma_cost)
/obj/effect/proc_holder/alien/neurotoxin
name = "Spit Neurotoxin"
desc = "Spits neurotoxin at someone, paralyzing them for a short time."
action_icon_state = "alien_neurotoxin_0"
active = FALSE
/obj/effect/proc_holder/alien/neurotoxin/fire(mob/living/carbon/user)
var/message
if(active)
message = "<span class='notice'>You empty your neurotoxin gland.</span>"
remove_ranged_ability(message)
else
message = "<span class='notice'>You prepare your neurotoxin gland. <B>Left-click to fire at a target!</B></span>"
add_ranged_ability(user, message, TRUE)
/obj/effect/proc_holder/alien/neurotoxin/update_icon()
action.button_icon_state = "alien_neurotoxin_[active]"
action.UpdateButtonIcon()
/obj/effect/proc_holder/alien/neurotoxin/InterceptClickOn(mob/living/caller, params, atom/target)
if(..())
return
var/p_cost = 50
if(!iscarbon(ranged_ability_user) || ranged_ability_user.lying || ranged_ability_user.stat)
remove_ranged_ability()
return
var/mob/living/carbon/user = ranged_ability_user
if(user.getPlasma() < p_cost)
to_chat(user, "<span class='warning'>You need at least [p_cost] plasma to spit.</span>")
remove_ranged_ability()
return
var/turf/T = user.loc
var/turf/U = get_step(user, user.dir) // Get the tile infront of the move, based on their direction
if(!isturf(U) || !isturf(T))
return FALSE
user.visible_message("<span class='danger'>[user] spits neurotoxin!", "<span class='alertalien'>You spit neurotoxin.</span>")
var/obj/item/projectile/bullet/neurotoxin/A = new /obj/item/projectile/bullet/neurotoxin(user.loc)
A.preparePixelProjectile(target, user, params)
A.fire()
user.newtonian_move(get_dir(U, T))
user.adjustPlasma(-p_cost)
return TRUE
/obj/effect/proc_holder/alien/neurotoxin/on_lose(mob/living/carbon/user)
remove_ranged_ability()
/obj/effect/proc_holder/alien/neurotoxin/add_ranged_ability(mob/living/user,msg,forced)
..()
if(isalienadult(user))
var/mob/living/carbon/alien/humanoid/A = user
A.drooling = 1
A.update_icons()
/obj/effect/proc_holder/alien/neurotoxin/remove_ranged_ability(msg)
if(isalienadult(ranged_ability_user))
var/mob/living/carbon/alien/humanoid/A = ranged_ability_user
A.drooling = 0
A.update_icons()
..()
/obj/effect/proc_holder/alien/resin
name = "Secrete Resin"
desc = "Secrete tough malleable resin."
plasma_cost = 55
check_turf = TRUE
var/list/structures = list(
"resin wall" = /obj/structure/alien/resin/wall,
"resin membrane" = /obj/structure/alien/resin/membrane,
"resin nest" = /obj/structure/bed/nest)
action_icon_state = "alien_resin"
/obj/effect/proc_holder/alien/resin/fire(mob/living/carbon/user)
if(locate(/obj/structure/alien/resin) in user.loc)
to_chat(user, "<span class='danger'>There is already a resin structure there.</span>")
return FALSE
if(!check_vent_block(user))
return FALSE
var/choice = input("Choose what you wish to shape.","Resin building") as null|anything in structures
if(!choice)
return FALSE
if (!cost_check(check_turf,user))
return FALSE
to_chat(user, "<span class='notice'>You shape a [choice].</span>")
user.visible_message("<span class='notice'>[user] vomits up a thick purple substance and begins to shape it.</span>")
choice = structures[choice]
new choice(user.loc)
return TRUE
/obj/effect/proc_holder/alien/regurgitate
name = "Regurgitate"
desc = "Empties the contents of your stomach."
plasma_cost = 0
action_icon_state = "alien_barf"
/obj/effect/proc_holder/alien/regurgitate/fire(mob/living/carbon/user)
if(user.stomach_contents.len)
for(var/atom/movable/A in user.stomach_contents)
user.stomach_contents.Remove(A)
A.forceMove(user.drop_location())
if(isliving(A))
var/mob/M = A
M.reset_perspective()
user.visible_message("<span class='alertealien'>[user] hurls out the contents of their stomach!</span>")
return
/obj/effect/proc_holder/alien/sneak
name = "Sneak"
desc = "Blend into the shadows to stalk your prey."
active = 0
action_icon_state = "alien_sneak"
/obj/effect/proc_holder/alien/sneak/fire(mob/living/carbon/alien/humanoid/user)
if(!active)
user.alpha = 75 //Still easy to see in lit areas with bright tiles, almost invisible on resin.
user.sneaking = 1
active = 1
to_chat(user, "<span class='noticealien'>You blend into the shadows...</span>")
else
user.alpha = initial(user.alpha)
user.sneaking = 0
active = 0
to_chat(user, "<span class='noticealien'>You reveal yourself!</span>")
/mob/living/carbon/proc/getPlasma()
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(!vessel)
return 0
return vessel.storedPlasma
/mob/living/carbon/proc/adjustPlasma(amount)
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(!vessel)
return 0
vessel.storedPlasma = max(vessel.storedPlasma + amount,0)
vessel.storedPlasma = min(vessel.storedPlasma, vessel.max_plasma) //upper limit of max_plasma, lower limit of 0
for(var/X in abilities)
var/obj/effect/proc_holder/alien/APH = X
if(APH.has_action)
APH.action.UpdateButtonIcon()
return 1
/mob/living/carbon/alien/adjustPlasma(amount)
. = ..()
updatePlasmaDisplay()
/mob/living/carbon/proc/usePlasma(amount)
if(getPlasma() >= amount)
adjustPlasma(-amount)
return 1
return 0
@@ -1,23 +0,0 @@
/mob/living/carbon/alien/larva/death(gibbed)
if(stat == DEAD)
return
. = ..()
update_icons()
/mob/living/carbon/alien/larva/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(with_bodyparts)
new /obj/effect/gibspawner/larva(location, src)
else
new /obj/effect/gibspawner/larva/bodypartless(location, src)
/mob/living/carbon/alien/larva/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-l")
/mob/living/carbon/alien/larva/spawn_dust()
new /obj/effect/decal/remains/xeno(loc)
/mob/living/carbon/alien/larva/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-l")
@@ -1,193 +0,0 @@
/obj/item/organ/alien
icon_state = "xgibmid2"
var/list/alien_powers = list()
organ_flags = ORGAN_NO_SPOIL
/obj/item/organ/alien/Initialize()
. = ..()
for(var/A in alien_powers)
if(ispath(A))
alien_powers -= A
alien_powers += new A(src)
/obj/item/organ/alien/Destroy()
QDEL_LIST(alien_powers)
return ..()
/obj/item/organ/alien/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
for(var/obj/effect/proc_holder/alien/P in alien_powers)
M.AddAbility(P)
/obj/item/organ/alien/Remove(mob/living/carbon/M, special = 0)
for(var/obj/effect/proc_holder/alien/P in alien_powers)
M.RemoveAbility(P)
..()
/obj/item/organ/alien/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("sacid", 10)
return S
/obj/item/organ/alien/plasmavessel
name = "plasma vessel"
icon_state = "plasma"
w_class = WEIGHT_CLASS_NORMAL
zone = BODY_ZONE_CHEST
slot = "plasmavessel"
alien_powers = list(/obj/effect/proc_holder/alien/plant, /obj/effect/proc_holder/alien/transfer)
var/storedPlasma = 100
var/max_plasma = 250
var/heal_rate = 5
var/plasma_rate = 10
/obj/item/organ/alien/plasmavessel/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("plasma", storedPlasma/10)
return S
/obj/item/organ/alien/plasmavessel/large
name = "large plasma vessel"
icon_state = "plasma_large"
w_class = WEIGHT_CLASS_BULKY
storedPlasma = 200
max_plasma = 500
plasma_rate = 15
/obj/item/organ/alien/plasmavessel/large/queen
plasma_rate = 20
/obj/item/organ/alien/plasmavessel/small
name = "small plasma vessel"
icon_state = "plasma_small"
w_class = WEIGHT_CLASS_SMALL
storedPlasma = 100
max_plasma = 150
plasma_rate = 5
/obj/item/organ/alien/plasmavessel/small/tiny
name = "tiny plasma vessel"
icon_state = "plasma_tiny"
w_class = WEIGHT_CLASS_TINY
max_plasma = 100
alien_powers = list(/obj/effect/proc_holder/alien/transfer)
/obj/item/organ/alien/plasmavessel/on_life()
//If there are alien weeds on the ground then heal if needed or give some plasma
if(locate(/obj/structure/alien/weeds) in owner.loc)
if(owner.health >= owner.maxHealth)
owner.adjustPlasma(plasma_rate)
else
var/heal_amt = heal_rate
if(!isalien(owner))
heal_amt *= 0.2
owner.adjustPlasma(plasma_rate*0.5)
owner.adjustBruteLoss(-heal_amt)
owner.adjustFireLoss(-heal_amt)
owner.adjustOxyLoss(-heal_amt)
owner.adjustCloneLoss(-heal_amt)
if(owner.blood_volume && (owner.blood_volume < BLOOD_VOLUME_NORMAL))
owner.blood_volume += 5
else
owner.adjustPlasma(plasma_rate * 0.1)
/obj/item/organ/alien/plasmavessel/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(isalien(M))
var/mob/living/carbon/alien/A = M
A.updatePlasmaDisplay()
/obj/item/organ/alien/plasmavessel/Remove(mob/living/carbon/M, special = 0)
..()
if(isalien(M))
var/mob/living/carbon/alien/A = M
A.updatePlasmaDisplay()
#define QUEEN_DEATH_DEBUFF_DURATION 2400
/obj/item/organ/alien/hivenode
name = "hive node"
icon_state = "hivenode"
zone = BODY_ZONE_HEAD
slot = "hivenode"
w_class = WEIGHT_CLASS_TINY
var/recent_queen_death = 0 //Indicates if the queen died recently, aliens are heavily weakened while this is active.
alien_powers = list(/obj/effect/proc_holder/alien/whisper)
/obj/item/organ/alien/hivenode/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
M.faction |= ROLE_ALIEN
/obj/item/organ/alien/hivenode/Remove(mob/living/carbon/M, special = 0)
M.faction -= ROLE_ALIEN
..()
//When the alien queen dies, all aliens suffer a penalty as punishment for failing to protect her.
/obj/item/organ/alien/hivenode/proc/queen_death()
if(!owner|| owner.stat == DEAD)
return
if(isalien(owner)) //Different effects for aliens than humans
to_chat(owner, "<span class='userdanger'>Your Queen has been struck down!</span>")
to_chat(owner, "<span class='danger'>You are struck with overwhelming agony! You feel confused, and your connection to the hivemind is severed.</span>")
owner.emote("roar")
owner.Stun(200) //Actually just slows them down a bit.
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.jitteriness += 30
owner.confused += 30
owner.stuttering += 30
recent_queen_death = 1
owner.throw_alert("alien_noqueen", /obj/screen/alert/alien_vulnerable)
addtimer(CALLBACK(src, .proc/clear_queen_death), QUEEN_DEATH_DEBUFF_DURATION)
/obj/item/organ/alien/hivenode/proc/clear_queen_death()
if(QDELETED(src)) //In case the node is deleted
return
recent_queen_death = 0
if(!owner) //In case the xeno is butchered or subjected to surgery after death.
return
to_chat(owner, "<span class='noticealien'>The pain of the queen's death is easing. You begin to hear the hivemind again.</span>")
owner.clear_alert("alien_noqueen")
#undef QUEEN_DEATH_DEBUFF_DURATION
/obj/item/organ/alien/resinspinner
name = "resin spinner"
icon_state = "stomach-x"
zone = BODY_ZONE_PRECISE_MOUTH
slot = "resinspinner"
alien_powers = list(/obj/effect/proc_holder/alien/resin)
/obj/item/organ/alien/acid
name = "acid gland"
icon_state = "acid"
zone = BODY_ZONE_PRECISE_MOUTH
slot = "acidgland"
alien_powers = list(/obj/effect/proc_holder/alien/acid)
/obj/item/organ/alien/neurotoxin
name = "neurotoxin gland"
icon_state = "neurotox"
zone = BODY_ZONE_PRECISE_MOUTH
slot = "neurotoxingland"
alien_powers = list(/obj/effect/proc_holder/alien/neurotoxin)
/obj/item/organ/alien/eggsac
name = "egg sac"
icon_state = "eggsac"
zone = BODY_ZONE_PRECISE_GROIN
slot = "eggsac"
w_class = WEIGHT_CLASS_BULKY
alien_powers = list(/obj/effect/proc_holder/alien/lay_egg)
@@ -1,137 +0,0 @@
// This is to replace the previous datum/disease/alien_embryo for slightly improved handling and maintainability
// It functions almost identically (see code/datums/diseases/alien_embryo.dm)
/obj/item/organ/body_egg/alien_embryo
name = "alien embryo"
icon = 'icons/mob/alien.dmi'
icon_state = "larva0_dead"
var/stage = 0
var/bursting = FALSE
/obj/item/organ/body_egg/alien_embryo/on_find(mob/living/finder)
..()
if(stage < 4)
to_chat(finder, "It's small and weak, barely the size of a foetus.")
else
to_chat(finder, "It's grown quite large, and writhes slightly as you look at it.")
if(prob(10))
AttemptGrow(0)
/obj/item/organ/body_egg/alien_embryo/prepare_eat()
var/obj/S = ..()
S.reagents.add_reagent("sacid", 10)
return S
/obj/item/organ/body_egg/alien_embryo/on_life()
. = ..()
switch(stage)
if(2, 3)
if(prob(2))
owner.emote("sneeze")
if(prob(2))
owner.emote("cough")
if(prob(2))
to_chat(owner, "<span class='danger'>Your throat feels sore.</span>")
if(prob(2))
to_chat(owner, "<span class='danger'>Mucous runs down the back of your throat.</span>")
if(4)
if(prob(2))
owner.emote("sneeze")
if(prob(2))
owner.emote("cough")
if(prob(4))
to_chat(owner, "<span class='danger'>Your muscles ache.</span>")
if(prob(20))
owner.take_bodypart_damage(1)
if(prob(4))
to_chat(owner, "<span class='danger'>Your stomach hurts.</span>")
if(prob(20))
owner.adjustToxLoss(1)
if(5)
to_chat(owner, "<span class='danger'>You feel something tearing its way out of your stomach...</span>")
owner.adjustToxLoss(10)
/obj/item/organ/body_egg/alien_embryo/egg_process()
if(stage < 5 && prob(3))
stage++
INVOKE_ASYNC(src, .proc/RefreshInfectionImage)
if(stage == 5 && prob(50))
for(var/datum/surgery/S in owner.surgeries)
if(S.location == BODY_ZONE_CHEST && istype(S.get_surgery_step(), /datum/surgery_step/manipulate_organs))
AttemptGrow(0)
return
AttemptGrow()
/obj/item/organ/body_egg/alien_embryo/proc/AttemptGrow(var/kill_on_sucess=TRUE)
if(!owner || bursting)
return
bursting = TRUE
var/list/candidates = pollGhostCandidates("Do you want to play as an alien larva that will burst out of [owner]?", ROLE_ALIEN, null, ROLE_ALIEN, 100, POLL_IGNORE_ALIEN_LARVA)
if(QDELETED(src) || QDELETED(owner))
return
if(!candidates.len || !owner)
bursting = FALSE
stage = 4
return
var/mob/dead/observer/ghost = pick(candidates)
var/mutable_appearance/overlay = mutable_appearance('icons/mob/alien.dmi', "burst_lie")
owner.add_overlay(overlay)
var/atom/xeno_loc = get_turf(owner)
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.invisibility = INVISIBILITY_MAXIMUM
sleep(6)
if(QDELETED(src) || QDELETED(owner))
return
if(new_xeno)
new_xeno.canmove = 1
new_xeno.notransform = 0
new_xeno.invisibility = 0
if(kill_on_sucess) //ITS TOO LATE
new_xeno.visible_message("<span class='danger'>[new_xeno] bursts out of [owner]!</span>", "<span class='userdanger'>You exit [owner], your previous host.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
owner.apply_damage(rand(100,300),BRUTE,zone,FALSE) //Random high damage to torso so health sensors don't metagame.
owner.spill_organs(TRUE,FALSE,TRUE) //Lets still make the death gruesome and impossible to just simply defib someone.
owner.death(FALSE) //Just in case some freak occurance occurs where you somehow survive all your organs being removed from you and the 100-300 brute damage.
else //When it is removed via surgery at a late stage, rather than forced.
new_xeno.visible_message("<span class='danger'>[new_xeno] wriggles out of [owner]!</span>", "<span class='userdanger'>You exit [owner], your previous host.</span>")
owner.adjustBruteLoss(40)
owner.cut_overlay(overlay)
qdel(src)
/*----------------------------------------
Proc: AddInfectionImages(C)
Des: Adds the infection image to all aliens for this embryo
----------------------------------------*/
/obj/item/organ/body_egg/alien_embryo/AddInfectionImages(mob/living/carbon/C)
for(var/mob/living/carbon/alien/alien in GLOB.player_list)
if(alien.client)
var/I = image('icons/mob/alien.dmi', loc = C, icon_state = "infected[stage]")
alien.client.images += I
/*----------------------------------------
Proc: RemoveInfectionImage(C)
Des: Removes all images from the mob infected by this embryo
----------------------------------------*/
/obj/item/organ/body_egg/alien_embryo/RemoveInfectionImages(mob/living/carbon/C)
for(var/mob/living/carbon/alien/alien in GLOB.player_list)
if(alien.client)
for(var/image/I in alien.client.images)
if(dd_hasprefix_case(I.icon_state, "infected") && I.loc == C)
qdel(I)
-953
View File
@@ -1,953 +0,0 @@
/mob/living/carbon
blood_volume = BLOOD_VOLUME_NORMAL
/mob/living/carbon/Initialize()
. = ..()
create_reagents(1000)
update_body_parts() //to update the carbon's new bodyparts appearance
GLOB.carbon_list += src
blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio)
/mob/living/carbon/Destroy()
//This must be done first, so the mob ghosts correctly before DNA etc is nulled
. = ..()
QDEL_LIST(internal_organs)
QDEL_LIST(stomach_contents)
QDEL_LIST(bodyparts)
QDEL_LIST(implants)
remove_from_all_data_huds()
QDEL_NULL(dna)
GLOB.carbon_list -= src
/mob/living/carbon/initialize_footstep()
AddComponent(/datum/component/footstep, 0.6, 2)
/mob/living/carbon/relaymove(mob/user, direction)
if(user in src.stomach_contents)
if(prob(40))
if(prob(25))
audible_message("<span class='warning'>You hear something rumbling inside [src]'s stomach...</span>", \
"<span class='warning'>You hear something rumbling.</span>", 4,\
"<span class='userdanger'>Something is rumbling inside your stomach!</span>")
var/obj/item/I = user.get_active_held_item()
if(I && I.force)
var/d = rand(round(I.force / 4), I.force)
var/obj/item/bodypart/BP = get_bodypart(BODY_ZONE_CHEST)
if(BP.receive_damage(d, 0))
update_damage_overlays()
visible_message("<span class='danger'>[user] attacks [src]'s stomach wall with the [I.name]!</span>", \
"<span class='userdanger'>[user] attacks your stomach wall with the [I.name]!</span>")
playsound(user.loc, 'sound/effects/attackblob.ogg', 50, 1)
if(prob(src.getBruteLoss() - 50))
for(var/atom/movable/A in stomach_contents)
A.forceMove(drop_location())
stomach_contents.Remove(A)
src.gib()
/mob/living/carbon/swap_hand(held_index)
if(!held_index)
held_index = (active_hand_index % held_items.len)+1
var/obj/item/item_in_hand = src.get_active_held_item()
if(item_in_hand) //this segment checks if the item in your hand is twohanded.
var/obj/item/twohanded/TH = item_in_hand
if(istype(TH))
if(TH.wielded == 1)
to_chat(usr, "<span class='warning'>Your other hand is too busy holding [TH]</span>")
return
var/oindex = active_hand_index
active_hand_index = held_index
if(hud_used)
var/obj/screen/inventory/hand/H
H = hud_used.hand_slots["[oindex]"]
if(H)
H.update_icon()
H = hud_used.hand_slots["[held_index]"]
if(H)
H.update_icon()
/mob/living/carbon/activate_hand(selhand) //l/r OR 1-held_items.len
if(!selhand)
selhand = (active_hand_index % held_items.len)+1
if(istext(selhand))
selhand = lowertext(selhand)
if(selhand == "right" || selhand == "r")
selhand = 2
if(selhand == "left" || selhand == "l")
selhand = 1
if(selhand != active_hand_index)
swap_hand(selhand)
else
mode() // Activate held item
/mob/living/carbon/attackby(obj/item/I, mob/user, params)
if(lying && surgeries.len)
if(user != src && (user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM))
for(var/datum/surgery/S in surgeries)
if(S.next_step(user,user.a_intent))
return 1
return ..()
/mob/living/carbon/throw_impact(atom/hit_atom, throwingdatum)
. = ..()
var/hurt = TRUE
if(istype(throwingdatum, /datum/thrownthing))
var/datum/thrownthing/D = throwingdatum
if(iscyborg(D.thrower))
var/mob/living/silicon/robot/R = D.thrower
if(!R.emagged)
hurt = FALSE
if(hit_atom.density && isturf(hit_atom))
if(hurt)
Knockdown(20)
take_bodypart_damage(10)
if(iscarbon(hit_atom) && hit_atom != src)
var/mob/living/carbon/victim = hit_atom
if(victim.movement_type & FLYING)
return
if(hurt)
victim.take_bodypart_damage(10)
take_bodypart_damage(10)
victim.Knockdown(20)
Knockdown(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)
//Throwing stuff
/mob/living/carbon/proc/toggle_throw_mode()
if(stat)
return
if(in_throw_mode)
throw_mode_off()
else
throw_mode_on()
/mob/living/carbon/proc/throw_mode_off()
in_throw_mode = 0
if(client && hud_used)
hud_used.throw_icon.icon_state = "act_throw_off"
/mob/living/carbon/proc/throw_mode_on()
in_throw_mode = 1
if(client && hud_used)
hud_used.throw_icon.icon_state = "act_throw_on"
/mob/proc/throw_item(atom/target)
SEND_SIGNAL(src, COMSIG_MOB_THROW, target)
return
/mob/living/carbon/throw_item(atom/target)
throw_mode_off()
if(!target || !isturf(loc))
return
if(istype(target, /obj/screen))
return
//CIT CHANGES - makes it impossible to throw while in stamina softcrit
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(src, "<span class='warning'>You're too exhausted.</span>")
return
//END OF CIT CHANGES
var/atom/movable/thrown_thing
var/obj/item/I = src.get_active_held_item()
if(!I)
if(pulling && isliving(pulling) && grab_state >= GRAB_AGGRESSIVE)
var/mob/living/throwable_mob = pulling
if(!throwable_mob.buckled)
thrown_thing = throwable_mob
stop_pulling()
if(HAS_TRAIT(src, TRAIT_PACIFISM))
to_chat(src, "<span class='notice'>You gently let go of [throwable_mob].</span>")
adjustStaminaLossBuffered(25)//CIT CHANGE - throwing an entire person shall be very tiring
var/turf/start_T = get_turf(loc) //Get the start and target tile for the descriptors
var/turf/end_T = get_turf(target)
if(start_T && end_T)
log_combat(src, throwable_mob, "thrown", addition="grab from tile in [AREACOORD(start_T)] towards tile at [AREACOORD(end_T)]")
else if(!CHECK_BITFIELD(I.item_flags, ABSTRACT) && !HAS_TRAIT(I, TRAIT_NODROP))
thrown_thing = I
dropItemToGround(I)
if(HAS_TRAIT(src, TRAIT_PACIFISM) && I.throwforce)
to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
return
adjustStaminaLossBuffered(I.getweight()*2)//CIT CHANGE - throwing items shall be more tiring than swinging em. Doubly so.
if(thrown_thing)
visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
src.log_message("has thrown [thrown_thing]", LOG_ATTACK)
do_attack_animation(target, no_effect = 1)
playsound(loc, 'sound/weapons/punchmiss.ogg', 50, 1, -1)
newtonian_move(get_dir(target, src))
thrown_thing.throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed, src)
/mob/living/carbon/restrained(ignore_grab)
. = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE))
/mob/living/carbon/proc/canBeHandcuffed()
return 0
/mob/living/carbon/show_inv(mob/user)
user.set_machine(src)
var/dat = {"
<HR>
<B><FONT size=3>[name]</FONT></B>
<HR>
<BR><B>Head:</B> <A href='?src=[REF(src)];item=[SLOT_HEAD]'> [(head && !(head.item_flags & ABSTRACT)) ? head : "Nothing"]</A>
<BR><B>Mask:</B> <A href='?src=[REF(src)];item=[SLOT_WEAR_MASK]'> [(wear_mask && !(wear_mask.item_flags & ABSTRACT)) ? wear_mask : "Nothing"]</A>
<BR><B>Neck:</B> <A href='?src=[REF(src)];item=[SLOT_NECK]'> [(wear_neck && !(wear_neck.item_flags & ABSTRACT)) ? wear_neck : "Nothing"]</A>"}
for(var/i in 1 to held_items.len)
var/obj/item/I = get_item_for_held_index(i)
dat += "<BR><B>[get_held_index_name(i)]:</B></td><td><A href='?src=[REF(src)];item=[SLOT_HANDS];hand_index=[i]'>[(I && !(I.item_flags & ABSTRACT)) ? I : "Nothing"]</a>"
dat += "<BR><B>Back:</B> <A href='?src=[REF(src)];item=[SLOT_BACK]'>[back ? back : "Nothing"]</A>"
if(istype(wear_mask, /obj/item/clothing/mask) && istype(back, /obj/item/tank))
dat += "<BR><A href='?src=[REF(src)];internal=1'>[internal ? "Disable Internals" : "Set Internals"]</A>"
if(handcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_HANDCUFFED]'>Handcuffed</A>"
if(legcuffed)
dat += "<BR><A href='?src=[REF(src)];item=[SLOT_LEGCUFFED]'>Legcuffed</A>"
dat += {"
<BR>
<BR><A href='?src=[REF(user)];mach_close=mob[REF(src)]'>Close</A>
"}
user << browse(dat, "window=mob[REF(src)];size=325x500")
onclose(user, "mob[REF(src)]")
/mob/living/carbon/Topic(href, href_list)
..()
//strip panel
if(usr.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
if(href_list["internal"])
var/slot = text2num(href_list["internal"])
var/obj/item/ITEM = get_item_by_slot(slot)
if(ITEM && istype(ITEM, /obj/item/tank) && wear_mask && (wear_mask.clothing_flags & ALLOWINTERNALS))
visible_message("<span class='danger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM.name].</span>", \
"<span class='userdanger'>[usr] tries to [internal ? "close" : "open"] the valve on [src]'s [ITEM.name].</span>")
if(do_mob(usr, src, POCKET_STRIP_DELAY))
if(internal)
internal = null
update_internals_hud_icon(0)
else if(ITEM && istype(ITEM, /obj/item/tank))
if((wear_mask && (wear_mask.clothing_flags & ALLOWINTERNALS)) || getorganslot(ORGAN_SLOT_BREATHING_TUBE))
internal = ITEM
update_internals_hud_icon(1)
visible_message("<span class='danger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM.name].</span>", \
"<span class='userdanger'>[usr] [internal ? "opens" : "closes"] the valve on [src]'s [ITEM.name].</span>")
/mob/living/carbon/fall(forced)
loc.handle_fall(src, forced)//it's loc so it doesn't call the mob's handle_fall which does nothing
/mob/living/carbon/is_muzzled()
return(istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
/mob/living/carbon/hallucinating()
if(hallucination)
return TRUE
else
return FALSE
/mob/living/carbon/resist_buckle()
if(restrained())
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
var/buckle_cd = 600
if(handcuffed)
var/obj/item/restraints/O = src.get_item_by_slot(SLOT_HANDCUFFED)
buckle_cd = O.breakouttime
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(!buckled)
return
buckled.user_unbuckle_mob(src,src)
else
if(src && buckled)
to_chat(src, "<span class='warning'>You fail to unbuckle yourself!</span>")
else
buckled.user_unbuckle_mob(src,src)
/mob/living/carbon/resist_fire()
fire_stacks -= 5
Knockdown(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>")
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()
var/obj/item/I = null
var/type = 0
if(handcuffed)
I = handcuffed
type = 1
else if(legcuffed)
I = legcuffed
type = 2
if(I)
if(type == 1)
changeNext_move(CLICK_CD_BREAKOUT)
last_special = world.time + CLICK_CD_BREAKOUT
if(type == 2)
changeNext_move(CLICK_CD_RANGE)
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>")
return
I.item_flags |= BEING_REMOVED
breakouttime = I.breakouttime
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))
clear_cuffs(I, cuff_break)
else
to_chat(src, "<span class='warning'>You fail to remove [I]!</span>")
else if(cuff_break == FAST_CUFFBREAK)
breakouttime = 50
visible_message("<span class='warning'>[src] is trying to break [I]!</span>")
to_chat(src, "<span class='notice'>You attempt to break [I]... (This will take around 5 seconds and you need to stand still.)</span>")
if(do_after(src, breakouttime, 0, target = src))
clear_cuffs(I, cuff_break)
else
to_chat(src, "<span class='warning'>You fail to break [I]!</span>")
else if(cuff_break == INSTANT_CUFFBREAK)
clear_cuffs(I, cuff_break)
I.item_flags &= ~BEING_REMOVED
/mob/living/carbon/proc/uncuff()
if (handcuffed)
var/obj/item/W = handcuffed
handcuffed = null
if (buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
if (client)
client.screen -= W
if (W)
W.forceMove(drop_location())
W.dropped(src)
if (W)
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
if (legcuffed)
var/obj/item/W = legcuffed
legcuffed = null
update_inv_legcuffed()
if (client)
client.screen -= W
if (W)
W.forceMove(drop_location())
W.dropped(src)
if (W)
W.layer = initial(W.layer)
W.plane = initial(W.plane)
changeNext_move(0)
/mob/living/carbon/proc/clear_cuffs(obj/item/I, cuff_break)
if(!I.loc || buckled)
return
visible_message("<span class='danger'>[src] manages to [cuff_break ? "break" : "remove"] [I]!</span>")
to_chat(src, "<span class='notice'>You successfully [cuff_break ? "break" : "remove"] [I].</span>")
if(cuff_break)
. = !((I == handcuffed) || (I == legcuffed))
qdel(I)
return
else
if(I == handcuffed)
handcuffed.forceMove(drop_location())
handcuffed.dropped(src)
handcuffed = null
if(buckled && buckled.buckle_requires_restraints)
buckled.unbuckle_mob(src)
update_handcuffed()
return
if(I == legcuffed)
legcuffed.forceMove(drop_location())
legcuffed.dropped()
legcuffed = null
update_inv_legcuffed()
return
else
dropItemToGround(I)
return
return TRUE
/mob/living/carbon/get_standard_pixel_y_offset(lying = 0)
if(lying)
return -6
else
return initial(pixel_y)
/mob/living/carbon/proc/accident(obj/item/I)
if(!I || (I.item_flags & ABSTRACT) || HAS_TRAIT(I, TRAIT_NODROP))
return
//dropItemToGround(I) CIT CHANGE - makes it so the item doesn't drop if the modifier rolls above 100
var/modifier = 0
if(HAS_TRAIT(src, TRAIT_CLUMSY))
modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
//CIT CHANGES START HERE
else if(combatmode)
modifier += 50
if(modifier < 100)
dropItemToGround(I)
//END OF CIT CHANGES
switch(rand(1,100)+modifier) //91-100=Nothing special happens
if(-INFINITY to 0) //attack yourself
I.attack(src,src)
if(1 to 30) //throw it at yourself
I.throw_impact(src)
if(31 to 60) //Throw object in facing direction
var/turf/target = get_turf(loc)
var/range = rand(2,I.throw_range)
for(var/i = 1; i < range; i++)
var/turf/new_turf = get_step(target, dir)
target = new_turf
if(new_turf.density)
break
I.throw_at(target,I.throw_range,I.throw_speed,src)
if(61 to 90) //throw it down to the floor
var/turf/target = get_turf(loc)
I.throw_at(target,I.throw_range,I.throw_speed,src)
/mob/living/carbon/Stat()
..()
if(statpanel("Status"))
var/obj/item/organ/alien/plasmavessel/vessel = getorgan(/obj/item/organ/alien/plasmavessel)
if(vessel)
stat(null, "Plasma Stored: [vessel.storedPlasma]/[vessel.max_plasma]")
if(locate(/obj/item/assembly/health) in src)
stat(null, "Health: [health]")
add_abilities_to_panel()
/mob/living/carbon/attack_ui(slot)
if(!has_hand_for_held_index(active_hand_index))
return 0
return ..()
/mob/living/carbon/proc/vomit(lost_nutrition = 10, blood = FALSE, stun = TRUE, distance = 1, message = TRUE, toxic = FALSE)
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
return 1
if(nutrition < 100 && !blood)
if(message)
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)
return 1
if(is_mouth_covered()) //make this add a blood/vomit overlay later it'll be hilarious
if(message)
visible_message("<span class='danger'>[src] throws up all over [p_them()]self!</span>", \
"<span class='userdanger'>You throw up all over yourself!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "vomit", /datum/mood_event/vomitself)
distance = 0
else
if(message)
visible_message("<span class='danger'>[src] throws up!</span>", "<span class='userdanger'>You throw up!</span>")
if(!isflyperson(src))
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "vomit", /datum/mood_event/vomit)
if(stun)
Stun(80)
playsound(get_turf(src), 'sound/effects/splat.ogg', 50, 1)
var/turf/T = get_turf(src)
if(!blood)
nutrition -= lost_nutrition
adjustToxLoss(-3)
for(var/i=0 to distance)
if(blood)
if(T)
add_splatter_floor(T)
if(stun)
adjustBruteLoss(3)
else if(src.reagents.has_reagent("blazaam"))
if(T)
T.add_vomit_floor(src, VOMIT_PURPLE)
else
if(T)
T.add_vomit_floor(src, VOMIT_TOXIC)//toxic barf looks different
T = get_step(T, dir)
if (is_blocked_turf(T))
break
return 1
/mob/living/carbon/proc/spew_organ(power = 5, amt = 1)
for(var/i in 1 to amt)
if(!internal_organs.len)
break //Guess we're out of organs!
var/obj/item/organ/guts = pick(internal_organs)
var/turf/T = get_turf(src)
guts.Remove(src)
guts.forceMove(T)
var/atom/throw_target = get_edge_target_turf(guts, dir)
guts.throw_at(throw_target, power, 4, src)
/mob/living/carbon/fully_replace_character_name(oldname,newname)
..()
if(dna)
dna.real_name = real_name
//Updates the mob's health from bodyparts and mob damage variables
/mob/living/carbon/updatehealth()
if(status_flags & GODMODE)
return
var/total_burn = 0
var/total_brute = 0
var/total_stamina = 0
for(var/X in bodyparts) //hardcoded to streamline things a bit
var/obj/item/bodypart/BP = X
total_brute += (BP.brute_dam * BP.body_damage_coeff)
total_burn += (BP.burn_dam * BP.body_damage_coeff)
total_stamina += (BP.stamina_dam * BP.stam_damage_coeff)
health = round(maxHealth - getOxyLoss() - getToxLoss() - getCloneLoss() - total_burn - total_brute, DAMAGE_PRECISION)
staminaloss = round(total_stamina, DAMAGE_PRECISION)
update_stat()
if(((maxHealth - total_burn) < HEALTH_THRESHOLD_DEAD) && stat == DEAD )
become_husk("burn")
med_hud_set_health()
if(stat == SOFT_CRIT)
add_movespeed_modifier(MOVESPEED_ID_CARBON_SOFTCRIT, TRUE, multiplicative_slowdown = SOFTCRIT_ADD_SLOWDOWN)
else
remove_movespeed_modifier(MOVESPEED_ID_CARBON_SOFTCRIT, TRUE)
/mob/living/carbon/update_stamina()
var/stam = getStaminaLoss()
if(stam > DAMAGE_PRECISION)
var/total_health = (health - stam)
if(total_health <= crit_threshold && !stat)
if(!IsKnockdown())
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
Knockdown(100)
update_health_hud()
/mob/living/carbon/update_sight()
if(!client)
return
if(stat == DEAD)
sight = (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = 8
see_invisible = SEE_INVISIBLE_OBSERVER
return
sight = initial(sight)
lighting_alpha = initial(lighting_alpha)
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
update_tint()
else
see_invisible = E.see_invisible
see_in_dark = E.see_in_dark
sight |= E.sight_flags
if(!isnull(E.lighting_alpha))
lighting_alpha = E.lighting_alpha
if(client.eye && client.eye != src)
var/atom/A = client.eye
if(A.update_remote_sight(src)) //returns 1 if we override all other sight updates.
return
if(glasses)
var/obj/item/clothing/glasses/G = glasses
sight |= G.vision_flags
see_in_dark = max(G.darkness_view, see_in_dark)
if(G.invis_override)
see_invisible = G.invis_override
else
see_invisible = min(G.invis_view, see_invisible)
if(!isnull(G.lighting_alpha))
lighting_alpha = min(lighting_alpha, G.lighting_alpha)
if(dna)
for(var/X in dna.mutations)
var/datum/mutation/M = X
if(M.name == XRAY)
sight |= (SEE_TURFS|SEE_MOBS|SEE_OBJS)
see_in_dark = max(see_in_dark, 8)
if(see_override)
see_invisible = see_override
. = ..()
//to recalculate and update the mob's total tint from tinted equipment it's wearing.
/mob/living/carbon/proc/update_tint()
if(!GLOB.tinted_weldhelh)
return
tinttotal = get_total_tint()
if(tinttotal >= TINT_BLIND)
become_blind(EYES_COVERED)
else if(tinttotal >= TINT_DARKENED)
cure_blind(EYES_COVERED)
overlay_fullscreen("tint", /obj/screen/fullscreen/impaired, 2)
else
cure_blind(EYES_COVERED)
clear_fullscreen("tint", 0)
/mob/living/carbon/proc/get_total_tint()
. = 0
if(istype(head, /obj/item/clothing/head))
var/obj/item/clothing/head/HT = head
. += HT.tint
if(wear_mask)
. += wear_mask.tint
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(E)
. += E.tint
else
. += INFINITY
/mob/living/carbon/get_permeability_protection(list/target_zones = list(HANDS,CHEST,GROIN,LEGS,FEET,ARMS,HEAD))
var/list/tally = list()
for(var/obj/item/I in get_equipped_items())
for(var/zone in target_zones)
if(I.body_parts_covered & zone)
tally["[zone]"] = max(1 - I.permeability_coefficient, target_zones["[zone]"])
var/protection = 0
for(var/key in tally)
protection += tally[key]
protection *= INVERSE(target_zones.len)
return protection
//this handles hud updates
/mob/living/carbon/update_damage_hud()
if(!client)
return
if(health <= crit_threshold)
var/severity = 0
switch(health)
if(-20 to -10)
severity = 1
if(-30 to -20)
severity = 2
if(-40 to -30)
severity = 3
if(-50 to -40)
severity = 4
if(-50 to -40)
severity = 5
if(-60 to -50)
severity = 6
if(-70 to -60)
severity = 7
if(-90 to -70)
severity = 8
if(-95 to -90)
severity = 9
if(-INFINITY to -95)
severity = 10
if(!InFullCritical())
var/visionseverity = 4
switch(health)
if(-8 to -4)
visionseverity = 5
if(-12 to -8)
visionseverity = 6
if(-16 to -12)
visionseverity = 7
if(-20 to -16)
visionseverity = 8
if(-24 to -20)
visionseverity = 9
if(-INFINITY to -24)
visionseverity = 10
overlay_fullscreen("critvision", /obj/screen/fullscreen/crit/vision, visionseverity)
else
clear_fullscreen("critvision")
overlay_fullscreen("crit", /obj/screen/fullscreen/crit, severity)
else
clear_fullscreen("crit")
clear_fullscreen("critvision")
//Oxygen damage overlay
var/windedup = getOxyLoss() + getStaminaLoss() * 0.2
if(windedup)
var/severity = 0
switch(windedup)
if(10 to 20)
severity = 1
if(20 to 25)
severity = 2
if(25 to 30)
severity = 3
if(30 to 35)
severity = 4
if(35 to 40)
severity = 5
if(40 to 45)
severity = 6
if(45 to INFINITY)
severity = 7
overlay_fullscreen("oxy", /obj/screen/fullscreen/oxy, severity)
else
clear_fullscreen("oxy")
//Fire and Brute damage overlay (BSSR)
var/hurtdamage = getBruteLoss() + getFireLoss() + damageoverlaytemp
if(hurtdamage)
var/severity = 0
switch(hurtdamage)
if(5 to 15)
severity = 1
if(15 to 30)
severity = 2
if(30 to 45)
severity = 3
if(45 to 70)
severity = 4
if(70 to 85)
severity = 5
if(85 to INFINITY)
severity = 6
overlay_fullscreen("brute", /obj/screen/fullscreen/brute, severity)
else
clear_fullscreen("brute")
/mob/living/carbon/update_health_hud(shown_health_amount)
if(!client || !hud_used)
return
if(hud_used.healths)
if(stat != DEAD)
. = 1
if(!shown_health_amount)
shown_health_amount = health
if(shown_health_amount >= maxHealth)
hud_used.healths.icon_state = "health0"
else if(shown_health_amount > maxHealth*0.8)
hud_used.healths.icon_state = "health1"
else if(shown_health_amount > maxHealth*0.6)
hud_used.healths.icon_state = "health2"
else if(shown_health_amount > maxHealth*0.4)
hud_used.healths.icon_state = "health3"
else if(shown_health_amount > maxHealth*0.2)
hud_used.healths.icon_state = "health4"
else if(shown_health_amount > 0)
hud_used.healths.icon_state = "health5"
else
hud_used.healths.icon_state = "health6"
else
hud_used.healths.icon_state = "health7"
/mob/living/carbon/proc/update_internals_hud_icon(internal_state = 0)
if(hud_used && hud_used.internals)
hud_used.internals.icon_state = "internal[internal_state]"
/mob/living/carbon/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= HEALTH_THRESHOLD_DEAD && !HAS_TRAIT(src, TRAIT_NODEATH))
death()
return
if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT)))
stat = UNCONSCIOUS
blind_eyes(1)
else
if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT))
stat = SOFT_CRIT
else
stat = CONSCIOUS
adjust_blindness(-1)
update_canmove()
update_damage_hud()
update_health_hud()
med_hud_set_status()
//called when we get cuffed/uncuffed
/mob/living/carbon/proc/update_handcuffed()
if(handcuffed)
drop_all_held_items()
stop_pulling()
throw_alert("handcuffed", /obj/screen/alert/restrained/handcuffed, new_master = src.handcuffed)
if(handcuffed.demoralize_criminals)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "handcuffed", /datum/mood_event/handcuffed)
else
clear_alert("handcuffed")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "handcuffed")
update_action_buttons_icon() //some of our action buttons might be unusable when we're handcuffed.
update_inv_handcuffed()
update_hud_handcuffed()
/mob/living/carbon/fully_heal(admin_revive = FALSE)
if(reagents)
reagents.clear_reagents()
var/obj/item/organ/brain/B = getorgan(/obj/item/organ/brain)
if(B)
B.brain_death = FALSE
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.severity != DISEASE_SEVERITY_POSITIVE)
D.cure(FALSE)
if(admin_revive)
regenerate_limbs()
regenerate_organs()
handcuffed = initial(handcuffed)
for(var/obj/item/restraints/R in contents) //actually remove cuffs from inventory
qdel(R)
update_handcuffed()
if(reagents)
reagents.addiction_list = list()
cure_all_traumas(TRAUMA_RESILIENCE_MAGIC)
..()
// heal ears after healing traits, since ears check TRAIT_DEAF trait
// when healing.
restoreEars()
/mob/living/carbon/can_be_revived()
. = ..()
if(!getorgan(/obj/item/organ/brain) && (!mind || !mind.has_antag_datum(/datum/antagonist/changeling)))
return 0
/mob/living/carbon/harvest(mob/living/user)
if(QDELETED(src))
return
var/organs_amt = 0
for(var/X in internal_organs)
var/obj/item/organ/O = X
if(prob(50))
organs_amt++
O.Remove(src)
O.forceMove(drop_location())
if(organs_amt)
to_chat(user, "<span class='notice'>You retrieve some of [src]\'s internal organs!</span>")
/mob/living/carbon/ExtinguishMob()
for(var/X in get_equipped_items())
var/obj/item/I = X
I.acid_level = 0 //washes off the acid on our clothes
I.extinguish() //extinguishes our clothes
..()
/mob/living/carbon/fakefire(var/fire_icon = "Generic_mob_burning")
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/fakefireextinguish()
remove_overlay(FIRE_LAYER)
/mob/living/carbon/proc/devour_mob(mob/living/carbon/C, devour_time = 130)
C.visible_message("<span class='danger'>[src] is attempting to devour [C]!</span>", \
"<span class='userdanger'>[src] is attempting to devour you!</span>")
if(!do_mob(src, C, devour_time))
return
if(pulling && pulling == C && grab_state >= GRAB_AGGRESSIVE && a_intent == INTENT_GRAB)
C.visible_message("<span class='danger'>[src] devours [C]!</span>", \
"<span class='userdanger'>[src] devours you!</span>")
C.forceMove(src)
stomach_contents.Add(C)
log_combat(src, C, "devoured")
/mob/living/carbon/proc/create_bodyparts()
var/l_arm_index_next = -1
var/r_arm_index_next = 0
for(var/X in bodyparts)
var/obj/item/bodypart/O = new X()
O.owner = src
bodyparts.Remove(X)
bodyparts.Add(O)
if(O.body_part == ARM_LEFT)
l_arm_index_next += 2
O.held_index = l_arm_index_next //1, 3, 5, 7...
hand_bodyparts += O
else if(O.body_part == ARM_RIGHT)
r_arm_index_next += 2
O.held_index = r_arm_index_next //2, 4, 6, 8...
hand_bodyparts += O
/mob/living/carbon/do_after_coefficent()
. = ..()
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood) //Currently, only carbons or higher use mood, move this once that changes.
if(mood)
switch(mood.sanity) //Alters do_after delay based on how sane you are
if(SANITY_INSANE to SANITY_DISTURBED)
. *= 1.25
if(SANITY_NEUTRAL to SANITY_GREAT)
. *= 0.90
/mob/living/carbon/proc/create_internal_organs()
for(var/X in internal_organs)
var/obj/item/organ/I = X
I.Insert(src)
/mob/living/carbon/proc/update_disabled_bodyparts()
for(var/B in bodyparts)
var/obj/item/bodypart/BP = B
BP.update_disabled()
/mob/living/carbon/vv_get_dropdown()
. = ..()
. += "---"
.["Make AI"] = "?_src_=vars;[HrefToken()];makeai=[REF(src)]"
.["Modify bodypart"] = "?_src_=vars;[HrefToken()];editbodypart=[REF(src)]"
.["Modify organs"] = "?_src_=vars;[HrefToken()];editorgans=[REF(src)]"
.["Hallucinate"] = "?_src_=vars;[HrefToken()];hallucinate=[REF(src)]"
.["Give martial arts"] = "?_src_=vars;[HrefToken()];givemartialart=[REF(src)]"
.["Give brain trauma"] = "?_src_=vars;[HrefToken()];givetrauma=[REF(src)]"
.["Cure brain traumas"] = "?_src_=vars;[HrefToken()];curetraumas=[REF(src)]"
/mob/living/carbon/can_resist()
return bodyparts.len > 2 && ..()
/mob/living/carbon/proc/hypnosis_vulnerable()//unused atm, but added in case
if(HAS_TRAIT(src, TRAIT_MINDSHIELD))
return FALSE
if(hallucinating())
return TRUE
if(IsSleeping())
return TRUE
if(HAS_TRAIT(src, TRAIT_DUMB))
return TRUE
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
if(mood)
if(mood.sanity < SANITY_UNSTABLE)
return TRUE
@@ -1,442 +0,0 @@
/mob/living/carbon/get_eye_protection()
var/number = ..()
if(istype(src.head, /obj/item/clothing/head)) //are they wearing something on their head
var/obj/item/clothing/head/HFP = src.head //if yes gets the flash protection value from that item
number += HFP.flash_protect
if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
var/obj/item/clothing/glasses/GFP = src.glasses
number += GFP.flash_protect
if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
var/obj/item/clothing/mask/MFP = src.wear_mask
number += MFP.flash_protect
var/obj/item/organ/eyes/E = getorganslot(ORGAN_SLOT_EYES)
if(!E)
number = INFINITY //Can't get flashed without eyes
else
number += E.flash_protect
return number
/mob/living/carbon/get_ear_protection()
var/number = ..()
var/obj/item/organ/ears/E = getorganslot(ORGAN_SLOT_EARS)
if(!E)
number = INFINITY
else
number += E.bang_protect
return number
/mob/living/carbon/is_mouth_covered(head_only = 0, mask_only = 0)
if( (!mask_only && head && (head.flags_cover & HEADCOVERSMOUTH)) || (!head_only && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH)) )
return TRUE
/mob/living/carbon/is_eyes_covered(check_glasses = 1, check_head = 1, check_mask = 1)
if(check_glasses && glasses && (glasses.flags_cover & GLASSESCOVERSEYES))
return TRUE
if(check_head && head && (head.flags_cover & HEADCOVERSEYES))
return TRUE
if(check_mask && wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH))
return TRUE
/mob/living/carbon/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
var/obj/item/bodypart/affecting = get_bodypart(def_zone)
if(affecting && affecting.dismemberable && affecting.get_damage() >= (affecting.max_damage - P.dismemberment))
affecting.dismember(P.damtype)
/mob/living/carbon/proc/can_catch_item(skip_throw_mode_check)
. = FALSE
if(!skip_throw_mode_check && !in_throw_mode)
return
if(get_active_held_item())
return
if(restrained())
return
return TRUE
/mob/living/carbon/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE)
if(!skipcatch) //ugly, but easy
if(can_catch_item())
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(isturf(I.loc))
I.attack_hand(src)
if(get_active_held_item() == I) //if our attack_hand() picks up the item...
visible_message("<span class='warning'>[src] catches [I]!</span>") //catch that sucker!
throw_mode_off()
return 1
..()
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
var/obj/item/bodypart/affecting
if(user == src)
affecting = get_bodypart(check_zone(user.zone_selected)) //we're self-mutilating! yay!
else
affecting = get_bodypart(ran_zone(user.zone_selected))
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name)
if(I.force)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(user.resting)
totitemdamage *= 0.5
if(!combatmode)
totitemdamage *= 1.5
//CIT CHANGES END HERE
apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
var/basebloodychance = affecting.brute_dam + totitemdamage
if(prob(basebloodychance))
I.add_mob_blood(src)
bleed(totitemdamage)
if(totitemdamage >= 10 && get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
if(affecting.body_zone == BODY_ZONE_HEAD)
if(wear_mask && prob(basebloodychance))
wear_mask.add_mob_blood(src)
update_inv_wear_mask()
if(wear_neck && prob(basebloodychance))
wear_neck.add_mob_blood(src)
update_inv_neck()
if(head && prob(basebloodychance))
head.add_mob_blood(src)
update_inv_head()
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability))
if(affecting.dismember(I.damtype))
I.add_mob_blood(src)
playsound(get_turf(src), I.get_dismember_sound(), 80, 1)
return TRUE //successful attack
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
return //so we don't call the carbon's attack_hand().
//ATTACK HAND IGNORING PARENT RETURN VALUE
/mob/living/carbon/attack_hand(mob/living/carbon/human/user)
for(var/thing in diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
user.ContactContractDisease(D)
for(var/thing in user.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(lying && surgeries.len)
if(user.a_intent == INTENT_HELP || user.a_intent == INTENT_DISARM)
for(var/datum/surgery/S in surgeries)
if(S.next_step(user, user.a_intent))
return 1
return 0
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
if(can_inject(M, TRUE))
for(var/thing in diseases)
var/datum/disease/D = thing
if((D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN) && prob(85))
M.ContactContractDisease(D)
for(var/thing in M.diseases)
var/datum/disease/D = thing
if(D.spread_flags & DISEASE_SPREAD_CONTACT_SKIN)
ContactContractDisease(D)
if(M.a_intent == INTENT_HELP)
help_shake_act(M)
return 0
if(..()) //successful monkey bite.
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
return 1
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
if(M.powerlevel > 0)
var/stunprob = M.powerlevel * 7 + 10 // 17 at level 1, 80 at level 10
if(prob(stunprob))
M.powerlevel -= 3
if(M.powerlevel < 0)
M.powerlevel = 0
visible_message("<span class='danger'>The [M.name] has shocked [src]!</span>", \
"<span class='userdanger'>The [M.name] has shocked [src]!</span>")
do_sparks(5, TRUE, src)
var/power = M.powerlevel + rand(0,3)
Knockdown(power*20)
if(stuttering < power)
stuttering = power
if (prob(stunprob) && M.powerlevel >= 8)
adjustFireLoss(M.powerlevel * rand(6,10))
updatehealth()
return 1
/mob/living/carbon/proc/dismembering_strike(mob/living/attacker, dam_zone)
if(!attacker.limb_destroyer)
return dam_zone
var/obj/item/bodypart/affecting
if(dam_zone && attacker.client)
affecting = get_bodypart(ran_zone(dam_zone))
else
var/list/things_to_ruin = shuffle(bodyparts.Copy())
for(var/B in things_to_ruin)
var/obj/item/bodypart/bodypart = B
if(bodypart.body_zone == BODY_ZONE_HEAD || bodypart.body_zone == BODY_ZONE_CHEST)
continue
if(!affecting || ((affecting.get_damage() / affecting.max_damage) < (bodypart.get_damage() / bodypart.max_damage)))
affecting = bodypart
if(affecting)
dam_zone = affecting.body_zone
if(affecting.get_damage() >= affecting.max_damage)
affecting.dismember()
return null
return affecting.body_zone
return dam_zone
/mob/living/carbon/blob_act(obj/structure/blob/B)
if (stat == DEAD)
return
else
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustBruteLoss(10)
/mob/living/carbon/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/X in internal_organs)
var/obj/item/organ/O = X
O.emp_act(severity)
/mob/living/carbon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
shock_damage *= siemens_coeff
if(dna && dna.species)
shock_damage *= dna.species.siemens_coeff
if(shock_damage<1 && !override)
return 0
if(reagents.has_reagent("teslium"))
shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
if(illusion)
adjustStaminaLoss(shock_damage)
else
take_overall_damage(0,shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
jitteriness += 1000 //High numbers for violent convulsions
do_jitter_animation(jitteriness)
stuttering += 2
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Stun(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!tesla_shock || (tesla_shock && siemens_coeff > 0.5)) && stun)
Knockdown(60)
if(override)
return override
else
return shock_damage
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(on_fire)
to_chat(M, "<span class='warning'>You can't put [p_them()] out with just your bare hands!</span>")
return
if(health >= 0 && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
if(lying)
if(buckled)
to_chat(M, "<span class='warning'>You need to unbuckle [src] first to do that!")
return
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) == "head")
var/mob/living/carbon/human/H = src
var/datum/species/pref_species = H.dna.species
M.visible_message("<span class='notice'>[M] gives [H] a pat on the head to make [p_them()] feel better!</span>", \
"<span class='notice'>You give [H] a pat on the head to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "headpat", /datum/mood_event/headpat)
if(HAS_TRAIT(M, TRAIT_FRIENDLY))
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if (mood.sanity >= SANITY_GREAT)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
else if (mood.sanity >= SANITY_DISTURBED)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/betterhug, M)
if(H.dna.species.can_wag_tail(H))
if("tail_human" in pref_species.default_features)
if(H.dna.features["tail_human"] == "None")
return
else
if(!H.dna.species.is_wagging_tail())
H.emote("wag")
if("tail_lizard" in pref_species.default_features)
if(H.dna.features["tail_lizard"] == "None")
return
else
if(!H.dna.species.is_wagging_tail())
H.emote("wag")
if("mam_tail" in pref_species.default_features)
if(H.dna.features["mam_tail"] == "None")
return
else
if(!H.dna.species.is_wagging_tail())
H.emote("wag")
else
return
else
M.visible_message("<span class='notice'>[M] hugs [src] to make [p_them()] feel better!</span>", \
"<span class='notice'>You hug [src] to make [p_them()] feel better!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "hug", /datum/mood_event/hug)
if(HAS_TRAIT(M, TRAIT_FRIENDLY))
var/datum/component/mood/mood = M.GetComponent(/datum/component/mood)
if (mood.sanity >= SANITY_GREAT)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "friendly_hug", /datum/mood_event/besthug, M)
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)
if(recoveringstam)
adjustStaminaLoss(-15)
else if(resting)
resting = 0
update_canmove()
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/mob/living/carbon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0)
. = ..()
var/damage = intensity - get_eye_protection()
if(.) // we've been flashed
var/obj/item/organ/eyes/eyes = getorganslot(ORGAN_SLOT_EYES)
if (!eyes)
return
if(visual)
return
if (damage == 1)
to_chat(src, "<span class='warning'>Your eyes sting a little.</span>")
if(prob(40))
adjust_eye_damage(1)
else if (damage == 2)
to_chat(src, "<span class='warning'>Your eyes burn.</span>")
adjust_eye_damage(rand(2, 4))
else if( damage >= 3)
to_chat(src, "<span class='warning'>Your eyes itch and burn severely!</span>")
adjust_eye_damage(rand(12, 16))
if(eyes.eye_damage > 10)
blind_eyes(damage)
blur_eyes(damage * rand(3, 6))
if(eyes.eye_damage > 20)
if(prob(eyes.eye_damage - 20))
if(!HAS_TRAIT(src, TRAIT_NEARSIGHT))
to_chat(src, "<span class='warning'>Your eyes start to burn badly!</span>")
become_nearsighted(EYE_DAMAGE)
else if(prob(eyes.eye_damage - 25))
if(!HAS_TRAIT(src, TRAIT_BLIND))
to_chat(src, "<span class='warning'>You can't see anything!</span>")
become_blind(EYE_DAMAGE)
else
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return 1
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(0)
/mob/living/carbon/soundbang_act(intensity = 1, stun_pwr = 20, damage_pwr = 5, deafen_pwr = 15)
var/list/reflist = list(intensity) // Need to wrap this in a list so we can pass a reference
SEND_SIGNAL(src, COMSIG_CARBON_SOUNDBANG, reflist)
intensity = reflist[1]
var/ear_safety = get_ear_protection()
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
var/effect_amount = intensity - ear_safety
if(effect_amount > 0)
if(stun_pwr)
Knockdown(stun_pwr*effect_amount)
if(istype(ears) && (deafen_pwr || damage_pwr))
var/ear_damage = damage_pwr * effect_amount
var/deaf = deafen_pwr * effect_amount
adjustEarDamage(ear_damage,deaf)
if(ears.damage >= 15)
to_chat(src, "<span class='warning'>Your ears start to ring badly!</span>")
if(prob(ears.damage - 5))
to_chat(src, "<span class='userdanger'>You can't hear anything!</span>")
ears.damage = min(ears.damage, ears.maxHealth)
// you need earmuffs, inacusiate, or replacement
else if(ears.damage >= 5)
to_chat(src, "<span class='warning'>Your ears start to ring!</span>")
SEND_SOUND(src, sound('sound/weapons/flash_ring.ogg',0,1,0,250))
return effect_amount //how soundbanged we are
/mob/living/carbon/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
return
damage_amount *= 0.5 //0.5 multiplier for balance reason, we don't want clothes to be too easily destroyed
if(!def_zone || def_zone == BODY_ZONE_HEAD)
var/obj/item/clothing/hit_clothes
if(wear_mask)
hit_clothes = wear_mask
if(wear_neck)
hit_clothes = wear_neck
if(head)
hit_clothes = head
if(hit_clothes)
hit_clothes.take_damage(damage_amount, damage_type, damage_flag, 0)
/mob/living/carbon/can_hear()
. = FALSE
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
if(istype(ears) && !ears.deaf)
. = TRUE
@@ -1,66 +0,0 @@
/mob/living/carbon
gender = MALE
pressure_resistance = 15
possible_a_intents = list(INTENT_HELP, INTENT_HARM)
hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD,RAD_HUD)
has_limbs = 1
held_items = list(null, null)
var/list/stomach_contents = list()
var/list/internal_organs = list() //List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
var/list/internal_organs_slot= list() //Same as above, but stores "slot ID" - "organ" pairs for easy access.
var/silent = FALSE //Can't talk. Value goes down every life proc. //NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
var/dreaming = 0 //How many dream images we have left to send
var/obj/item/restraints/handcuffed //Whether or not the mob is handcuffed
var/obj/item/restraints/legcuffed //Same as handcuffs but for legs. Bear traps use this.
var/disgust = 0
//inventory slots
var/obj/item/back = null
var/obj/item/clothing/mask/wear_mask = null
var/obj/item/clothing/neck/wear_neck = null
var/obj/item/tank/internal = null
var/obj/item/head = null
var/obj/item/gloves = null //only used by humans
var/obj/item/shoes = null //only used by humans.
var/obj/item/clothing/glasses/glasses = null //only used by humans.
var/obj/item/ears = null //only used by humans.
var/datum/dna/dna = null//Carbon
var/datum/mind/last_mind = null //last mind to control this mob, for blood-based cloning
var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
var/co2overloadtime = null
var/o2overloadtime = null //for Ash walker's weaker lungs, and future atmosia hazards
var/temperature_resistance = T0C+75
var/obj/item/reagent_containers/food/snacks/meat/slab/type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab
var/gib_type = /obj/effect/decal/cleanable/blood/gibs
var/rotate_on_lying = 1
var/tinttotal = 0 // Total level of visualy impairing items
var/list/bodyparts = list(/obj/item/bodypart/chest, /obj/item/bodypart/head, /obj/item/bodypart/l_arm,
/obj/item/bodypart/r_arm, /obj/item/bodypart/r_leg, /obj/item/bodypart/l_leg)
//Gets filled up in create_bodyparts()
var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
var/list/leg_bodyparts = list()
var/icon_render_key = ""
var/static/list/limb_icon_cache = list()
//halucination vars
var/image/halimage
var/image/halbody
var/obj/halitem
var/hal_screwyhud = SCREWYHUD_NONE
var/next_hallucination = 0
var/cpr_time = 1 //CPR cooldown.
var/damageoverlaytemp = 0
var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
@@ -1,45 +0,0 @@
/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
if(stat == SOFT_CRIT)
. += SOFTCRIT_ADD_SLOWDOWN
/mob/living/carbon/slip(knockdown_amount, obj/O, lube)
if(movement_type & FLYING)
return 0
if(!(lube&SLIDE_ICE))
log_combat(src, (O ? O : get_turf(src)), "slipped on the", null, ((lube & SLIDE) ? "(LUBE)" : null))
return loc.handle_slip(src, knockdown_amount, O, lube)
/mob/living/carbon/Process_Spacemove(movement_dir = 0)
if(..())
return 1
if(!isturf(loc))
return 0
// Do we have a jetpack implant (and is it on)?
var/obj/item/organ/cyberimp/chest/thrusters/T = getorganslot(ORGAN_SLOT_THRUSTERS)
if(istype(T) && movement_dir && T.allow_thrust(0.01))
return 1
var/obj/item/tank/jetpack/J = get_jetpack()
if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
return 1
/mob/living/carbon/Move(NewLoc, direct)
. = ..()
if(. && (movement_type & FLOATING)) //floating is easy
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
nutrition = NUTRITION_LEVEL_FED - 1 //just less than feeling vigorous
else if(nutrition && stat != DEAD)
nutrition -= HUNGER_FACTOR/10
if(m_intent == MOVE_INTENT_RUN)
nutrition -= HUNGER_FACTOR/10
@@ -1,302 +0,0 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
return 0
var/obj/item/bodypart/BP = null
if(isbodypart(def_zone)) //we specified a bodypart object
BP = def_zone
else
if(!def_zone)
def_zone = ran_zone(def_zone)
BP = get_bodypart(check_zone(def_zone))
if(!BP)
BP = bodyparts[1]
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
if(BRUTE)
if(BP)
if(damage > 0 ? BP.receive_damage(damage_amount) : BP.heal_damage(abs(damage_amount), 0))
update_damage_overlays()
else //no bodypart, we deal damage with a more general method.
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
if(BP)
if(damage > 0 ? BP.receive_damage(0, damage_amount) : BP.heal_damage(0, abs(damage_amount)))
update_damage_overlays()
else
adjustFireLoss(damage_amount, forced = forced)
if(TOX)
adjustToxLoss(damage_amount, forced = forced)
if(OXY)
adjustOxyLoss(damage_amount, forced = forced)
if(CLONE)
adjustCloneLoss(damage_amount, forced = forced)
if(STAMINA)
if(BP)
if(damage > 0 ? BP.receive_damage(0, 0, damage_amount) : BP.heal_damage(0, 0, abs(damage_amount)))
update_damage_overlays()
else
adjustStaminaLoss(damage_amount, forced = forced)
//citadel code
if(AROUSAL)
adjustArousalLoss(damage_amount, forced = forced)
return TRUE
//These procs fetch a cumulative total damage from all bodyparts
/mob/living/carbon/getBruteLoss()
var/amount = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
amount += BP.brute_dam
return amount
/mob/living/carbon/getFireLoss()
var/amount = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
amount += BP.burn_dam
return amount
/mob/living/carbon/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(amount, 0, 0, updating_health)
else
heal_overall_damage(abs(amount), 0, 0, FALSE, TRUE, updating_health)
return amount
/mob/living/carbon/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(0, amount, 0, updating_health)
else
heal_overall_damage(0, abs(amount), 0, FALSE, TRUE, updating_health)
return amount
/mob/living/carbon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && HAS_TRAIT(src, TRAIT_TOXINLOVER)) //damage becomes healing and healing becomes damage
amount = -amount
if(amount > 0)
blood_volume -= 3*amount // x5 is too much, x3 should be still penalizing enough.
else
blood_volume -= amount
return ..()
/mob/living/carbon/getStaminaLoss()
. = 0
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
. += round(BP.stamina_dam * BP.stam_damage_coeff, DAMAGE_PRECISION)
/mob/living/carbon/adjustStaminaLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
if(amount > 0)
take_overall_damage(0, 0, amount, updating_health)
else
heal_overall_damage(0, 0, abs(amount), FALSE, FALSE, updating_health)
return amount
/mob/living/carbon/setStaminaLoss(amount, updating = TRUE, forced = FALSE)
var/current = getStaminaLoss()
var/diff = amount - current
if(!diff)
return
adjustStaminaLoss(diff, updating, forced)
/** adjustOrganLoss
* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount (damage to be done), and maximum (currently an arbitrarily large number, can be set so as to limit damage)
* outputs:
* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the damage proc on that organ.
*/
/mob/living/carbon/adjustOrganLoss(slot, amount, maximum)
var/obj/item/organ/O = getorganslot(slot)
if(O && !(status_flags & GODMODE))
if(!maximum)
maximum = O.maxHealth
O.applyOrganDamage(amount, maximum)
O.onDamage(amount, maximum)
/** setOrganLoss
* inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount(damage to be set to)
* outputs:
* description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the set damage proc on that organ, which can
* set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
*/
/mob/living/carbon/setOrganLoss(slot, amount)
var/obj/item/organ/O = getorganslot(slot)
if(O && !(status_flags & GODMODE))
O.setOrganDamage(amount)
O.onSetDamage(amount)
/** getOrganLoss
* inputs: slot (organ slot, like ORGAN_SLOT_HEART)
* outputs: organ damage
* description: If an organ exists in the slot requested, return the amount of damage that organ has
*/
/mob/living/carbon/getOrganLoss(slot)
var/obj/item/organ/O = getorganslot(slot)
if(O)
return O.damage
/mob/living/carbon/proc/adjustAllOrganLoss(amount, maximum)
for(var/obj/item/organ/O in internal_organs)
if(O && !(status_flags & GODMODE))
continue
if(!maximum)
maximum = O.maxHealth
O.applyOrganDamage(amount, maximum)
O.onDamage(amount, maximum)
////////////////////////////////////////////
//Returns a list of damaged bodyparts
/mob/living/carbon/proc/get_damaged_bodyparts(brute = FALSE, burn = FALSE, stamina = FALSE, status)
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(status && BP.status != status)
continue
if((brute && BP.brute_dam) || (burn && BP.burn_dam) || (stamina && BP.stamina_dam))
parts += BP
return parts
//Returns a list of damageable bodyparts
/mob/living/carbon/proc/get_damageable_bodyparts()
var/list/obj/item/bodypart/parts = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.brute_dam + BP.burn_dam < BP.max_damage)
parts += BP
return parts
//Heals ONE bodypart randomly selected from damaged ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, only_robotic = FALSE, only_organic = TRUE)
var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute,burn)
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.heal_damage(brute, burn, stamina, only_robotic, only_organic))
update_damage_overlays()
//Damages ONE bodypart randomly selected from damagable ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute, burn, stamina))
update_damage_overlays()
//Heal MANY bodyparts, in random order
/mob/living/carbon/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
var/list/obj/item/bodypart/parts = get_damaged_bodyparts(brute, burn, stamina)
var/update = NONE
while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
var/obj/item/bodypart/picked = pick(parts)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
var/stamina_was = picked.stamina_dam
update |= picked.heal_damage(brute, burn, stamina, only_robotic, only_organic, FALSE)
brute = round(brute - (brute_was - picked.brute_dam), DAMAGE_PRECISION)
burn = round(burn - (burn_was - picked.burn_dam), DAMAGE_PRECISION)
stamina = round(stamina - (stamina_was - picked.stamina_dam), DAMAGE_PRECISION)
parts -= picked
if(updating_health)
updatehealth()
if(update)
update_damage_overlays()
update_stamina() //CIT CHANGE - makes sure update_stamina() always gets called after a health update
// damage MANY bodyparts, in random order
/mob/living/carbon/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
if(status_flags & GODMODE)
return //godmode
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
var/update = 0
while(parts.len && (brute > 0 || burn > 0 || stamina > 0))
var/obj/item/bodypart/picked = pick(parts)
var/brute_per_part = round(brute/parts.len, DAMAGE_PRECISION)
var/burn_per_part = round(burn/parts.len, DAMAGE_PRECISION)
var/stamina_per_part = round(stamina/parts.len, DAMAGE_PRECISION)
var/brute_was = picked.brute_dam
var/burn_was = picked.burn_dam
var/stamina_was = picked.stamina_dam
update |= picked.receive_damage(brute_per_part, burn_per_part, stamina_per_part, FALSE)
brute = round(brute - (picked.brute_dam - brute_was), DAMAGE_PRECISION)
burn = round(burn - (picked.burn_dam - burn_was), DAMAGE_PRECISION)
stamina = round(stamina - (picked.stamina_dam - stamina_was), DAMAGE_PRECISION)
parts -= picked
if(updating_health)
updatehealth()
if(update)
update_damage_overlays()
update_stamina()
/* TO_REMOVE
/mob/living/carbon/getOrganLoss(ORGAN_SLOT_BRAIN)
. = 0
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
. = B.get_brain_damage()
//Some sources of brain damage shouldn't be deadly
/mob/living/carbon/adjustOrganLoss(ORGAN_SLOT_BRAIN, amount, maximum = BRAIN_DAMAGE_DEATH)
if(status_flags & GODMODE)
return FALSE
var/prev_brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(!B)
return
B.adjust_brain_damage(amount, maximum)
if(amount <= 0) //cut this early
return
var/brainloss = getOrganLoss(ORGAN_SLOT_BRAIN)
if(brainloss > BRAIN_DAMAGE_MILD)
if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_MILD)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2%
gain_trauma_type(BRAIN_TRAUMA_MILD)
if(brainloss > BRAIN_DAMAGE_SEVERE)
if(prob(amount * ((2 * (100 + brainloss - BRAIN_DAMAGE_SEVERE)) / 100))) //Base chance is the hit damage; for every point of damage past the threshold the chance is increased by 2%
if(prob(20))
gain_trauma_type(BRAIN_TRAUMA_SPECIAL)
else
gain_trauma_type(BRAIN_TRAUMA_SEVERE)
if(prev_brainloss < BRAIN_DAMAGE_MILD && brainloss >= BRAIN_DAMAGE_MILD)
to_chat(src, "<span class='warning'>You feel lightheaded.</span>")
else if(prev_brainloss < BRAIN_DAMAGE_SEVERE && brainloss >= BRAIN_DAMAGE_SEVERE)
to_chat(src, "<span class='warning'>You feel less in control of your thoughts.</span>")
else if(prev_brainloss < (BRAIN_DAMAGE_DEATH - 20) && brainloss >= (BRAIN_DAMAGE_DEATH - 20))
to_chat(src, "<span class='warning'>You can feel your mind flickering on and off...</span>")
/mob/living/carbon/setBrainLoss(amount)
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
var/adjusted_amount = amount - B.get_brain_damage()
B.adjust_brain_damage(adjusted_amount, null)
*/
-99
View File
@@ -1,99 +0,0 @@
/datum/emote/living/carbon
mob_type_allowed_typecache = list(/mob/living/carbon)
/datum/emote/living/carbon/airguitar
key = "airguitar"
message = "is strumming the air and headbanging like a safari chimp."
restraint_check = TRUE
/datum/emote/living/carbon/blink
key = "blink"
key_third_person = "blinks"
message = "blinks."
/datum/emote/living/carbon/blink_r
key = "blink_r"
message = "blinks rapidly."
/datum/emote/living/carbon/clap
key = "clap"
key_third_person = "claps"
message = "claps."
muzzle_ignore = TRUE
restraint_check = TRUE
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/clap/run_emote(mob/living/user, params)
. = ..()
if (.)
if (ishuman(user))
// Need hands to clap
if (!user.get_bodypart(BODY_ZONE_L_ARM) || !user.get_bodypart(BODY_ZONE_R_ARM))
return
var/clap = pick('sound/misc/clap1.ogg',
'sound/misc/clap2.ogg',
'sound/misc/clap3.ogg',
'sound/misc/clap4.ogg')
playsound(user, clap, 50, 1, -1)
/datum/emote/living/carbon/gnarl
key = "gnarl"
key_third_person = "gnarls"
message = "gnarls and shows its teeth..."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
/datum/emote/living/carbon/moan
key = "moan"
key_third_person = "moans"
message = "moans!"
message_mime = "appears to moan!"
emote_type = EMOTE_AUDIBLE
/datum/emote/living/carbon/roll
key = "roll"
key_third_person = "rolls"
message = "rolls."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
restraint_check = TRUE
/datum/emote/living/carbon/scratch
key = "scratch"
key_third_person = "scratches"
message = "scratches."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
restraint_check = TRUE
/datum/emote/living/carbon/screech
key = "screech"
key_third_person = "screeches"
message = "screeches."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
/datum/emote/living/carbon/sign
key = "sign"
key_third_person = "signs"
message_param = "signs the number %t."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
restraint_check = TRUE
/datum/emote/living/carbon/sign/select_param(mob/user, params)
. = ..()
if(!isnum(text2num(params)))
return message
/datum/emote/living/carbon/sign/signal
key = "signal"
key_third_person = "signals"
message_param = "raises %t fingers."
mob_type_allowed_typecache = list(/mob/living/carbon/human)
restraint_check = TRUE
/datum/emote/living/carbon/tail
key = "tail"
message = "waves their tail."
mob_type_allowed_typecache = list(/mob/living/carbon/monkey, /mob/living/carbon/alien)
/datum/emote/living/carbon/wink
key = "wink"
key_third_person = "winks"
message = "winks."
-114
View File
@@ -1,114 +0,0 @@
/mob/living/carbon/examine(mob/user)
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
var/t_his = p_their()
var/t_him = p_them()
var/t_has = p_have()
var/t_is = p_are()
var/msg = "<span class='info'>*---------*\nThis is [icon2html(src, user)] \a <EM>[src]</EM>!\n"
if (handcuffed)
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
if (head)
msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head. \n"
if (wear_mask)
msg += "[t_He] [t_is] wearing [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if (wear_neck)
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
if (back)
msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
var/appears_dead = 0
if (stat == DEAD)
appears_dead = 1
if(getorgan(/obj/item/organ/brain))
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive, with no signs of life.</span>\n"
else if(get_bodypart(BODY_ZONE_HEAD))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
var/list/missing = get_missing_limbs()
for(var/t in missing)
if(t==BODY_ZONE_HEAD)
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
continue
msg += "<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
msg += "<span class='warning'>"
var/temp = getBruteLoss()
if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
if(temp)
if (temp < 25)
msg += "[t_He] [t_has] minor bruising.\n"
else if (temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> bruising!\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if (temp < 25)
msg += "[t_He] [t_has] minor burns.\n"
else if (temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> burns!\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 25)
msg += "[t_He] [t_is] slightly deformed.\n"
else if (temp < 50)
msg += "[t_He] [t_is] <b>moderately</b> deformed!\n"
else
msg += "<b>[t_He] [t_is] severely deformed!</b>\n"
if(HAS_TRAIT(src, TRAIT_DUMB))
msg += "[t_He] seem[p_s()] to be clumsy and unable to think.\n"
if(fire_stacks > 0)
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
msg += "[t_He] look[p_s()] a little soaked.\n"
if(pulledby && pulledby.grab_state)
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
msg += "</span>"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seems to be asleep.\n"
else if(InCritical())
msg += "[t_His] breathing is shallow and labored.\n"
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner.\n"
if(combatmode)
msg += "[t_He] [t_is] visibly tense[resting ? "." : ", and [t_is] standing in combative stance."]\n"
msg += common_trait_examine()
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
if(mood)
switch(mood.shown_mood)
if(-INFINITY to MOOD_LEVEL_SAD4)
msg += "[t_He] look[p_s()] depressed.\n"
if(MOOD_LEVEL_SAD4 to MOOD_LEVEL_SAD3)
msg += "[t_He] look[p_s()] very sad.\n"
if(MOOD_LEVEL_SAD3 to MOOD_LEVEL_SAD2)
msg += "[t_He] look[p_s()] a bit down.\n"
if(MOOD_LEVEL_HAPPY2 to MOOD_LEVEL_HAPPY3)
msg += "[t_He] look[p_s()] quite happy.\n"
if(MOOD_LEVEL_HAPPY3 to MOOD_LEVEL_HAPPY4)
msg += "[t_He] look[p_s()] very happy.\n"
if(MOOD_LEVEL_HAPPY4 to INFINITY)
msg += "[t_He] look[p_s()] ecstatic.\n"
msg += "*---------*</span>"
to_chat(user, msg)
return msg
@@ -1,5 +0,0 @@
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
// depending on the species, it will run the corresponding apply_damage code there
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced)
@@ -1,69 +0,0 @@
/mob/living/carbon/human/gib_animation()
new /obj/effect/temp_visual/gib_animation(loc, "gibbed-h")
/mob/living/carbon/human/dust_animation()
new /obj/effect/temp_visual/dust_animation(loc, "dust-h")
/mob/living/carbon/human/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(dna?.species?.gib_types)
var/datum/species/S = dna.species
var/length = length(S.gib_types)
if(length)
var/path = (with_bodyparts && length > 1) ? S.gib_types[2] : S.gib_types[1]
new path(location, src, get_static_viruses())
else
new S.gib_types(location, src, get_static_viruses())
else
if(with_bodyparts)
new /obj/effect/gibspawner/human(location, src, get_static_viruses())
else
new /obj/effect/gibspawner/human/bodypartless(location, src, get_static_viruses())
/mob/living/carbon/human/spawn_dust(just_ash = FALSE)
if(just_ash)
new /obj/effect/decal/cleanable/ash(loc)
else
new /obj/effect/decal/remains/human(loc)
/mob/living/carbon/human/death(gibbed)
if(stat == DEAD)
return
stop_sound_channel(CHANNEL_HEARTBEAT)
var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART)
if(H)
H.beat = BEAT_NONE
. = ..()
dizziness = 0
jitteriness = 0
if(ismecha(loc))
var/obj/mecha/M = loc
if(M.occupant == src)
M.go_out()
dna.species.spec_death(gibbed, src)
if(SSticker.HasRoundStarted())
SSblackbox.ReportDeath(src)
if(is_devil(src))
INVOKE_ASYNC(is_devil(src), /datum/antagonist/devil.proc/beginResurrectionCheck, src)
/mob/living/carbon/human/proc/makeSkeleton()
ADD_TRAIT(src, TRAIT_DISFIGURED, TRAIT_GENERIC)
set_species(/datum/species/skeleton)
return TRUE
/mob/living/carbon/proc/Drain()
become_husk(CHANGELING_DRAIN)
ADD_TRAIT(src, TRAIT_NOCLONE, CHANGELING_DRAIN)
blood_volume = 0
return TRUE
/mob/living/carbon/proc/makeUncloneable()
ADD_TRAIT(src, TRAIT_NOCLONE, MADE_UNCLONEABLE)
blood_volume = 0
return TRUE
@@ -1,47 +0,0 @@
/mob/living/carbon/human/dummy
real_name = "Test Dummy"
status_flags = GODMODE|CANPUSH
mouse_drag_pointer = MOUSE_INACTIVE_POINTER
var/in_use = FALSE
no_vore = TRUE
INITIALIZE_IMMEDIATE(/mob/living/carbon/human/dummy)
/mob/living/carbon/human/dummy/Destroy()
in_use = FALSE
return ..()
/mob/living/carbon/human/dummy/Life()
return
/mob/living/carbon/human/dummy/proc/wipe_state()
delete_equipment()
cut_overlays(TRUE)
//Inefficient pooling/caching way.
GLOBAL_LIST_EMPTY(human_dummy_list)
GLOBAL_LIST_EMPTY(dummy_mob_list)
/proc/generate_or_wait_for_human_dummy(slotkey)
if(!slotkey)
return new /mob/living/carbon/human/dummy
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotkey]
if(istype(D))
UNTIL(!D.in_use)
else
pass()
if(QDELETED(D))
D = new
GLOB.human_dummy_list[slotkey] = D
GLOB.dummy_mob_list += D
D.in_use = TRUE
return D
/proc/unset_busy_human_dummy(slotnumber)
if(!slotnumber)
return
var/mob/living/carbon/human/dummy/D = GLOB.human_dummy_list[slotnumber]
if(istype(D))
D.wipe_state()
D.in_use = FALSE
@@ -1,413 +0,0 @@
/mob/living/carbon/human/examine(mob/user)
//this is very slightly better than it was because you can use it more places. still can't do \his[src] though.
var/t_He = p_they(TRUE)
var/t_His = p_their(TRUE)
var/t_his = p_their()
var/t_him = p_them()
var/t_has = p_have()
var/t_is = p_are()
var/obscure_name
if(isliving(user))
var/mob/living/L = user
if(HAS_TRAIT(L, TRAIT_PROSOPAGNOSIA))
obscure_name = TRUE
var/msg = "<span class='info'>*---------*\nThis is <EM>[!obscure_name ? name : "Unknown"]</EM>!\n"
var/list/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
if(ishuman(src)) //user just returned, y'know, the user's own species. dumb.
var/mob/living/carbon/human/H = src
var/datum/species/pref_species = H.dna.species
if(get_visible_name() == "Unknown") // same as flavor text, but hey it works.
msg += "You can't make out what species they are.\n"
else if(skipface)
msg += "You can't make out what species they are.\n"
else
msg += "[t_He] [t_is] a [H.dna.custom_species ? H.dna.custom_species : pref_species.name]!\n"
//uniform
if(w_uniform && !(SLOT_W_UNIFORM in obscured))
//accessory
var/accessory_msg
if(istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(U.attached_accessory)
accessory_msg += " with [icon2html(U.attached_accessory, user)] \a [U.attached_accessory]"
msg += "[t_He] [t_is] wearing [w_uniform.get_examine_string(user)][accessory_msg].\n"
//head
if(head)
msg += "[t_He] [t_is] wearing [head.get_examine_string(user)] on [t_his] head.\n"
//suit/armor
if(wear_suit)
msg += "[t_He] [t_is] wearing [wear_suit.get_examine_string(user)].\n"
//suit/armor storage
if(s_store && !(SLOT_S_STORE in obscured))
msg += "[t_He] [t_is] carrying [s_store.get_examine_string(user)] on [t_his] [wear_suit.name].\n"
//back
if(back)
msg += "[t_He] [t_has] [back.get_examine_string(user)] on [t_his] back.\n"
//Hands
for(var/obj/item/I in held_items)
if(!(I.item_flags & ABSTRACT))
msg += "[t_He] [t_is] holding [I.get_examine_string(user)] in [t_his] [get_held_index_name(get_held_index_of_item(I))].\n"
//gloves
if(gloves && !(SLOT_GLOVES in obscured))
msg += "[t_He] [t_has] [gloves.get_examine_string(user)] on [t_his] hands.\n"
else if(length(blood_DNA))
var/hand_number = get_num_arms(FALSE)
if(hand_number)
msg += "<span class='warning'>[t_He] [t_has] [hand_number > 1 ? "" : "a"] blood-stained hand[hand_number > 1 ? "s" : ""]!</span>\n"
//handcuffed?
//handcuffed?
if(handcuffed)
if(istype(handcuffed, /obj/item/restraints/handcuffs/cable))
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] restrained with cable!</span>\n"
else
msg += "<span class='warning'>[t_He] [t_is] [icon2html(handcuffed, user)] handcuffed!</span>\n"
//belt
if(belt)
msg += "[t_He] [t_has] [belt.get_examine_string(user)] about [t_his] waist.\n"
//shoes
if(shoes && !(SLOT_SHOES in obscured))
msg += "[t_He] [t_is] wearing [shoes.get_examine_string(user)] on [t_his] feet.\n"
//mask
if(wear_mask && !(SLOT_WEAR_MASK in obscured))
msg += "[t_He] [t_has] [wear_mask.get_examine_string(user)] on [t_his] face.\n"
if(wear_neck && !(SLOT_NECK in obscured))
msg += "[t_He] [t_is] wearing [wear_neck.get_examine_string(user)] around [t_his] neck.\n"
//eyes
if(!(SLOT_GLASSES in obscured))
if(glasses)
msg += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes.\n"
else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
msg += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>\n"
//ears
if(ears && !(SLOT_EARS in obscured))
msg += "[t_He] [t_has] [ears.get_examine_string(user)] on [t_his] ears.\n"
//ID
if(wear_id)
msg += "[t_He] [t_is] wearing [wear_id.get_examine_string(user)].\n"
//Status effects
msg += status_effect_examines()
//CIT CHANGES START HERE - adds genital details to examine text
if(LAZYLEN(internal_organs))
for(var/obj/item/organ/genital/dicc in internal_organs)
if(istype(dicc) && dicc.is_exposed())
msg += "[dicc.desc]\n"
msg += attempt_vr(src,"examine_bellies",args) //vore Code
//END OF CIT CHANGES
//Jitters
switch(jitteriness)
if(300 to INFINITY)
msg += "<span class='warning'><B>[t_He] [t_is] convulsing violently!</B></span>\n"
if(200 to 300)
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
if(100 to 200)
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
var/appears_dead = 0
if(stat == DEAD || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
appears_dead = 1
if(suiciding)
msg += "<span class='warning'>[t_He] appear[p_s()] to have committed suicide... there is no hope of recovery.</span>\n"
if(hellbound)
msg += "<span class='warning'>[t_His] soul seems to have been ripped out of [t_his] body. Revival is impossible.</span>\n"
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive; there are no signs of life"
if(getorgan(/obj/item/organ/brain))
if(!key)
var/foundghost = 0
if(mind)
for(var/mob/dead/observer/G in GLOB.player_list)
if(G.mind == mind)
foundghost = 1
if (G.can_reenter_corpse == 0)
foundghost = 0
break
if(!foundghost)
msg += " and [t_his] soul has departed"
msg += "...</span>\n"
if(get_bodypart(BODY_ZONE_HEAD) && !getorgan(/obj/item/organ/brain))
msg += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>\n"
var/temp = getBruteLoss() //no need to calculate each of these twice
msg += "<span class='warning'>" //Everything below gets this span
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/list/disabled = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.disabled)
disabled += BP
missing -= BP.body_zone
for(var/obj/item/I in BP.embedded_objects)
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
var/damage_text
if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb
damage_text = "limp and lifeless"
else
var/more_brute = BP.brute_dam >= BP.burn_dam
damage_text = more_brute ? "broken and mangled" : "burnt and blistered"
msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
//stores missing limbs
var/l_limbs_missing = 0
var/r_limbs_missing = 0
for(var/t in missing)
if(t==BODY_ZONE_HEAD)
msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B><span class='warning'>\n"
continue
if(t == BODY_ZONE_L_ARM || t == BODY_ZONE_L_LEG)
l_limbs_missing++
else if(t == BODY_ZONE_R_ARM || t == BODY_ZONE_R_LEG)
r_limbs_missing++
msg += "<B>[capitalize(t_his)] [parse_zone(t)] is missing!</B>\n"
if(l_limbs_missing >= 2 && r_limbs_missing == 0)
msg += "[t_He] look[p_s()] all right now.\n"
else if(l_limbs_missing == 0 && r_limbs_missing >= 2)
msg += "[t_He] really keeps to the left.\n"
else if(l_limbs_missing >= 2 && r_limbs_missing >= 2)
msg += "[t_He] [p_do()]n't seem all there.\n"
if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
if(temp)
if(temp < 25)
msg += "[t_He] [t_has] minor bruising.\n"
else if(temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> bruising!\n"
else
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
temp = getFireLoss()
if(temp)
if(temp < 25)
msg += "[t_He] [t_has] minor burns.\n"
else if (temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> burns!\n"
else
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
temp = getCloneLoss()
if(temp)
if(temp < 25)
msg += "[t_He] [t_has] minor cellular damage.\n"
else if(temp < 50)
msg += "[t_He] [t_has] <b>moderate</b> cellular damage!\n"
else
msg += "<b>[t_He] [t_has] severe cellular damage!</b>\n"
if(fire_stacks > 0)
msg += "[t_He] [t_is] covered in something flammable.\n"
if(fire_stacks < 0)
msg += "[t_He] look[p_s()] a little soaked.\n"
if(pulledby && pulledby.grab_state)
msg += "[t_He] [t_is] restrained by [pulledby]'s grip.\n"
if(nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] severely malnourished.\n"
else if(nutrition >= NUTRITION_LEVEL_FAT)
if(user.nutrition < NUTRITION_LEVEL_STARVING - 50)
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
msg += "[t_He] [t_is] quite chubby.\n"
switch(disgust)
if(DISGUST_LEVEL_GROSS to DISGUST_LEVEL_VERYGROSS)
msg += "[t_He] look[p_s()] a bit grossed out.\n"
if(DISGUST_LEVEL_VERYGROSS to DISGUST_LEVEL_DISGUSTED)
msg += "[t_He] look[p_s()] really grossed out.\n"
if(DISGUST_LEVEL_DISGUSTED to INFINITY)
msg += "[t_He] look[p_s()] extremely disgusted.\n"
if(blood_volume < (BLOOD_VOLUME_SAFE*blood_ratio))
msg += "[t_He] [t_has] pale skin.\n"
if(bleedsuppress)
msg += "[t_He] [t_is] bandaged with something.\n"
else if(bleed_rate)
if(reagents.has_reagent("heparin"))
msg += "<b>[t_He] [t_is] bleeding uncontrollably!</b>\n"
else
msg += "<B>[t_He] [t_is] bleeding!</B>\n"
if(reagents.has_reagent("teslium"))
msg += "[t_He] [t_is] emitting a gentle blue glow!\n"
if(islist(stun_absorption))
for(var/i in stun_absorption)
if(stun_absorption[i]["end_time"] > world.time && stun_absorption[i]["examine_message"])
msg += "[t_He] [t_is][stun_absorption[i]["examine_message"]]\n"
if(drunkenness && !skipface && !appears_dead) //Drunkenness
switch(drunkenness)
if(11 to 21)
msg += "[t_He] [t_is] slightly flushed.\n"
if(21.01 to 41) //.01s are used in case drunkenness ends up to be a small decimal
msg += "[t_He] [t_is] flushed.\n"
if(41.01 to 51)
msg += "[t_He] [t_is] quite flushed and [t_his] breath smells of alcohol.\n"
if(51.01 to 61)
msg += "[t_He] [t_is] very flushed and [t_his] movements jerky, with breath reeking of alcohol.\n"
if(61.01 to 91)
msg += "[t_He] look[p_s()] like a drunken mess.\n"
if(91.01 to INFINITY)
msg += "[t_He] [t_is] a shitfaced, slobbering wreck.\n"
if(reagents.has_reagent("astral"))
msg += "[t_He] have wild, spacey eyes"
if(mind)
msg += " and have a strange, abnormal look to them.\n"
else
msg += " and don't look like they're all there.\n"
if(isliving(user))
var/mob/living/L = user
if(src != user && HAS_TRAIT(L, TRAIT_EMPATH) && !appears_dead)
if (a_intent != INTENT_HELP)
msg += "[t_He] seem[p_s()] to be on guard.\n"
if (getOxyLoss() >= 10)
msg += "[t_He] seem[p_s()] winded.\n"
if (getToxLoss() >= 10)
msg += "[t_He] seem[p_s()] sickly.\n"
var/datum/component/mood/mood = src.GetComponent(/datum/component/mood)
if(mood.sanity <= SANITY_DISTURBED)
msg += "[t_He] seem[p_s()] distressed.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empath", /datum/mood_event/sad_empath, src)
if(mood.shown_mood >= 6) //So roundstart people aren't all "happy" and that antags don't show their true happiness.
msg += "[t_He] seem[p_s()] to have had something nice happen to them recently.\n"
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "empathH", /datum/mood_event/happy_empath, src)
if (HAS_TRAIT(src, TRAIT_BLIND))
msg += "[t_He] appear[p_s()] to be staring off into space.\n"
if (HAS_TRAIT(src, TRAIT_DEAF))
msg += "[t_He] appear[p_s()] to not be responding to noises.\n"
msg += "</span>"
var/obj/item/organ/vocal_cords/Vc = user.getorganslot(ORGAN_SLOT_VOICE)
if(Vc)
if(istype(Vc, /obj/item/organ/vocal_cords/velvet))
if(client?.prefs.lewdchem)
msg += "<span class='velvet'><i>You feel your chords resonate looking at them.</i></span>\n"
if(!appears_dead)
if(stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him] and seem[p_s()] to be asleep.\n"
else
if(HAS_TRAIT(src, TRAIT_DUMB))
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
if(InCritical())
msg += "[t_He] [t_is] barely conscious.\n"
if(getorgan(/obj/item/organ/brain))
if(!key)
msg += "<span class='deadsay'>[t_He] [t_is] totally catatonic. The stresses of life in deep-space must have been too much for [t_him]. Any recovery is unlikely.</span>\n"
else if(!client)
msg += "[t_He] [t_has] a blank, absent-minded stare and appears completely unresponsive to anything. [t_He] may snap out of it soon.\n"
if(digitalcamo)
msg += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly inhuman manner.\n"
msg += common_trait_examine()
var/traitstring = get_trait_string()
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/cyberimp/eyes/hud/CIH = H.getorgan(/obj/item/organ/cyberimp/eyes/hud)
if(istype(H.glasses, /obj/item/clothing/glasses/hud) || CIH)
var/perpname = get_face_name(get_id_name(""))
if(perpname)
var/datum/data/record/R = find_record("name", perpname, GLOB.data_core.general)
if(R)
msg += "<span class='deptradio'>Rank:</span> [R.fields["rank"]]<br>"
msg += "<a href='?src=[REF(src)];hud=1;photo_front=1'>\[Front photo\]</a> "
msg += "<a href='?src=[REF(src)];hud=1;photo_side=1'>\[Side photo\]</a><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/health) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/medical))
var/cyberimp_detect
for(var/obj/item/organ/cyberimp/CI in internal_organs)
if(CI.status == ORGAN_ROBOTIC && !CI.syndicate_implant)
cyberimp_detect += "[name] is modified with a [CI.name].<br>"
if(cyberimp_detect)
msg += "Detected cybernetic modifications:<br>"
msg += cyberimp_detect
if(R)
var/health_r = R.fields["p_stat"]
msg += "<a href='?src=[REF(src)];hud=m;p_stat=1'>\[[health_r]\]</a>"
health_r = R.fields["m_stat"]
msg += "<a href='?src=[REF(src)];hud=m;m_stat=1'>\[[health_r]\]</a><br>"
R = find_record("name", perpname, GLOB.data_core.medical)
if(R)
msg += "<a href='?src=[REF(src)];hud=m;evaluation=1'>\[Medical evaluation\]</a><br>"
if(traitstring)
msg += "<span class='info'>Detected physiological traits:<br></span>"
msg += "<span class='info'>[traitstring]</span><br>"
if(istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(CIH, /obj/item/organ/cyberimp/eyes/hud/security))
if(!user.stat && user != src)
//|| !user.canmove || user.restrained()) Fluff: Sechuds have eye-tracking technology and sets 'arrest' to people that the wearer looks and blinks at.
var/criminal = "None"
R = find_record("name", perpname, GLOB.data_core.security)
if(R)
criminal = R.fields["criminal"]
msg += "<span class='deptradio'>Criminal status:</span> <a href='?src=[REF(src)];hud=s;status=1'>\[[criminal]\]</a>\n"
msg += "<span class='deptradio'>Security record:</span> <a href='?src=[REF(src)];hud=s;view=1'>\[View\]</a> "
msg += "<a href='?src=[REF(src)];hud=s;add_crime=1'>\[Add crime\]</a> "
msg += "<a href='?src=[REF(src)];hud=s;view_comment=1'>\[View comment log\]</a> "
msg += "<a href='?src=[REF(src)];hud=s;add_comment=1'>\[Add comment\]</a>\n"
else if(isobserver(user) && traitstring)
msg += "<span class='info'><b>Traits:</b> [traitstring]</span><br>"
if(print_flavor_text())
if(get_visible_name() == "Unknown") //Are we sure we know who this is? Don't show flavor text unless we can recognize them. Prevents certain metagaming with impersonation.
msg += "...?<br>"
else if(skipface) //Sometimes we're not unknown, but impersonating someone in a hardsuit, let's not reveal our flavor text then either.
msg += "...?<br>"
else
msg += "[print_flavor_text()]\n"
msg += "*---------*</span>"
to_chat(user, msg)
return msg
/mob/living/proc/status_effect_examines(pronoun_replacement) //You can include this in any mob's examine() to show the examine texts of status effects!
var/list/dat = list()
if(!pronoun_replacement)
pronoun_replacement = p_they(TRUE)
for(var/V in status_effects)
var/datum/status_effect/E = V
if(E.examine_text)
var/new_text = replacetext(E.examine_text, "SUBJECTPRONOUN", pronoun_replacement)
new_text = replacetext(new_text, "[pronoun_replacement] is", "[pronoun_replacement] [p_are()]") //To make sure something become "They are" or "She is", not "They are" and "She are"
dat += "[new_text]\n" //dat.Join("\n") doesn't work here, for some reason
if(dat.len)
return dat.Join()
File diff suppressed because it is too large Load Diff
@@ -1,869 +0,0 @@
/mob/living/carbon/human/getarmor(def_zone, type)
var/armorval = 0
var/organnum = 0
if(def_zone)
if(isbodypart(def_zone))
var/obj/item/bodypart/bp = def_zone
if(bp.body_part)
return checkarmor(def_zone, type)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(def_zone))
return checkarmor(affecting, type)
//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
armorval += checkarmor(BP, type)
organnum++
return (armorval/max(organnum, 1))
/mob/living/carbon/human/proc/checkarmor(obj/item/bodypart/def_zone, d_type)
if(!d_type)
return 0
var/protection = 0
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor)
for(var/bp in body_parts)
if(!bp)
continue
if(istype(bp, /obj/item/clothing))
var/obj/item/clothing/C = bp
if(C.body_parts_covered & def_zone.body_part)
protection += C.armor.getRating(d_type)
protection += physiology.armor.getRating(d_type)
return protection
/mob/living/carbon/human/on_hit(obj/item/projectile/P)
if(dna && dna.species)
dna.species.on_hit(P, src)
/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
if(dna && dna.species)
var/spec_return = dna.species.bullet_act(P, src)
if(spec_return)
return spec_return
if(mind)
if(mind.martial_art && !incapacitated(FALSE, TRUE) && mind.martial_art.can_use(src) && mind.martial_art.deflection_chance) //Some martial arts users can deflect projectiles!
if(prob(mind.martial_art.deflection_chance))
if(!lying && dna && !dna.check_mutation(HULK)) //But only if they're not lying down, and hulks can't do it
if(mind.martial_art.deflection_chance >= 100) //if they can NEVER be hit, lets clue sec in ;)
visible_message("<span class='danger'>[src] deflects the projectile; [p_they()] can't be hit with ranged weapons!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
else
visible_message("<span class='danger'>[src] deflects the projectile!</span>", "<span class='userdanger'>You deflect the projectile!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, 1)
if(!mind.martial_art.reroute_deflection)
return FALSE
else
P.firer = src
P.setAngle(rand(0, 360))//SHING
return FALSE
if(!(P.original == src && P.firer == src)) //can't block or reflect when shooting yourself
if(P.is_reflectable)
if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.original = locate(new_x, new_y, P.z)
P.starting = curloc
P.firer = src
P.yo = new_y - curloc.y
P.xo = new_x - curloc.x
var/new_angle_s = P.Angle + rand(120,240)
while(new_angle_s > 180) // Translate to regular projectile degrees
new_angle_s -= 360
P.setAngle(new_angle_s)
return -1 // complete projectile permutation
if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
P.on_hit(src, 100, def_zone)
return 2
return (..(P , def_zone))
/mob/living/carbon/human/proc/check_reflect(def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
if(wear_suit)
if(wear_suit.IsReflect(def_zone) == 1)
return 1
for(var/obj/item/I in held_items)
if(I.IsReflect(def_zone) == 1)
return 1
return 0
/mob/living/carbon/human/proc/check_shields(atom/AM, var/damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
var/block_chance_modifier = round(damage / -3)
for(var/obj/item/I in held_items)
if(!istype(I, /obj/item/clothing))
var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
if(I.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return 1
if(wear_suit)
var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return 1
if(w_uniform)
var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
return 1
return 0
/mob/living/carbon/human/proc/check_block()
if(mind)
if(mind.martial_art && prob(mind.martial_art.block_chance) && mind.martial_art.can_use(src) && in_throw_mode && !incapacitated(FALSE, TRUE))
return TRUE
return FALSE
/mob/living/carbon/human/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE)
if(dna && dna.species)
var/spec_return = dna.species.spec_hitby(AM, src)
if(spec_return)
return spec_return
var/obj/item/I
var/throwpower = 30
if(istype(AM, /obj/item))
I = AM
throwpower = I.throwforce
if(I.thrownby == src) //No throwing stuff at yourself to trigger hit reactions
return ..()
if(check_shields(AM, throwpower, "\the [AM.name]", THROWN_PROJECTILE_ATTACK))
hitpush = FALSE
skipcatch = TRUE
blocked = TRUE
else if(I)
if(I.throw_speed >= EMBED_THROWSPEED_THRESHOLD)
if(can_embed(I))
if(prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE))
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
var/obj/item/bodypart/L = pick(bodyparts)
L.embedded_objects |= I
I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
I.forceMove(src)
L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
hitpush = FALSE
skipcatch = TRUE //can't catch the now embedded item
return ..()
/mob/living/carbon/human/grabbedby(mob/living/carbon/user, supress_message = 0)
if(user == src && pulling && !pulling.anchored && grab_state >= GRAB_AGGRESSIVE && (HAS_TRAIT(src, TRAIT_FAT)) && ismonkey(pulling))
devour_mob(pulling)
else
..()
/mob/living/carbon/human/grippedby(mob/living/user, instant = FALSE)
if(w_uniform)
w_uniform.add_fingerprint(user)
..()
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user)
if(!I || !user)
return 0
var/obj/item/bodypart/affecting
if(user == src)
affecting = get_bodypart(check_zone(user.zone_selected)) //stabbing yourself always hits the right target
else
affecting = get_bodypart(ran_zone(user.zone_selected))
var/target_area = parse_zone(check_zone(user.zone_selected)) //our intended target
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
SSblackbox.record_feedback("nested tally", "item_used_for_combat", 1, list("[I.force]", "[I.type]"))
SSblackbox.record_feedback("tally", "zone_targeted", 1, target_area)
// the attacked_by code varies among species
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0)
if(user.a_intent == INTENT_HARM)
var/hulk_verb = pick("smash","pummel")
if(check_shields(user, 15, "the [hulk_verb]ing"))
return
..(user, 1)
playsound(loc, user.dna.species.attack_sound, 25, 1, -1)
var/message = "[user] has [hulk_verb]ed [src]!"
visible_message("<span class='danger'>[message]</span>", \
"<span class='userdanger'>[message]</span>")
adjustBruteLoss(15)
return 1
/mob/living/carbon/human/attack_hand(mob/user)
if(..()) //to allow surgery to return properly.
return
if(ishuman(user))
var/mob/living/carbon/human/H = user
dna.species.spec_attack_hand(H, src)
/mob/living/carbon/human/attack_paw(mob/living/carbon/monkey/M)
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
if(M.a_intent == INTENT_HELP)
..() //shaking
return 0
if(M.a_intent == INTENT_DISARM) //Always drop item in hand, if no item, get stunned instead.
var/obj/item/I = get_active_held_item()
if(I && dropItemToGround(I))
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] disarmed [src]!</span>", \
"<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)
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>")
if(M.limb_destroyer)
dismembering_strike(M, affecting.body_zone)
if(can_inject(M, 1, affecting))//Thick suits can stop monkey bites.
if(..()) //successful monkey bite, this handles disease contraction.
var/damage = rand(1, 3)
if(check_shields(M, damage, "the [M.name]"))
return 0
if(stat != DEAD)
apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee"))
return 1
/mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M)
if(check_shields(M, 0, "the M.name"))
visible_message("<span class='danger'>[M] attempted to touch [src]!</span>")
return 0
if(..())
if(M.a_intent == INTENT_HARM)
if (w_uniform)
w_uniform.add_fingerprint(M)
var/damage = prob(90) ? 20 : 0
if(!damage)
playsound(loc, 'sound/weapons/slashmiss.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M] has lunged at [src]!</span>", \
"<span class='userdanger'>[M] has lunged at [src]!</span>")
return 0
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee", null, null,10)
playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
"<span class='userdanger'>[M] has slashed at [src]!</span>")
log_combat(M, src, "attacked")
if(!dismembering_strike(M, M.zone_selected)) //Dismemberment successful
return 1
apply_damage(damage, BRUTE, affecting, armor_block)
if(M.a_intent == INTENT_DISARM) //Always drop item in hand, if no item, get stun instead.
var/obj/item/I = get_active_held_item()
if(I && dropItemToGround(I))
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] disarmed [src]!</span>", \
"<span class='userdanger'>[M] disarmed [src]!</span>")
else
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(!lying) //CITADEL EDIT
Knockdown(100, TRUE, FALSE, 30, 25)
else
Knockdown(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>")
/mob/living/carbon/human/attack_larva(mob/living/carbon/alien/larva/L)
if(..()) //successful larva bite.
var/damage = rand(1, 3)
if(check_shields(L, damage, "the [L.name]"))
return 0
if(stat != DEAD)
L.amount_grown = min(L.amount_grown + damage, L.max_grown)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
if(check_shields(M, damage, "the [M.name]", MELEE_ATTACK, M.armour_penetration))
return FALSE
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return TRUE
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor)
/mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M)
if(..()) //successful slime attack
var/damage = rand(5, 25)
if(M.is_adult)
damage = rand(10, 35)
if(check_shields(M, damage, "the [M.name]"))
return 0
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return 1
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
var/obj/item/bodypart/temp = get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_HEAD))
if(temp)
var/update = 0
var/dmg = rand(M.force/2, M.force)
var/atom/throw_target = get_edge_target_turf(src, M.dir)
switch(M.damtype)
if("brute")
if(M.force > 35) // durand and other heavy mechas
Knockdown(50)
src.throw_at(throw_target, rand(1,5), 7)
else if(M.force >= 20 && !IsKnockdown()) // lightweight mechas like gygax
Knockdown(30)
src.throw_at(throw_target, rand(1,3), 7)
update |= temp.receive_damage(dmg, 0)
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if("fire")
update |= temp.receive_damage(0, dmg)
playsound(src, 'sound/items/welder.ogg', 50, 1)
if("tox")
M.mech_toxin_damage(src)
else
return
if(update)
update_damage_overlays()
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
..()
/mob/living/carbon/human/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
if (!severity)
return
var/b_loss = 0
var/f_loss = 0
var/bomb_armor = getarmor(null, "bomb")
switch (severity)
if (1)
if(prob(bomb_armor))
b_loss = 500
var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(throw_target, 200, 4)
damage_clothes(400 - bomb_armor, BRUTE, "bomb")
else
for(var/I in contents)
var/atom/A = I
A.ex_act(severity)
gib()
return
if (2)
b_loss = 60
f_loss = 60
if(bomb_armor)
b_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
f_loss = b_loss
damage_clothes(200 - bomb_armor, BRUTE, "bomb")
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(30, 120)
if (prob(max(70 - (bomb_armor * 0.5), 0)))
Unconscious(200)
if(3)
b_loss = 30
if(bomb_armor)
b_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(15,60)
if (prob(max(50 - (bomb_armor * 0.5), 0)))
Unconscious(160)
take_overall_damage(b_loss,f_loss)
//attempt to dismember bodyparts
if(severity <= 2 || !bomb_armor)
var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3.
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
BP.brute_dam = BP.max_damage
BP.dismember()
max_limb_loss--
if(!max_limb_loss)
break
/mob/living/carbon/human/blob_act(obj/structure/blob/B)
if(stat == DEAD)
return
show_message("<span class='userdanger'>The blob attacks you!</span>")
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
//Added a safety check in case you want to shock a human mob directly through electrocute_act.
/mob/living/carbon/human/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, override = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
if(tesla_shock)
var/total_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(G.siemens_coefficient <= 0)
total_coeff -= 0.5
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
if(S.siemens_coefficient <= 0)
total_coeff -= 0.95
else if(S.siemens_coefficient == (-1))
total_coeff -= 1
siemens_coeff = total_coeff
if(flags_1 & TESLA_IGNORE_1)
siemens_coeff = 0
else if(!safety)
var/gloves_siemens_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
gloves_siemens_coeff = G.siemens_coefficient
siemens_coeff = gloves_siemens_coeff
if(undergoing_cardiac_arrest() && !illusion)
if(shock_damage * siemens_coeff >= 1 && prob(25))
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
heart.beating = TRUE
if(stat == CONSCIOUS)
to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
siemens_coeff *= physiology.siemens_coeff
. = ..(shock_damage,source,siemens_coeff,safety,override,tesla_shock, illusion, stun)
if(.)
electrocution_animation(40)
/mob/living/carbon/human/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
var/informed = FALSE
for(var/obj/item/bodypart/L in src.bodyparts)
if(L.status == BODYPART_ROBOTIC)
if(!informed)
to_chat(src, "<span class='userdanger'>You feel a sharp pain as your robotic limbs overload.</span>")
informed = TRUE
switch(severity)
if(1)
L.receive_damage(0,10)
Stun(200)
if(2)
L.receive_damage(0,5)
Stun(100)
/mob/living/carbon/human/acid_act(acidpwr, acid_volume, bodyzone_hit)
var/list/damaged = list()
var/list/inventory_items_to_kill = list()
var/acidity = acidpwr * min(acid_volume*0.005, 0.1)
//HEAD//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_HEAD) //only if we didn't specify a zone or if that zone is the head.
var/obj/item/clothing/head_clothes = null
if(glasses)
head_clothes = glasses
if(wear_mask)
head_clothes = wear_mask
if(wear_neck)
head_clothes = wear_neck
if(head)
head_clothes = head
if(head_clothes)
if(!(head_clothes.resistance_flags & UNACIDABLE))
head_clothes.acid_act(acidpwr, acid_volume)
update_inv_glasses()
update_inv_wear_mask()
update_inv_neck()
update_inv_head()
else
to_chat(src, "<span class='notice'>Your [head_clothes.name] protects your head and face from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_HEAD)
if(.)
damaged += .
if(ears)
inventory_items_to_kill += ears
//CHEST//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_CHEST)
var/obj/item/clothing/chest_clothes = null
if(w_uniform)
chest_clothes = w_uniform
if(wear_suit)
chest_clothes = wear_suit
if(chest_clothes)
if(!(chest_clothes.resistance_flags & UNACIDABLE))
chest_clothes.acid_act(acidpwr, acid_volume)
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [chest_clothes.name] protects your body from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_CHEST)
if(.)
damaged += .
if(wear_id)
inventory_items_to_kill += wear_id
if(r_store)
inventory_items_to_kill += r_store
if(l_store)
inventory_items_to_kill += l_store
if(s_store)
inventory_items_to_kill += s_store
//ARMS & HANDS//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_L_ARM || bodyzone_hit == BODY_ZONE_R_ARM)
var/obj/item/clothing/arm_clothes = null
if(gloves)
arm_clothes = gloves
if(w_uniform && ((w_uniform.body_parts_covered & HANDS) || (w_uniform.body_parts_covered & ARMS)))
arm_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & HANDS) || (wear_suit.body_parts_covered & ARMS)))
arm_clothes = wear_suit
if(arm_clothes)
if(!(arm_clothes.resistance_flags & UNACIDABLE))
arm_clothes.acid_act(acidpwr, acid_volume)
update_inv_gloves()
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [arm_clothes.name] protects your arms and hands from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_R_ARM)
if(.)
damaged += .
. = get_bodypart(BODY_ZONE_L_ARM)
if(.)
damaged += .
//LEGS & FEET//
if(!bodyzone_hit || bodyzone_hit == BODY_ZONE_L_LEG || bodyzone_hit == BODY_ZONE_R_LEG || bodyzone_hit == "feet")
var/obj/item/clothing/leg_clothes = null
if(shoes)
leg_clothes = shoes
if(w_uniform && ((w_uniform.body_parts_covered & FEET) || (bodyzone_hit != "feet" && (w_uniform.body_parts_covered & LEGS))))
leg_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & FEET) || (bodyzone_hit != "feet" && (wear_suit.body_parts_covered & LEGS))))
leg_clothes = wear_suit
if(leg_clothes)
if(!(leg_clothes.resistance_flags & UNACIDABLE))
leg_clothes.acid_act(acidpwr, acid_volume)
update_inv_shoes()
update_inv_w_uniform()
update_inv_wear_suit()
else
to_chat(src, "<span class='notice'>Your [leg_clothes.name] protects your legs and feet from the acid!</span>")
else
. = get_bodypart(BODY_ZONE_R_LEG)
if(.)
damaged += .
. = get_bodypart(BODY_ZONE_L_LEG)
if(.)
damaged += .
//DAMAGE//
for(var/obj/item/bodypart/affecting in damaged)
affecting.receive_damage(acidity, 2*acidity)
if(affecting.name == BODY_ZONE_HEAD)
if(prob(min(acidpwr*acid_volume/10, 90))) //Applies disfigurement
affecting.receive_damage(acidity, 2*acidity)
emote("scream")
facial_hair_style = "Shaved"
hair_style = "Bald"
update_hair()
ADD_TRAIT(src, TRAIT_DISFIGURED, TRAIT_GENERIC)
update_damage_overlays()
//MELTING INVENTORY ITEMS//
//these items are all outside of armour visually, so melt regardless.
if(!bodyzone_hit)
if(back)
inventory_items_to_kill += back
if(belt)
inventory_items_to_kill += belt
inventory_items_to_kill += held_items
for(var/obj/item/I in inventory_items_to_kill)
I.acid_act(acidpwr, acid_volume)
return 1
/mob/living/carbon/human/singularity_act()
var/gain = 20
if(mind)
if((mind.assigned_role == "Station Engineer") || (mind.assigned_role == "Chief Engineer") )
gain = 100
if(mind.assigned_role == "Clown")
gain = rand(-300, 300)
investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
gib()
return(gain)
/mob/living/carbon/human/help_shake_act(mob/living/carbon/M)
if(!istype(M))
return
if(health >= 0)
if(src == M)
var/to_send = ""
visible_message("[src] examines [p_them()]self.", \
"<span class='notice'>You check yourself for injuries.</span>")
var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
for(var/X in bodyparts)
var/obj/item/bodypart/LB = X
missing -= LB.body_zone
if(LB.is_pseudopart) //don't show injury text for fake bodyparts; ie chainsaw arms or synthetic armblades
continue
var/limb_max_damage = LB.max_damage
var/status = ""
var/brutedamage = LB.brute_dam
var/burndamage = LB.burn_dam
if(hallucination)
if(prob(30))
brutedamage += rand(30,40)
if(prob(30))
burndamage += rand(30,40)
if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
status = "[brutedamage] brute damage and [burndamage] burn damage"
if(!brutedamage && !burndamage)
status = "no damage"
else
if(brutedamage > 0)
status = LB.light_brute_msg
if(brutedamage > (limb_max_damage*0.4))
status = LB.medium_brute_msg
if(brutedamage > (limb_max_damage*0.8))
status = LB.heavy_brute_msg
if(brutedamage > 0 && burndamage > 0)
status += " and "
if(burndamage > (limb_max_damage*0.8))
status += LB.heavy_burn_msg
else if(burndamage > (limb_max_damage*0.2))
status += LB.medium_burn_msg
else if(burndamage > 0)
status += LB.light_burn_msg
if(status == "")
status = "OK"
var/no_damage
if(status == "OK" || status == "no damage")
no_damage = TRUE
to_send += "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [HAS_TRAIT(src, TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>\n"
for(var/obj/item/I in LB.embedded_objects)
to_send += "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>\n"
for(var/t in missing)
to_send += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>\n"
if(bleed_rate)
to_send += "<span class='danger'>You are bleeding!</span>\n"
if(getStaminaLoss())
if(getStaminaLoss() > 30)
to_send += "<span class='info'>You're completely exhausted.</span>\n"
else
to_send += "<span class='info'>You feel fatigued.</span>\n"
if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
if(toxloss)
if(toxloss > 10)
to_send += "<span class='danger'>You feel sick.</span>\n"
else if(toxloss > 20)
to_send += "<span class='danger'>You feel nauseated.</span>\n"
else if(toxloss > 40)
to_send += "<span class='danger'>You feel very unwell!</span>\n"
if(oxyloss)
if(oxyloss > 10)
to_send += "<span class='danger'>You feel lightheaded.</span>\n"
else if(oxyloss > 20)
to_send += "<span class='danger'>Your thinking is clouded and distant.</span>\n"
else if(oxyloss > 30)
to_send += "<span class='danger'>You're choking!</span>\n"
switch(nutrition)
if(NUTRITION_LEVEL_FULL to INFINITY)
to_send += "<span class='info'>You're completely stuffed!</span>\n"
if(NUTRITION_LEVEL_WELL_FED to NUTRITION_LEVEL_FULL)
to_send += "<span class='info'>You're well fed!</span>\n"
if(NUTRITION_LEVEL_FED to NUTRITION_LEVEL_WELL_FED)
to_send += "<span class='info'>You're not hungry.</span>\n"
if(NUTRITION_LEVEL_HUNGRY to NUTRITION_LEVEL_FED)
to_send += "<span class='info'>You could use a bite to eat.</span>\n"
if(NUTRITION_LEVEL_STARVING to NUTRITION_LEVEL_HUNGRY)
to_send += "<span class='info'>You feel quite hungry.</span>\n"
if(0 to NUTRITION_LEVEL_STARVING)
to_send += "<span class='danger'>You're starving!</span>\n"
//TODO: Convert these messages into vague messages, thereby encouraging actual dignosis.
//Compiles then shows the list of damaged organs and broken organs
var/list/broken = list()
var/list/damaged = list()
var/broken_message
var/damaged_message
var/broken_plural
var/damaged_plural
//Sets organs into their proper list
for(var/O in internal_organs)
var/obj/item/organ/organ = O
if(organ.organ_flags & ORGAN_FAILING)
if(broken.len)
broken += ", "
broken += organ.name
else if(organ.damage > organ.low_threshold)
if(damaged.len)
damaged += ", "
damaged += organ.name
//Checks to enforce proper grammar, inserts words as necessary into the list
if(broken.len)
if(broken.len > 1)
broken.Insert(broken.len, "and ")
broken_plural = TRUE
else
var/holder = broken[1] //our one and only element
if(holder[length(holder)] == "s")
broken_plural = TRUE
//Put the items in that list into a string of text
for(var/B in broken)
broken_message += B
to_chat(src, "<span class='warning'> Your [broken_message] [broken_plural ? "are" : "is"] non-functional!</span>")
if(damaged.len)
if(damaged.len > 1)
damaged.Insert(damaged.len, "and ")
damaged_plural = TRUE
else
var/holder = damaged[1]
if(holder[length(holder)] == "s")
damaged_plural = TRUE
for(var/D in damaged)
damaged_message += D
to_chat(src, "<span class='info'>Your [damaged_message] [damaged_plural ? "are" : "is"] hurt.</span>")
if(roundstart_quirks.len)
to_send += "<span class='notice'>You have these quirks: [get_trait_string()].</span>\n"
to_chat(src, to_send)
else
if(wear_suit)
wear_suit.add_fingerprint(M)
else if(w_uniform)
w_uniform.add_fingerprint(M)
..()
/mob/living/carbon/human/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
if(damage_type != BRUTE && damage_type != BURN)
return
damage_amount *= 0.5 //0.5 multiplier for balance reason, we don't want clothes to be too easily destroyed
var/list/torn_items = list()
//HEAD//
if(!def_zone || def_zone == BODY_ZONE_HEAD)
var/obj/item/clothing/head_clothes = null
if(glasses)
head_clothes = glasses
if(wear_mask)
head_clothes = wear_mask
if(wear_neck)
head_clothes = wear_neck
if(head)
head_clothes = head
if(head_clothes)
torn_items += head_clothes
else if(ears)
torn_items += ears
//CHEST//
if(!def_zone || def_zone == BODY_ZONE_CHEST)
var/obj/item/clothing/chest_clothes = null
if(w_uniform)
chest_clothes = w_uniform
if(wear_suit)
chest_clothes = wear_suit
if(chest_clothes)
torn_items += chest_clothes
//ARMS & HANDS//
if(!def_zone || def_zone == BODY_ZONE_L_ARM || def_zone == BODY_ZONE_R_ARM)
var/obj/item/clothing/arm_clothes = null
if(gloves)
arm_clothes = gloves
if(w_uniform && ((w_uniform.body_parts_covered & HANDS) || (w_uniform.body_parts_covered & ARMS)))
arm_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & HANDS) || (wear_suit.body_parts_covered & ARMS)))
arm_clothes = wear_suit
if(arm_clothes)
torn_items |= arm_clothes
//LEGS & FEET//
if(!def_zone || def_zone == BODY_ZONE_L_LEG || def_zone == BODY_ZONE_R_LEG)
var/obj/item/clothing/leg_clothes = null
if(shoes)
leg_clothes = shoes
if(w_uniform && ((w_uniform.body_parts_covered & FEET) || (w_uniform.body_parts_covered & LEGS)))
leg_clothes = w_uniform
if(wear_suit && ((wear_suit.body_parts_covered & FEET) || (wear_suit.body_parts_covered & LEGS)))
leg_clothes = wear_suit
if(leg_clothes)
torn_items |= leg_clothes
for(var/obj/item/I in torn_items)
I.take_damage(damage_amount, damage_type, damage_flag, 0)
@@ -1,72 +0,0 @@
/mob/living/carbon/human
hud_possible = list(HEALTH_HUD,STATUS_HUD,ID_HUD,WANTED_HUD,IMPLOYAL_HUD,IMPCHEM_HUD,IMPTRACK_HUD, NANITE_HUD, DIAG_NANITE_FULL_HUD,ANTAG_HUD,GLAND_HUD,SENTIENT_DISEASE_HUD,RAD_HUD)
hud_type = /datum/hud/human
possible_a_intents = list(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM)
pressure_resistance = 25
can_buckle = TRUE
buckle_lying = FALSE
mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
//Hair colour and style
var/hair_color = "000"
var/hair_style = "Bald"
//Facial hair colour and style
var/facial_hair_color = "000"
var/facial_hair_style = "Shaved"
//Eye colour
var/eye_color = "000"
var/horn_color = "85615a" //specific horn colors, because why not?
var/wing_color = "fff" //wings too
var/skin_tone = "caucasian1" //Skin tone
var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
var/lip_color = "white"
var/age = 30 //Player's age
var/underwear = "Nude" //Which underwear the player wants
var/undie_color = "FFFFFF"
var/undershirt = "Nude" //Which undershirt the player wants
var/shirt_color = "FFFFFF"
var/socks = "Nude" //Which socks the player wants
var/socks_color = "FFFFFF"
var/backbag = DBACKPACK //Which backpack type the player has chosen.
var/jumpsuit_style = PREF_SUIT //suit/skirt
//Equipment slots
var/obj/item/wear_suit = null
var/obj/item/w_uniform = null
var/obj/item/belt = null
var/obj/item/wear_id = null
var/obj/item/r_store = null
var/obj/item/l_store = null
var/obj/item/s_store = null
var/special_voice = "" // For changing our voice. Used by a symptom.
var/bleed_rate = 0 //how much are we bleeding
var/bleedsuppress = 0 //for stopping bloodloss, eventually this will be limb-based like bleeding
var/blood_state = BLOOD_STATE_NOT_BLOODY
var/list/blood_smear = list(BLOOD_STATE_BLOOD = 0, BLOOD_STATE_OIL = 0, BLOOD_STATE_NOT_BLOODY = 0)
var/name_override //For temporary visible name changes
var/genital_override = FALSE //Force genitals on things incase of chems
var/nameless = FALSE //For drones of both the insectoid and robotic kind. And other types of nameless critters.
var/custom_species = null
var/datum/personal_crafting/handcrafting
var/datum/physiology/physiology
var/list/datum/bioware = list()
var/creamed = FALSE //to use with creampie overlays
var/static/list/can_ride_typecache = typecacheof(list(/mob/living/carbon/human, /mob/living/simple_animal/slime, /mob/living/simple_animal/parrot))
var/lastpuke = 0
var/last_fire_update
@@ -1,139 +0,0 @@
/mob/living/carbon/human/restrained(ignore_grab)
. = ((wear_suit && wear_suit.breakouttime) || ..())
/mob/living/carbon/human/canBeHandcuffed()
if(get_num_arms(FALSE) >= 2)
return TRUE
else
return FALSE
//gets assignment from ID or ID inside PDA or PDA itself
//Useful when player do something with computers
/mob/living/carbon/human/proc/get_assignment(if_no_id = "No id", if_no_job = "No job", hand_first = TRUE)
var/obj/item/card/id/id = get_idcard(hand_first)
if(id)
. = id.assignment
else
var/obj/item/pda/pda = wear_id
if(istype(pda))
. = pda.ownjob
else
return if_no_id
if(!.)
return if_no_job
//gets name from ID or ID inside PDA or PDA itself
//Useful when player do something with computers
/mob/living/carbon/human/proc/get_authentification_name(if_no_id = "Unknown")
var/obj/item/card/id/id = get_idcard(FALSE)
if(id)
return id.registered_name
var/obj/item/pda/pda = wear_id
if(istype(pda))
return pda.owner
return if_no_id
//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a separate proc as it'll be useful elsewhere
/mob/living/carbon/human/get_visible_name()
var/face_name = get_face_name("")
var/id_name = get_id_name("")
if(name_override)
return name_override
if(face_name)
if(id_name && (id_name != face_name))
return "[face_name] (as [id_name])"
return face_name
if(id_name)
return id_name
return "Unknown"
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when Fluacided or when updating a human's name variable
/mob/living/carbon/human/proc/get_face_name(if_no_face="Unknown")
if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
return if_no_face
if( head && (head.flags_inv&HIDEFACE) )
return if_no_face //Likewise for hats
var/obj/item/bodypart/O = get_bodypart(BODY_ZONE_HEAD)
if( !O || (HAS_TRAIT(src, TRAIT_DISFIGURED)) || (O.brutestate+O.burnstate)>2 || cloneloss>50 || !real_name || nameless) //disfigured. use id-name if possible
return if_no_face
return real_name
//gets name from ID or PDA itself, ID inside PDA doesn't matter
//Useful when player is being seen by other mobs
/mob/living/carbon/human/proc/get_id_name(if_no_id = "Unknown")
var/obj/item/storage/wallet/wallet = wear_id
var/obj/item/pda/pda = wear_id
var/obj/item/card/id/id = wear_id
var/obj/item/modular_computer/tablet/tablet = wear_id
if(istype(wallet))
id = wallet.front_id
if(istype(id))
. = id.registered_name
else if(istype(pda))
. = pda.owner
else if(istype(tablet))
var/obj/item/computer_hardware/card_slot/card_slot = tablet.all_components[MC_CARD]
if(card_slot && (card_slot.stored_card2 || card_slot.stored_card))
if(card_slot.stored_card2) //The second card is the one used for authorization in the ID changing program, so we prioritize it here for consistency
. = card_slot.stored_card2.registered_name
else
if(card_slot.stored_card)
. = card_slot.stored_card.registered_name
if(!.)
. = if_no_id //to prevent null-names making the mob unclickable
return
//gets ID card object from special clothes slot or null.
/mob/living/carbon/human/get_idcard(hand_first = TRUE)
. = ..()
if(. && hand_first)
return
//Check inventory slots
var/obj/item/card/id/id_card = wear_id?.GetID()
if(!id_card)
id_card = belt?.GetID()
return id_card || .
/mob/living/carbon/human/IsAdvancedToolUser()
if(HAS_TRAIT(src, TRAIT_MONKEYLIKE))
return FALSE
return TRUE//Humans can use guns and such
/mob/living/carbon/human/reagent_check(datum/reagent/R)
return dna.species.handle_chemicals(R,src)
// if it returns 0, it will run the usual on_mob_life for that reagent. otherwise, it will stop after running handle_chemicals for the species.
/mob/living/carbon/human/can_track(mob/living/user)
if(wear_id && istype(wear_id.GetID(), /obj/item/card/id/syndicate))
return 0
if(istype(head, /obj/item/clothing/head))
var/obj/item/clothing/head/hat = head
if(hat.blockTracking)
return 0
return ..()
/mob/living/carbon/human/can_use_guns(obj/item/G)
. = ..()
if(G.trigger_guard == TRIGGER_GUARD_NORMAL)
if(src.dna.check_mutation(HULK))
to_chat(src, "<span class='warning'>Your meaty finger is much too large for the trigger guard!</span>")
return FALSE
if(HAS_TRAIT(src, TRAIT_NOGUNS))
to_chat(src, "<span class='warning'>Your fingers don't fit in the trigger guard!</span>")
return FALSE
if(mind)
if(mind.martial_art && mind.martial_art.no_guns) //great dishonor to famiry
to_chat(src, "<span class='warning'>Use of ranged weaponry would bring dishonor to the clan.</span>")
return FALSE
return .
/*
/mob/living/carbon/human/transfer_blood_dna(list/blood_dna)
..()
if(blood_dna.len)
last_bloodtype = blood_dna[blood_dna[blood_dna.len]]//trust me this works
last_blood_DNA = blood_dna[blood_dna.len]*/
@@ -1,78 +0,0 @@
/mob/living/carbon/human/get_movespeed_modifiers()
var/list/considering = ..()
. = considering
if(HAS_TRAIT(src, TRAIT_IGNORESLOWDOWN))
for(var/id in .)
var/list/data = .[id]
if(data[MOVESPEED_DATA_INDEX_FLAGS] & IGNORE_NOSLOW)
.[id] = data
/mob/living/carbon/human/movement_delay()
. = ..()
if(dna && dna.species)
. += dna.species.movement_delay(src)
/mob/living/carbon/human/slip(knockdown_amount, obj/O, lube)
if(HAS_TRAIT(src, TRAIT_NOSLIPALL))
return 0
if (!(lube&GALOSHES_DONT_HELP))
if(HAS_TRAIT(src, TRAIT_NOSLIPWATER))
return 0
if(shoes && istype(shoes, /obj/item/clothing))
var/obj/item/clothing/CS = shoes
if (CS.clothing_flags & NOSLIP)
return 0
return ..()
/mob/living/carbon/human/experience_pressure_difference()
playsound(src, 'sound/effects/space_wind.ogg', 50, 1)
if(shoes && istype(shoes, /obj/item/clothing))
var/obj/item/clothing/S = shoes
if (S.clothing_flags & NOSLIP)
return 0
return ..()
/mob/living/carbon/human/mob_has_gravity()
. = ..()
if(!.)
if(mob_negates_gravity())
. = 1
/mob/living/carbon/human/mob_negates_gravity()
return ((shoes && shoes.negates_gravity()) || (dna.species.negates_gravity(src)))
/mob/living/carbon/human/Move(NewLoc, direct)
. = ..()
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_move(src, NewLoc)
if(shoes)
if(!lying && !buckled)
if(loc == NewLoc)
if(!has_gravity(loc))
return
var/obj/item/clothing/shoes/S = shoes
//Bloody footprints
var/turf/T = get_turf(src)
if(S.bloody_shoes && S.bloody_shoes[S.blood_state])
var/obj/effect/decal/cleanable/blood/footprints/oldFP = locate(/obj/effect/decal/cleanable/blood/footprints) in T
if(oldFP && (oldFP.blood_state == S.blood_state && oldFP.color == bloodtype_to_color(S.last_bloodtype)))
return
S.bloody_shoes[S.blood_state] = max(0, S.bloody_shoes[S.blood_state]-BLOOD_LOSS_PER_STEP)
var/obj/effect/decal/cleanable/blood/footprints/FP = new /obj/effect/decal/cleanable/blood/footprints(T)
FP.blood_state = S.blood_state
FP.entered_dirs |= dir
FP.bloodiness = S.bloody_shoes[S.blood_state]
if(S.last_bloodtype)
FP.blood_DNA += list(S.last_blood_DNA = S.last_bloodtype)
FP.update_icon()
update_inv_shoes()
//End bloody footprints
S.step_action()
/mob/living/carbon/human/Process_Spacemove(movement_dir = 0) //Temporary laziness thing. Will change to handles by species reee.
if(dna.species.space_move(src))
return TRUE
return ..()
@@ -1,274 +0,0 @@
/mob/living/carbon/human/can_equip(obj/item/I, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
return dna.species.can_equip(I, slot, disable_warning, src, bypass_equip_delay_self)
// Return the item currently in the slot ID
/mob/living/carbon/human/get_item_by_slot(slot_id)
switch(slot_id)
if(SLOT_BACK)
return back
if(SLOT_WEAR_MASK)
return wear_mask
if(SLOT_NECK)
return wear_neck
if(SLOT_HANDCUFFED)
return handcuffed
if(SLOT_LEGCUFFED)
return legcuffed
if(SLOT_BELT)
return belt
if(SLOT_WEAR_ID)
return wear_id
if(SLOT_EARS)
return ears
if(SLOT_GLASSES)
return glasses
if(SLOT_GLOVES)
return gloves
if(SLOT_HEAD)
return head
if(SLOT_SHOES)
return shoes
if(SLOT_WEAR_SUIT)
return wear_suit
if(SLOT_W_UNIFORM)
return w_uniform
if(SLOT_L_STORE)
return l_store
if(SLOT_R_STORE)
return r_store
if(SLOT_S_STORE)
return s_store
return null
/mob/living/carbon/human/proc/get_all_slots()
. = get_head_slots() | get_body_slots()
/mob/living/carbon/human/proc/get_body_slots()
return list(
back,
s_store,
handcuffed,
legcuffed,
wear_suit,
gloves,
shoes,
belt,
wear_id,
l_store,
r_store,
w_uniform
)
/mob/living/carbon/human/proc/get_head_slots()
return list(
head,
wear_mask,
wear_neck,
glasses,
ears,
)
/mob/living/carbon/human/proc/get_storage_slots()
return list(
back,
belt,
l_store,
r_store,
s_store,
)
//This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible() or advanced_equip_to_slot_if_possible()
/mob/living/carbon/human/equip_to_slot(obj/item/I, slot)
. = ..()
if(!.) //a check failed or the item has already found its slot
return
var/not_handled = FALSE //Added in case we make this type path deeper one day
switch(slot)
if(SLOT_BELT)
belt = I
update_inv_belt()
if(SLOT_WEAR_ID)
wear_id = I
sec_hud_set_ID()
update_inv_wear_id()
if(SLOT_EARS)
ears = I
update_inv_ears()
if(SLOT_GLASSES)
glasses = I
var/obj/item/clothing/glasses/G = I
if(G.glass_colour_type)
update_glasses_color(G, 1)
if(G.tint)
update_tint()
if(G.vision_correction)
clear_fullscreen("nearsighted")
clear_fullscreen("eye_damage")
if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
update_sight()
update_inv_glasses()
if(SLOT_GLOVES)
gloves = I
update_inv_gloves()
if(SLOT_SHOES)
shoes = I
update_inv_shoes()
if(SLOT_WEAR_SUIT)
wear_suit = I
if(I.flags_inv & HIDEJUMPSUIT)
update_inv_w_uniform()
if(wear_suit.breakouttime) //when equipping a straightjacket
stop_pulling() //can't pull if restrained
update_action_buttons_icon() //certain action buttons will no longer be usable.
update_inv_wear_suit()
if(SLOT_W_UNIFORM)
w_uniform = I
update_suit_sensors()
update_inv_w_uniform()
if(SLOT_L_STORE)
l_store = I
update_inv_pockets()
if(SLOT_R_STORE)
r_store = I
update_inv_pockets()
if(SLOT_S_STORE)
s_store = I
update_inv_s_store()
else
to_chat(src, "<span class='danger'>You are trying to equip this item to an unsupported inventory slot. Report this to a coder!</span>")
not_handled = TRUE
//Item is handled and in slot, valid to call callback, for this proc should always be true
if(!not_handled)
I.equipped(src, slot)
return not_handled //For future deeper overrides
/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.
if(!. || !I)
return
if(index && !QDELETED(src) && dna.species.mutanthands) //hand freed, fill with claws, skip if we're getting deleted.
put_in_hand(new dna.species.mutanthands(), index)
if(I == wear_suit)
if(s_store && invdrop)
dropItemToGround(s_store, TRUE) //It makes no sense for your suit storage to stay on you if you drop your suit.
if(wear_suit.breakouttime) //when unequipping a straightjacket
drop_all_held_items() //suit is restraining
update_action_buttons_icon() //certain action buttons may be usable again.
wear_suit = null
if(!QDELETED(src)) //no need to update we're getting deleted anyway
if(I.flags_inv & HIDEJUMPSUIT)
update_inv_w_uniform()
update_inv_wear_suit()
else if(I == w_uniform)
if(invdrop)
if(r_store)
dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop.
if(l_store)
dropItemToGround(l_store, TRUE)
if(wear_id && !CHECK_BITFIELD(wear_id.item_flags, NO_UNIFORM_REQUIRED))
dropItemToGround(wear_id)
if(belt && !CHECK_BITFIELD(belt.item_flags, NO_UNIFORM_REQUIRED))
dropItemToGround(belt)
w_uniform = null
update_suit_sensors()
if(!QDELETED(src))
update_inv_w_uniform()
else if(I == gloves)
gloves = null
if(!QDELETED(src))
update_inv_gloves()
else if(I == glasses)
glasses = null
var/obj/item/clothing/glasses/G = I
if(G.glass_colour_type)
update_glasses_color(G, 0)
if(G.tint)
update_tint()
if(G.vision_correction)
if(HAS_TRAIT(src, TRAIT_NEARSIGHT))
overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
adjust_eye_damage(0)
if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
update_sight()
if(!QDELETED(src))
update_inv_glasses()
else if(I == ears)
ears = null
if(!QDELETED(src))
update_inv_ears()
else if(I == shoes)
shoes = null
if(!QDELETED(src))
update_inv_shoes()
else if(I == belt)
belt = null
if(!QDELETED(src))
update_inv_belt()
else if(I == wear_id)
wear_id = null
sec_hud_set_ID()
if(!QDELETED(src))
update_inv_wear_id()
else if(I == r_store)
r_store = null
if(!QDELETED(src))
update_inv_pockets()
else if(I == l_store)
l_store = null
if(!QDELETED(src))
update_inv_pockets()
else if(I == s_store)
s_store = null
if(!QDELETED(src))
update_inv_s_store()
/mob/living/carbon/human/wear_mask_update(obj/item/clothing/C, toggle_off = 1)
if((C.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || (initial(C.flags_inv) & (HIDEHAIR|HIDEFACIALHAIR)))
update_hair()
if(toggle_off && internal && !getorganslot(ORGAN_SLOT_BREATHING_TUBE))
update_internals_hud_icon(0)
internal = null
if(C.flags_inv & HIDEEYES)
update_inv_glasses()
sec_hud_set_security_status()
..()
/mob/living/carbon/human/head_update(obj/item/I, forced)
if((I.flags_inv & (HIDEHAIR|HIDEFACIALHAIR)) || forced)
update_hair()
else
var/obj/item/clothing/C = I
if(istype(C) && C.dynamic_hair_suffix)
update_hair()
if(I.flags_inv & HIDEEYES || forced)
update_inv_glasses()
if(I.flags_inv & HIDEEARS || forced)
update_body()
sec_hud_set_security_status()
..()
/mob/living/carbon/human/proc/equipOutfit(outfit, visualsOnly = FALSE)
var/datum/outfit/O = null
if(ispath(outfit))
O = new outfit
else
O = outfit
if(!istype(O))
return 0
if(!O)
return 0
return O.equip(src, visualsOnly)
//delete all equipment without dropping anything
/mob/living/carbon/human/proc/delete_equipment()
for(var/slot in get_all_slots())//order matters, dependant slots go first
qdel(slot)
for(var/obj/item/I in held_items)
qdel(I)
@@ -1,357 +0,0 @@
//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
// bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
// Used with human/proc/get_thermal_protection()
// The values here should add up to 1.
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_CHEST 0.15
#define THERMAL_PROTECTION_GROIN 0.15
#define THERMAL_PROTECTION_LEG_LEFT 0.075
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
#define THERMAL_PROTECTION_ARM_LEFT 0.075
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
/mob/living/carbon/human/Life(seconds, times_fired)
set invisibility = 0
if (notransform)
return
. = ..()
if (QDELETED(src))
return 0
if(.) //not dead
handle_active_genes()
if(stat != DEAD)
//heart attack stuff
handle_heart()
if(stat != DEAD)
//Stuff jammed in your limbs hurts
handle_embedded_objects()
if(stat != DEAD)
//process your dick energy
handle_arousal(times_fired)
//Update our name based on whether our face is obscured/disfigured
name = get_visible_name()
dna.species.spec_life(src) // for mutantraces
if(stat != DEAD)
return 1
/mob/living/carbon/human/calculate_affecting_pressure(pressure)
var/headless = !get_bodypart(BODY_ZONE_HEAD) //should the mob be perennially headless (see dullahans), we only take the suit into account, so they can into space.
if (wear_suit && istype(wear_suit, /obj/item/clothing) && (headless || (head && istype(head, /obj/item/clothing))))
var/obj/item/clothing/CS = wear_suit
var/obj/item/clothing/CH = head
if (CS.clothing_flags & STOPSPRESSUREDAMAGE && (headless || (CH.clothing_flags & STOPSPRESSUREDAMAGE)))
return ONE_ATMOSPHERE
if(isbelly(loc)) //START OF CIT CHANGES - Makes it so you don't suffocate while inside vore organs. Remind me to modularize this some time - Bhijn
return ONE_ATMOSPHERE
if(istype(loc, /obj/item/dogborg/sleeper))
return ONE_ATMOSPHERE //END OF CIT CHANGES
return ..()
/mob/living/carbon/human/handle_traits()
if(eye_blind) //blindness, heals slowly over time
if(HAS_TRAIT_FROM(src, TRAIT_BLIND, EYES_COVERED)) //covering your eyes heals blurry eyes faster
adjust_blindness(-3)
else
adjust_blindness(-1)
else if(eye_blurry) //blurry eyes heal slowly
adjust_blurriness(-1)
if (getOrganLoss(ORGAN_SLOT_BRAIN) >= 30) //Citadel change to make memes more often.
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "brain_damage", /datum/mood_event/brain_damage)
if(prob(3))
if(prob(25))
emote("drool")
else
say(pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage"))
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "brain_damage")
/mob/living/carbon/human/handle_mutations_and_radiation()
if(!dna || !dna.species.handle_mutations_and_radiation(src))
..()
/mob/living/carbon/human/breathe()
if(!dna.species.breathe(src))
..()
/mob/living/carbon/human/check_breath(datum/gas_mixture/breath)
var/L = getorganslot(ORGAN_SLOT_LUNGS)
if(!L)
if(health >= crit_threshold)
adjustOxyLoss(HUMAN_MAX_OXYLOSS + 1)
else if(!HAS_TRAIT(src, TRAIT_NOCRITDAMAGE))
adjustOxyLoss(HUMAN_CRIT_MAX_OXYLOSS)
failed_last_breath = 1
var/datum/species/S = dna.species
if(S.breathid == "o2")
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
else if(S.breathid == "tox")
throw_alert("not_enough_tox", /obj/screen/alert/not_enough_tox)
else if(S.breathid == "co2")
throw_alert("not_enough_co2", /obj/screen/alert/not_enough_co2)
else if(S.breathid == "n2")
throw_alert("not_enough_nitro", /obj/screen/alert/not_enough_nitro)
return FALSE
else
if(istype(L, /obj/item/organ/lungs))
var/obj/item/organ/lungs/lun = L
lun.check_breath(breath,src)
/mob/living/carbon/human/handle_environment(datum/gas_mixture/environment)
dna.species.handle_environment(environment, src)
///FIRE CODE
/mob/living/carbon/human/handle_fire()
if(!last_fire_update)
last_fire_update = fire_stacks
if((fire_stacks > HUMAN_FIRE_STACK_ICON_NUM && last_fire_update <= HUMAN_FIRE_STACK_ICON_NUM) || (fire_stacks <= HUMAN_FIRE_STACK_ICON_NUM && last_fire_update > HUMAN_FIRE_STACK_ICON_NUM))
last_fire_update = fire_stacks
update_fire()
..()
if(dna)
dna.species.handle_fire(src)
/mob/living/carbon/human/proc/easy_thermal_protection()
var/thermal_protection = 0 //Simple check to estimate how protected we are against multiple temperatures
//CITADEL EDIT Vore code required overrides
if(istype(loc, /obj/item/dogborg/sleeper))
return FIRE_IMMUNITY_MAX_TEMP_PROTECT
if(ismob(loc))
return FIRE_IMMUNITY_MAX_TEMP_PROTECT
if(isbelly(loc))
return FIRE_IMMUNITY_MAX_TEMP_PROTECT
//END EDIT
if(wear_suit)
if(wear_suit.max_heat_protection_temperature >= FIRE_SUIT_MAX_TEMP_PROTECT)
thermal_protection += (wear_suit.max_heat_protection_temperature*0.7)
if(head)
if(head.max_heat_protection_temperature >= FIRE_HELM_MAX_TEMP_PROTECT)
thermal_protection += (head.max_heat_protection_temperature*THERMAL_PROTECTION_HEAD)
thermal_protection = round(thermal_protection)
return thermal_protection
/mob/living/carbon/human/IgniteMob()
//If have no DNA or can be Ignited, call parent handling to light user
//If firestacks are high enough
if(!dna || dna.species.CanIgniteMob(src))
return ..()
. = FALSE //No ignition
/mob/living/carbon/human/ExtinguishMob()
if(!dna || !dna.species.ExtinguishMob(src))
last_fire_update = null
..()
//END FIRE CODE
//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, CHEST, GROIN, etc. See setup.dm for the full list)
/mob/living/carbon/human/proc/get_heat_protection_flags(temperature) //Temperature is the temperature you're being exposed to.
var/thermal_protection_flags = 0
//Handle normal clothing
if(head)
if(head.max_heat_protection_temperature && head.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= head.heat_protection
if(wear_suit)
if(wear_suit.max_heat_protection_temperature && wear_suit.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= wear_suit.heat_protection
if(w_uniform)
if(w_uniform.max_heat_protection_temperature && w_uniform.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= w_uniform.heat_protection
if(shoes)
if(shoes.max_heat_protection_temperature && shoes.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= shoes.heat_protection
if(gloves)
if(gloves.max_heat_protection_temperature && gloves.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= gloves.heat_protection
if(wear_mask)
if(wear_mask.max_heat_protection_temperature && wear_mask.max_heat_protection_temperature >= temperature)
thermal_protection_flags |= wear_mask.heat_protection
return thermal_protection_flags
//See proc/get_heat_protection_flags(temperature) for the description of this proc.
/mob/living/carbon/human/proc/get_cold_protection_flags(temperature)
var/thermal_protection_flags = 0
//Handle normal clothing
if(head)
if(head.min_cold_protection_temperature && head.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= head.cold_protection
if(wear_suit)
if(wear_suit.min_cold_protection_temperature && wear_suit.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= wear_suit.cold_protection
if(w_uniform)
if(w_uniform.min_cold_protection_temperature && w_uniform.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= w_uniform.cold_protection
if(shoes)
if(shoes.min_cold_protection_temperature && shoes.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= shoes.cold_protection
if(gloves)
if(gloves.min_cold_protection_temperature && gloves.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= gloves.cold_protection
if(wear_mask)
if(wear_mask.min_cold_protection_temperature && wear_mask.min_cold_protection_temperature <= temperature)
thermal_protection_flags |= wear_mask.cold_protection
return thermal_protection_flags
/mob/living/carbon/human/proc/get_thermal_protection(temperature, cold = FALSE)
if(cold)
//CITADEL EDIT Mandatory for vore code.
if(istype(loc, /obj/item/dogborg/sleeper) || isbelly(loc) || ismob(loc))
return 1 //freezing to death in sleepers ruins fun.
//END EDIT
temperature = max(temperature, 2.7) //There is an occasional bug where the temperature is miscalculated in ares with a small amount of gas on them, so this is necessary to ensure that that bug does not affect this calculation. Space's temperature is 2.7K and most suits that are intended to protect against any cold, protect down to 2.0K.
var/thermal_protection_flags = cold ? get_cold_protection_flags(temperature) : get_heat_protection_flags(temperature)
var/missing_body_parts_flags = ~get_body_parts_flags()
var/max_protection = 1
if(missing_body_parts_flags) //I don't like copypasta as much as proc overhead. Do you want me to make these into a macro?
DISABLE_BITFIELD(thermal_protection_flags, missing_body_parts_flags)
if(missing_body_parts_flags & HEAD)
max_protection -= THERMAL_PROTECTION_HEAD
if(missing_body_parts_flags & CHEST)
max_protection -= THERMAL_PROTECTION_CHEST
if(missing_body_parts_flags & GROIN)
max_protection -= THERMAL_PROTECTION_GROIN
if(missing_body_parts_flags & LEG_LEFT)
max_protection -= THERMAL_PROTECTION_LEG_LEFT
if(missing_body_parts_flags & LEG_RIGHT)
max_protection -= THERMAL_PROTECTION_LEG_RIGHT
if(missing_body_parts_flags & FOOT_LEFT)
max_protection -= THERMAL_PROTECTION_FOOT_LEFT
if(missing_body_parts_flags & FOOT_RIGHT)
max_protection -= THERMAL_PROTECTION_FOOT_RIGHT
if(missing_body_parts_flags & ARM_LEFT)
max_protection -= THERMAL_PROTECTION_ARM_LEFT
if(missing_body_parts_flags & ARM_RIGHT)
max_protection -= THERMAL_PROTECTION_ARM_RIGHT
if(missing_body_parts_flags & HAND_LEFT)
max_protection -= THERMAL_PROTECTION_HAND_LEFT
if(missing_body_parts_flags & HAND_RIGHT)
max_protection -= THERMAL_PROTECTION_HAND_RIGHT
if(max_protection == 0) //Is it even a man if it doesn't have a body at all? Early return to avoid division by zero.
return 1
var/thermal_protection = 0
if(thermal_protection_flags)
if(thermal_protection_flags & HEAD)
thermal_protection += THERMAL_PROTECTION_HEAD
if(thermal_protection_flags & CHEST)
thermal_protection += THERMAL_PROTECTION_CHEST
if(thermal_protection_flags & GROIN)
thermal_protection += THERMAL_PROTECTION_GROIN
if(thermal_protection_flags & LEG_LEFT)
thermal_protection += THERMAL_PROTECTION_LEG_LEFT
if(thermal_protection_flags & LEG_RIGHT)
thermal_protection += THERMAL_PROTECTION_LEG_RIGHT
if(thermal_protection_flags & FOOT_LEFT)
thermal_protection += THERMAL_PROTECTION_FOOT_LEFT
if(thermal_protection_flags & FOOT_RIGHT)
thermal_protection += THERMAL_PROTECTION_FOOT_RIGHT
if(thermal_protection_flags & ARM_LEFT)
thermal_protection += THERMAL_PROTECTION_ARM_LEFT
if(thermal_protection_flags & ARM_RIGHT)
thermal_protection += THERMAL_PROTECTION_ARM_RIGHT
if(thermal_protection_flags & HAND_LEFT)
thermal_protection += THERMAL_PROTECTION_HAND_LEFT
if(thermal_protection_flags & HAND_RIGHT)
thermal_protection += THERMAL_PROTECTION_HAND_RIGHT
return round(thermal_protection/max_protection, 0.001)
/mob/living/carbon/human/handle_random_events()
//Puke if toxloss is too high
if(!stat)
if(getToxLoss() >= 45 && nutrition > 20)
lastpuke += prob(50)
if(lastpuke >= 50) // about 25 second delay I guess
vomit(20, toxic = TRUE)
lastpuke = 0
/mob/living/carbon/human/has_smoke_protection()
if(wear_mask)
if(wear_mask.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return TRUE
if(glasses)
if(glasses.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return TRUE
if(head && istype(head, /obj/item/clothing))
var/obj/item/clothing/CH = head
if(CH.clothing_flags & BLOCK_GAS_SMOKE_EFFECT)
return TRUE
return ..()
/mob/living/carbon/human/proc/handle_embedded_objects()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
for(var/obj/item/I in BP.embedded_objects)
if(prob(I.embedding.embedded_pain_chance))
BP.receive_damage(I.w_class*I.embedding.embedded_pain_multiplier)
to_chat(src, "<span class='userdanger'>[I] embedded in your [BP.name] hurts!</span>")
if(prob(I.embedding.embedded_fall_chance))
BP.receive_damage(I.w_class*I.embedding.embedded_fall_pain_multiplier)
BP.embedded_objects -= I
I.forceMove(drop_location())
visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
if(!has_embedded_objects())
clear_alert("embeddedobject")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "embedded")
/mob/living/carbon/human/proc/handle_active_genes()
for(var/datum/mutation/human/HM in dna.mutations)
HM.on_life(src)
/mob/living/carbon/human/proc/handle_heart()
var/we_breath = !HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT)
if(!undergoing_cardiac_arrest())
return
if(we_breath)
adjustOxyLoss(8)
Unconscious(80)
// Tissues die without blood circulation
adjustBruteLoss(2)
#undef THERMAL_PROTECTION_HEAD
#undef THERMAL_PROTECTION_CHEST
#undef THERMAL_PROTECTION_GROIN
#undef THERMAL_PROTECTION_LEG_LEFT
#undef THERMAL_PROTECTION_LEG_RIGHT
#undef THERMAL_PROTECTION_FOOT_LEFT
#undef THERMAL_PROTECTION_FOOT_RIGHT
#undef THERMAL_PROTECTION_ARM_LEFT
#undef THERMAL_PROTECTION_ARM_RIGHT
#undef THERMAL_PROTECTION_HAND_LEFT
#undef THERMAL_PROTECTION_HAND_RIGHT
@@ -1,29 +0,0 @@
//Stores several modifiers in a way that isn't cleared by changing species
/datum/physiology
var/brute_mod = 1 // % of brute damage taken from all sources
var/burn_mod = 1 // % of burn damage taken from all sources
var/tox_mod = 1 // % of toxin damage taken from all sources
var/oxy_mod = 1 // % of oxygen damage taken from all sources
var/clone_mod = 1 // % of clone damage taken from all sources
var/stamina_mod = 1 // % of stamina damage taken from all sources
var/brain_mod = 1 // % of brain damage taken from all sources
var/pressure_mod = 1 // % of brute damage taken from low or high pressure (stacks with brute_mod)
var/heat_mod = 1 // % of burn damage taken from heat (stacks with burn_mod)
var/cold_mod = 1 // % of burn damage taken from cold (stacks with burn_mod)
var/damage_resistance = 0 // %damage reduction from all sources
var/siemens_coeff = 1 // resistance to shocks
var/stun_mod = 1 // % stun modifier
var/bleed_mod = 1 // % bleeding modifier
var/datum/armor/armor // internal armor datum
var/hunger_mod = 1 //% of hunger rate taken per tick.
var/do_after_speed = 1 //Speed mod for do_after. Lower is better. If temporarily adjusting, please only modify using *= and /=, so you don't interrupt other calculations.
/datum/physiology/New()
armor = new
-116
View File
@@ -1,116 +0,0 @@
/mob/living/carbon/human/say_mod(input, message_mode)
verb_say = dna.species.say_mod
. = ..()
if(message_mode != MODE_CUSTOM_SAY && message_mode != MODE_WHISPER_CRIT)
switch(slurring)
if(10 to 25)
return "jumbles"
if(25 to 50)
return "slurs"
if(50 to INFINITY)
return "garbles"
/mob/living/carbon/human/GetVoice()
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
var/obj/item/clothing/mask/chameleon/V = wear_mask
if(V.vchange && wear_id)
var/obj/item/card/id/idcard = wear_id.GetID()
if(istype(idcard))
return idcard.registered_name
else
return real_name
else
return real_name
if(mind)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling && changeling.mimicing )
return changeling.mimicing
if(GetSpecialVoice())
return GetSpecialVoice()
return real_name
/mob/living/carbon/human/IsVocal()
// how do species that don't breathe talk? magic, that's what.
if(!HAS_TRAIT_FROM(src, TRAIT_NOBREATH, SPECIES_TRAIT) && !getorganslot(ORGAN_SLOT_LUNGS))
return FALSE
if(mind)
return !mind.miming
return TRUE
/mob/living/carbon/human/proc/SetSpecialVoice(new_voice)
if(new_voice)
special_voice = new_voice
return
/mob/living/carbon/human/proc/UnsetSpecialVoice()
special_voice = ""
return
/mob/living/carbon/human/proc/GetSpecialVoice()
return special_voice
/mob/living/carbon/human/binarycheck()
if(ears)
var/obj/item/radio/headset/dongle = ears
if(!istype(dongle))
return FALSE
if(dongle.translate_binary)
return TRUE
/mob/living/carbon/human/radio(message, message_mode, list/spans, language)
. = ..()
if(.)
return
switch(message_mode)
if(MODE_HEADSET)
if (ears)
ears.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(MODE_DEPARTMENT)
if (ears)
ears.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
if(message_mode in GLOB.radiochannels)
if(ears)
ears.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
return 0
/mob/living/carbon/human/get_alt_name()
if(name != GetVoice())
return " (as [get_id_name("Unknown")])"
/mob/living/carbon/human/proc/forcesay(list/append) //this proc is at the bottom of the file because quote fuckery makes notepad++ cri
if(stat == CONSCIOUS)
if(client)
var/virgin = 1 //has the text been modified yet?
var/temp = winget(client, "input", "text")
if(findtextEx(temp, "Say \"", 1, 7) && length(temp) > 5) //"case sensitive means
temp = replacetext(temp, ";", "") //general radio
if(findtext(trim_left(temp), ":", 6, 7)) //dept radio
temp = copytext(trim_left(temp), 8)
virgin = 0
if(virgin)
temp = copytext(trim_left(temp), 6) //normal speech
virgin = 0
while(findtext(trim_left(temp), ":", 1, 2)) //dept radio again (necessary)
temp = copytext(trim_left(temp), 3)
if(findtext(temp, "*", 1, 2)) //emotes
return
var/trimmed = trim_left(temp)
if(length(trimmed))
if(append)
temp += pick(append)
say(temp)
winset(client, "input", "text=[null]")
File diff suppressed because it is too large Load Diff
@@ -1,18 +0,0 @@
/datum/species/abductor
name = "Abductor"
id = "abductor"
say_mod = "gibbers"
sexes = FALSE
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_NOGUNS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
/datum/species/abductor/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
var/datum/atom_hud/abductor_hud = GLOB.huds[DATA_HUD_ABDUCTOR]
abductor_hud.add_hud_to(C)
/datum/species/abductor/on_species_loss(mob/living/carbon/C)
. = ..()
var/datum/atom_hud/abductor_hud = GLOB.huds[DATA_HUD_ABDUCTOR]
abductor_hud.remove_hud_from(C)
@@ -1,24 +0,0 @@
/datum/species/android
name = "Android"
id = "android"
say_mod = "states"
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_NOFIRE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_LIMBATTACHMENT)
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
meat = null
gib_types = /obj/effect/gibspawner/robot
damage_overlay_type = "synth"
mutanttongue = /obj/item/organ/tongue/robot
limbs_id = "synth"
/datum/species/android/on_species_gain(mob/living/carbon/C)
. = ..()
for(var/X in C.bodyparts)
var/obj/item/bodypart/O = X
O.change_bodypart_status(BODYPART_ROBOTIC, FALSE, TRUE)
/datum/species/android/on_species_loss(mob/living/carbon/C)
. = ..()
for(var/X in C.bodyparts)
var/obj/item/bodypart/O = X
O.change_bodypart_status(BODYPART_ORGANIC,FALSE, TRUE)
@@ -1,145 +0,0 @@
/datum/species/angel
name = "Angel"
id = "angel"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
mutant_bodyparts = list("wings")
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = 1
no_equip = list(SLOT_BACK)
blacklisted = 1
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/datum/action/innate/flight/fly
/datum/species/angel/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
..()
if(H.dna && H.dna.species && (H.dna.features["wings"] != "Angel"))
if(!("wings" in H.dna.species.mutant_bodyparts))
H.dna.species.mutant_bodyparts |= "wings"
H.dna.features["wings"] = "Angel"
H.update_body()
if(ishuman(H) && !fly)
fly = new
fly.Grant(H)
ADD_TRAIT(H, TRAIT_HOLY, SPECIES_TRAIT)
/datum/species/angel/on_species_loss(mob/living/carbon/human/H)
if(fly)
fly.Remove(H)
if(H.movement_type & FLYING)
H.setMovetype(H.movement_type & ~FLYING)
ToggleFlight(H,0)
if(H.dna && H.dna.species && (H.dna.features["wings"] == "Angel"))
if("wings" in H.dna.species.mutant_bodyparts)
H.dna.species.mutant_bodyparts -= "wings"
H.dna.features["wings"] = "None"
H.update_body()
REMOVE_TRAIT(H, TRAIT_HOLY, SPECIES_TRAIT)
..()
/datum/species/angel/spec_life(mob/living/carbon/human/H)
HandleFlight(H)
/datum/species/angel/proc/HandleFlight(mob/living/carbon/human/H)
if(H.movement_type & FLYING)
if(!CanFly(H))
ToggleFlight(H,0)
return 0
return 1
else
return 0
/datum/species/angel/proc/CanFly(mob/living/carbon/human/H)
if(H.stat || H.IsStun() || H.IsKnockdown())
return 0
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
var/turf/T = get_turf(H)
if(!T)
return 0
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
/datum/action/innate/flight
name = "Toggle Flight"
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_STUN
icon_icon = 'icons/mob/actions/actions_items.dmi'
button_icon_state = "flight"
/datum/action/innate/flight/Activate()
var/mob/living/carbon/human/H = owner
var/datum/species/angel/A = H.dna.species
if(A.CanFly(H))
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()
else
to_chat(H, "<span class='notice'>You beat your wings and begin to hover gently above the ground...</span>")
H.resting = 0
A.ToggleFlight(H,1)
H.update_canmove()
/datum/species/angel/proc/flyslip(mob/living/carbon/human/H)
var/obj/buckled_obj
if(H.buckled)
buckled_obj = H.buckled
to_chat(H, "<span class='notice'>Your wings spazz out and launch you!</span>")
playsound(H.loc, 'sound/misc/slip.ogg', 50, 1, -3)
for(var/obj/item/I in H.held_items)
H.accident(I)
var/olddir = H.dir
H.stop_pulling()
if(buckled_obj)
buckled_obj.unbuckle_mob(H)
step(buckled_obj, olddir)
else
for(var/i=1, i<5, i++)
spawn (i)
step(H, olddir)
H.spin(1,1)
return 1
/datum/species/angel/spec_stun(mob/living/carbon/human/H,amount)
if(H.movement_type & FLYING)
ToggleFlight(H,0)
flyslip(H)
. = ..()
/datum/species/angel/negates_gravity(mob/living/carbon/human/H)
if(H.movement_type & FLYING)
return 1
/datum/species/angel/space_move(mob/living/carbon/human/H)
if(H.movement_type & FLYING)
return 1
/datum/species/angel/proc/ToggleFlight(mob/living/carbon/human/H,flight)
if(flight && CanFly(H))
stunmod = 2
speedmod = -0.35
H.setMovetype(H.movement_type | FLYING)
override_float = TRUE
H.pass_flags |= PASSTABLE
H.OpenWings()
else
stunmod = 1
speedmod = 0
H.setMovetype(H.movement_type & ~FLYING)
override_float = FALSE
H.pass_flags &= ~PASSTABLE
H.CloseWings()
@@ -1,65 +0,0 @@
/datum/species/insect
name = "Anthromorphic Insect"
id = "insect"
say_mod = "flutters"
default_color = "00FF00"
species_traits = list(LIPS,NOEYES,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_BUG)
mutant_bodyparts = list("mam_ears", "mam_snout", "mam_tail", "taur", "insect_wings", "mam_snouts", "insect_fluff","horns")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None",
"insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None","horns" = "None")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
liked_food = VEGETABLES | DAIRY
disliked_food = FRUIT | GROSS
toxic_food = MEAT | RAW
mutanteyes = /obj/item/organ/eyes/insect
should_draw_citadel = TRUE
exotic_bloodtype = "BUG"
/datum/species/insect/on_species_gain(mob/living/carbon/C)
. = ..()
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!H.dna.features["insect_wings"])
H.dna.features["insect_wings"] = "[(H.client && H.client.prefs && LAZYLEN(H.client.prefs.features) && H.client.prefs.features["insect_wings"]) ? H.client.prefs.features["insect_wings"] : "None"]"
handle_mutant_bodyparts(H)
/datum/species/insect/random_name(gender,unique,lastname)
if(unique)
return random_unique_moth_name()
var/randname = moth_name()
if(lastname)
randname += " [lastname]"
return randname
/datum/species/insect/handle_fire(mob/living/carbon/human/H, no_protection = FALSE)
..()
if(H.dna.features["insect_wings"] != "Burnt Off" && H.dna.features["insect_wings"] != "None" && H.bodytemperature >= 800 && H.fire_stacks > 0) //do not go into the extremely hot light. you will not survive
to_chat(H, "<span class='danger'>Your precious wings burn to a crisp!</span>")
if(H.dna.features["insect_wings"] != "None")
H.dna.features["insect_wings"] = "Burnt Off"
handle_mutant_bodyparts(H)
/datum/species/insect/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
. = ..()
if(chem.id == "pestkiller")
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
/datum/species/insect/check_weakness(obj/item/weapon, mob/living/attacker)
if(istype(weapon, /obj/item/melee/flyswatter))
return 9 //flyswatters deal 10x damage to insects
return 0
/datum/species/insect/space_move(mob/living/carbon/human/H)
. = ..()
if(H.loc && !isspaceturf(H.loc) && (H.dna.features["insect_wings"] != "Burnt Off" && H.dna.features["insect_wings"] != "None"))
var/datum/gas_mixture/current = H.loc.return_air()
if(current && (current.return_pressure() >= ONE_ATMOSPHERE*0.85)) //as long as there's reasonable pressure and no gravity, flight is possible
return TRUE
@@ -1,21 +0,0 @@
/datum/species/corporate
name = "Corporate Agent"
id = "agent"
hair_alpha = 0
say_mod = "declares"
speedmod = -2//Fast
brutemod = 0.7//Tough against firearms
burnmod = 0.65//Tough against lasers
coldmod = 0
heatmod = 0.5//it's a little tough to burn them to death not as hard though.
punchdamagelow = 20
punchdamagehigh = 30//they are inhumanly strong
punchstunthreshold = 25
attack_verb = "smash"
attack_sound = 'sound/weapons/resonator_blast.ogg'
blacklisted = 1
use_skintones = 0
species_traits = list(NOBLOOD,EYECOLOR,NOGENITALS)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER)
sexes = 0
gib_types = /obj/effect/gibspawner/robot
@@ -1,171 +0,0 @@
/datum/species/dullahan
name = "Dullahan"
id = "dullahan"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
use_skintones = TRUE
mutant_brain = /obj/item/organ/brain/dullahan
mutanteyes = /obj/item/organ/eyes/dullahan
mutanttongue = /obj/item/organ/tongue/dullahan
mutantears = /obj/item/organ/ears/dullahan
blacklisted = TRUE
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/pumpkin = FALSE
var/obj/item/dullahan_relay/myhead
/datum/species/dullahan/pumpkin
name = "Pumpkin Head Dullahan"
id = "pumpkindullahan"
pumpkin = TRUE
/datum/species/dullahan/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return FALSE
/datum/species/dullahan/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
. = ..()
DISABLE_BITFIELD(H.flags_1, HEAR_1)
var/obj/item/bodypart/head/head = H.get_bodypart(BODY_ZONE_HEAD)
if(head)
if(pumpkin)//Pumpkinhead!
head.animal_origin = 100
head.icon = 'icons/obj/clothing/hats.dmi'
head.icon_state = "hardhat1_pumpkin_j"
head.custom_head = TRUE
head.drop_limb()
if(!QDELETED(head)) //drop_limb() deletes the limb if it's no drop location and dummy humans used for rendering icons are located in nullspace. Do the math.
head.throwforce = 25
myhead = new /obj/item/dullahan_relay (head, H)
H.put_in_hands(head)
var/obj/item/organ/eyes/E = H.getorganslot(ORGAN_SLOT_EYES)
for(var/datum/action/item_action/organ_action/OA in E.actions)
OA.Trigger()
/datum/species/dullahan/on_species_loss(mob/living/carbon/human/H)
ENABLE_BITFIELD(H.flags_1, HEAR_1)
H.reset_perspective(H)
if(myhead)
var/obj/item/dullahan_relay/DR = myhead
myhead = null
DR.owner = null
qdel(DR)
H.regenerate_limb(BODY_ZONE_HEAD,FALSE)
..()
/datum/species/dullahan/spec_life(mob/living/carbon/human/H)
if(QDELETED(myhead))
myhead = null
H.gib()
var/obj/item/bodypart/head/head2 = H.get_bodypart(BODY_ZONE_HEAD)
if(head2)
myhead = null
H.gib()
/datum/species/dullahan/proc/update_vision_perspective(mob/living/carbon/human/H)
var/obj/item/organ/eyes/eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(eyes)
H.update_tint()
if(eyes.tint)
H.reset_perspective(H)
else
H.reset_perspective(myhead)
/obj/item/organ/brain/dullahan
decoy_override = TRUE
organ_flags = ORGAN_NO_SPOIL//Do not decay
/obj/item/organ/tongue/dullahan
zone = "abstract"
modifies_speech = TRUE
/obj/item/organ/tongue/dullahan/handle_speech(datum/source, list/speech_args)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
if(isobj(D.myhead.loc))
var/obj/O = D.myhead.loc
O.say(speech_args[SPEECH_MESSAGE])
speech_args[SPEECH_MESSAGE] = ""
/obj/item/organ/ears/dullahan
zone = "abstract"
/obj/item/organ/eyes/dullahan
name = "head vision"
desc = "An abstraction."
actions_types = list(/datum/action/item_action/organ_action/dullahan)
zone = "abstract"
tint = INFINITY // used to switch the vision perspective to the head on species_gain().
/datum/action/item_action/organ_action/dullahan
name = "Toggle Perspective"
desc = "Switch between seeing normally from your head, or blindly from your body."
/datum/action/item_action/organ_action/dullahan/Trigger()
. = ..()
var/obj/item/organ/eyes/dullahan/DE = target
if(DE.tint)
DE.tint = 0
else
DE.tint = INFINITY
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
D.update_vision_perspective(H)
/obj/item/dullahan_relay
name = "dullahan relay"
var/mob/living/owner
flags_1 = HEAR_1
/obj/item/dullahan_relay/Initialize(mapload, mob/living/carbon/human/new_owner)
. = ..()
if(!new_owner)
return INITIALIZE_HINT_QDEL
owner = new_owner
START_PROCESSING(SSobj, src)
RegisterSignal(owner, COMSIG_MOB_EXAMINATE, .proc/examinate_check)
RegisterSignal(src, COMSIG_ATOM_HEARER_IN_VIEW, .proc/include_owner)
RegisterSignal(owner, COMSIG_LIVING_REGENERATE_LIMBS, .proc/unlist_head)
RegisterSignal(owner, COMSIG_LIVING_FULLY_HEAL, .proc/retrieve_head)
/obj/item/dullahan_relay/proc/examinate_check(mob/source, atom/A)
if(source.client.eye == src && ((A in view(source.client.view, src)) || (isturf(A) && source.sight & SEE_TURFS) || (ismob(A) && source.sight & SEE_MOBS) || (isobj(A) && source.sight & SEE_OBJS)))
return COMPONENT_ALLOW_EXAMINE
/obj/item/dullahan_relay/proc/include_owner(datum/source, list/processing_list, list/hearers)
if(!QDELETED(owner))
hearers += owner
/obj/item/dullahan_relay/proc/unlist_head(datum/source, noheal = FALSE, list/excluded_limbs)
excluded_limbs |= BODY_ZONE_HEAD // So we don't gib when regenerating limbs.
/obj/item/dullahan_relay/proc/retrieve_head(datum/source, admin_revive = FALSE)
if(admin_revive) //retrieving the owner's head for ahealing purposes.
var/obj/item/bodypart/head/H = loc
var/turf/T = get_turf(owner)
if(H && istype(H) && T && !(H in owner.GetAllContents()))
H.forceMove(T)
/obj/item/dullahan_relay/process()
if(!istype(loc, /obj/item/bodypart/head) || QDELETED(owner))
. = PROCESS_KILL
qdel(src)
/obj/item/dullahan_relay/Destroy()
if(!QDELETED(owner))
var/mob/living/carbon/human/H = owner
if(isdullahan(H))
var/datum/species/dullahan/D = H.dna.species
D.myhead = null
owner.gib()
owner = null
..()
@@ -1,131 +0,0 @@
//Subtype of human
/datum/species/human/felinid
name = "Felinid"
id = "felinid"
limbs_id = "human"
mutant_bodyparts = list("mam_ears", "mam_tail", "deco_wings")
default_features = list("mcolor" = "FFF", "mam_tail" = "Cat", "mam_ears" = "Cat", "wings" = "None", "deco_wings" = "None")
mutantears = /obj/item/organ/ears/cat
mutanttail = /obj/item/organ/tail/cat
/datum/species/human/felinid/qualifies_for_rank(rank, list/features)
return TRUE
//Curiosity killed the cat's wagging tail.
/datum/species/human/felinid/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/human/felinid/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/human/felinid/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/human/felinid/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/human/felinid/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()
/datum/species/human/felinid/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!pref_load) //Hah! They got forcefully purrbation'd. Force default felinid parts on them if they have no mutant parts in those areas!
if(H.dna.features["mam_tail"] == "None")
H.dna.features["mam_tail"] = "Cat"
if(H.dna.features["mam_ears"] == "None")
H.dna.features["mam_ears"] = "Cat"
if(H.dna.features["mam_ears"] == "Cat")
var/obj/item/organ/ears/cat/ears = new
ears.Insert(H, drop_if_replaced = FALSE)
else
mutantears = /obj/item/organ/ears
if(H.dna.features["mam_tail"] == "Cat")
var/obj/item/organ/tail/cat/tail = new
tail.Insert(H, drop_if_replaced = FALSE)
else
mutanttail = null
return ..()
/datum/species/human/felinid/on_species_loss(mob/living/carbon/H, datum/species/new_species, pref_load)
var/obj/item/organ/ears/cat/ears = H.getorgan(/obj/item/organ/ears/cat)
var/obj/item/organ/tail/cat/tail = H.getorgan(/obj/item/organ/tail/cat)
if(ears)
var/obj/item/organ/ears/NE
if(new_species && new_species.mutantears)
// Roundstart cat ears override new_species.mutantears, reset it here.
new_species.mutantears = initial(new_species.mutantears)
if(new_species.mutantears)
NE = new new_species.mutantears
if(!NE)
// Go with default ears
NE = new /obj/item/organ/ears
NE.Insert(H, drop_if_replaced = FALSE)
if(tail)
var/obj/item/organ/tail/NT
if(new_species && new_species.mutanttail)
// Roundstart cat tail overrides new_species.mutanttail, reset it here.
new_species.mutanttail = initial(new_species.mutanttail)
if(new_species.mutanttail)
NT = new new_species.mutanttail
if(NT)
NT.Insert(H, drop_if_replaced = FALSE)
else
tail.Remove(H)
/proc/mass_purrbation()
for(var/M in GLOB.mob_list)
if(ishumanbasic(M))
purrbation_apply(M)
CHECK_TICK
/proc/mass_remove_purrbation()
for(var/M in GLOB.mob_list)
if(ishumanbasic(M))
purrbation_remove(M)
CHECK_TICK
/proc/purrbation_toggle(mob/living/carbon/human/H, silent = FALSE)
if(!ishumanbasic(H))
return
if(!iscatperson(H))
purrbation_apply(H, silent)
. = TRUE
else
purrbation_remove(H, silent)
. = FALSE
/proc/purrbation_apply(mob/living/carbon/human/H, silent = FALSE)
if(!ishuman(H) || iscatperson(H))
return
H.set_species(/datum/species/human/felinid)
if(!silent)
to_chat(H, "Something is nya~t right.")
playsound(get_turf(H), 'sound/effects/meow1.ogg', 50, 1, -1)
/proc/purrbation_remove(mob/living/carbon/human/H, silent = FALSE)
if(!ishuman(H) || !iscatperson(H))
return
H.set_species(/datum/species/human)
if(!silent)
to_chat(H, "You are no longer a cat.")
@@ -1,36 +0,0 @@
/datum/species/fly
name = "Anthromorphic Fly"
id = "fly"
say_mod = "buzzes"
species_traits = list(NOEYES)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_BUG)
mutanttongue = /obj/item/organ/tongue/fly
mutantliver = /obj/item/organ/liver/fly
mutantstomach = /obj/item/organ/stomach/fly
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/fly
disliked_food = null
liked_food = GROSS
exotic_bloodtype = "BUG"
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "pestkiller")
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
return 1
/datum/species/fly/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(istype(chem, /datum/reagent/consumable))
var/datum/reagent/consumable/nutri_check = chem
if(nutri_check.nutriment_factor > 0)
var/turf/pos = get_turf(H)
H.vomit(0, FALSE, FALSE, 2, TRUE)
playsound(pos, 'sound/effects/splat.ogg', 50, 1)
H.visible_message("<span class='danger'>[H] vomits on the floor!</span>", \
"<span class='userdanger'>You throw up on the floor!</span>")
..()
/datum/species/fly/check_weakness(obj/item/weapon, mob/living/attacker)
if(istype(weapon, /obj/item/melee/flyswatter))
return 29 //Flyswatters deal 30x damage to flypeople.
return 0
@@ -1,99 +0,0 @@
/datum/species/mammal
name = "Anthromorph"
id = "mammal"
default_color = "4B4B4B"
should_draw_citadel = TRUE
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "deco_wings", "taur", "horns", "legs")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
"mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian")
attack_verb = "claw"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/mammal
liked_food = MEAT | FRIED
disliked_food = TOXIC
//Curiosity killed the cat's wagging tail.
/datum/species/mammal/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/mammal/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/mammal/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/mammal/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/mammal/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/mammal/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()
/datum/species/mammal/qualifies_for_rank(rank, list/features)
return TRUE
//Alien//
/datum/species/xeno
// A cloning mistake, crossing human and xenomorph DNA
name = "Xenomorph Hybrid"
id = "xeno"
say_mod = "hisses"
default_color = "00FF00"
should_draw_citadel = TRUE
species_traits = list(MUTCOLORS,EYECOLOR,LIPS)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
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")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/xeno
gib_types = list(/obj/effect/gibspawner/xeno/xenoperson, /obj/effect/gibspawner/xeno/xenoperson/bodypartless)
skinned_type = /obj/item/stack/sheet/animalhide/xeno
exotic_bloodtype = "X*"
damage_overlay_type = "xeno"
liked_food = MEAT
/datum/species/xeno/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
if(("legs" in C.dna.species.mutant_bodyparts) && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
species_traits += DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
. = ..()
/datum/species/xeno/on_species_loss(mob/living/carbon/human/C, datum/species/new_species)
if(("legs" in C.dna.species.mutant_bodyparts) && C.dna.features["legs"] == "Plantigrade")
species_traits -= DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(TRUE)
. = ..()
//Praise the Omnissiah, A challange worthy of my skills - HS
//EXOTIC//
//These races will likely include lots of downsides and upsides. Keep them relatively balanced.//
//misc
/mob/living/carbon/human/dummy
no_vore = TRUE
/mob/living/carbon/human/vore
devourable = TRUE
digestable = TRUE
feeding = TRUE
File diff suppressed because it is too large Load Diff
@@ -1,42 +0,0 @@
/datum/species/human
name = "Human"
id = "human"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR)
mutant_bodyparts = list("ears", "tail_human", "wings", "taur", "deco_wings") // CITADEL EDIT gives humans snowflake parts
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF","tail_human" = "None", "ears" = "None", "wings" = "None", "taur" = "None", "deco_wings" = "None")
use_skintones = 1
skinned_type = /obj/item/stack/sheet/animalhide/human
disliked_food = GROSS | RAW
liked_food = JUNKFOOD | FRIED
/datum/species/human/qualifies_for_rank(rank, list/features)
return TRUE //Pure humans are always allowed in all roles.
/datum/species/human/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/human/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/human/can_wag_tail(mob/living/carbon/human/H)
return ("tail_human" in mutant_bodyparts) || ("waggingtail_human" in mutant_bodyparts)
/datum/species/human/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_human" in mutant_bodyparts)
/datum/species/human/start_wagging_tail(mob/living/carbon/human/H)
if("tail_human" in mutant_bodyparts)
mutant_bodyparts -= "tail_human"
mutant_bodyparts |= "waggingtail_human"
H.update_body()
/datum/species/human/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_human" in mutant_bodyparts)
mutant_bodyparts -= "waggingtail_human"
mutant_bodyparts |= "tail_human"
H.update_body()
@@ -1,44 +0,0 @@
/datum/species/ipc
name = "I.P.C."
id = "ipc"
say_mod = "beeps"
default_color = "00FF00"
should_draw_citadel = TRUE
blacklisted = 0
sexes = 0
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING)
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
mutant_bodyparts = list("ipc_screen", "ipc_antenna")
default_features = list("ipc_screen" = "Blank", "ipc_antenna" = "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
mutant_heart = /obj/item/organ/heart/ipc
exotic_bloodtype = "HF"
var/datum/action/innate/monitor_change/screen
/datum/species/ipc/on_species_gain(mob/living/carbon/human/C)
if(isipcperson(C) && !screen)
screen = new
screen.Grant(C)
..()
/datum/species/ipc/on_species_loss(mob/living/carbon/human/C)
if(screen)
screen.Remove(C)
..()
/datum/action/innate/monitor_change
name = "Screen Change"
check_flags = AB_CHECK_CONSCIOUS
icon_icon = 'icons/mob/actions/actions_silicon.dmi'
button_icon_state = "drone_vision"
/datum/action/innate/monitor_change/Activate()
var/mob/living/carbon/human/H = owner
var/new_ipc_screen = input(usr, "Choose your character's screen:", "Monitor Display") as null|anything in GLOB.ipc_screens_list
if(!new_ipc_screen)
return
H.dna.features["ipc_screen"] = new_ipc_screen
H.update_body()
@@ -1,986 +0,0 @@
/datum/species/jelly
// Entirely alien beings that seem to be made entirely out of gel. They have three eyes and a skeleton visible within them.
name = "Xenobiological Jelly Entity"
id = "jelly"
default_color = "00FF90"
say_mod = "chirps"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_snouts", "taur", "deco_wings") //CIT CHANGE
default_features = list("mcolor" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None") //CIT CHANGE
inherent_traits = list(TRAIT_TOXINLOVER)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/slime
gib_types = list(/obj/effect/gibspawner/slime, /obj/effect/gibspawner/slime/bodypartless)
exotic_blood = "jellyblood"
exotic_bloodtype = "GEL"
damage_overlay_type = ""
var/datum/action/innate/regenerate_limbs/regenerate_limbs
var/datum/action/innate/slime_change/slime_change //CIT CHANGE
liked_food = TOXIC | MEAT
toxic_food = null
coldmod = 6 // = 3x cold damage
heatmod = 0.5 // = 1/4x heat damage
burnmod = 0.5 // = 1/2x generic burn damage
/datum/species/jelly/on_species_loss(mob/living/carbon/C)
if(regenerate_limbs)
regenerate_limbs.Remove(C)
if(slime_change) //CIT CHANGE
slime_change.Remove(C) //CIT CHANGE
C.remove_language(/datum/language/slime)
C.faction -= "slime"
..()
C.faction -= "slime"
/datum/species/jelly/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
C.grant_language(/datum/language/slime)
if(ishuman(C))
regenerate_limbs = new
regenerate_limbs.Grant(C)
slime_change = new //CIT CHANGE
slime_change.Grant(C) //CIT CHANGE
C.faction |= "slime"
/datum/species/jelly/spec_life(mob/living/carbon/human/H)
if(H.stat == DEAD) //can't farm slime jelly from a dead slime/jelly person indefinitely
return
if(!H.blood_volume)
H.blood_volume += 5
H.adjustBruteLoss(5)
to_chat(H, "<span class='danger'>You feel empty!</span>")
if(H.blood_volume < (BLOOD_VOLUME_NORMAL * H.blood_ratio))
if(H.nutrition >= NUTRITION_LEVEL_STARVING)
H.blood_volume += 3
H.nutrition -= 2.5
if(H.blood_volume < (BLOOD_VOLUME_OKAY*H.blood_ratio))
if(prob(5))
to_chat(H, "<span class='danger'>You feel drained!</span>")
if(H.blood_volume < (BLOOD_VOLUME_BAD*H.blood_ratio))
Cannibalize_Body(H)
if(regenerate_limbs)
regenerate_limbs.UpdateButtonIcon()
/datum/species/jelly/proc/Cannibalize_Body(mob/living/carbon/human/H)
var/list/limbs_to_consume = list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG) - H.get_missing_limbs()
var/obj/item/bodypart/consumed_limb
if(!limbs_to_consume.len)
H.losebreath++
return
if(H.get_num_legs(FALSE)) //Legs go before arms
limbs_to_consume -= list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM)
consumed_limb = H.get_bodypart(pick(limbs_to_consume))
consumed_limb.drop_limb()
to_chat(H, "<span class='userdanger'>Your [consumed_limb] is drawn back into your body, unable to maintain its shape!</span>")
qdel(consumed_limb)
H.blood_volume += 20
/datum/action/innate/regenerate_limbs
name = "Regenerate Limbs"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimeheal"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/regenerate_limbs/IsAvailable()
if(..())
var/mob/living/carbon/human/H = owner
var/list/limbs_to_heal = H.get_missing_limbs()
if(limbs_to_heal.len < 1)
return 0
if(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40)
return 1
return 0
/datum/action/innate/regenerate_limbs/Activate()
var/mob/living/carbon/human/H = owner
var/list/limbs_to_heal = H.get_missing_limbs()
if(limbs_to_heal.len < 1)
to_chat(H, "<span class='notice'>You feel intact enough as it is.</span>")
return
to_chat(H, "<span class='notice'>You focus intently on your missing [limbs_to_heal.len >= 2 ? "limbs" : "limb"]...</span>")
if(H.blood_volume >= 40*limbs_to_heal.len+(BLOOD_VOLUME_OKAY*H.blood_ratio))
H.regenerate_limbs()
H.blood_volume -= 40*limbs_to_heal.len
to_chat(H, "<span class='notice'>...and after a moment you finish reforming!</span>")
return
else if(H.blood_volume >= 40)//We can partially heal some limbs
while(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40)
var/healed_limb = pick(limbs_to_heal)
H.regenerate_limb(healed_limb)
limbs_to_heal -= healed_limb
H.blood_volume -= 40
to_chat(H, "<span class='warning'>...but there is not enough of you to fix everything! You must attain more mass to heal completely!</span>")
return
to_chat(H, "<span class='warning'>...but there is not enough of you to go around! You must attain more mass to heal!</span>")
////////////////////////////////////////////////////////SLIMEPEOPLE///////////////////////////////////////////////////////////////////
//Slime people are able to split like slimes, retaining a single mind that can swap between bodies at will, even after death.
/datum/species/jelly/slime
name = "Xenobiological Slime Entity"
id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
say_mod = "says"
hair_color = "mutcolor"
hair_alpha = 150
ignored_by = list(/mob/living/simple_animal/slime)
var/datum/action/innate/split_body/slime_split
var/list/mob/living/carbon/bodies
var/datum/action/innate/swap_body/swap_body
/datum/species/jelly/slime/on_species_loss(mob/living/carbon/C)
if(slime_split)
slime_split.Remove(C)
if(swap_body)
swap_body.Remove(C)
bodies -= C // This means that the other bodies maintain a link
// so if someone mindswapped into them, they'd still be shared.
bodies = null
C.blood_volume = min(C.blood_volume, (BLOOD_VOLUME_NORMAL*C.blood_ratio))
..()
/datum/species/jelly/slime/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
if(ishuman(C))
slime_split = new
slime_split.Grant(C)
swap_body = new
swap_body.Grant(C)
if(!bodies || !bodies.len)
bodies = list(C)
else
bodies |= C
/datum/species/jelly/slime/spec_death(gibbed, mob/living/carbon/human/H)
if(slime_split)
if(!H.mind || !H.mind.active)
return
var/list/available_bodies = (bodies - H)
for(var/mob/living/L in available_bodies)
if(!swap_body.can_swap(L))
available_bodies -= L
if(!LAZYLEN(available_bodies))
return
swap_body.swap_to_dupe(H.mind, pick(available_bodies))
//If you're cloned you get your body pool back
/datum/species/jelly/slime/copy_properties_from(datum/species/jelly/slime/old_species)
bodies = old_species.bodies
/datum/species/jelly/slime/spec_life(mob/living/carbon/human/H)
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
if(prob(5))
to_chat(H, "<span class='notice'>You feel very bloated!</span>")
else if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
H.blood_volume += 3
H.nutrition -= 2.5
..()
/datum/action/innate/split_body
name = "Split Body"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimesplit"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/split_body/IsAvailable()
if(..())
var/mob/living/carbon/human/H = owner
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
return 1
return 0
/datum/action/innate/split_body/Activate()
var/mob/living/carbon/human/H = owner
if(!isslimeperson(H))
return
CHECK_DNA_AND_SPECIES(H)
H.visible_message("<span class='notice'>[owner] gains a look of \
concentration while standing perfectly still.</span>",
"<span class='notice'>You focus intently on moving your body while \
standing perfectly still...</span>")
H.notransform = TRUE
if(do_after(owner, delay=60, needhand=FALSE, target=owner, progress=TRUE))
if(H.blood_volume >= BLOOD_VOLUME_SLIME_SPLIT)
make_dupe()
else
to_chat(H, "<span class='warning'>...but there is not enough of you to go around! You must attain more mass to split!</span>")
else
to_chat(H, "<span class='warning'>...but fail to stand perfectly still!</span>")
H.notransform = FALSE
/datum/action/innate/split_body/proc/make_dupe()
var/mob/living/carbon/human/H = owner
CHECK_DNA_AND_SPECIES(H)
var/mob/living/carbon/human/spare = new /mob/living/carbon/human(H.loc)
spare.underwear = "Nude"
H.dna.transfer_identity(spare, transfer_SE=1)
spare.dna.features["mcolor"] = pick("FFFFFF","7F7F7F", "7FFF7F", "7F7FFF", "FF7F7F", "7FFFFF", "FF7FFF", "FFFF7F")
spare.real_name = spare.dna.real_name
spare.name = spare.dna.real_name
spare.updateappearance(mutcolor_update=1)
spare.domutcheck()
spare.Move(get_step(H.loc, pick(NORTH,SOUTH,EAST,WEST)))
H.blood_volume *= 0.45
H.notransform = 0
var/datum/species/jelly/slime/origin_datum = H.dna.species
origin_datum.bodies |= spare
var/datum/species/jelly/slime/spare_datum = spare.dna.species
spare_datum.bodies = origin_datum.bodies
H.transfer_trait_datums(spare)
H.mind.transfer_to(spare)
spare.visible_message("<span class='warning'>[H] distorts as a new body \
\"steps out\" of [H.p_them()].</span>",
"<span class='notice'>...and after a moment of disorentation, \
you're besides yourself!</span>")
/datum/action/innate/swap_body
name = "Swap Body"
check_flags = NONE
button_icon_state = "slimeswap"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/swap_body/Activate()
if(!isslimeperson(owner))
to_chat(owner, "<span class='warning'>You are not a slimeperson.</span>")
Remove(owner)
else
ui_interact(owner)
/datum/action/innate/swap_body/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.always_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "slime_swap_body", name, 400, 400, master_ui, state)
ui.open()
/datum/action/innate/swap_body/ui_data(mob/user)
var/mob/living/carbon/human/H = owner
if(!isslimeperson(H))
return
var/datum/species/jelly/slime/SS = H.dna.species
var/list/data = list()
data["bodies"] = list()
for(var/b in SS.bodies)
var/mob/living/carbon/human/body = b
if(!body || QDELETED(body) || !isslimeperson(body))
SS.bodies -= b
continue
var/list/L = list()
// HTML colors need a # prefix
L["htmlcolor"] = "#[body.dna.features["mcolor"]]"
L["area"] = get_area_name(body, TRUE)
var/stat = "error"
switch(body.stat)
if(CONSCIOUS)
stat = "Conscious"
if(UNCONSCIOUS)
stat = "Unconscious"
if(DEAD)
stat = "Dead"
var/occupied
if(body == H)
occupied = "owner"
else if(body.mind && body.mind.active)
occupied = "stranger"
else
occupied = "available"
L["status"] = stat
L["exoticblood"] = body.blood_volume
L["name"] = body.name
L["ref"] = "[REF(body)]"
L["occupied"] = occupied
var/button
if(occupied == "owner")
button = "selected"
else if(occupied == "stranger")
button = "danger"
else if(can_swap(body))
button = null
else
button = "disabled"
L["swap_button_state"] = button
L["swappable"] = (occupied == "available") && can_swap(body)
data["bodies"] += list(L)
return data
/datum/action/innate/swap_body/ui_act(action, params)
if(..())
return
var/mob/living/carbon/human/H = owner
if(!isslimeperson(owner))
return
if(!H.mind || !H.mind.active)
return
switch(action)
if("swap")
var/mob/living/carbon/human/selected = locate(params["ref"])
if(!can_swap(selected))
return
SStgui.close_uis(src)
swap_to_dupe(H.mind, selected)
/datum/action/innate/swap_body/proc/can_swap(mob/living/carbon/human/dupe)
var/mob/living/carbon/human/H = owner
if(!isslimeperson(H))
return FALSE
var/datum/species/jelly/slime/SS = H.dna.species
if(QDELETED(dupe)) //Is there a body?
SS.bodies -= dupe
return FALSE
if(!isslimeperson(dupe)) //Is it a slimeperson?
SS.bodies -= dupe
return FALSE
if(dupe.stat == DEAD) //Is it alive?
return FALSE
if(dupe.stat != CONSCIOUS) //Is it awake?
return FALSE
if(dupe.mind && dupe.mind.active) //Is it unoccupied?
return FALSE
if(!(dupe in SS.bodies)) //Do we actually own it?
return FALSE
return TRUE
/datum/action/innate/swap_body/proc/swap_to_dupe(datum/mind/M, mob/living/carbon/human/dupe)
if(!can_swap(dupe)) //sanity check
return
if(M.current.stat == CONSCIOUS)
M.current.visible_message("<span class='notice'>[M.current] \
stops moving and starts staring vacantly into space.</span>",
"<span class='notice'>You stop moving this body...</span>")
else
to_chat(M.current, "<span class='notice'>You abandon this body...</span>")
M.current.transfer_trait_datums(dupe)
M.transfer_to(dupe)
dupe.visible_message("<span class='notice'>[dupe] blinks and looks \
around.</span>",
"<span class='notice'>...and move this one instead.</span>")
////////////////////////////////////////////////////////Round Start Slimes///////////////////////////////////////////////////////////////////
/datum/species/jelly/roundstartslime
name = "Xenobiological Slime Hybrid"
id = "slimeperson"
limbs_id = "slime"
default_color = "00FFFF"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR)
inherent_traits = list(TRAIT_TOXINLOVER)
mutant_bodyparts = list("mam_tail", "mam_ears", "mam_body_markings", "mam_snouts", "taur")
default_features = list("mcolor" = "FFF", "mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None", "mam_body_markings" = "Plain", "mam_snouts" = "None", "taur" = "None")
say_mod = "says"
hair_color = "mutcolor"
hair_alpha = 160 //a notch brighter so it blends better.
coldmod = 3
heatmod = 1
burnmod = 1
/datum/species/jelly/roundstartslime/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/jelly/roundstartslime/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/jelly/roundstartslime/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
/datum/species/jelly/roundstartslime/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
/datum/species/jelly/roundstartslime/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/jelly/roundstartslime/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()
/datum/action/innate/slime_change
name = "Alter Form"
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "alter_form" //placeholder
icon_icon = 'modular_citadel/icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/slime_change/Activate()
var/mob/living/carbon/human/H = owner
if(!isjellyperson(H))
return
else
H.visible_message("<span class='notice'>[owner] gains a look of \
concentration while standing perfectly still.\
Their body seems to shift and starts getting more goo-like.</span>",
"<span class='notice'>You focus intently on altering your body while \
standing perfectly still...</span>")
change_form()
/datum/action/innate/slime_change/proc/change_form()
var/mob/living/carbon/human/H = owner
var/select_alteration = input(owner, "Select what part of your form to alter", "Form Alteration", "cancel") in list("Hair Style", "Genitals", "Tail", "Snout", "Markings", "Ears", "Taur body", "Penis", "Vagina", "Penis Length", "Breast Size", "Breast Shape", "Cancel")
if(select_alteration == "Hair Style")
if(H.gender == MALE)
var/new_style = input(owner, "Select a facial hair style", "Hair Alterations") as null|anything in GLOB.facial_hair_styles_list
if(new_style)
H.facial_hair_style = new_style
else
H.facial_hair_style = "Shaved"
//handle normal hair
var/new_style = input(owner, "Select a hair style", "Hair Alterations") as null|anything in GLOB.hair_styles_list
if(new_style)
H.hair_style = new_style
H.update_hair()
else if (select_alteration == "Genitals")
var/operation = input("Select organ operation.", "Organ Manipulation", "cancel") in list("add sexual organ", "remove sexual organ", "cancel")
switch(operation)
if("add sexual organ")
var/new_organ = input("Select sexual organ:", "Organ Manipulation") as null|anything in GLOB.genitals_list
if(!new_organ)
return
H.give_genital(GLOB.genitals_list[new_organ])
if("remove sexual organ")
var/list/organs = list()
for(var/obj/item/organ/genital/X in H.internal_organs)
var/obj/item/organ/I = X
organs["[I.name] ([I.type])"] = I
var/obj/item/O = input("Select sexual organ:", "Organ Manipulation", null) as null|anything in organs
var/obj/item/organ/genital/G = organs[O]
if(!G)
return
G.forceMove(get_turf(H))
qdel(G)
H.update_genitals()
else if (select_alteration == "Ears")
var/list/snowflake_ears_list = list("Normal" = null)
for(var/path in GLOB.mam_ears_list)
var/datum/sprite_accessory/mam_ears/instance = GLOB.mam_ears_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_ears_list[S.name] = path
var/new_ears
new_ears = input(owner, "Choose your character's ears:", "Ear Alteration") as null|anything in snowflake_ears_list
if(new_ears)
H.dna.features["mam_ears"] = new_ears
H.update_body()
else if (select_alteration == "Snout")
var/list/snowflake_snouts_list = list("Normal" = null)
for(var/path in GLOB.mam_snouts_list)
var/datum/sprite_accessory/mam_snouts/instance = GLOB.mam_snouts_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_snouts_list[S.name] = path
var/new_snout
new_snout = input(owner, "Choose your character's face:", "Face Alteration") as null|anything in snowflake_snouts_list
if(new_snout)
H.dna.features["mam_snouts"] = new_snout
H.update_body()
else if (select_alteration == "Markings")
var/list/snowflake_markings_list = list()
for(var/path in GLOB.mam_body_markings_list)
var/datum/sprite_accessory/mam_body_markings/instance = GLOB.mam_body_markings_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_markings_list[S.name] = path
var/new_mam_body_markings
new_mam_body_markings = input(H, "Choose your character's body markings:", "Marking Alteration") as null|anything in snowflake_markings_list
if(new_mam_body_markings)
H.dna.features["mam_body_markings"] = new_mam_body_markings
if(new_mam_body_markings == "None")
H.dna.features["mam_body_markings"] = "Plain"
for(var/X in H.bodyparts) //propagates the markings changes
var/obj/item/bodypart/BP = X
BP.update_limb(FALSE, H)
H.update_body()
else if (select_alteration == "Tail")
var/list/snowflake_tails_list = list("Normal" = null)
for(var/path in GLOB.mam_tails_list)
var/datum/sprite_accessory/mam_tails/instance = GLOB.mam_tails_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_tails_list[S.name] = path
var/new_tail
new_tail = input(owner, "Choose your character's Tail(s):", "Tail Alteration") as null|anything in snowflake_tails_list
if(new_tail)
H.dna.features["mam_tail"] = new_tail
if(new_tail != "None")
H.dna.features["taur"] = "None"
H.update_body()
else if (select_alteration == "Taur body")
var/list/snowflake_taur_list = list("Normal" = null)
for(var/path in GLOB.taur_list)
var/datum/sprite_accessory/taur/instance = GLOB.taur_list[path]
if(istype(instance, /datum/sprite_accessory))
var/datum/sprite_accessory/S = instance
if((!S.ckeys_allowed) || (S.ckeys_allowed.Find(H.client.ckey)))
snowflake_taur_list[S.name] = path
var/new_taur
new_taur = input(owner, "Choose your character's tauric body:", "Tauric Alteration") as null|anything in snowflake_taur_list
if(new_taur)
H.dna.features["taur"] = new_taur
if(new_taur != "None")
H.dna.features["mam_tail"] = "None"
H.update_body()
else if (select_alteration == "Penis")
for(var/obj/item/organ/genital/penis/X in H.internal_organs)
qdel(X)
var/new_shape
new_shape = input(owner, "Choose your character's dong", "Genital Alteration") as null|anything in GLOB.cock_shapes_list
if(new_shape)
H.dna.features["cock_shape"] = new_shape
H.update_genitals()
H.give_genital(/obj/item/organ/genital/testicles)
H.give_genital(/obj/item/organ/genital/penis)
H.apply_overlay()
else if (select_alteration == "Vagina")
for(var/obj/item/organ/genital/vagina/X in H.internal_organs)
qdel(X)
var/new_shape
new_shape = input(owner, "Choose your character's pussy", "Genital Alteration") as null|anything in GLOB.vagina_shapes_list
if(new_shape)
H.dna.features["vag_shape"] = new_shape
H.update_genitals()
H.give_genital(/obj/item/organ/genital/womb)
H.give_genital(/obj/item/organ/genital/vagina)
H.apply_overlay()
else if (select_alteration == "Penis Length")
for(var/obj/item/organ/genital/penis/X in H.internal_organs)
qdel(X)
var/new_length
new_length = input(owner, "Penis length in inches:\n([COCK_SIZE_MIN]-[COCK_SIZE_MAX])", "Genital Alteration") as num|null
if(new_length)
H.dna.features["cock_length"] = max(min( round(text2num(new_length)), COCK_SIZE_MAX),COCK_SIZE_MIN)
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/testicles)
H.give_genital(/obj/item/organ/genital/penis)
else if (select_alteration == "Breast Size")
for(var/obj/item/organ/genital/breasts/X in H.internal_organs)
qdel(X)
var/new_size
new_size = input(owner, "Breast Size", "Genital Alteration") as null|anything in GLOB.breasts_size_list
if(new_size)
H.dna.features["breasts_size"] = new_size
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/breasts)
else if (select_alteration == "Breast Shape")
for(var/obj/item/organ/genital/breasts/X in H.internal_organs)
qdel(X)
var/new_shape
new_shape = input(owner, "Breast Shape", "Genital Alteration") as null|anything in GLOB.breasts_shapes_list
if(new_shape)
H.dna.features["breasts_shape"] = new_shape
H.update_genitals()
H.apply_overlay()
H.give_genital(/obj/item/organ/genital/breasts)
else
return
///////////////////////////////////LUMINESCENTS//////////////////////////////////////////
//Luminescents are able to consume and use slime extracts, without them decaying.
/datum/species/jelly/luminescent
name = "Luminescent Slime Entity"
id = "lum"
say_mod = "says"
var/glow_intensity = LUMINESCENT_DEFAULT_GLOW
var/obj/effect/dummy/luminescent_glow/glow
var/obj/item/slime_extract/current_extract
var/datum/action/innate/integrate_extract/integrate_extract
var/datum/action/innate/use_extract/extract_minor
var/datum/action/innate/use_extract/major/extract_major
var/extract_cooldown = 0
/datum/species/jelly/luminescent/on_species_loss(mob/living/carbon/C)
..()
if(current_extract)
current_extract.forceMove(C.drop_location())
current_extract = null
qdel(glow)
if(integrate_extract)
integrate_extract.Remove(C)
if(extract_minor)
extract_minor.Remove(C)
if(extract_major)
extract_major.Remove(C)
/datum/species/jelly/luminescent/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
glow = new(C)
update_glow(C)
integrate_extract = new(src)
integrate_extract.Grant(C)
extract_minor = new(src)
extract_minor.Grant(C)
extract_major = new(src)
extract_major.Grant(C)
/datum/species/jelly/luminescent/proc/update_slime_actions()
integrate_extract.update_name()
integrate_extract.UpdateButtonIcon()
extract_minor.UpdateButtonIcon()
extract_major.UpdateButtonIcon()
/datum/species/jelly/luminescent/proc/update_glow(mob/living/carbon/C, intensity)
if(intensity)
glow_intensity = intensity
glow.set_light(glow_intensity, glow_intensity, C.dna.features["mcolor"])
/obj/effect/dummy/luminescent_glow
name = "luminescent glow"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_range = LUMINESCENT_DEFAULT_GLOW
/obj/effect/dummy/luminescent_glow/Initialize()
. = ..()
if(!isliving(loc))
return INITIALIZE_HINT_QDEL
/datum/action/innate/integrate_extract
name = "Integrate Extract"
desc = "Eat a slime extract to use its properties."
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimeconsume"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/datum/species/jelly/luminescent/species
/datum/action/innate/integrate_extract/New(_species)
..()
species = _species
/datum/action/innate/integrate_extract/proc/update_name()
if(!species || !species.current_extract)
name = "Integrate Extract"
desc = "Eat a slime extract to use its properties."
else
name = "Eject Extract"
desc = "Eject your current slime extract."
/datum/action/innate/integrate_extract/UpdateButtonIcon(status_only, force)
if(!species || !species.current_extract)
button_icon_state = "slimeconsume"
else
button_icon_state = "slimeeject"
..()
/datum/action/innate/integrate_extract/ApplyIcon(obj/screen/movable/action_button/current_button, force)
..(current_button, TRUE)
if(species && species.current_extract)
current_button.add_overlay(mutable_appearance(species.current_extract.icon, species.current_extract.icon_state))
/datum/action/innate/integrate_extract/Activate()
var/mob/living/carbon/human/H = owner
if(!is_species(H, /datum/species/jelly/luminescent) || !species)
return
CHECK_DNA_AND_SPECIES(H)
if(species.current_extract)
var/obj/item/slime_extract/S = species.current_extract
if(!H.put_in_active_hand(S))
S.forceMove(H.drop_location())
species.current_extract = null
to_chat(H, "<span class='notice'>You eject [S].</span>")
species.update_slime_actions()
else
var/obj/item/I = H.get_active_held_item()
if(istype(I, /obj/item/slime_extract))
var/obj/item/slime_extract/S = I
if(!S.Uses)
to_chat(H, "<span class='warning'>[I] is spent! You cannot integrate it.</span>")
return
if(!H.temporarilyRemoveItemFromInventory(S))
return
S.forceMove(H)
species.current_extract = S
to_chat(H, "<span class='notice'>You consume [I], and you feel it pulse within you...</span>")
species.update_slime_actions()
else
to_chat(H, "<span class='warning'>You need to hold an unused slime extract in your active hand!</span>")
/datum/action/innate/use_extract
name = "Extract Minor Activation"
desc = "Pulse the slime extract with energized jelly to activate it."
check_flags = AB_CHECK_CONSCIOUS
button_icon_state = "slimeuse1"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/activation_type = SLIME_ACTIVATE_MINOR
var/datum/species/jelly/luminescent/species
/datum/action/innate/use_extract/New(_species)
..()
species = _species
/datum/action/innate/use_extract/IsAvailable()
if(..())
if(species && species.current_extract && (world.time > species.extract_cooldown))
return TRUE
return FALSE
/datum/action/innate/use_extract/ApplyIcon(obj/screen/movable/action_button/current_button, force)
..(current_button, TRUE)
if(species && species.current_extract)
current_button.add_overlay(mutable_appearance(species.current_extract.icon, species.current_extract.icon_state))
/datum/action/innate/use_extract/Activate()
var/mob/living/carbon/human/H = owner
if(!is_species(H, /datum/species/jelly/luminescent) || !species)
return
CHECK_DNA_AND_SPECIES(H)
if(species.current_extract)
species.extract_cooldown = world.time + 100
var/cooldown = species.current_extract.activate(H, species, activation_type)
species.extract_cooldown = world.time + cooldown
/datum/action/innate/use_extract/major
name = "Extract Major Activation"
desc = "Pulse the slime extract with plasma jelly to activate it."
button_icon_state = "slimeuse2"
activation_type = SLIME_ACTIVATE_MAJOR
///////////////////////////////////STARGAZERS//////////////////////////////////////////
//Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing participants.
/datum/species/jelly/stargazer
name = "Stargazer Slime Entity"
id = "stargazer"
var/datum/action/innate/project_thought/project_thought
var/datum/action/innate/link_minds/link_minds
var/list/mob/living/linked_mobs = list()
var/list/datum/action/innate/linked_speech/linked_actions = list()
var/mob/living/carbon/human/slimelink_owner
var/current_link_id = 0
/datum/species/jelly/stargazer/on_species_loss(mob/living/carbon/C)
..()
for(var/M in linked_mobs)
unlink_mob(M)
if(project_thought)
project_thought.Remove(C)
if(link_minds)
link_minds.Remove(C)
/datum/species/jelly/stargazer/spec_death(gibbed, mob/living/carbon/human/H)
..()
for(var/M in linked_mobs)
unlink_mob(M)
/datum/species/jelly/stargazer/on_species_gain(mob/living/carbon/C, datum/species/old_species)
..()
project_thought = new(src)
project_thought.Grant(C)
link_minds = new(src)
link_minds.Grant(C)
slimelink_owner = C
link_mob(C)
/datum/species/jelly/stargazer/proc/link_mob(mob/living/M)
if(QDELETED(M) || M.stat == DEAD)
return FALSE
if(HAS_TRAIT(M, TRAIT_MINDSHIELD)) //mindshield implant, no dice
return FALSE
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
return FALSE
if(M in linked_mobs)
return FALSE
linked_mobs.Add(M)
to_chat(M, "<span class='notice'>You are now connected to [slimelink_owner.real_name]'s Slime Link.</span>")
var/datum/action/innate/linked_speech/action = new(src)
linked_actions.Add(action)
action.Grant(M)
return TRUE
/datum/species/jelly/stargazer/proc/unlink_mob(mob/living/M)
var/link_id = linked_mobs.Find(M)
if(!(link_id))
return
var/datum/action/innate/linked_speech/action = linked_actions[link_id]
action.Remove(M)
to_chat(M, "<span class='notice'>You are no longer connected to [slimelink_owner.real_name]'s Slime Link.</span>")
linked_mobs[link_id] = null
linked_actions[link_id] = null
/datum/action/innate/linked_speech
name = "Slimelink"
desc = "Send a psychic message to everyone connected to your slime link."
button_icon_state = "link_speech"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/datum/species/jelly/stargazer/species
/datum/action/innate/linked_speech/New(_species)
..()
species = _species
/datum/action/innate/linked_speech/Activate()
var/mob/living/carbon/human/H = owner
if(!species || !(H in species.linked_mobs))
to_chat(H, "<span class='warning'>The link seems to have been severed...</span>")
Remove(H)
return
var/message = sanitize(input("Message:", "Slime Telepathy") as text|null)
if(!species || !(H in species.linked_mobs))
to_chat(H, "<span class='warning'>The link seems to have been severed...</span>")
Remove(H)
return
if(QDELETED(H) || H.stat == DEAD)
species.unlink_mob(H)
return
if(message)
var/msg = "<i><font color=#008CA2>\[[species.slimelink_owner.real_name]'s Slime Link\] <b>[H]:</b> [message]</font></i>"
log_directed_talk(H, species.slimelink_owner, msg, LOG_SAY, "slime link")
for(var/X in species.linked_mobs)
var/mob/living/M = X
if(QDELETED(M) || M.stat == DEAD)
species.unlink_mob(M)
continue
to_chat(M, msg)
for(var/X in GLOB.dead_mob_list)
var/mob/M = X
var/link = FOLLOW_LINK(M, H)
to_chat(M, "[link] [msg]")
/datum/action/innate/project_thought
name = "Send Thought"
desc = "Send a private psychic message to someone you can see."
button_icon_state = "send_mind"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
/datum/action/innate/project_thought/Activate()
var/mob/living/carbon/human/H = owner
if(H.stat == DEAD)
return
if(!is_species(H, /datum/species/jelly/stargazer))
return
CHECK_DNA_AND_SPECIES(H)
var/list/options = list()
for(var/mob/living/Ms in oview(H))
options += Ms
var/mob/living/M = input("Select who to send your message to:","Send thought to?",null) as null|mob in options
if(!M)
return
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(H, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
var/msg = sanitize(input("Message:", "Telepathy") as text|null)
if(msg)
if(M.anti_magic_check(FALSE, FALSE, TRUE, 0))
to_chat(H, "<span class='notice'>As you try to communicate with [M], you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
return
log_directed_talk(H, M, msg, LOG_SAY, "slime telepathy")
to_chat(M, "<span class='notice'>You hear an alien voice in your head... </span><font color=#008CA2>[msg]</font>")
to_chat(H, "<span class='notice'>You telepathically said: \"[msg]\" to [M]</span>")
for(var/dead in GLOB.dead_mob_list)
if(!isobserver(dead))
continue
var/follow_link_user = FOLLOW_LINK(dead, H)
var/follow_link_target = FOLLOW_LINK(dead, M)
to_chat(dead, "[follow_link_user] <span class='name'>[H]</span> <span class='alertalien'>Slime Telepathy --> </span> [follow_link_target] <span class='name'>[M]</span> <span class='noticealien'>[msg]</span>")
/datum/action/innate/link_minds
name = "Link Minds"
desc = "Link someone's mind to your Slime Link, allowing them to communicate telepathically with other linked minds."
button_icon_state = "mindlink"
icon_icon = 'icons/mob/actions/actions_slime.dmi'
background_icon_state = "bg_alien"
var/datum/species/jelly/stargazer/species
/datum/action/innate/link_minds/New(_species)
..()
species = _species
/datum/action/innate/link_minds/Activate()
var/mob/living/carbon/human/H = owner
if(!is_species(H, /datum/species/jelly/stargazer))
return
CHECK_DNA_AND_SPECIES(H)
if(!H.pulling || !isliving(H.pulling) || H.grab_state < GRAB_AGGRESSIVE)
to_chat(H, "<span class='warning'>You need to aggressively grab someone to link minds!</span>")
return
var/mob/living/target = H.pulling
to_chat(H, "<span class='notice'>You begin linking [target]'s mind to yours...</span>")
to_chat(target, "<span class='warning'>You feel a foreign presence within your mind...</span>")
if(do_after(H, 60, target = target))
if(H.pulling != target || H.grab_state < GRAB_AGGRESSIVE)
return
if(species.link_mob(target))
to_chat(H, "<span class='notice'>You connect [target]'s mind to your slime link!</span>")
else
to_chat(H, "<span class='warning'>You can't seem to link [target]'s mind...</span>")
to_chat(target, "<span class='warning'>The foreign presence leaves your mind.</span>")
@@ -1,106 +0,0 @@
/datum/species/lizard
// Reptilian humanoids with scaled skin and tails.
name = "Anthromorphic Lizard"
id = "lizard"
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_REPTILE)
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings")
mutanttongue = /obj/item/organ/tongue/lizard
mutanttail = /obj/item/organ/tail/lizard
coldmod = 1.5
heatmod = 0.67
default_features = list("mcolor" = "0F0", "mcolor2" = "0F0", "mcolor3" = "0F0", "tail_lizard" = "Smooth", "snout" = "Round",
"horns" = "None", "frills" = "None", "spines" = "None", "body_markings" = "None",
"legs" = "Digitigrade", "taur" = "None", "deco_wings" = "None")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/lizard
gib_types = list(/obj/effect/gibspawner/lizard, /obj/effect/gibspawner/lizard/bodypartless)
skinned_type = /obj/item/stack/sheet/animalhide/lizard
exotic_bloodtype = "L"
disliked_food = GRAIN | DAIRY
liked_food = GROSS | MEAT
/datum/species/lizard/after_equip_job(datum/job/J, mob/living/carbon/human/H)
H.grant_language(/datum/language/draconic)
/datum/species/lizard/random_name(gender,unique,lastname)
if(unique)
return random_unique_lizard_name(gender)
var/randname = lizard_name(gender)
if(lastname)
randname += " [lastname]"
return randname
/datum/species/lizard/qualifies_for_rank(rank, list/features)
return TRUE
//I wag in death
/datum/species/lizard/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/lizard/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
/datum/species/lizard/can_wag_tail(mob/living/carbon/human/H)
return ("tail_lizard" in mutant_bodyparts) || ("waggingtail_lizard" in mutant_bodyparts)
/datum/species/lizard/is_wagging_tail(mob/living/carbon/human/H)
return ("waggingtail_lizard" in mutant_bodyparts)
/datum/species/lizard/start_wagging_tail(mob/living/carbon/human/H)
if("tail_lizard" in mutant_bodyparts)
mutant_bodyparts -= "tail_lizard"
mutant_bodyparts -= "spines"
mutant_bodyparts |= "waggingtail_lizard"
mutant_bodyparts |= "waggingspines"
H.update_body()
/datum/species/lizard/stop_wagging_tail(mob/living/carbon/human/H)
if("waggingtail_lizard" in mutant_bodyparts)
mutant_bodyparts -= "waggingtail_lizard"
mutant_bodyparts -= "waggingspines"
mutant_bodyparts |= "tail_lizard"
mutant_bodyparts |= "spines"
H.update_body()
/datum/species/lizard/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
if(("legs" in C.dna.species.mutant_bodyparts) && (C.dna.features["legs"] == "Digitigrade" || C.dna.features["legs"] == "Avian"))
species_traits += DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(FALSE)
return ..()
/datum/species/lizard/on_species_loss(mob/living/carbon/human/C, datum/species/new_species)
if(("legs" in C.dna.species.mutant_bodyparts) && C.dna.features["legs"] == "Plantigrade")
species_traits -= DIGITIGRADE
if(DIGITIGRADE in species_traits)
C.Digitigrade_Leg_Swap(TRUE)
/*
Lizard subspecies: ASHWALKERS
*/
/datum/species/lizard/ashwalker
name = "Ash Walker"
id = "ashlizard"
limbs_id = "lizard"
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,DIGITIGRADE)
inherent_traits = list(TRAIT_NOGUNS)
mutantlungs = /obj/item/organ/lungs/ashwalker
burnmod = 0.9
brutemod = 0.9
/datum/species/lizard/ashwalker/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
if((C.dna.features["spines"] != "None" ) && (C.dna.features["tail_lizard"] == "None")) //tbh, it's kinda ugly for them not to have a tail yet have floating spines
C.dna.features["tail_lizard"] = "Smooth"
C.update_body()
return ..()
@@ -1,220 +0,0 @@
#define HEART_RESPAWN_THRESHHOLD 40
#define HEART_SPECIAL_SHADOWIFY 2
/datum/species/shadow
// Humans cursed to stay in the darkness, lest their life forces drain. They regain health in shadow and die in light.
name = "???"
id = "shadow"
sexes = 0
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow
species_traits = list(NOBLOOD,NOEYES)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH)
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
/datum/species/shadow/spec_life(mob/living/carbon/human/H)
var/turf/T = H.loc
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount > SHADOW_SPECIES_LIGHT_THRESHOLD) //if there's enough light, start dying
H.take_overall_damage(1,1)
else if (light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD) //heal in the dark
H.heal_overall_damage(1,1)
/datum/species/shadow/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/shadow/nightmare
name = "Nightmare"
id = "nightmare"
limbs_id = "shadow"
burnmod = 1.5
blacklisted = TRUE
no_equip = list(SLOT_WEAR_MASK, SLOT_WEAR_SUIT, SLOT_GLOVES, SLOT_SHOES, SLOT_W_UNIFORM, SLOT_S_STORE)
species_traits = list(NOBLOOD,NO_UNDERWEAR,NO_DNA_COPY,NOTRANSSTING,NOEYES,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_NOBREATH,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_NOGUNS,TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOHUNGER)
mutanteyes = /obj/item/organ/eyes/night_vision/nightmare
mutant_organs = list(/obj/item/organ/heart/nightmare)
mutant_brain = /obj/item/organ/brain/nightmare
var/info_text = "You are a <span class='danger'>Nightmare</span>. The ability <span class='warning'>shadow walk</span> allows unlimited, unrestricted movement in the dark while activated. \
Your <span class='warning'>light eater</span> will destroy any light producing objects you attack, as well as destroy any lights a living creature may be holding. You will automatically dodge gunfire and melee attacks when on a dark tile. If killed, you will eventually revive if left in darkness."
/datum/species/shadow/nightmare/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
to_chat(C, "[info_text]")
C.real_name = "[pick(GLOB.nightmare_names)]"
C.name = C.real_name
if(C.mind)
C.mind.name = C.real_name
C.dna.real_name = C.real_name
/datum/species/shadow/nightmare/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
var/turf/T = H.loc
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
H.visible_message("<span class='danger'>[H] dances in the shadows, evading [P]!</span>")
playsound(T, "bullet_miss", 75, 1)
return -1
return 0
/datum/species/shadow/nightmare/check_roundstart_eligible()
return FALSE
//Organs
/obj/item/organ/brain/nightmare
name = "tumorous mass"
desc = "A fleshy growth that was dug out of the skull of a Nightmare."
icon_state = "brain-x-d"
var/obj/effect/proc_holder/spell/targeted/shadowwalk/shadowwalk
/obj/item/organ/brain/nightmare/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(M.dna.species.id != "nightmare")
M.set_species(/datum/species/shadow/nightmare)
visible_message("<span class='warning'>[M] thrashes as [src] takes root in [M.p_their()] body!</span>")
var/obj/effect/proc_holder/spell/targeted/shadowwalk/SW = new
M.AddSpell(SW)
shadowwalk = SW
/obj/item/organ/brain/nightmare/Remove(mob/living/carbon/M, special = 0)
if(shadowwalk)
M.RemoveSpell(shadowwalk)
..()
/obj/item/organ/heart/nightmare
name = "heart of darkness"
desc = "An alien organ that twists and writhes when exposed to light."
icon = 'icons/obj/surgery.dmi'
icon_state = "demon_heart-on"
color = "#1C1C1C"
var/respawn_progress = 0
var/obj/item/light_eater/blade
decay_factor = 0
/obj/item/organ/heart/nightmare/attack(mob/M, mob/living/carbon/user, obj/target)
if(M != user)
return ..()
user.visible_message("<span class='warning'>[user] raises [src] to [user.p_their()] mouth and tears into it with [user.p_their()] teeth!</span>", \
"<span class='danger'>[src] feels unnaturally cold in your hands. You raise [src] your mouth and devour it!</span>")
playsound(user, 'sound/magic/demon_consume.ogg', 50, 1)
user.visible_message("<span class='warning'>Blood erupts from [user]'s arm as it reforms into a weapon!</span>", \
"<span class='userdanger'>Icy blood pumps through your veins as your arm reforms itself!</span>")
user.temporarilyRemoveItemFromInventory(src, TRUE)
Insert(user)
/obj/item/organ/heart/nightmare/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
..()
if(special != HEART_SPECIAL_SHADOWIFY)
blade = new/obj/item/light_eater
M.put_in_hands(blade)
/obj/item/organ/heart/nightmare/Remove(mob/living/carbon/M, special = 0)
respawn_progress = 0
if(blade && special != HEART_SPECIAL_SHADOWIFY)
QDEL_NULL(blade)
M.visible_message("<span class='warning'>\The [blade] disintegrates!</span>")
..()
/obj/item/organ/heart/nightmare/Stop()
return 0
/obj/item/organ/heart/nightmare/update_icon()
return //always beating visually
/obj/item/organ/heart/nightmare/on_death()
if(!owner)
return
var/turf/T = get_turf(owner)
if(istype(T))
var/light_amount = T.get_lumcount()
if(light_amount < SHADOW_SPECIES_LIGHT_THRESHOLD)
respawn_progress++
playsound(owner,'sound/effects/singlebeat.ogg',40,1)
if(respawn_progress >= HEART_RESPAWN_THRESHHOLD)
owner.revive(full_heal = TRUE)
if(!(owner.dna.species.id == "shadow" || owner.dna.species.id == "nightmare"))
var/mob/living/carbon/old_owner = owner
Remove(owner, HEART_SPECIAL_SHADOWIFY)
old_owner.set_species(/datum/species/shadow)
Insert(old_owner, HEART_SPECIAL_SHADOWIFY)
to_chat(owner, "<span class='userdanger'>You feel the shadows invade your skin, leaping into the center of your chest! You're alive!</span>")
SEND_SOUND(owner, sound('sound/effects/ghost.ogg'))
owner.visible_message("<span class='warning'>[owner] staggers to [owner.p_their()] feet!</span>")
playsound(owner, 'sound/hallucinations/far_noise.ogg', 50, 1)
respawn_progress = 0
//Weapon
/obj/item/light_eater
name = "light eater" //as opposed to heavy eater
icon_state = "arm_blade"
item_state = "arm_blade"
force = 25
armour_penetration = 35
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
sharpness = IS_SHARP
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/light_eater/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
AddComponent(/datum/component/butchering, 80, 70)
/obj/item/light_eater/afterattack(atom/movable/AM, mob/user, proximity)
. = ..()
if(!proximity)
return
if(isopenturf(AM)) //So you can actually melee with it
return
if(isliving(AM))
var/mob/living/L = AM
if(iscyborg(AM))
var/mob/living/silicon/robot/borg = AM
if(!borg.lamp_cooldown)
borg.update_headlamp(TRUE, INFINITY)
to_chat(borg, "<span class='danger'>Your headlamp is fried! You'll need a human to help replace it.</span>")
else
for(var/obj/item/O in AM)
if(O.light_range && O.light_power)
disintegrate(O)
if(L.pulling && L.pulling.light_range && isitem(L.pulling))
disintegrate(L.pulling)
else if(isitem(AM))
var/obj/item/I = AM
if(I.light_range && I.light_power)
disintegrate(I)
/obj/item/light_eater/proc/disintegrate(obj/item/O)
if(istype(O, /obj/item/pda))
var/obj/item/pda/PDA = O
PDA.set_light(0)
PDA.fon = FALSE
PDA.f_lum = 0
PDA.update_icon()
visible_message("<span class='danger'>The light in [PDA] shorts out!</span>")
else
visible_message("<span class='danger'>[O] is disintegrated by [src]!</span>")
O.burn()
playsound(src, 'sound/items/welder.ogg', 50, 1)
#undef HEART_SPECIAL_SHADOWIFY
#undef HEART_RESPAWN_THRESHHOLD
@@ -1,30 +0,0 @@
/datum/species/skeleton
// 2spooky
name = "Spooky Scary Skeleton"
id = "skeleton"
say_mod = "rattles"
blacklisted = 0
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL)
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
inherent_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
mutanttongue = /obj/item/organ/tongue/bone
damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
disliked_food = NONE
liked_food = GROSS | MEAT | RAW | DAIRY
/datum/species/skeleton/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/skeleton/space
name = "Spooky Spacey Skeleton"
id = "spaceskeleton"
limbs_id = "skeleton"
blacklisted = 1
inherent_traits = list(TRAIT_RESISTHEAT,TRAIT_NOBREATH,TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
/datum/species/skeleton/space/check_roundstart_eligible()
return FALSE
@@ -1,127 +0,0 @@
/datum/species/synth
name = "Synthetic" //inherited from the real species, for health scanners and things
id = "synth"
say_mod = "beep boops" //inherited from a user's real species
sexes = 0
species_traits = list(NOTRANSSTING,NOGENITALS,NOAROUSAL) //all of these + whatever we inherit from the real species
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = list(MOB_ROBOTIC, MOB_HUMANOID)
dangerous_existence = 1
blacklisted = 1
meat = null
gib_types = /obj/effect/gibspawner/robot
damage_overlay_type = "synth"
limbs_id = "synth"
var/list/initial_species_traits = list(NOTRANSSTING) //for getting these values back for assume_disguise()
var/list/initial_inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_NODISMEMBER,TRAIT_NOLIMBDISABLE,TRAIT_NOHUNGER,TRAIT_NOBREATH)
var/disguise_fail_health = 75 //When their health gets to this level their synthflesh partially falls off
var/datum/species/fake_species = null //a species to do most of our work for us, unless we're damaged
/datum/species/synth/military
name = "Military Synth"
id = "military_synth"
armor = 25
punchdamagelow = 10
punchdamagehigh = 19
punchstunthreshold = 14 //about 50% chance to stun
disguise_fail_health = 50
/datum/species/synth/on_species_gain(mob/living/carbon/human/H, datum/species/old_species)
..()
assume_disguise(old_species, H)
RegisterSignal(H, COMSIG_MOB_SAY, .proc/handle_speech)
/datum/species/synth/on_species_loss(mob/living/carbon/human/H)
. = ..()
UnregisterSignal(H, COMSIG_MOB_SAY)
/datum/species/synth/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
if(chem.id == "synthflesh")
chem.reaction_mob(H, TOUCH, 2 ,0) //heal a little
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
return 1
else
return ..()
/datum/species/synth/proc/assume_disguise(datum/species/S, mob/living/carbon/human/H)
if(S && !istype(S, type))
name = S.name
say_mod = S.say_mod
sexes = S.sexes
species_traits = initial_species_traits.Copy()
inherent_traits = initial_inherent_traits.Copy()
species_traits |= S.species_traits
inherent_traits |= S.inherent_traits
attack_verb = S.attack_verb
attack_sound = S.attack_sound
miss_sound = S.miss_sound
meat = S.meat
mutant_bodyparts = S.mutant_bodyparts.Copy()
mutant_organs = S.mutant_organs.Copy()
default_features = S.default_features.Copy()
nojumpsuit = S.nojumpsuit
no_equip = S.no_equip.Copy()
limbs_id = S.limbs_id
use_skintones = S.use_skintones
fixed_mut_color = S.fixed_mut_color
hair_color = S.hair_color
fake_species = new S.type
else
name = initial(name)
say_mod = initial(say_mod)
species_traits = initial_species_traits.Copy()
inherent_traits = initial_inherent_traits.Copy()
attack_verb = initial(attack_verb)
attack_sound = initial(attack_sound)
miss_sound = initial(miss_sound)
mutant_bodyparts = list()
default_features = list()
nojumpsuit = initial(nojumpsuit)
no_equip = list()
qdel(fake_species)
fake_species = null
meat = initial(meat)
limbs_id = "synth"
use_skintones = 0
sexes = 0
fixed_mut_color = ""
hair_color = ""
for(var/X in H.bodyparts) //propagates the damage_overlay changes
var/obj/item/bodypart/BP = X
BP.update_limb()
H.update_body_parts() //to update limb icon cache with the new damage overlays
//Proc redirects:
//Passing procs onto the fake_species, to ensure we look as much like them as possible
/datum/species/synth/handle_hair(mob/living/carbon/human/H, forced_colour)
if(fake_species)
fake_species.handle_hair(H, forced_colour)
else
return ..()
/datum/species/synth/handle_body(mob/living/carbon/human/H)
if(fake_species)
fake_species.handle_body(H)
else
return ..()
/datum/species/synth/handle_mutant_bodyparts(mob/living/carbon/human/H, forced_colour)
if(fake_species)
fake_species.handle_body(H,forced_colour)
else
return ..()
/datum/species/synth/proc/handle_speech(datum/source, list/speech_args)
if (isliving(source)) // yeah it's gonna be living but just to be clean
var/mob/living/L = source
if(fake_species && L.health > disguise_fail_health)
switch (fake_species.type)
if (/datum/species/golem/bananium)
speech_args[SPEECH_SPANS] |= SPAN_CLOWN
if (/datum/species/golem/clockwork)
speech_args[SPEECH_SPANS] |= SPAN_ROBOT
@@ -1,150 +0,0 @@
/datum/species/vampire
name = "Vampire"
id = "vampire"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
exotic_bloodtype = "U"
use_skintones = TRUE
mutant_heart = /obj/item/organ/heart/vampire
mutanttongue = /obj/item/organ/tongue/vampire
blacklisted = TRUE
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/info_text = "You are a <span class='danger'>Vampire</span>. You will slowly but constantly lose blood if outside of a coffin. If inside a coffin, you will slowly heal. You may gain more blood by grabbing a live victim and using your drain ability."
/datum/species/vampire/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return FALSE
/datum/species/vampire/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
. = ..()
to_chat(C, "[info_text]")
C.skin_tone = "albino"
C.update_body(0)
var/obj/effect/proc_holder/spell/targeted/shapeshift/bat/B = new
C.AddSpell(B)
/datum/species/vampire/on_species_loss(mob/living/carbon/C)
. = ..()
if(C.mind)
for(var/S in C.mind.spell_list)
var/obj/effect/proc_holder/spell/S2 = S
if(S2.type == /obj/effect/proc_holder/spell/targeted/shapeshift/bat)
C.mind.spell_list.Remove(S2)
qdel(S2)
/datum/species/vampire/spec_life(mob/living/carbon/human/C)
. = ..()
if(istype(C.loc, /obj/structure/closet/crate/coffin))
C.heal_overall_damage(4,4)
C.adjustToxLoss(-4)
C.adjustOxyLoss(-4)
C.adjustCloneLoss(-4)
return
C.blood_volume -= 0.75 //Will take roughly 19.5 minutes to die from standard blood volume, roughly 83 minutes to die from max blood volume.
if(C.blood_volume <= (BLOOD_VOLUME_SURVIVE*C.blood_ratio))
to_chat(C, "<span class='danger'>You ran out of blood!</span>")
C.dust()
var/area/A = get_area(C)
if(istype(A, /area/chapel))
to_chat(C, "<span class='danger'>You don't belong here!</span>")
C.adjustFireLoss(5)
C.adjust_fire_stacks(6)
C.IgniteMob()
/obj/item/organ/tongue/vampire
name = "vampire tongue"
actions_types = list(/datum/action/item_action/organ_action/vampire)
color = "#1C1C1C"
var/drain_cooldown = 0
#define VAMP_DRAIN_AMOUNT 50
/datum/action/item_action/organ_action/vampire
name = "Drain Victim"
desc = "Leech blood from any carbon victim you are passively grabbing."
/datum/action/item_action/organ_action/vampire/Trigger()
. = ..()
if(iscarbon(owner))
var/mob/living/carbon/H = owner
var/obj/item/organ/tongue/vampire/V = target
if(V.drain_cooldown >= world.time)
to_chat(H, "<span class='notice'>You just drained blood, wait a few seconds.</span>")
return
if(H.pulling && iscarbon(H.pulling))
var/mob/living/carbon/victim = H.pulling
if(H.blood_volume >= BLOOD_VOLUME_MAXIMUM)
to_chat(H, "<span class='notice'>You're already full!</span>")
return
if(victim.stat == DEAD)
to_chat(H, "<span class='notice'>You need a living victim!</span>")
return
if(!victim.blood_volume || (victim.dna && ((NOBLOOD in victim.dna.species.species_traits) || victim.dna.species.exotic_blood)))
to_chat(H, "<span class='notice'>[victim] doesn't have blood!</span>")
return
V.drain_cooldown = world.time + 30
if(victim.anti_magic_check(FALSE, TRUE, FALSE, 0))
to_chat(victim, "<span class='warning'>[H] tries to bite you, but stops before touching you!</span>")
to_chat(H, "<span class='warning'>[victim] is blessed! You stop just in time to avoid catching fire.</span>")
return
if(!do_after(H, 30, target = victim))
return
var/blood_volume_difference = BLOOD_VOLUME_MAXIMUM - H.blood_volume //How much capacity we have left to absorb blood
var/drained_blood = min(victim.blood_volume, VAMP_DRAIN_AMOUNT, blood_volume_difference)
to_chat(victim, "<span class='danger'>[H] is draining your blood!</span>")
to_chat(H, "<span class='notice'>You drain some blood!</span>")
playsound(H, 'sound/items/drink.ogg', 30, 1, -2)
victim.blood_volume = CLAMP(victim.blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
H.blood_volume = CLAMP(H.blood_volume + drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
if(!victim.blood_volume)
to_chat(H, "<span class='warning'>You finish off [victim]'s blood supply!</span>")
#undef VAMP_DRAIN_AMOUNT
/obj/item/organ/heart/vampire
name = "vampire heart"
actions_types = list(/datum/action/item_action/organ_action/vampire_heart)
color = "#1C1C1C"
/datum/action/item_action/organ_action/vampire_heart
name = "Check Blood Level"
desc = "Check how much blood you have remaining."
/datum/action/item_action/organ_action/vampire_heart/Trigger()
. = ..()
if(iscarbon(owner))
var/mob/living/carbon/H = owner
to_chat(H, "<span class='notice'>Current blood level: [H.blood_volume]/[BLOOD_VOLUME_MAXIMUM].</span>")
/obj/effect/proc_holder/spell/targeted/shapeshift/bat
name = "Bat Form"
desc = "Take on the shape a space bat."
invocation = "Squeak!"
charge_max = 50
cooldown_min = 50
shapeshift_type = /mob/living/simple_animal/hostile/retaliate/bat
var/ventcrawl_nude_only = TRUE
var/transfer_name = TRUE
/obj/effect/proc_holder/spell/targeted/shapeshift/bat/Shapeshift(mob/living/caster) //cit change
var/obj/shapeshift_holder/H = locate() in caster
if(H)
to_chat(caster, "<span class='warning'>You're already shapeshifted!</span>")
return
var/mob/living/shape = new shapeshift_type(caster.loc)
H = new(shape,src,caster)
if(istype(H, /mob/living/simple_animal))
var/mob/living/simple_animal/SA = H
if((caster.blood_volume >= (BLOOD_VOLUME_BAD*caster.blood_ratio)) || (ventcrawl_nude_only && length(caster.get_equipped_items(include_pockets = TRUE))))
SA.ventcrawler = FALSE
if(transfer_name)
H.name = caster.name
clothes_req = 0
human_req = 0
@@ -1,98 +0,0 @@
#define REGENERATION_DELAY 60 // After taking damage, how long it takes for automatic regeneration to begin
/datum/species/zombie
// 1spooky
name = "High-Functioning Zombie"
id = "zombie"
say_mod = "moans"
sexes = 0
blacklisted = 1
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
inherent_biotypes = list(MOB_UNDEAD, MOB_HUMANOID)
mutanttongue = /obj/item/organ/tongue/zombie
var/static/list/spooks = list('sound/hallucinations/growl1.ogg','sound/hallucinations/growl2.ogg','sound/hallucinations/growl3.ogg','sound/hallucinations/veryfar_noise.ogg','sound/hallucinations/wail.ogg')
disliked_food = NONE
liked_food = GROSS | MEAT | RAW
/datum/species/zombie/notspaceproof
id = "notspaceproofzombie"
limbs_id = "zombie"
blacklisted = 0
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
/datum/species/zombie/notspaceproof/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
return TRUE
return ..()
/datum/species/zombie/infectious
name = "Infectious Zombie"
id = "memezombies"
limbs_id = "zombie"
mutanthands = /obj/item/zombie_hand
armor = 20 // 120 damage to KO a zombie, which kills it
speedmod = 1.6
mutanteyes = /obj/item/organ/eyes/night_vision/zombie
var/heal_rate = 1
var/regen_cooldown = 0
/datum/species/zombie/infectious/check_roundstart_eligible()
return FALSE
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
. = min(20, amount)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
/datum/species/zombie/infectious/spec_life(mob/living/carbon/C)
. = ..()
C.a_intent = INTENT_HARM // THE SUFFERING MUST FLOW
//Zombies never actually die, they just fall down until they regenerate enough to rise back up.
//They must be restrained, beheaded or gibbed to stop being a threat.
if(regen_cooldown < world.time)
var/heal_amt = heal_rate
if(C.InCritical())
heal_amt *= 2
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
if(!C.InCritical() && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
//Congrats you somehow died so hard you stopped being a zombie
/datum/species/zombie/infectious/spec_death(gibbed, mob/living/carbon/C)
. = ..()
var/obj/item/organ/zombie_infection/infection
infection = C.getorganslot(ORGAN_SLOT_ZOMBIE)
if(infection)
qdel(infection)
/datum/species/zombie/infectious/on_species_gain(mob/living/carbon/C, datum/species/old_species)
. = ..()
// Deal with the source of this zombie corruption
// Infection organ needs to be handled separately from mutant_organs
// because it persists through species transitions
var/obj/item/organ/zombie_infection/infection
infection = C.getorganslot(ORGAN_SLOT_ZOMBIE)
if(!infection)
infection = new()
infection.Insert(C)
// Your skin falls off
/datum/species/krokodil_addict
name = "Human"
id = "goofzombies"
limbs_id = "zombie" //They look like zombies
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
mutanttongue = /obj/item/organ/tongue/zombie
#undef REGENERATION_DELAY
@@ -1,755 +0,0 @@
///////////////////////
//UPDATE_ICONS SYSTEM//
///////////////////////
/* Keep these comments up-to-date if you -insist- on hurting my code-baby ;_;
This system allows you to update individual mob-overlays, without regenerating them all each time.
When we generate overlays we generate the standing version and then rotate the mob as necessary..
As of the time of writing there are 20 layers within this list. Please try to keep this from increasing. //22 and counting, good job guys
var/overlays_standing[20] //For the standing stance
Most of the time we only wish to update one overlay:
e.g. - we dropped the fireaxe out of our left hand and need to remove its icon from our mob
e.g.2 - our hair colour has changed, so we need to update our hair icons on our mob
In these cases, instead of updating every overlay using the old behaviour (regenerate_icons), we instead call
the appropriate update_X proc.
e.g. - update_l_hand()
e.g.2 - update_hair()
Note: Recent changes by aranclanos+carn:
update_icons() no longer needs to be called.
the system is easier to use. update_icons() should not be called unless you absolutely -know- you need it.
IN ALL OTHER CASES it's better to just call the specific update_X procs.
Note: The defines for layer numbers is now kept exclusvely in __DEFINES/misc.dm instead of being defined there,
then redefined and undefiend everywhere else. If you need to change the layering of sprites (or add a new layer)
that's where you should start.
All of this means that this code is more maintainable, faster and still fairly easy to use.
There are several things that need to be remembered:
> Whenever we do something that should cause an overlay to update (which doesn't use standard procs
( i.e. you do something like l_hand = /obj/item/something new(src), rather than using the helper procs)
You will need to call the relevant update_inv_* proc
All of these are named after the variable they update from. They are defined at the mob/ level like
update_clothing was, so you won't cause undefined proc runtimes with usr.update_inv_wear_id() if the usr is a
slime etc. Instead, it'll just return without doing any work. So no harm in calling it for slimes and such.
> There are also these special cases:
update_damage_overlays() //handles damage overlays for brute/burn damage
update_body() //Handles updating your mob's body layer and mutant bodyparts
as well as sprite-accessories that didn't really fit elsewhere (underwear, undershirts, socks, lips, eyes)
//NOTE: update_mutantrace() is now merged into this!
update_hair() //Handles updating your hair overlay (used to be update_face, but mouth and
eyes were merged into update_body())
*/
//HAIR OVERLAY
/mob/living/carbon/human/update_hair()
dna.species.handle_hair(src)
//used when putting/removing clothes that hide certain mutant body parts to just update those and not update the whole body.
/mob/living/carbon/human/proc/update_mutant_bodyparts()
dna.species.handle_mutant_bodyparts(src)
/mob/living/carbon/human/update_body()
remove_overlay(BODY_LAYER)
dna.species.handle_body(src)
..()
/mob/living/carbon/human/update_fire()
..((fire_stacks > 3) ? "Standing" : "Generic_mob_burning")
/* --------------------------------------- */
//For legacy support.
/mob/living/carbon/human/regenerate_icons()
if(!..())
icon_render_key = null //invalidate bodyparts cache
update_body()
update_hair()
update_inv_w_uniform()
update_inv_wear_id()
update_inv_gloves()
update_inv_glasses()
update_inv_ears()
update_inv_shoes()
update_inv_s_store()
update_inv_wear_mask()
update_inv_head()
update_inv_belt()
update_inv_back()
update_inv_wear_suit()
update_inv_pockets()
update_inv_neck()
update_transform()
//mutations
update_mutations_overlay()
//damage overlays
update_damage_overlays()
/* --------------------------------------- */
//vvvvvv UPDATE_INV PROCS vvvvvv
/mob/living/carbon/human/update_inv_w_uniform()
remove_overlay(UNIFORM_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_W_UNIFORM]
inv.update_icon()
if(istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
U.screen_loc = ui_iclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += w_uniform
update_observer_view(w_uniform,1)
if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT))
return
var/t_color = U.item_color
if(!t_color)
t_color = U.icon_state
if(U.suit_style == NORMAL_SUIT_STYLE)
if(U.adjusted == ALT_STYLE)
t_color = "[t_color]_d"
var/alt_worn = U.alternate_worn_icon
if(!U.force_alternate_icon && U.mutantrace_variation && U.suit_style == DIGITIGRADE_SUIT_STYLE)
alt_worn = 'modular_citadel/icons/mob/uniform_digi.dmi'
var/mutable_appearance/uniform_overlay
if(dna && dna.species.sexes)
var/G = (gender == FEMALE) ? "f" : "m"
if(G == "f" && U.fitted != NO_FEMALE_UNIFORM)
uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = (alt_worn ? alt_worn : 'icons/mob/uniform.dmi'), isinhands = FALSE, femaleuniform = U.fitted)
if(!uniform_overlay)
uniform_overlay = U.build_worn_icon(state = "[t_color]", default_layer = UNIFORM_LAYER, default_icon_file = (alt_worn ? alt_worn : 'icons/mob/uniform.dmi'), isinhands = FALSE)
if(OFFSET_UNIFORM in dna.species.offset_features)
uniform_overlay.pixel_x += dna.species.offset_features[OFFSET_UNIFORM][1]
uniform_overlay.pixel_y += dna.species.offset_features[OFFSET_UNIFORM][2]
overlays_standing[UNIFORM_LAYER] = uniform_overlay
apply_overlay(UNIFORM_LAYER)
update_mutant_bodyparts()
/mob/living/carbon/human/update_inv_wear_id()
remove_overlay(ID_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_ID]
inv.update_icon()
var/mutable_appearance/id_overlay = overlays_standing[ID_LAYER]
if(wear_id)
wear_id.screen_loc = ui_id
if(client && hud_used && hud_used.hud_shown)
client.screen += wear_id
update_observer_view(wear_id)
//TODO: add an icon file for ID slot stuff, so it's less snowflakey
id_overlay = wear_id.build_worn_icon(state = wear_id.item_state, default_layer = ID_LAYER, default_icon_file = ((wear_id.alternate_worn_icon) ? wear_id.alternate_worn_icon : 'icons/mob/mob.dmi'))
if(OFFSET_ID in dna.species.offset_features)
id_overlay.pixel_x += dna.species.offset_features[OFFSET_ID][1]
id_overlay.pixel_y += dna.species.offset_features[OFFSET_ID][2]
overlays_standing[ID_LAYER] = id_overlay
apply_overlay(ID_LAYER)
/mob/living/carbon/human/update_inv_gloves()
remove_overlay(GLOVES_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_GLOVES])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLOVES]
inv.update_icon()
if(!gloves && bloody_hands)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyhands", -GLOVES_LAYER, color = blood_DNA_to_color())
if(get_num_arms() < 2)
if(has_left_hand())
bloody_overlay.icon_state = "bloodyhands_left"
else if(has_right_hand())
bloody_overlay.icon_state = "bloodyhands_right"
overlays_standing[GLOVES_LAYER] = bloody_overlay
var/mutable_appearance/gloves_overlay = overlays_standing[GLOVES_LAYER]
if(gloves)
gloves.screen_loc = ui_gloves
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += gloves
update_observer_view(gloves,1)
var/t_state = gloves.item_state
if(!t_state)
t_state = gloves.icon_state
overlays_standing[GLOVES_LAYER] = gloves.build_worn_icon(state = t_state, default_layer = GLOVES_LAYER, default_icon_file = ((gloves.alternate_worn_icon) ? gloves.alternate_worn_icon : 'icons/mob/hands.dmi'))
gloves_overlay = overlays_standing[GLOVES_LAYER]
if(OFFSET_GLOVES in dna.species.offset_features)
gloves_overlay.pixel_x += dna.species.offset_features[OFFSET_GLOVES][1]
gloves_overlay.pixel_y += dna.species.offset_features[OFFSET_GLOVES][2]
overlays_standing[GLOVES_LAYER] = gloves_overlay
apply_overlay(GLOVES_LAYER)
/mob/living/carbon/human/update_inv_glasses()
remove_overlay(GLASSES_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_GLASSES]
inv.update_icon()
if(glasses)
glasses.screen_loc = ui_glasses //...draw the item in the inventory screen
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open ...
client.screen += glasses //Either way, add the item to the HUD
update_observer_view(glasses,1)
if(!(head && (head.flags_inv & HIDEEYES)) && !(wear_mask && (wear_mask.flags_inv & HIDEEYES)))
overlays_standing[GLASSES_LAYER] = glasses.build_worn_icon(state = glasses.icon_state, default_layer = GLASSES_LAYER, default_icon_file = ((glasses.alternate_worn_icon) ? glasses.alternate_worn_icon : 'icons/mob/eyes.dmi'))
var/mutable_appearance/glasses_overlay = overlays_standing[GLASSES_LAYER]
if(glasses_overlay)
if(OFFSET_GLASSES in dna.species.offset_features)
glasses_overlay.pixel_x += dna.species.offset_features[OFFSET_GLASSES][1]
glasses_overlay.pixel_y += dna.species.offset_features[OFFSET_GLASSES][2]
overlays_standing[GLASSES_LAYER] = glasses_overlay
apply_overlay(GLASSES_LAYER)
/mob/living/carbon/human/update_inv_ears()
remove_overlay(EARS_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //decapitated
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_EARS]
inv.update_icon()
if(ears)
ears.screen_loc = ui_ears //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += ears //add it to the client's screen
update_observer_view(ears,1)
overlays_standing[EARS_LAYER] = ears.build_worn_icon(state = ears.icon_state, default_layer = EARS_LAYER, default_icon_file = ((ears.alternate_worn_icon) ? ears.alternate_worn_icon : 'icons/mob/ears.dmi'))
var/mutable_appearance/ears_overlay = overlays_standing[EARS_LAYER]
if(OFFSET_EARS in dna.species.offset_features)
ears_overlay.pixel_x += dna.species.offset_features[OFFSET_EARS][1]
ears_overlay.pixel_y += dna.species.offset_features[OFFSET_EARS][2]
overlays_standing[EARS_LAYER] = ears_overlay
apply_overlay(EARS_LAYER)
/mob/living/carbon/human/update_inv_shoes()
remove_overlay(SHOES_LAYER)
if(get_num_legs() <2)
return
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_SHOES]
inv.update_icon()
/*
if(!shoes && bloody_feet)
var/mutable_appearance/bloody_overlay = mutable_appearance('icons/effects/blood.dmi', "bloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(dna.features["taur"] != "None")
if(dna.features["taur"] in GLOB.noodle_taurs)
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "snekbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "snekbloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "snekbloodyfeet_right"
else if(dna.features["taur"] in GLOB.paw_taurs)
bloody_overlay = mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "pawbloodyfeet", -SHOES_LAYER, color = blood_DNA_to_color())
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "pawbloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "pawbloodyfeet_right"
else
if(get_num_legs() < 2)
if(has_left_leg())
bloody_overlay.icon_state = "bloodyfeet_left"
else if(has_right_leg())
bloody_overlay.icon_state = "bloodyfeet_right"
overlays_standing[GLOVES_LAYER] = bloody_overlay*/
if(shoes)
var/obj/item/clothing/shoes/S = shoes
shoes.screen_loc = ui_shoes //move the item to the appropriate screen loc
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown) //if the inventory is open
client.screen += shoes //add it to client's screen
update_observer_view(shoes,1)
if(S.mutantrace_variation)
if(S.adjusted == ALT_STYLE)
S.alternate_worn_icon = 'modular_citadel/icons/mob/digishoes.dmi'
else
S.alternate_worn_icon = null
var/t_state = shoes.item_state
if (!t_state)
t_state = shoes.icon_state
overlays_standing[SHOES_LAYER] = shoes.build_worn_icon(state = t_state, default_layer = SHOES_LAYER, default_icon_file = ((shoes.alternate_worn_icon) ? shoes.alternate_worn_icon : 'icons/mob/feet.dmi'))
var/mutable_appearance/shoes_overlay = overlays_standing[SHOES_LAYER]
if(OFFSET_SHOES in dna.species.offset_features)
shoes_overlay.pixel_x += dna.species.offset_features[OFFSET_SHOES][1]
shoes_overlay.pixel_y += dna.species.offset_features[OFFSET_SHOES][2]
overlays_standing[SHOES_LAYER] = shoes_overlay
apply_overlay(SHOES_LAYER)
/mob/living/carbon/human/update_inv_s_store()
remove_overlay(SUIT_STORE_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_S_STORE]
inv.update_icon()
if(s_store)
s_store.screen_loc = ui_sstore1
if(client && hud_used && hud_used.hud_shown)
client.screen += s_store
update_observer_view(s_store)
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = mutable_appearance(((s_store.alternate_worn_icon) ? s_store.alternate_worn_icon : 'icons/mob/belt_mirror.dmi'), t_state, -SUIT_STORE_LAYER)
var/mutable_appearance/s_store_overlay = overlays_standing[SUIT_STORE_LAYER]
if(OFFSET_S_STORE in dna.species.offset_features)
s_store_overlay.pixel_x += dna.species.offset_features[OFFSET_S_STORE][1]
s_store_overlay.pixel_y += dna.species.offset_features[OFFSET_S_STORE][2]
overlays_standing[SUIT_STORE_LAYER] = s_store_overlay
apply_overlay(SUIT_STORE_LAYER)
/mob/living/carbon/human/update_inv_head()
..()
update_mutant_bodyparts()
if(head)
remove_overlay(HEAD_LAYER)
var/obj/item/clothing/head/H = head
if(H.mutantrace_variation)
if(H.muzzle_var == ALT_STYLE)
H.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_helmet.dmi'
else
H.alternate_worn_icon = null
overlays_standing[HEAD_LAYER] = H.build_worn_icon(state = H.icon_state, default_layer = HEAD_LAYER, default_icon_file = ((head.alternate_worn_icon) ? H.alternate_worn_icon : 'icons/mob/head.dmi'))
var/mutable_appearance/head_overlay = overlays_standing[HEAD_LAYER]
if(OFFSET_HEAD in dna.species.offset_features)
head_overlay.pixel_x += dna.species.offset_features[OFFSET_HEAD][1]
head_overlay.pixel_y += dna.species.offset_features[OFFSET_HEAD][2]
overlays_standing[HEAD_LAYER] = head_overlay
apply_overlay(HEAD_LAYER)
/mob/living/carbon/human/update_inv_belt()
remove_overlay(BELT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BELT]
inv.update_icon()
if(belt)
belt.screen_loc = ui_belt
if(client && hud_used && hud_used.hud_shown)
client.screen += belt
update_observer_view(belt)
var/t_state = belt.item_state
if(!t_state)
t_state = belt.icon_state
overlays_standing[BELT_LAYER] = belt.build_worn_icon(state = t_state, default_layer = BELT_LAYER, default_icon_file = ((belt.alternate_worn_icon) ? belt.alternate_worn_icon : 'icons/mob/belt.dmi'))
var/mutable_appearance/belt_overlay = overlays_standing[BELT_LAYER]
if(OFFSET_BELT in dna.species.offset_features)
belt_overlay.pixel_x += dna.species.offset_features[OFFSET_BELT][1]
belt_overlay.pixel_y += dna.species.offset_features[OFFSET_BELT][2]
overlays_standing[BELT_LAYER] = belt_overlay
apply_overlay(BELT_LAYER)
/mob/living/carbon/human/update_inv_wear_suit()
remove_overlay(SUIT_LAYER)
if(client && hud_used)
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_SUIT]
inv.update_icon()
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
var/item_level_support = FALSE // LISTEN! If you must degrade the code with further snowflake checks, at least keep it compatible with worn non-clothing items!
if(!istype(S))
item_level_support = TRUE
wear_suit.screen_loc = ui_oclothing
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += wear_suit
update_observer_view(wear_suit,1)
if(!item_level_support && !S.force_alternate_icon)
if(S.mutantrace_variation) //Just make sure we've got this checked too
if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE) //are we not a taur, but we have Digitigrade legs? Run this check first, then.
S.alternate_worn_icon = 'modular_citadel/icons/mob/suit_digi.dmi'
else
S.alternate_worn_icon = null
if(S.tauric == TRUE) //Are we a suit with tauric mode possible?
if(S.taurmode == SNEK_TAURIC)
S.alternate_worn_icon = 'modular_citadel/icons/mob/taur_naga.dmi'
if(S.taurmode == PAW_TAURIC)
S.alternate_worn_icon = 'modular_citadel/icons/mob/taur_canine.dmi'
if(S.taurmode == NOT_TAURIC && S.adjusted == ALT_STYLE)
S.alternate_worn_icon = 'modular_citadel/icons/mob/suit_digi.dmi'
else if(S.taurmode == NOT_TAURIC && S.adjusted == NORMAL_STYLE)
S.alternate_worn_icon = null
overlays_standing[SUIT_LAYER] = S.build_worn_icon(state = wear_suit.icon_state, default_layer = SUIT_LAYER, default_icon_file = ((wear_suit.alternate_worn_icon) ? S.alternate_worn_icon : 'icons/mob/suit.dmi'))
var/mutable_appearance/suit_overlay = overlays_standing[SUIT_LAYER]
if(OFFSET_SUIT in dna.species.offset_features)
suit_overlay.pixel_x += dna.species.offset_features[OFFSET_SUIT][1]
suit_overlay.pixel_y += dna.species.offset_features[OFFSET_SUIT][2]
if(!item_level_support && S.center)
suit_overlay = center_image(suit_overlay, S.dimension_x, S.dimension_y)
overlays_standing[SUIT_LAYER] = suit_overlay
update_hair()
update_mutant_bodyparts()
apply_overlay(SUIT_LAYER)
/mob/living/carbon/human/update_inv_pockets()
if(client && hud_used)
var/obj/screen/inventory/inv
inv = hud_used.inv_slots[SLOT_L_STORE]
inv.update_icon()
inv = hud_used.inv_slots[SLOT_R_STORE]
inv.update_icon()
if(l_store)
l_store.screen_loc = ui_storage1
if(hud_used.hud_shown)
client.screen += l_store
update_observer_view(l_store)
if(r_store)
r_store.screen_loc = ui_storage2
if(hud_used.hud_shown)
client.screen += r_store
update_observer_view(r_store)
/mob/living/carbon/human/update_inv_wear_mask()
..()
if(wear_mask)
var/obj/item/clothing/mask/M = wear_mask
remove_overlay(FACEMASK_LAYER)
if(M.mutantrace_variation)
if(M.muzzle_var == ALT_STYLE)
M.alternate_worn_icon = 'modular_citadel/icons/mob/muzzled_mask.dmi'
else
M.alternate_worn_icon = null
overlays_standing[FACEMASK_LAYER] = M.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = ((wear_mask.alternate_worn_icon) ? M.alternate_worn_icon : 'icons/mob/mask.dmi'))
var/mutable_appearance/mask_overlay = overlays_standing[FACEMASK_LAYER]
if(OFFSET_FACEMASK in dna.species.offset_features)
mask_overlay.pixel_x += dna.species.offset_features[OFFSET_FACEMASK][1]
mask_overlay.pixel_y += dna.species.offset_features[OFFSET_FACEMASK][2]
overlays_standing[FACEMASK_LAYER] = mask_overlay
apply_overlay(FACEMASK_LAYER)
update_mutant_bodyparts() //e.g. upgate needed because mask now hides lizard snout
/mob/living/carbon/human/update_inv_back()
..()
var/mutable_appearance/back_overlay = overlays_standing[BACK_LAYER]
if(back_overlay)
remove_overlay(BACK_LAYER)
if(OFFSET_BACK in dna.species.offset_features)
back_overlay.pixel_x += dna.species.offset_features[OFFSET_BACK][1]
back_overlay.pixel_y += dna.species.offset_features[OFFSET_BACK][2]
overlays_standing[BACK_LAYER] = back_overlay
apply_overlay(BACK_LAYER)
/proc/wear_female_version(t_color, icon, layer, type)
var/index = t_color
var/icon/female_clothing_icon = GLOB.female_clothing_icons[index]
if(!female_clothing_icon) //Create standing/laying icons if they don't exist
generate_female_clothing(index,t_color,icon,type)
return mutable_appearance(GLOB.female_clothing_icons[t_color], layer = -layer)
/mob/living/carbon/human/proc/get_overlays_copy(list/unwantedLayers)
var/list/out = new
for(var/i in 1 to TOTAL_LAYERS)
if(overlays_standing[i])
if(i in unwantedLayers)
continue
out += overlays_standing[i]
return out
//human HUD updates for items in our inventory
//update whether our head item appears on our hud.
/mob/living/carbon/human/update_hud_head(obj/item/I)
I.screen_loc = ui_head
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += I
update_observer_view(I,1)
//update whether our mask item appears on our hud.
/mob/living/carbon/human/update_hud_wear_mask(obj/item/I)
I.screen_loc = ui_mask
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += I
update_observer_view(I,1)
//update whether our neck item appears on our hud.
/mob/living/carbon/human/update_hud_neck(obj/item/I)
I.screen_loc = ui_neck
if(client && hud_used && hud_used.hud_shown)
if(hud_used.inventory_shown)
client.screen += I
update_observer_view(I,1)
//update whether our back item appears on our hud.
/mob/living/carbon/human/update_hud_back(obj/item/I)
I.screen_loc = ui_back
if(client && hud_used && hud_used.hud_shown)
client.screen += I
update_observer_view(I)
/*
Does everything in relation to building the /mutable_appearance used in the mob's overlays list
covers:
inhands and any other form of worn item
centering large appearances
layering appearances on custom layers
building appearances from custom icon files
By Remie Richards (yes I'm taking credit because this just removed 90% of the copypaste in update_icons())
state: A string to use as the state, this is FAR too complex to solve in this proc thanks to shitty old code
so it's specified as an argument instead.
default_layer: The layer to draw this on if no other layer is specified
default_icon_file: The icon file to draw states from if no other icon file is specified
isinhands: If true then alternate_worn_icon is skipped so that default_icon_file is used,
in this situation default_icon_file is expected to match either the lefthand_ or righthand_ file var
femalueuniform: A value matching a uniform item's fitted var, if this is anything but NO_FEMALE_UNIFORM, we
generate/load female uniform sprites matching all previously decided variables
*/
/obj/item/proc/build_worn_icon(var/state = "", var/default_layer = 0, var/default_icon_file = null, var/isinhands = FALSE, var/femaleuniform = NO_FEMALE_UNIFORM)
//Find a valid icon file from variables+arguments
var/file2use
if(!isinhands && alternate_worn_icon)
file2use = alternate_worn_icon
if(!file2use)
file2use = default_icon_file
//Find a valid layer from variables+arguments
var/layer2use
if(alternate_worn_layer)
layer2use = alternate_worn_layer
if(!layer2use)
layer2use = default_layer
var/mutable_appearance/standing
if(femaleuniform)
standing = wear_female_version(state,file2use,layer2use,femaleuniform)
if(!standing)
standing = mutable_appearance(file2use, state, -layer2use)
//Get the overlays for this item when it's being worn
//eg: ammo counters, primed grenade flashes, etc.
var/list/worn_overlays = worn_overlays(isinhands, file2use)
if(worn_overlays && worn_overlays.len)
standing.overlays.Add(worn_overlays)
standing = center_image(standing, isinhands ? inhand_x_dimension : worn_x_dimension, isinhands ? inhand_y_dimension : worn_y_dimension)
//Handle held offsets
var/mob/M = loc
if(istype(M))
var/list/L = get_held_offsets()
if(L)
standing.pixel_x += L["x"] //+= because of center()ing
standing.pixel_y += L["y"]
standing.alpha = alpha
standing.color = color
return standing
/obj/item/proc/get_held_offsets()
var/list/L
if(ismob(loc))
var/mob/M = loc
L = M.get_item_offsets_for_index(M.get_held_index_of_item(src))
return L
//Can't think of a better way to do this, sadly
/mob/proc/get_item_offsets_for_index(i)
switch(i)
if(3) //odd = left hands
return list("x" = 0, "y" = 16)
if(4) //even = right hands
return list("x" = 0, "y" = 16)
else //No offsets or Unwritten number of hands
return list("x" = 0, "y" = 0)
//produces a key based on the human's limbs
/mob/living/carbon/human/generate_icon_render_key()
. = "[dna.species.limbs_id]"
if(dna.check_mutation(HULK))
. += "-coloured-hulk"
else if(dna.species.use_skintones)
. += "-coloured-[skin_tone]"
else if(dna.species.fixed_mut_color)
. += "-coloured-[dna.species.fixed_mut_color]"
else if(dna.features["mcolor"])
. += "-coloured-[dna.features["mcolor"]]-[dna.features["mcolor2"]]-[dna.features["mcolor3"]]"
else
. += "-not_coloured"
. += "-[gender]"
var/is_taur = FALSE
var/mob/living/carbon/human/H = src
if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
is_taur = TRUE
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(istype(BP, /obj/item/bodypart/r_leg) || istype(BP, /obj/item/bodypart/l_leg))
if(is_taur)
continue
. += "-[BP.body_zone]"
if(BP.status == BODYPART_ORGANIC)
. += "-organic"
else
. += "-robotic"
if(BP.use_digitigrade)
. += "-digitigrade[BP.use_digitigrade]"
if(BP.dmg_overlay_type)
. += "-[BP.dmg_overlay_type]"
if(BP.body_markings)
. += "-[BP.body_markings]"
else
. += "-no_marking"
if(HAS_TRAIT(src, TRAIT_HUSK))
. += "-husk"
/mob/living/carbon/human/load_limb_from_cache()
..()
update_hair()
/mob/living/carbon/human/proc/update_observer_view(obj/item/I, inventory)
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
if(observe.hud_used)
if(inventory && !observe.hud_used.inventory_shown)
continue
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
// Only renders the head of the human
/mob/living/carbon/human/proc/update_body_parts_head_only()
if (!dna)
return
if (!dna.species)
return
var/obj/item/bodypart/HD = get_bodypart("head")
if (!istype(HD))
return
HD.update_limb()
add_overlay(HD.get_limb_icon())
update_damage_overlays()
if(HD && !(HAS_TRAIT(src, TRAIT_HUSK)))
// lipstick
if(lip_style && (LIPS in dna.species.species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER)
lip_overlay.color = lip_color
if(OFFSET_LIPS in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2]
add_overlay(lip_overlay)
// eyes
if(!(NOEYES in dna.species.species_traits))
var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
var/mutable_appearance/eye_overlay
if(!has_eyes)
eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
else
eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
if((EYECOLOR in dna.species.species_traits) && has_eyes)
eye_overlay.color = "#" + eye_color
if(OFFSET_EYES in dna.species.offset_features)
eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
add_overlay(eye_overlay)
dna.species.handle_hair(src)
update_inv_head()
update_inv_wear_mask()
-756
View File
@@ -1,756 +0,0 @@
/mob/living/carbon/Life()
set invisibility = 0
if(notransform)
return
if(damageoverlaytemp)
damageoverlaytemp = 0
update_damage_hud()
//Reagent processing needs to come before breathing, to prevent edge cases.
handle_organs()
. = ..()
if (QDELETED(src))
return
if(.) //not dead
handle_blood()
if(stat != DEAD)
var/bprv = handle_bodyparts()
if(bprv & BODYPART_LIFE_UPDATE_HEALTH)
updatehealth()
update_stamina()
if(stat != DEAD)
handle_brain_damage()
/* BUG_PROBABLE_CAUSE
if(stat != DEAD)
handle_liver()
*/
if(stat == DEAD)
stop_sound_channel(CHANNEL_HEARTBEAT)
handle_death()
rot()
//Updates the number of stored chemicals for powers
handle_changeling()
if(stat != DEAD)
return 1
//Procs called while dead
/mob/living/carbon/proc/handle_death()
for(var/datum/reagent/R in reagents.reagent_list)
if(R.chemical_flags & REAGENT_DEAD_PROCESS)
R.on_mob_dead(src)
///////////////
// BREATHING //
///////////////
//Start of a breath chain, calls breathe()
/mob/living/carbon/handle_breathing(times_fired)
var/next_breath = 4
var/obj/item/organ/lungs/L = getorganslot(ORGAN_SLOT_LUNGS)
var/obj/item/organ/heart/H = getorganslot(ORGAN_SLOT_HEART)
if(L)
if(L.damage > L.high_threshold)
next_breath--
if(H)
if(H.damage > H.high_threshold)
next_breath--
if((times_fired % next_breath) == 0 || failed_last_breath)
breathe() //Breathe per 4 ticks if healthy, down to 2 if our lungs or heart are damaged, unless suffocating
if(failed_last_breath)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
else
if(istype(loc, /obj/))
var/obj/location_as_object = loc
location_as_object.handle_internal_lifeform(src,0)
//Second link in a breath chain, calls check_breath()
/mob/living/carbon/proc/breathe()
var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
if(reagents.has_reagent("lexorin"))
return
if(istype(loc, /obj/machinery/atmospherics/components/unary/cryo_cell))
return
if(istype(loc, /obj/item/dogborg/sleeper))
return
if(ismob(loc))
return
if(isbelly(loc))
return
var/datum/gas_mixture/environment
if(loc)
environment = loc.return_air()
var/datum/gas_mixture/breath
if(!getorganslot(ORGAN_SLOT_BREATHING_TUBE))
if(health <= HEALTH_THRESHOLD_FULLCRIT || (pulledby && pulledby.grab_state >= GRAB_KILL) || (lungs && lungs.organ_flags & ORGAN_FAILING))
losebreath++ //You can't breath at all when in critical or when being choked, so you're going to miss a breath
else if(health <= crit_threshold)
losebreath += 0.25 //You're having trouble breathing in soft crit, so you'll miss a breath one in four times
//Suffocate
if(losebreath >= 1) //You've missed a breath, take oxy damage
losebreath--
if(prob(10))
emote("gasp")
if(istype(loc, /obj/))
var/obj/loc_as_obj = loc
loc_as_obj.handle_internal_lifeform(src,0)
else
//Breathe from internal
breath = get_breath_from_internal(BREATH_VOLUME)
if(isnull(breath)) //in case of 0 pressure internals
if(isobj(loc)) //Breathe from loc as object
var/obj/loc_as_obj = loc
breath = loc_as_obj.handle_internal_lifeform(src, BREATH_VOLUME)
else if(isturf(loc)) //Breathe from loc as turf
var/breath_moles = 0
if(environment)
breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
else //Breathe from loc as obj again
if(istype(loc, /obj/))
var/obj/loc_as_obj = loc
loc_as_obj.handle_internal_lifeform(src,0)
check_breath(breath)
if(breath)
loc.assume_air(breath)
air_update_turf()
/mob/living/carbon/proc/has_smoke_protection()
if(HAS_TRAIT(src, TRAIT_NOBREATH))
return TRUE
return FALSE
//Third link in a breath chain, calls handle_breath_temperature()
/mob/living/carbon/proc/check_breath(datum/gas_mixture/breath)
if((status_flags & GODMODE))
return
var/obj/item/organ/lungs = getorganslot(ORGAN_SLOT_LUNGS)
if(!lungs)
adjustOxyLoss(2)
//CRIT
if(!breath || (breath.total_moles() == 0) || !lungs)
if(reagents.has_reagent("epinephrine") && lungs)
return
adjustOxyLoss(1)
failed_last_breath = 1
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
return 0
var/safe_oxy_min = 16
var/safe_oxy_max = 50
var/safe_co2_max = 10
var/safe_tox_max = 0.05
var/SA_para_min = 1
var/SA_sleep_min = 5
var/oxygen_used = 0
var/breath_pressure = (breath.total_moles()*R_IDEAL_GAS_EQUATION*breath.temperature)/BREATH_VOLUME
var/list/breath_gases = breath.gases
var/O2_partialpressure = (breath_gases[/datum/gas/oxygen]/breath.total_moles())*breath_pressure
var/Toxins_partialpressure = (breath_gases[/datum/gas/plasma]/breath.total_moles())*breath_pressure
var/CO2_partialpressure = (breath_gases[/datum/gas/carbon_dioxide]/breath.total_moles())*breath_pressure
//OXYGEN
if(O2_partialpressure > safe_oxy_max) // Too much Oxygen - blatant CO2 effect copy/pasta
if(!o2overloadtime)
o2overloadtime = world.time
else if(world.time - o2overloadtime > 120)
Dizzy(10) // better than a minute of you're fucked KO, but certainly a wake up call. Honk.
adjustOxyLoss(3)
if(world.time - o2overloadtime > 300)
adjustOxyLoss(8)
if(prob(20))
emote("cough")
throw_alert("too_much_oxy", /obj/screen/alert/too_much_oxy)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
if(O2_partialpressure < safe_oxy_min) //Not enough oxygen
if(prob(20))
emote("gasp")
if(O2_partialpressure > 0)
var/ratio = 1 - O2_partialpressure/safe_oxy_min
adjustOxyLoss(min(5*ratio, 3))
failed_last_breath = 1
oxygen_used = breath_gases[/datum/gas/oxygen]*ratio
else
adjustOxyLoss(3)
failed_last_breath = 1
throw_alert("not_enough_oxy", /obj/screen/alert/not_enough_oxy)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "suffocation", /datum/mood_event/suffocation)
else //Enough oxygen
failed_last_breath = 0
o2overloadtime = 0 //reset our counter for this too
if(health >= crit_threshold)
adjustOxyLoss(-5)
oxygen_used = breath_gases[/datum/gas/oxygen]
clear_alert("not_enough_oxy")
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "suffocation")
breath_gases[/datum/gas/oxygen] -= oxygen_used
breath_gases[/datum/gas/carbon_dioxide] += oxygen_used
//CARBON DIOXIDE
if(CO2_partialpressure > safe_co2_max)
if(!co2overloadtime)
co2overloadtime = world.time
else if(world.time - co2overloadtime > 120)
Unconscious(60)
adjustOxyLoss(3)
if(world.time - co2overloadtime > 300)
adjustOxyLoss(8)
if(prob(20))
emote("cough")
else
co2overloadtime = 0
//TOXINS/PLASMA
if(Toxins_partialpressure > safe_tox_max)
var/ratio = (breath_gases[/datum/gas/plasma]/safe_tox_max) * 10
adjustToxLoss(CLAMP(ratio, MIN_TOXIC_GAS_DAMAGE, MAX_TOXIC_GAS_DAMAGE))
throw_alert("too_much_tox", /obj/screen/alert/too_much_tox)
else
clear_alert("too_much_tox")
//NITROUS OXIDE
if(breath_gases[/datum/gas/nitrous_oxide])
var/SA_partialpressure = (breath_gases[/datum/gas/nitrous_oxide]/breath.total_moles())*breath_pressure
if(SA_partialpressure > SA_para_min)
Unconscious(60)
if(SA_partialpressure > SA_sleep_min)
Sleeping(max(AmountSleeping() + 40, 200))
else if(SA_partialpressure > 0.01)
if(prob(20))
emote(pick("giggle","laugh"))
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "chemical_euphoria", /datum/mood_event/chemical_euphoria)
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "chemical_euphoria")
//BZ (Facepunch port of their Agent B)
if(breath_gases[/datum/gas/bz])
var/bz_partialpressure = (breath_gases[/datum/gas/bz]/breath.total_moles())*breath_pressure
if(bz_partialpressure > 1)
hallucination += 10
else if(bz_partialpressure > 0.01)
hallucination += 5
//TRITIUM
if(breath_gases[/datum/gas/tritium])
var/tritium_partialpressure = (breath_gases[/datum/gas/tritium]/breath.total_moles())*breath_pressure
radiation += tritium_partialpressure/10
//NITRYL
if(breath_gases[/datum/gas/nitryl])
var/nitryl_partialpressure = (breath_gases[/datum/gas/nitryl]/breath.total_moles())*breath_pressure
adjustFireLoss(nitryl_partialpressure/4)
//MIASMA
if(breath_gases[/datum/gas/miasma])
var/miasma_partialpressure = (breath_gases[/datum/gas/miasma]/breath.total_moles())*breath_pressure
if(miasma_partialpressure > MINIMUM_MOLES_DELTA_TO_MOVE)
if(prob(0.05 * miasma_partialpressure))
var/datum/disease/advance/miasma_disease = new /datum/disease/advance/random(2,3)
miasma_disease.name = "Unknown"
ForceContractDisease(miasma_disease, TRUE, TRUE)
//Miasma side effects
switch(miasma_partialpressure)
if(1 to 5)
// At lower pp, give out a little warning
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
if(prob(5))
to_chat(src, "<span class='notice'>There is an unpleasant smell in the air.</span>")
if(5 to 20)
//At somewhat higher pp, warning becomes more obvious
if(prob(15))
to_chat(src, "<span class='warning'>You smell something horribly decayed inside this room.</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/bad_smell)
if(15 to 30)
//Small chance to vomit. By now, people have internals on anyway
if(prob(5))
to_chat(src, "<span class='warning'>The stench of rotting carcasses is unbearable!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench)
vomit()
if(30 to INFINITY)
//Higher chance to vomit. Let the horror start
if(prob(25))
to_chat(src, "<span class='warning'>The stench of rotting carcasses is unbearable!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "smell", /datum/mood_event/disgust/nauseating_stench)
vomit()
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
//Clear all moods if no miasma at all
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "smell")
GAS_GARBAGE_COLLECT(breath.gases)
//BREATH TEMPERATURE
handle_breath_temperature(breath)
return 1
//Fourth and final link in a breath chain
/mob/living/carbon/proc/handle_breath_temperature(datum/gas_mixture/breath)
return
/mob/living/carbon/proc/get_breath_from_internal(volume_needed)
var/obj/item/clothing/check
var/internals = FALSE
for(check in GET_INTERNAL_SLOTS(src))
if(CHECK_BITFIELD(check.clothing_flags, ALLOWINTERNALS))
internals = TRUE
if(internal)
if(internal.loc != src)
internal = null
update_internals_hud_icon(0)
else if (!internals && !getorganslot(ORGAN_SLOT_BREATHING_TUBE))
internal = null
update_internals_hud_icon(0)
else
update_internals_hud_icon(1)
. = internal.remove_air_volume(volume_needed)
if(!.)
return FALSE //to differentiate between no internals and active, but empty internals
// Make corpses rot, emitting miasma
/mob/living/carbon/proc/rot()
// Properly stored corpses shouldn't create miasma
if(istype(loc, /obj/structure/closet/crate/coffin)|| istype(loc, /obj/structure/closet/body_bag) || istype(loc, /obj/structure/bodycontainer))
return
// No decay if formaldehyde in corpse or when the corpse is charred
if(reagents.has_reagent("formaldehyde", 15) || HAS_TRAIT(src, TRAIT_HUSK))
return
// Also no decay if corpse chilled or not organic/undead
if(bodytemperature <= T0C-10 || (!(MOB_ORGANIC in mob_biotypes) && !(MOB_UNDEAD in mob_biotypes)))
return
// Wait a bit before decaying
if(world.time - timeofdeath < 1200)
return
var/deceasedturf = get_turf(src)
// Closed turfs don't have any air in them, so no gas building up
if(!istype(deceasedturf,/turf/open))
return
var/turf/open/miasma_turf = deceasedturf
var/list/cached_gases = miasma_turf.air.gases
cached_gases[/datum/gas/miasma] += 0.1
/mob/living/carbon/proc/handle_blood()
return
/mob/living/carbon/proc/handle_bodyparts()
for(var/I in bodyparts)
var/obj/item/bodypart/BP = I
if(BP.needs_processing)
. |= BP.on_life()
/mob/living/carbon/proc/handle_organs()
if(stat != DEAD)
for(var/V in internal_organs)
var/obj/item/organ/O = V
if(O)
O.on_life()
else
for(var/V in internal_organs)
var/obj/item/organ/O = V
if(O)
O.on_death() //Needed so organs decay while inside the body.
/mob/living/carbon/handle_diseases()
for(var/thing in diseases)
var/datum/disease/D = thing
if(prob(D.infectivity))
D.spread()
if(stat != DEAD || D.process_dead)
D.stage_act()
//todo generalize this and move hud out
/mob/living/carbon/proc/handle_changeling()
if(mind && hud_used && hud_used.lingchemdisplay)
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
if(changeling)
changeling.regenerate()
hud_used.lingchemdisplay.invisibility = 0
hud_used.lingchemdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#dd66dd'>[round(changeling.chem_charges)]</font></div>"
else
hud_used.lingchemdisplay.invisibility = INVISIBILITY_ABSTRACT
/mob/living/carbon/handle_mutations_and_radiation()
if(dna && dna.temporary_mutations.len)
var/datum/mutation/human/HM
for(var/mut in dna.temporary_mutations)
if(dna.temporary_mutations[mut] < world.time)
if(mut == UI_CHANGED)
if(dna.previous["UI"])
dna.uni_identity = merge_text(dna.uni_identity,dna.previous["UI"])
updateappearance(mutations_overlay_update=1)
dna.previous.Remove("UI")
dna.temporary_mutations.Remove(mut)
continue
if(mut == UE_CHANGED)
if(dna.previous["name"])
real_name = dna.previous["name"]
name = real_name
dna.previous.Remove("name")
if(dna.previous["UE"])
dna.unique_enzymes = dna.previous["UE"]
dna.previous.Remove("UE")
if(dna.previous["blood_type"])
dna.blood_type = dna.previous["blood_type"]
dna.previous.Remove("blood_type")
dna.temporary_mutations.Remove(mut)
continue
HM = GLOB.mutations_list[mut]
HM.force_lose(src)
dna.temporary_mutations.Remove(mut)
radiation -= min(radiation, RAD_LOSS_PER_TICK)
if(radiation > RAD_MOB_SAFE)
adjustToxLoss(log(radiation-RAD_MOB_SAFE)*RAD_TOX_COEFFICIENT)
/mob/living/carbon/handle_stomach()
set waitfor = 0
for(var/mob/living/M in stomach_contents)
if(M.loc != src)
stomach_contents.Remove(M)
continue
if(iscarbon(M) && stat != DEAD)
if(M.stat == DEAD)
M.death(1)
stomach_contents.Remove(M)
qdel(M)
continue
if(SSmobs.times_fired%3==1)
if(!(M.status_flags & GODMODE))
M.adjustBruteLoss(5)
nutrition += 10
/*
Alcohol Poisoning Chart
Note that all higher effects of alcohol poisoning will inherit effects for smaller amounts (i.e. light poisoning inherts from slight poisoning)
In addition, severe effects won't always trigger unless the drink is poisonously strong
All effects don't start immediately, but rather get worse over time; the rate is affected by the imbiber's alcohol tolerance
0: Non-alcoholic
1-10: Barely classifiable as alcohol - occassional slurring
11-20: Slight alcohol content - slurring
21-30: Below average - imbiber begins to look slightly drunk
31-40: Just below average - no unique effects
41-50: Average - mild disorientation, imbiber begins to look drunk
51-60: Just above average - disorientation, vomiting, imbiber begins to look heavily drunk
61-70: Above average - small chance of blurry vision, imbiber begins to look smashed
71-80: High alcohol content - blurry vision, imbiber completely shitfaced
81-90: Extremely high alcohol content - light brain damage, passing out
91-100: Dangerously toxic - swift death
*/
#define BALLMER_POINTS 5
GLOBAL_LIST_INIT(ballmer_good_msg, list("Hey guys, what if we rolled out a bluespace wiring system so mice can't destroy the powergrid anymore?",
"Hear me out here. What if, and this is just a theory, we made R&D controllable from our PDAs?",
"I'm thinking we should roll out a git repository for our research under the AGPLv3 license so that we can share it among the other stations freely.",
"I dunno about you guys, but IDs and PDAs being separate is clunky as fuck. Maybe we should merge them into a chip in our arms? That way they can't be stolen easily.",
"Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology."))
GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put a webserver that's automatically turned on with default admin passwords into every PDA?",
"So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?",
"Dude, radical idea: H.O.N.K mechs but with no bananium required.",
"Best idea ever: Disposal pipes instead of hallways."))
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
/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
if(!recoveringstam && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
incomingstammult = min(1, incomingstammult*2)
//CIT CHANGES START HERE. STAMINA BUFFER STUFF
if(bufferedstam && world.time > stambufferregentime)
var/drainrate = max((bufferedstam*(bufferedstam/(5)))*0.1,1)
bufferedstam = max(bufferedstam - drainrate, 0)
adjustStaminaLoss(drainrate*0.5)
//END OF CIT CHANGES
var/restingpwr = 1 + 4 * resting
//Dizziness
if(dizziness)
var/client/C = client
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/temp
var/saved_dizz = dizziness
if(C)
var/oldsrc = src
var/amplitude = dizziness*(sin(dizziness * world.time) + 1) // This shit is annoying at high strength
src = null
spawn(0)
if(C)
temp = amplitude * sin(saved_dizz * world.time)
pixel_x_diff += temp
C.pixel_x += temp
temp = amplitude * cos(saved_dizz * world.time)
pixel_y_diff += temp
C.pixel_y += temp
sleep(3)
if(C)
temp = amplitude * sin(saved_dizz * world.time)
pixel_x_diff += temp
C.pixel_x += temp
temp = amplitude * cos(saved_dizz * world.time)
pixel_y_diff += temp
C.pixel_y += temp
sleep(3)
if(C)
C.pixel_x -= pixel_x_diff
C.pixel_y -= pixel_y_diff
src = oldsrc
dizziness = max(dizziness - restingpwr, 0)
if(drowsyness)
drowsyness = max(drowsyness - restingpwr, 0)
blur_eyes(2)
if(prob(5))
AdjustSleeping(20)
Unconscious(100)
//Jitteriness
if(jitteriness)
do_jitter_animation(jitteriness)
jitteriness = max(jitteriness - restingpwr, 0)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "jittery", /datum/mood_event/jittery)
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "jittery")
if(stuttering)
stuttering = max(stuttering-1, 0)
if(slurring || drunkenness)
slurring = max(slurring-1,0,drunkenness)
if(cultslurring)
cultslurring = max(cultslurring-1, 0)
if(silent)
silent = max(silent-1, 0)
if(druggy)
adjust_drugginess(-1)
if(hallucination)
handle_hallucinations()
if(drunkenness)
drunkenness = max(drunkenness - (drunkenness * 0.04), 0)
if(drunkenness >= 6)
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "drunk", /datum/mood_event/drunk)
jitteriness = max(jitteriness - 3, 0)
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING))
adjustBruteLoss(-0.12, FALSE)
adjustFireLoss(-0.06, FALSE)
if(mind && (mind.assigned_role == "Scientist" || mind.assigned_role == "Research Director"))
if(SSresearch.science_tech)
if(drunkenness >= 12.9 && drunkenness <= 13.8)
drunkenness = round(drunkenness, 0.01)
var/ballmer_percent = 0
if(drunkenness == 13.35) // why run math if I dont have to
ballmer_percent = 1
else
ballmer_percent = (-abs(drunkenness - 13.35) / 0.9) + 1
if(prob(5))
say(pick(GLOB.ballmer_good_msg), forced = "ballmer")
SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS * ballmer_percent))
if(drunkenness > 26) // by this point you're into windows ME territory
if(prob(5))
SSresearch.science_tech.remove_point_list(list(TECHWEB_POINT_TYPE_GENERIC = BALLMER_POINTS))
say(pick(GLOB.ballmer_windows_me_msg), forced = "ballmer")
if(drunkenness >= 41)
if(prob(25))
confused += 2
Dizzy(10)
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING)) // effects stack with lower tiers
adjustBruteLoss(-0.3, FALSE)
adjustFireLoss(-0.15, FALSE)
if(drunkenness >= 51)
if(prob(5))
confused += 10
vomit()
Dizzy(25)
if(drunkenness >= 61)
if(prob(50))
blur_eyes(5)
if(HAS_TRAIT(src, TRAIT_DRUNK_HEALING))
adjustBruteLoss(-0.4, FALSE)
adjustFireLoss(-0.2, FALSE)
if(drunkenness >= 71)
blur_eyes(5)
if(drunkenness >= 81)
adjustToxLoss(0.2)
if(prob(5) && !stat)
to_chat(src, "<span class='warning'>Maybe you should lie down for a bit...</span>")
if(drunkenness >= 91)
adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.4, 60)
if(prob(20) && !stat)
if(SSshuttle.emergency.mode == SHUTTLE_DOCKED && is_station_level(z)) //QoL mainly
to_chat(src, "<span class='warning'>You're so tired... but you can't miss that shuttle...</span>")
else
to_chat(src, "<span class='warning'>Just a quick nap...</span>")
Sleeping(900)
if(drunkenness >= 101)
adjustToxLoss(4) //Let's be honest you shouldn't be alive by now
else
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "drunk")
//used in human and monkey handle_environment()
/mob/living/carbon/proc/natural_bodytemperature_stabilization()
var/body_temperature_difference = BODYTEMP_NORMAL - bodytemperature
switch(bodytemperature)
if(-INFINITY to BODYTEMP_COLD_DAMAGE_LIMIT) //Cold damage limit is 50 below the default, the temperature where you start to feel effects.
return max((body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
if(BODYTEMP_COLD_DAMAGE_LIMIT to BODYTEMP_NORMAL)
return max(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, min(body_temperature_difference, BODYTEMP_AUTORECOVERY_MINIMUM/4))
if(BODYTEMP_NORMAL to BODYTEMP_HEAT_DAMAGE_LIMIT) // Heat damage limit is 50 above the default, the temperature where you start to feel effects.
return min(body_temperature_difference * metabolism_efficiency / BODYTEMP_AUTORECOVERY_DIVISOR, max(body_temperature_difference, -BODYTEMP_AUTORECOVERY_MINIMUM/4))
if(BODYTEMP_HEAT_DAMAGE_LIMIT to INFINITY)
return min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
/////////
//LIVER//
/////////
/mob/living/carbon/proc/handle_liver()
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
if((!dna && !liver) || (NOLIVER in dna.species.species_traits))
return
if(liver)
if(liver.damage < liver.maxHealth)
liver.organ_flags |= ORGAN_FAILING
liver_failure()
else
liver_failure()
/mob/living/carbon/proc/undergoing_liver_failure()
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
if(liver && liver.failing)
return TRUE
/mob/living/carbon/proc/return_liver_damage()
var/obj/item/organ/liver/liver = getorganslot(ORGAN_SLOT_LIVER)
if(liver)
return liver.damage
/mob/living/carbon/proc/applyLiverDamage(var/d)
var/obj/item/organ/liver/L = getorganslot(ORGAN_SLOT_LIVER)
if(L)
L.damage += d
/mob/living/carbon/proc/liver_failure()
reagents.end_metabolization(src, keep_liverless = TRUE) //Stops trait-based effects on reagents, to prevent permanent buffs
reagents.metabolize(src, can_overdose=FALSE, liverless = TRUE)
if(HAS_TRAIT(src, TRAIT_STABLELIVER))
return
adjustToxLoss(4, TRUE, TRUE)
if(prob(30))
to_chat(src, "<span class='warning'>You feel a stabbing pain in your abdomen!</span>")
////////////////
//BRAIN DAMAGE//
////////////////
/mob/living/carbon/proc/handle_brain_damage()
for(var/T in get_traumas())
var/datum/brain_trauma/BT = T
BT.on_life()
/////////////////////////////////////
//MONKEYS WITH TOO MUCH CHOLOESTROL//
/////////////////////////////////////
/mob/living/carbon/proc/can_heartattack()
if(!needs_heart())
return FALSE
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(!heart || (heart.organ_flags & ORGAN_SYNTHETIC))
return FALSE
return TRUE
/mob/living/carbon/proc/needs_heart()
if(HAS_TRAIT(src, TRAIT_STABLEHEART))
return FALSE
if(dna && dna.species && (NOBLOOD in dna.species.species_traits)) //not all carbons have species!
return FALSE
return TRUE
/mob/living/carbon/proc/undergoing_cardiac_arrest()
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(istype(heart) && heart.beating)
return FALSE
else if(!needs_heart())
return FALSE
return TRUE
/mob/living/carbon/proc/set_heartattack(status)
if(!can_heartattack())
return FALSE
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(!istype(heart))
return
heart.beating = !status
@@ -1,309 +0,0 @@
//IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
/mob/living/carbon/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
var/final_pixel_y = pixel_y
var/final_dir = dir
var/changed = 0
if(lying != lying_prev && rotate_on_lying)
changed++
ntransform.TurnTo(lying_prev,lying)
if(lying == 0) //Lying to standing
final_pixel_y = get_standard_pixel_y_offset()
else //if(lying != 0)
if(lying_prev == 0) //Standing to lying
pixel_y = get_standard_pixel_y_offset()
final_pixel_y = get_standard_pixel_y_offset(lying)
if(dir & (EAST|WEST)) //Facing east or west
final_dir = pick(NORTH, SOUTH) //So you fall on your side rather than your face or ass
if(resize != RESIZE_DEFAULT_SIZE)
changed++
ntransform.Scale(resize)
resize = RESIZE_DEFAULT_SIZE
if(changed)
animate(src, transform = ntransform, time = 2, pixel_y = final_pixel_y, dir = final_dir, easing = EASE_IN|EASE_OUT)
setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart it in next life().
/mob/living/carbon
var/list/overlays_standing[TOTAL_LAYERS]
/mob/living/carbon/proc/apply_overlay(cache_index)
if((. = overlays_standing[cache_index]))
add_overlay(.)
/mob/living/carbon/proc/remove_overlay(cache_index)
var/I = overlays_standing[cache_index]
if(I)
cut_overlay(I)
overlays_standing[cache_index] = null
/mob/living/carbon/regenerate_icons()
if(notransform)
return 1
update_inv_hands()
update_inv_handcuffed()
update_inv_legcuffed()
update_fire()
/mob/living/carbon/update_inv_hands()
remove_overlay(HANDS_LAYER)
if (handcuffed)
drop_all_held_items()
return
var/list/hands = list()
for(var/obj/item/I in held_items)
if(client && hud_used && hud_used.hud_version != HUD_STYLE_NOHUD)
I.screen_loc = ui_hand_position(get_held_index_of_item(I))
client.screen += I
if(observers && observers.len)
for(var/M in observers)
var/mob/dead/observe = M
if(observe.client && observe.client.eye == src)
observe.client.screen += I
else
observers -= observe
if(!observers.len)
observers = null
break
var/t_state = I.item_state
if(!t_state)
t_state = I.icon_state
var/icon_file = I.lefthand_file
if(get_held_index_of_item(I) % 2 == 0)
icon_file = I.righthand_file
hands += I.build_worn_icon(state = t_state, default_layer = HANDS_LAYER, default_icon_file = icon_file, isinhands = TRUE)
overlays_standing[HANDS_LAYER] = hands
apply_overlay(HANDS_LAYER)
/mob/living/carbon/update_fire(var/fire_icon = "Generic_mob_burning")
remove_overlay(FIRE_LAYER)
if(on_fire)
var/mutable_appearance/new_fire_overlay = mutable_appearance('icons/mob/OnFire.dmi', fire_icon, -FIRE_LAYER)
new_fire_overlay.appearance_flags = RESET_COLOR
overlays_standing[FIRE_LAYER] = new_fire_overlay
apply_overlay(FIRE_LAYER)
/mob/living/carbon/update_damage_overlays()
remove_overlay(DAMAGE_LAYER)
var/dam_colors = "#E62525"
if(ishuman(src))
var/mob/living/carbon/human/H = src
dam_colors = bloodtype_to_color(H.dna.blood_type)
var/mutable_appearance/damage_overlay = mutable_appearance('icons/mob/dam_mob.dmi', "blank", -DAMAGE_LAYER, color = dam_colors)
overlays_standing[DAMAGE_LAYER] = damage_overlay
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(BP.dmg_overlay_type)
if(BP.brutestate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_[BP.brutestate]0") //we're adding icon_states of the base image as overlays
if(BP.burnstate)
damage_overlay.add_overlay("[BP.dmg_overlay_type]_[BP.body_zone]_0[BP.burnstate]")
apply_overlay(DAMAGE_LAYER)
/mob/living/carbon/update_inv_wear_mask()
remove_overlay(FACEMASK_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[SLOT_WEAR_MASK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_WEAR_MASK]
inv.update_icon()
if(wear_mask)
if(!(head && (head.flags_inv & HIDEMASK)))
overlays_standing[FACEMASK_LAYER] = wear_mask.build_worn_icon(state = wear_mask.icon_state, default_layer = FACEMASK_LAYER, default_icon_file = 'icons/mob/mask.dmi')
update_hud_wear_mask(wear_mask)
apply_overlay(FACEMASK_LAYER)
/mob/living/carbon/update_inv_neck()
remove_overlay(NECK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_NECK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_NECK]
inv.update_icon()
if(wear_neck)
if(!(head && (head.flags_inv & HIDENECK)))
overlays_standing[NECK_LAYER] = wear_neck.build_worn_icon(state = wear_neck.icon_state, default_layer = NECK_LAYER, default_icon_file = 'icons/mob/neck.dmi')
update_hud_neck(wear_neck)
apply_overlay(NECK_LAYER)
/mob/living/carbon/update_inv_back()
remove_overlay(BACK_LAYER)
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_BACK]
inv.update_icon()
if(back)
overlays_standing[BACK_LAYER] = back.build_worn_icon(state = back.icon_state, default_layer = BACK_LAYER, default_icon_file = 'icons/mob/back.dmi')
update_hud_back(back)
apply_overlay(BACK_LAYER)
/mob/living/carbon/update_inv_head()
remove_overlay(HEAD_LAYER)
if(!get_bodypart(BODY_ZONE_HEAD)) //Decapitated
return
if(client && hud_used && hud_used.inv_slots[SLOT_BACK])
var/obj/screen/inventory/inv = hud_used.inv_slots[SLOT_HEAD]
inv.update_icon()
if(head)
overlays_standing[HEAD_LAYER] = head.build_worn_icon(state = head.icon_state, default_layer = HEAD_LAYER, default_icon_file = 'icons/mob/head.dmi')
update_hud_head(head)
apply_overlay(HEAD_LAYER)
/mob/living/carbon/update_inv_handcuffed()
remove_overlay(HANDCUFF_LAYER)
if(handcuffed)
var/mutable_appearance/cuffs = mutable_appearance('icons/mob/restraints.dmi', handcuffed.item_state, -HANDCUFF_LAYER)
cuffs.color = handcuffed.color
overlays_standing[HANDCUFF_LAYER] = cuffs
apply_overlay(HANDCUFF_LAYER)
/mob/living/carbon/update_inv_legcuffed()
remove_overlay(LEGCUFF_LAYER)
clear_alert("legcuffed")
if(legcuffed)
var/mutable_appearance/legcuffs = mutable_appearance('icons/mob/restraints.dmi', legcuffed.item_state, -LEGCUFF_LAYER)
legcuffs.color = legcuffed.color
overlays_standing[LEGCUFF_LAYER] = legcuffs
apply_overlay(LEGCUFF_LAYER)
throw_alert("legcuffed", /obj/screen/alert/restrained/legcuffed, new_master = legcuffed)
//mob HUD updates for items in our inventory
//update whether handcuffs appears on our hud.
/mob/living/carbon/proc/update_hud_handcuffed()
if(hud_used)
for(var/hand in hud_used.hand_slots)
var/obj/screen/inventory/hand/H = hud_used.hand_slots[hand]
if(H)
H.update_icon()
//update whether our head item appears on our hud.
/mob/living/carbon/proc/update_hud_head(obj/item/I)
return
//update whether our mask item appears on our hud.
/mob/living/carbon/proc/update_hud_wear_mask(obj/item/I)
return
//update whether our neck item appears on our hud.
/mob/living/carbon/proc/update_hud_neck(obj/item/I)
return
//update whether our back item appears on our hud.
/mob/living/carbon/proc/update_hud_back(obj/item/I)
return
//Overlays for the worn overlay so you can overlay while you overlay
//eg: ammo counters, primed grenade flashing, etc.
//"icon_file" is used automatically for inhands etc. to make sure it gets the right inhand file
/obj/item/proc/worn_overlays(isinhands = FALSE, icon_file)
. = list()
/mob/living/carbon/update_body()
update_body_parts()
/mob/living/carbon/proc/update_body_parts()
//CHECK FOR UPDATE
var/oldkey = icon_render_key
icon_render_key = generate_icon_render_key()
if(oldkey == icon_render_key)
return
remove_overlay(BODYPARTS_LAYER)
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
BP.update_limb()
//LOAD ICONS
if(limb_icon_cache[icon_render_key])
load_limb_from_cache()
return
//GENERATE NEW LIMBS
var/list/new_limbs = list()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
new_limbs += BP.get_limb_icon()
if(new_limbs.len)
overlays_standing[BODYPARTS_LAYER] = new_limbs
limb_icon_cache[icon_render_key] = new_limbs
apply_overlay(BODYPARTS_LAYER)
update_damage_overlays()
/////////////////////
// Limb Icon Cache //
/////////////////////
/*
Called from update_body_parts() these procs handle the limb icon cache.
the limb icon cache adds an icon_render_key to a human mob, it represents:
- skin_tone (if applicable)
- gender
- limbs (stores as the limb name and whether it is removed/fine, organic/robotic)
These procs only store limbs as to increase the number of matching icon_render_keys
This cache exists because drawing 6/7 icons for humans constantly is quite a waste
See RemieRichards on irc.rizon.net #coderbus
*/
//produces a key based on the mob's limbs
/mob/living/carbon/proc/generate_icon_render_key()
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
. += "-[BP.body_zone]"
if(BP.use_digitigrade)
. += "-digitigrade[BP.use_digitigrade]"
if(BP.animal_origin)
. += "-[BP.animal_origin]"
if(BP.status == BODYPART_ORGANIC)
. += "-organic"
else
. += "-robotic"
if(HAS_TRAIT(src, TRAIT_HUSK))
. += "-husk"
//change the mob's icon to the one matching its key
/mob/living/carbon/proc/load_limb_from_cache()
if(limb_icon_cache[icon_render_key])
remove_overlay(BODYPARTS_LAYER)
overlays_standing[BODYPARTS_LAYER] = limb_icon_cache[icon_render_key]
apply_overlay(BODYPARTS_LAYER)
update_damage_overlays()
-280
View File
@@ -1,280 +0,0 @@
/*
apply_damage(a,b,c)
args
a:damage - How much damage to take
b:damage_type - What type of damage to take, brute, burn
c:def_zone - Where to take the damage if its brute or burn
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (hit_percent <= 0))
return 0
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
adjustFireLoss(damage_amount, forced = forced)
if(TOX)
adjustToxLoss(damage_amount, forced = forced)
if(OXY)
adjustOxyLoss(damage_amount, forced = forced)
if(CLONE)
adjustCloneLoss(damage_amount, forced = forced)
if(STAMINA)
adjustStaminaLoss(damage_amount, forced = forced)
return 1
/mob/living/proc/apply_damage_type(damage = 0, damagetype = BRUTE) //like apply damage except it always uses the damage procs
switch(damagetype)
if(BRUTE)
return adjustBruteLoss(damage)
if(BURN)
return adjustFireLoss(damage)
if(TOX)
return adjustToxLoss(damage)
if(OXY)
return adjustOxyLoss(damage)
if(CLONE)
return adjustCloneLoss(damage)
if(STAMINA)
return adjustStaminaLoss(damage)
/mob/living/proc/get_damage_amount(damagetype = BRUTE)
switch(damagetype)
if(BRUTE)
return getBruteLoss()
if(BURN)
return getFireLoss()
if(TOX)
return getToxLoss()
if(OXY)
return getOxyLoss()
if(CLONE)
return getCloneLoss()
if(STAMINA)
return getStaminaLoss()
/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = FALSE, stamina = 0, brain = 0)
if(blocked >= 100)
return 0
if(brute)
apply_damage(brute, BRUTE, def_zone, blocked)
if(burn)
apply_damage(burn, BURN, def_zone, blocked)
if(tox)
apply_damage(tox, TOX, def_zone, blocked)
if(oxy)
apply_damage(oxy, OXY, def_zone, blocked)
if(clone)
apply_damage(clone, CLONE, def_zone, blocked)
if(stamina)
apply_damage(stamina, STAMINA, def_zone, blocked)
if(brain)
apply_damage(brain, BRAIN, def_zone, blocked)
return 1
/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
var/hit_percent = (100-blocked)/100
if(!effect || (hit_percent <= 0))
return 0
switch(effecttype)
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)
if(EFFECT_UNCONSCIOUS)
Unconscious(effect * hit_percent)
if(EFFECT_IRRADIATE)
radiation += max(effect * hit_percent, 0)
if(EFFECT_SLUR)
slurring = max(slurring,(effect * hit_percent))
if(EFFECT_STUTTER)
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // stun is usually associated with stutter
stuttering = max(stuttering,(effect * hit_percent))
if(EFFECT_EYE_BLUR)
blur_eyes(effect * hit_percent)
if(EFFECT_DROWSY)
drowsyness = max(drowsyness,(effect * hit_percent))
if(EFFECT_JITTER)
if((status_flags & CANSTUN) && !HAS_TRAIT(src, TRAIT_STUNIMMUNE))
jitteriness = max(jitteriness,(effect * hit_percent))
return 1
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
if(blocked >= 100)
return 0
if(stun)
apply_effect(stun, EFFECT_STUN, blocked)
if(knockdown)
apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked, kd_stamoverride, kd_stammax)
if(unconscious)
apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
if(irradiate)
apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
if(slur)
apply_effect(slur, EFFECT_SLUR, blocked)
if(stutter)
apply_effect(stutter, EFFECT_STUTTER, blocked)
if(eyeblur)
apply_effect(eyeblur, EFFECT_EYE_BLUR, blocked)
if(drowsy)
apply_effect(drowsy, EFFECT_DROWSY, blocked)
if(stamina)
apply_damage(stamina, STAMINA, null, blocked)
if(jitter)
apply_effect(jitter, EFFECT_JITTER, blocked)
return 1
/mob/living/proc/getBruteLoss()
return bruteloss
/mob/living/proc/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
bruteloss = CLAMP((bruteloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getOxyLoss()
return oxyloss
/mob/living/proc/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
oxyloss = CLAMP((oxyloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(status_flags & GODMODE)
return 0
oxyloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getToxLoss()
return toxloss
/mob/living/proc/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
toxloss = CLAMP((toxloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
toxloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getFireLoss()
return fireloss
/mob/living/proc/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
fireloss = CLAMP((fireloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/getCloneLoss()
return cloneloss
/mob/living/proc/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
cloneloss = CLAMP((cloneloss + (amount * CONFIG_GET(number/damage_multiplier))), 0, maxHealth * 2)
if(updating_health)
updatehealth()
return amount
/mob/living/proc/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
cloneloss = amount
if(updating_health)
updatehealth()
return amount
/mob/living/proc/adjustOrganLoss(slot, amount, maximum)
return
/mob/living/proc/setOrganLoss(slot, amount, maximum)
return
/mob/living/proc/getOrganLoss(slot)
return
/mob/living/proc/getStaminaLoss()
return staminaloss
/mob/living/proc/adjustStaminaLoss(amount, updating_stamina = TRUE, forced = FALSE)
return
/mob/living/proc/setStaminaLoss(amount, updating_stamina = TRUE, forced = FALSE)
return
// heal ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/heal_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(-burn, FALSE)
adjustStaminaLoss(-stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// heal MANY bodyparts, in random order
/mob/living/proc/heal_overall_damage(brute = 0, burn = 0, stamina = 0, only_robotic = FALSE, only_organic = TRUE, updating_health = TRUE)
adjustBruteLoss(-brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(-burn, FALSE)
adjustStaminaLoss(-stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
// damage MANY bodyparts, in random order
/mob/living/proc/take_overall_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
if(updating_health)
updatehealth()
update_stamina()
//heal up to amount damage, in a given order
/mob/living/proc/heal_ordered_damage(amount, list/damage_types)
. = amount //we'll return the amount of damage healed
for(var/i in damage_types)
var/amount_to_heal = min(amount, get_damage_amount(i)) //heal only up to the amount of damage we have
if(amount_to_heal)
apply_damage_type(-amount_to_heal, i)
amount -= amount_to_heal //remove what we healed from our current amount
if(!amount)
break
. -= amount //if there's leftover healing, remove it from what we return
-104
View File
@@ -1,104 +0,0 @@
/mob/living/gib(no_brain, no_organs, no_bodyparts)
var/prev_lying = lying
if(stat != DEAD)
death(1)
if(!prev_lying)
gib_animation()
spill_organs(no_brain, no_organs, no_bodyparts)
release_vore_contents(silent = TRUE) // return of the bomb safe internals.
if(!no_bodyparts)
spread_bodyparts(no_brain, no_organs)
for(var/X in implants)
var/obj/item/implant/I = X
qdel(I)
spawn_gibs(no_bodyparts)
qdel(src)
/mob/living/proc/gib_animation()
return
/mob/living/proc/spawn_gibs(with_bodyparts, atom/loc_override)
var/location = loc_override ? loc_override.drop_location() : drop_location()
if(MOB_ROBOTIC in mob_biotypes)
new /obj/effect/gibspawner/robot(location, src, get_static_viruses())
else
new /obj/effect/gibspawner/generic(location, src, get_static_viruses())
/mob/living/proc/spill_organs()
return
/mob/living/proc/spread_bodyparts()
return
/mob/living/dust(just_ash, drop_items, force)
death(TRUE)
if(drop_items)
unequip_everything()
if(buckled)
buckled.unbuckle_mob(src, force = TRUE)
dust_animation()
release_vore_contents(silent = TRUE) //technically grief protection, I guess? if they're SM'd it doesn't matter seconds after anyway.
spawn_dust(just_ash)
QDEL_IN(src,5) // since this is sometimes called in the middle of movement, allow half a second for movement to finish, ghosting to happen and animation to play. Looks much nicer and doesn't cause multiple runtimes.
/mob/living/proc/dust_animation()
return
/mob/living/proc/spawn_dust(just_ash = FALSE)
new /obj/effect/decal/cleanable/ash(loc)
/mob/living/death(gibbed)
stat = DEAD
unset_machine()
timeofdeath = world.time
tod = STATION_TIME_TIMESTAMP("hh:mm:ss")
var/turf/T = get_turf(src)
for(var/obj/item/I in contents)
I.on_mob_death(src, gibbed)
if(mind && mind.name && mind.active && !istype(T.loc, /area/ctf))
var/rendered = "<span class='deadsay'><b>[mind.name]</b> has died at <b>[get_area_name(T)]</b>.</span>"
deadchat_broadcast(rendered, follow_target = src, turf_target = T, message_type=DEADCHAT_DEATHRATTLE)
if(mind)
mind.store_memory("Time of death: [tod]", 0)
GLOB.alive_mob_list -= src
if(!gibbed)
GLOB.dead_mob_list += src
set_drugginess(0)
set_disgust(0)
SetSleeping(0, 0)
blind_eyes(1)
reset_perspective(null)
reload_fullscreen()
update_action_buttons_icon()
update_damage_hud()
update_health_hud()
update_canmove()
med_hud_set_health()
med_hud_set_status()
if(!gibbed && !QDELETED(src))
addtimer(CALLBACK(src, .proc/med_hud_set_status), (DEFIB_TIME_LIMIT * 10) + 1)
stop_pulling()
SEND_SIGNAL(src, COMSIG_MOB_DEATH, gibbed)
if (client)
client.move_delay = initial(client.move_delay)
for(var/s in ownedSoullinks)
var/datum/soullink/S = s
S.ownerDies(gibbed)
for(var/s in sharedSoullinks)
var/datum/soullink/S = s
S.sharerDies(gibbed)
return TRUE
-168
View File
@@ -1,168 +0,0 @@
/mob/living/Life(seconds, times_fired)
set invisibility = 0
if(digitalinvis)
handle_diginvis() //AI becomes unable to see mob
if((movement_type & FLYING) && !(movement_type & FLOATING)) //TODO: Better floating
float(on = TRUE)
if (client)
var/turf/T = get_turf(src)
if(!T)
for(var/obj/effect/landmark/error/E in GLOB.landmarks_list)
forceMove(E.loc)
break
var/msg = "[key_name_admin(src)] [ADMIN_JMP(src)] was found to have no .loc with an attached client, if the cause is unknown it would be wise to ask how this was accomplished."
message_admins(msg)
send2irc_adminless_only("Mob", msg, R_ADMIN)
log_game("[key_name(src)] was found to have no .loc with an attached client.")
// This is a temporary error tracker to make sure we've caught everything
else if (registered_z != T.z)
#ifdef TESTING
message_admins("[src] [ADMIN_FLW(src)] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z]. If you could ask them how that happened and notify coderbus, it would be appreciated.")
#endif
log_game("Z-TRACKING: [src] has somehow ended up in Z-level [T.z] despite being registered in Z-level [registered_z].")
update_z(T.z)
else if (registered_z)
log_game("Z-TRACKING: [src] of type [src.type] has a Z-registration despite not having a client.")
update_z(null)
if (notransform)
return
if(!loc)
return
var/datum/gas_mixture/environment = loc.return_air()
if(stat != DEAD)
//Mutations and radiation
handle_mutations_and_radiation()
if(stat != DEAD)
//Breathing, if applicable
handle_breathing(times_fired)
handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
if (QDELETED(src)) // diseases can qdel the mob via transformations
return
if(stat != DEAD)
//Random events (vomiting etc)
handle_random_events()
//Handle temperature/pressure differences between body and environment
if(environment)
handle_environment(environment)
handle_fire()
//stuff in the stomach
handle_stomach()
handle_gravity()
if(machine)
machine.check_eye(src)
if(stat != DEAD)
handle_traits() // eye, ear, brain damages
if(stat != DEAD)
handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
if(stat != DEAD)
return 1
/mob/living/proc/handle_breathing(times_fired)
return
/mob/living/proc/handle_mutations_and_radiation()
radiation = 0 //so radiation don't accumulate in simple animals
return
/mob/living/proc/handle_diseases()
return
/mob/living/proc/handle_diginvis()
if(!digitaldisguise)
src.digitaldisguise = image(loc = src)
src.digitaldisguise.override = 1
for(var/mob/living/silicon/ai/AI in GLOB.player_list)
AI.client.images |= src.digitaldisguise
/mob/living/proc/handle_random_events()
return
/mob/living/proc/handle_environment(datum/gas_mixture/environment)
return
/mob/living/proc/handle_fire()
if(fire_stacks < 0) //If we've doused ourselves in water to avoid fire, dry off slowly
fire_stacks = min(0, fire_stacks + 1)//So we dry ourselves back to default, nonflammable.
if(!on_fire)
return 1
if(fire_stacks > 0)
adjust_fire_stacks(-0.1) //the fire is slowly consumed
else
ExtinguishMob()
return
var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
if(G.gases[/datum/gas/oxygen] < 1)
ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
return
var/turf/location = get_turf(src)
location.hotspot_expose(700, 10, 1)
/mob/living/proc/handle_stomach()
return
//this updates all special effects: knockdown, druggy, stuttering, etc..
/mob/living/proc/handle_status_effects()
if(confused)
confused = max(0, confused - 1)
/mob/living/proc/handle_traits()
//Eyes
if(eye_blind) //blindness, heals slowly over time
if(!stat && !(HAS_TRAIT(src, TRAIT_BLIND)))
eye_blind = max(eye_blind-1,0)
if(client && !eye_blind)
clear_alert("blind")
clear_fullscreen("blind")
else
eye_blind = max(eye_blind-1,1)
else if(eye_blurry) //blurry eyes heal slowly
eye_blurry = max(eye_blurry-1, 0)
if(client)
if(!eye_blurry)
remove_eyeblur()
else
update_eyeblur()
/mob/living/proc/update_damage_hud()
return
/mob/living/proc/handle_gravity()
var/gravity = mob_has_gravity()
update_gravity(gravity)
if(gravity > STANDARD_GRAVITY)
gravity_animate()
handle_high_gravity(gravity)
/mob/living/proc/gravity_animate()
if(!get_filter("gravity"))
add_filter("gravity",1, GRAVITY_MOTION_BLUR)
INVOKE_ASYNC(src, .proc/gravity_pulse_animation)
/mob/living/proc/gravity_pulse_animation()
animate(get_filter("gravity"), y = 1, time = 10)
sleep(10)
animate(get_filter("gravity"), y = 0, time = 10)
/mob/living/proc/handle_high_gravity(gravity)
if(gravity >= GRAVITY_DAMAGE_TRESHOLD) //Aka gravity values of 3 or more
var/grav_stregth = gravity - GRAVITY_DAMAGE_TRESHOLD
adjustBruteLoss(min(grav_stregth,3))
File diff suppressed because it is too large Load Diff
-425
View File
@@ -1,425 +0,0 @@
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!")
var/armor = getarmor(def_zone, attack_flag)
//the if "armor" check is because this is used for everything on /living, including humans
if(armor && armour_penetration)
armor = max(0, armor - armour_penetration)
if(penetrated_text)
to_chat(src, "<span class='danger'>[penetrated_text]</span>")
else if(armor >= 100)
if(absorb_text)
to_chat(src, "<span class='danger'>[absorb_text]</span>")
else if(armor > 0)
if(soften_text)
to_chat(src, "<span class='danger'>[soften_text]</span>")
return armor
/mob/living/proc/getarmor(def_zone, type)
return 0
//this returns the mob's protection against eye damage (number between -1 and 2) from bright lights
/mob/living/proc/get_eye_protection()
return 0
//this returns the mob's protection against ear damage (0:no protection; 1: some ear protection; 2: has no ears)
/mob/living/proc/get_ear_protection()
return 0
/mob/living/proc/is_mouth_covered(head_only = 0, mask_only = 0)
return FALSE
/mob/living/proc/is_eyes_covered(check_glasses = 1, check_head = 1, check_mask = 1)
return FALSE
/mob/living/proc/on_hit(obj/item/projectile/P)
return
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return P.on_hit(src, armor)
/mob/living/proc/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
return 0
/obj/item/proc/get_volume_by_throwforce_and_or_w_class()
if(throwforce && w_class)
return CLAMP((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100
else if(w_class)
return CLAMP(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100
else
return 0
/mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE)
if(istype(AM, /obj/item))
var/obj/item/I = AM
var/zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone)
dtype = I.damtype
if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (I.throwhitsound) //...and throwhitsound is defined...
playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
else if(I.hitsound) //Otherwise, if the weapon's hitsound is defined...
playsound(loc, I.hitsound, volume, 1, -1) //...play the weapon's hitsound.
else if(!I.throwhitsound) //Otherwise, if throwhitsound isn't defined...
playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>[src] has been hit by [I].</span>")
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
apply_damage(I.throwforce, dtype, zone, armor)
if(I.thrownby)
log_combat(I.thrownby, src, "threw and hit", I)
else
return 1
else
playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
..()
/mob/living/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == INTENT_HARM)
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
switch(M.damtype)
if(BRUTE)
Unconscious(20)
take_overall_damage(rand(M.force/2, M.force))
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if(BURN)
take_overall_damage(0, rand(M.force/2, M.force))
playsound(src, 'sound/items/welder.ogg', 50, 1)
if(TOX)
M.mech_toxin_damage(src)
else
return
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit [src]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
step_away(src,M)
log_combat(M.occupant, src, "pushed", M)
visible_message("<span class='warning'>[M] pushes [src] out of the way.</span>", null, null, 5)
/mob/living/fire_act()
adjust_fire_stacks(3)
IgniteMob()
/mob/living/proc/grabbedby(mob/living/carbon/user, supress_message = 0)
if(user == anchored || !isturf(user.loc))
return FALSE
//pacifist vore check.
if(user.pulling && HAS_TRAIT(user, TRAIT_PACIFISM) && user.voremode) //they can only do heals, noisy guts, absorbing (technically not harm)
if(ismob(user.pulling))
var/mob/P = user.pulling
if(src != user)
to_chat(user, "<span class='notice'>You can't risk digestion!</span>")
return FALSE
else
user.vore_attack(user, P, user)
return
//normal vore check.
if(user.pulling && user.grab_state == GRAB_AGGRESSIVE && user.voremode)
if(ismob(user.pulling))
var/mob/P = user.pulling
user.vore_attack(user, P, src) // User, Pulled, Predator target (which can be user, pulling, or src)
return
if(user == src) //we want to be able to self click if we're voracious
return FALSE
if(!user.pulling || user.pulling != src)
user.start_pulling(src, supress_message)
return
if(!(status_flags & CANPUSH) || HAS_TRAIT(src, TRAIT_PUSHIMMUNE))
to_chat(user, "<span class='warning'>[src] can't be grabbed more aggressively!</span>")
return FALSE
if(user.grab_state >= GRAB_AGGRESSIVE && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='notice'>You don't want to risk hurting [src]!</span>")
return FALSE
grippedby(user)
//proc to upgrade a simple pull into a more aggressive grab.
/mob/living/proc/grippedby(mob/living/carbon/user, instant = FALSE)
if(user.grab_state < GRAB_KILL)
user.changeNext_move(CLICK_CD_GRABBING)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
if(user.grab_state) //only the first upgrade is instantaneous
var/old_grab_state = user.grab_state
var/grab_upgrade_time = instant ? 0 : 30
visible_message("<span class='danger'>[user] starts to tighten [user.p_their()] grip on [src]!</span>", \
"<span class='userdanger'>[user] starts to tighten [user.p_their()] grip on you!</span>")
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
log_combat(user, src, "attempted to neck grab", addition="neck grab")
if(GRAB_NECK)
log_combat(user, src, "attempted to strangle", addition="kill grab")
if(!do_mob(user, src, grab_upgrade_time))
return 0
if(!user.pulling || user.pulling != src || user.grab_state != old_grab_state || user.a_intent != INTENT_GRAB)
return 0
if(user.voremode && user.grab_state == GRAB_AGGRESSIVE)
return 0
user.grab_state++
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
var/add_log = ""
if(HAS_TRAIT(user, TRAIT_PACIFISM))
visible_message("<span class='danger'>[user] has firmly gripped [src]!</span>",
"<span class='danger'>[user] has firmly gripped you!</span>")
add_log = " (pacifist)"
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()
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
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
if(!buckled && !density)
Move(user.loc)
return 1
/mob/living/attack_slime(mob/living/simple_animal/slime/M)
if(!SSticker.HasRoundStarted())
to_chat(M, "You cannot attack people before the game has started.")
return
if(M.buckled)
if(M in buckled_mobs)
M.Feedstop()
return // can't attack while eating!
if(HAS_TRAIT(src, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if (stat != DEAD)
log_combat(M, src, "attacked")
M.do_attack_animation(src)
visible_message("<span class='danger'>The [M.name] glomps [src]!</span>", \
"<span class='userdanger'>The [M.name] glomps [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return TRUE
/mob/living/attack_animal(mob/living/simple_animal/M)
M.face_atom(src)
if(M.melee_damage_upper == 0)
M.visible_message("<span class='notice'>\The [M] [M.friendly] [src]!</span>")
return FALSE
else
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.do_attack_animation(src)
visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>", \
"<span class='userdanger'>\The [M] [M.attacktext] [src]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(M, src, "attacked")
return TRUE
/mob/living/attack_paw(mob/living/carbon/monkey/M)
if(isturf(loc) && istype(loc.loc, /area/start))
to_chat(M, "No attacking people at spawn, you jackass.")
return FALSE
if (M.a_intent == INTENT_HARM)
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(M.is_muzzled() || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
return FALSE
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
if (prob(75))
log_combat(M, src, "attacked")
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
"<span class='userdanger'>[M.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return TRUE
else
visible_message("<span class='danger'>[M.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[M.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return FALSE
/mob/living/attack_larva(mob/living/carbon/alien/larva/L)
switch(L.a_intent)
if("help")
visible_message("<span class='notice'>[L.name] rubs its head against [src].</span>")
return FALSE
else
if(HAS_TRAIT(L, TRAIT_PACIFISM))
to_chat(L, "<span class='notice'>You don't want to hurt anyone!</span>")
return
L.do_attack_animation(src)
if(prob(90))
log_combat(L, src, "attacked")
visible_message("<span class='danger'>[L.name] bites [src]!</span>", \
"<span class='userdanger'>[L.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
return TRUE
else
visible_message("<span class='danger'>[L.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[L.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return FALSE
/mob/living/attack_alien(mob/living/carbon/alien/humanoid/M)
switch(M.a_intent)
if ("help")
visible_message("<span class='notice'>[M] caresses [src] with its scythe like arm.</span>")
return FALSE
if ("grab")
grabbedby(M)
return FALSE
if("harm")
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
M.do_attack_animation(src)
return TRUE
if("disarm")
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
return TRUE
/mob/living/ex_act(severity, target, origin)
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
/mob/living/acid_act(acidpwr, acid_volume)
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return 1
/mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE)
SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
if(shock_damage > 0)
if(!illusion)
adjustFireLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
return shock_damage
/mob/living/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_CONTENTS)
return
for(var/obj/O in contents)
O.emp_act(severity)
/mob/living/singularity_act()
var/gain = 20
investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up!
gib()
return(gain)
/mob/living/narsie_act()
if(status_flags & GODMODE || QDELETED(src))
return
if(is_servant_of_ratvar(src) && !stat)
to_chat(src, "<span class='userdanger'>You resist Nar'Sie's influence... but not all of it. <i>Run!</i></span>")
adjustBruteLoss(35)
if(src && reagents)
reagents.add_reagent("heparin", 5)
return FALSE
if(GLOB.cult_narsie && GLOB.cult_narsie.souls_needed[src])
GLOB.cult_narsie.souls_needed -= src
GLOB.cult_narsie.souls += 1
if((GLOB.cult_narsie.souls == GLOB.cult_narsie.soul_goal) && (GLOB.cult_narsie.resolved == FALSE))
GLOB.cult_narsie.resolved = TRUE
sound_to_playing_players('sound/machines/alarm.ogg')
addtimer(CALLBACK(GLOBAL_PROC, .proc/cult_ending_helper, 1), 120)
addtimer(CALLBACK(GLOBAL_PROC, .proc/ending_helper), 270)
if(client)
makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, src, cultoverride = TRUE)
else
switch(rand(1, 6))
if(1)
new /mob/living/simple_animal/hostile/construct/armored/hostile(get_turf(src))
if(2)
new /mob/living/simple_animal/hostile/construct/wraith/hostile(get_turf(src))
if(3 to 6)
new /mob/living/simple_animal/hostile/construct/builder/hostile(get_turf(src))
spawn_dust()
gib()
return TRUE
/mob/living/ratvar_act()
if(status_flags & GODMODE)
return
if(stat != DEAD && !is_servant_of_ratvar(src))
to_chat(src, "<span class='userdanger'>A blinding light boils you alive! <i>Run!</i></span>")
adjust_fire_stacks(20)
IgniteMob()
return FALSE
//called when the mob receives a bright flash
/mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash)
if(get_eye_protection() < intensity && (override_blindness_check || !(HAS_TRAIT(src, TRAIT_BLIND))))
overlay_fullscreen("flash", type)
addtimer(CALLBACK(src, .proc/clear_fullscreen, "flash", 25), 25)
return TRUE
return FALSE
//called when the mob receives a loud bang
/mob/living/proc/soundbang_act()
return 0
//to damage the clothes worn by a mob
/mob/living/proc/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
return
/mob/living/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(!used_item)
used_item = get_active_held_item()
..()
setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
@@ -1,38 +0,0 @@
/mob/living/Moved()
. = ..()
update_turf_movespeed(loc)
/mob/living/toggle_move_intent()
. = ..()
update_move_intent_slowdown()
/mob/living/update_config_movespeed()
update_move_intent_slowdown()
return ..()
/mob/living/proc/update_move_intent_slowdown()
var/mod = 0
if(m_intent == MOVE_INTENT_WALK)
mod = CONFIG_GET(number/movedelay/walk_delay)
else
mod = CONFIG_GET(number/movedelay/run_delay)
if(!isnum(mod))
mod = 1
add_movespeed_modifier(MOVESPEED_ID_MOB_WALK_RUN_CONFIG_SPEED, TRUE, 100, override = TRUE, multiplicative_slowdown = mod)
/mob/living/proc/update_turf_movespeed(turf/open/T)
if(isopenturf(T) && !is_flying())
add_movespeed_modifier(MOVESPEED_ID_LIVING_TURF_SPEEDMOD, TRUE, 100, override = TRUE, multiplicative_slowdown = T.slowdown)
else
remove_movespeed_modifier(MOVESPEED_ID_LIVING_TURF_SPEEDMOD)
/mob/living/proc/update_pull_movespeed()
if(pulling && isliving(pulling))
var/mob/living/L = pulling
if(drag_slowdown && L.lying && !L.buckled && grab_state < GRAB_AGGRESSIVE)
add_movespeed_modifier(MOVESPEED_ID_PRONE_DRAGGING, multiplicative_slowdown = PULL_PRONE_SLOWDOWN)
return
remove_movespeed_modifier(MOVESPEED_ID_PRONE_DRAGGING)
/mob/living/canZMove(dir, turf/target)
return can_zTravel(target, dir) && (movement_type & FLYING)
-415
View File
@@ -1,415 +0,0 @@
GLOBAL_LIST_INIT(department_radio_prefixes, list(":", "."))
GLOBAL_LIST_INIT(department_radio_keys, list(
// Location
MODE_KEY_R_HAND = MODE_R_HAND,
MODE_KEY_L_HAND = MODE_L_HAND,
MODE_KEY_INTERCOM = MODE_INTERCOM,
// Department
MODE_KEY_DEPARTMENT = MODE_DEPARTMENT,
RADIO_KEY_COMMAND = RADIO_CHANNEL_COMMAND,
RADIO_KEY_SCIENCE = RADIO_CHANNEL_SCIENCE,
RADIO_KEY_MEDICAL = RADIO_CHANNEL_MEDICAL,
RADIO_KEY_ENGINEERING = RADIO_CHANNEL_ENGINEERING,
RADIO_KEY_SECURITY = RADIO_CHANNEL_SECURITY,
RADIO_KEY_SUPPLY = RADIO_CHANNEL_SUPPLY,
RADIO_KEY_SERVICE = RADIO_CHANNEL_SERVICE,
// Faction
RADIO_KEY_SYNDICATE = RADIO_CHANNEL_SYNDICATE,
RADIO_KEY_CENTCOM = RADIO_CHANNEL_CENTCOM,
// Admin
MODE_KEY_ADMIN = MODE_ADMIN,
MODE_KEY_DEADMIN = MODE_DEADMIN,
// Misc
RADIO_KEY_AI_PRIVATE = RADIO_CHANNEL_AI_PRIVATE, // AI Upload channel
MODE_KEY_VOCALCORDS = MODE_VOCALCORDS, // vocal cords, used by Voice of God
//kinda localization -- rastaf0
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
// Location
"ê" = MODE_R_HAND,
"ä" = MODE_L_HAND,
"ø" = MODE_INTERCOM,
// Department
"ð" = MODE_DEPARTMENT,
"ñ" = RADIO_CHANNEL_COMMAND,
"ò" = RADIO_CHANNEL_SCIENCE,
"ü" = RADIO_CHANNEL_MEDICAL,
"ó" = RADIO_CHANNEL_ENGINEERING,
"û" = RADIO_CHANNEL_SECURITY,
"ã" = RADIO_CHANNEL_SUPPLY,
"ì" = RADIO_CHANNEL_SERVICE,
// Faction
"å" = RADIO_CHANNEL_SYNDICATE,
"í" = RADIO_CHANNEL_CENTCOM,
// Admin
"ç" = MODE_ADMIN,
"â" = MODE_ADMIN,
// Misc
"ù" = RADIO_CHANNEL_AI_PRIVATE,
"÷" = MODE_VOCALCORDS
))
/mob/living/proc/Ellipsis(original_msg, chance = 50, keep_words)
if(chance <= 0)
return "..."
if(chance >= 100)
return original_msg
var/list/words = splittext(original_msg," ")
var/list/new_words = list()
var/new_msg = ""
for(var/w in words)
if(prob(chance))
new_words += "..."
if(!keep_words)
continue
new_words += w
new_msg = jointext(new_words," ")
return new_msg
/mob/living/say(message, bubble_type,var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
var/static/list/crit_allowed_modes = list(MODE_WHISPER = TRUE, MODE_CHANGELING = TRUE, MODE_ALIEN = TRUE)
var/static/list/unconscious_allowed_modes = list(MODE_CHANGELING = TRUE, MODE_ALIEN = TRUE)
var/talk_key = get_key(message)
var/static/list/one_character_prefix = list(MODE_HEADSET = TRUE, MODE_ROBOT = TRUE, MODE_WHISPER = TRUE)
if(sanitize)
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
if(!message || message == "")
return
var/datum/saymode/saymode = SSradio.saymodes[talk_key]
var/message_mode = get_message_mode(message)
var/original_message = message
var/in_critical = InCritical()
if(one_character_prefix[message_mode])
message = copytext(message, 2)
else if(message_mode || saymode)
message = copytext(message, 3)
if(findtext(message, " ", 1, 2))
message = copytext(message, 2)
if(message_mode == MODE_ADMIN)
if(client)
client.cmd_admin_say(message)
return
if(message_mode == MODE_DEADMIN)
if(client)
client.dsay(message)
return
if(stat == DEAD)
say_dead(original_message)
return
if(check_emote(original_message) || !can_speak_basic(original_message, ignore_spam))
return
if(in_critical)
if(!(crit_allowed_modes[message_mode]))
return
else if(stat == UNCONSCIOUS)
if(!(unconscious_allowed_modes[message_mode]))
return
// language comma detection.
var/datum/language/message_language = get_message_language(message)
if(message_language)
// No, you cannot speak in xenocommon just because you know the key
if(can_speak_in_language(message_language))
language = message_language
message = copytext(message, 3)
// Trim the space if they said ",0 I LOVE LANGUAGES"
if(findtext(message, " ", 1, 2))
message = copytext(message, 2)
if(!language)
language = get_default_language()
// Detection of language needs to be before inherent channels, because
// AIs use inherent channels for the holopad. Most inherent channels
// ignore the language argument however.
if(saymode && !saymode.handle_message(src, message, language))
return
if(!can_speak_vocal(message))
to_chat(src, "<span class='warning'>You find yourself unable to speak!</span>")
return
var/message_range = 7
var/succumbed = FALSE
var/fullcrit = InFullCritical()
if((InCritical() && !fullcrit) || message_mode == MODE_WHISPER)
message_range = 1
message_mode = MODE_WHISPER
src.log_talk(message, LOG_WHISPER)
if(fullcrit)
var/health_diff = round(-HEALTH_THRESHOLD_DEAD + health)
// If we cut our message short, abruptly end it with a-..
var/message_len = length(message)
message = copytext(message, 1, health_diff) + "[message_len > health_diff ? "-.." : "..."]"
message = Ellipsis(message, 10, 1)
message_mode = MODE_WHISPER_CRIT
succumbed = TRUE
else
src.log_talk(message, LOG_SAY, forced_by=forced)
message = treat_message(message) // unfortunately we still need this
var/sigreturn = SEND_SIGNAL(src, COMSIG_MOB_SAY, args)
if (sigreturn & COMPONENT_UPPERCASE_SPEECH)
message = uppertext(message)
if(!message)
return
last_words = message
spans |= speech_span
if(language)
var/datum/language/L = GLOB.language_datum_instances[language]
spans |= L.spans
var/radio_return = radio(message, message_mode, spans, language)
if(radio_return & ITALICS)
spans |= SPAN_ITALICS
if(radio_return & REDUCE_RANGE)
message_range = 1
if(radio_return & NOPASS)
return 1
//No screams in space, unless you're next to someone.
var/turf/T = get_turf(src)
var/datum/gas_mixture/environment = T.return_air()
var/pressure = (environment)? environment.return_pressure() : 0
if(pressure < SOUND_MINIMUM_PRESSURE)
message_range = 1
if(pressure < ONE_ATMOSPHERE*0.4) //Thin air, let's italicise the message
spans |= SPAN_ITALICS
send_speech(message, message_range, src, bubble_type, spans, language, message_mode)
if(succumbed)
succumb()
to_chat(src, compose_message(src, language, message, , spans, message_mode))
return 1
/mob/living/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(!client)
return
var/deaf_message
var/deaf_type
if(speaker != src)
if(!radio_freq) //These checks have to be seperate, else people talking on the radio will make "You can't hear yourself!" appear when hearing people over the radio while deaf.
deaf_message = "<span class='name'>[speaker]</span> [speaker.verb_say] something but you cannot hear [speaker.p_them()]."
deaf_type = 1
else
deaf_message = "<span class='notice'>You can't hear yourself!</span>"
deaf_type = 2 // Since you should be able to hear yourself without looking
// Recompose message for AI hrefs, language incomprehension.
message = compose_message(speaker, message_language, raw_message, radio_freq, spans, message_mode)
message = hear_intercept(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
show_message(message, 2, deaf_message, deaf_type)
return message
/mob/living/proc/hear_intercept(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
return message
/mob/living/send_speech(message, message_range = 6, obj/source = src, bubble_type = bubble_icon, list/spans, datum/language/message_language=null, message_mode)
var/static/list/eavesdropping_modes = list(MODE_WHISPER = TRUE, MODE_WHISPER_CRIT = TRUE)
var/eavesdrop_range = 0
if(eavesdropping_modes[message_mode])
eavesdrop_range = EAVESDROP_EXTRA_RANGE
var/list/listening = get_hearers_in_view(message_range+eavesdrop_range, source)
var/list/the_dead = list()
var/list/yellareas //CIT CHANGE - adds the ability for yelling to penetrate walls and echo throughout areas
if(say_test(message) == "2") //CIT CHANGE - ditto
yellareas = get_areas_in_range(message_range*0.5,src) //CIT CHANGE - ditto
for(var/_M in GLOB.player_list)
var/mob/M = _M
if(M.stat != DEAD) //not dead, not important
if(yellareas) //CIT CHANGE - see above. makes yelling penetrate walls
var/area/A = get_area(M) //CIT CHANGE - ditto
if(istype(A) && A.ambientsounds != SPACE && A in yellareas) //CIT CHANGE - ditto
listening |= M //CIT CHANGE - ditto
continue
if(!M.client || !client) //client is so that ghosts don't have to listen to mice
continue
if(get_dist(M, src) > 7 || M.z != z) //they're out of range of normal hearing
if(eavesdropping_modes[message_mode] && !(M.client.prefs.chat_toggles & CHAT_GHOSTWHISPER)) //they're whispering and we have hearing whispers at any range off
continue
if(!(M.client.prefs.chat_toggles & CHAT_GHOSTEARS)) //they're talking normally and we have hearing at any range off
continue
listening |= M
the_dead[M] = TRUE
var/eavesdropping
var/eavesrendered
if(eavesdrop_range)
eavesdropping = stars(message)
eavesrendered = compose_message(src, message_language, eavesdropping, , spans, message_mode)
var/rendered = compose_message(src, message_language, message, , spans, message_mode)
for(var/_AM in listening)
var/atom/movable/AM = _AM
if(eavesdrop_range && get_dist(source, AM) > message_range && !(the_dead[AM]))
AM.Hear(eavesrendered, src, message_language, eavesdropping, , spans, message_mode)
else
AM.Hear(rendered, src, message_language, message, , spans, message_mode)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_LIVING_SAY_SPECIAL, src, message)
//speech bubble
var/list/speech_bubble_recipients = list()
for(var/mob/M in listening)
if(M.client)
speech_bubble_recipients.Add(M.client)
var/image/I = image('icons/mob/talk.dmi', src, "[bubble_type][say_test(message)]", FLY_LAYER)
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
INVOKE_ASYNC(GLOBAL_PROC, /.proc/flick_overlay, I, speech_bubble_recipients, 30)
/mob/proc/binarycheck()
return FALSE
/mob/living/can_speak(message) //For use outside of Say()
if(can_speak_basic(message) && can_speak_vocal(message))
return 1
/mob/living/proc/can_speak_basic(message, ignore_spam = FALSE) //Check BEFORE handling of xeno and ling channels
if(client)
if(client.prefs.muted & MUTE_IC)
to_chat(src, "<span class='danger'>You cannot speak in IC (muted).</span>")
return 0
if(!ignore_spam && client.handle_spam_prevention(message,MUTE_IC))
return 0
return 1
/mob/living/proc/can_speak_vocal(message) //Check AFTER handling of xeno and ling channels
if(HAS_TRAIT(src, TRAIT_MUTE))
return 0
if(is_muzzled())
return 0
if(!IsVocal())
return 0
return 1
/mob/living/proc/get_key(message)
var/key = copytext(message, 1, 2)
if(key in GLOB.department_radio_prefixes)
return lowertext(copytext(message, 2, 3))
/mob/living/proc/get_message_language(message)
if(copytext(message, 1, 2) == ",")
var/key = copytext(message, 2, 3)
for(var/ld in GLOB.all_languages)
var/datum/language/LD = ld
if(initial(LD.key) == key)
return LD
return null
/mob/living/proc/treat_message(message)
if(HAS_TRAIT(src, TRAIT_UNINTELLIGIBLE_SPEECH))
message = unintelligize(message)
if(derpspeech)
message = derpspeech(message, stuttering)
if(stuttering)
message = stutter(message)
if(slurring)
message = slur(message,slurring)
if(cultslurring)
message = cultslur(message)
message = capitalize(message)
return message
/mob/living/proc/radio(message, message_mode, list/spans, language)
var/obj/item/implant/radio/imp = locate() in implants
if(imp?.radio.on)
if(message_mode == MODE_HEADSET)
imp.radio.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(message_mode == MODE_DEPARTMENT || message_mode in GLOB.radiochannels)
imp.radio.talk_into(src, message, message_mode, spans, language)
return ITALICS | REDUCE_RANGE
switch(message_mode)
if(MODE_WHISPER)
return ITALICS
if(MODE_R_HAND)
for(var/obj/item/r_hand in get_held_items_for_side("r", all = TRUE))
if (r_hand)
return r_hand.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(MODE_L_HAND)
for(var/obj/item/l_hand in get_held_items_for_side("l", all = TRUE))
if (l_hand)
return l_hand.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(MODE_INTERCOM)
for (var/obj/item/radio/intercom/I in view(1, null))
I.talk_into(src, message, , spans, language)
return ITALICS | REDUCE_RANGE
if(MODE_BINARY)
return ITALICS | REDUCE_RANGE //Does not return 0 since this is only reached by humans, not borgs or AIs.
return 0
/mob/living/say_mod(input, message_mode)
. = ..()
if(message_mode == MODE_WHISPER_CRIT)
. = "[verb_whisper] in [p_their()] last breath"
else if(message_mode != MODE_CUSTOM_SAY)
if(message_mode == MODE_WHISPER)
. = verb_whisper
else if(stuttering)
. = "stammers"
else if(derpspeech)
. = "gibbers"
/mob/living/whisper(message, bubble_type, list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
say("#[message]", bubble_type, spans, sanitize, language, ignore_spam, forced)
/mob/living/get_language_holder(shadow=TRUE)
if(mind && shadow)
// Mind language holders shadow mob holders.
. = mind.get_language_holder()
if(.)
return .
. = ..()
-992
View File
@@ -1,992 +0,0 @@
#define CALL_BOT_COOLDOWN 900
//Not sure why this is necessary...
/proc/AutoUpdateAI(obj/subject)
var/is_in_use = 0
if (subject!=null)
for(var/A in GLOB.ai_list)
var/mob/living/silicon/ai/M = A
if ((M.client && M.machine == subject))
is_in_use = 1
subject.attack_ai(M)
return is_in_use
/mob/living/silicon/ai
name = "AI"
icon = 'icons/mob/ai.dmi'
icon_state = "ai"
anchored = TRUE
density = TRUE
canmove = FALSE
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
see_in_dark = 8
hud_type = /datum/hud/ai
med_hud = DATA_HUD_MEDICAL_BASIC
sec_hud = DATA_HUD_SECURITY_BASIC
d_hud = DATA_HUD_DIAGNOSTIC_ADVANCED
mob_size = MOB_SIZE_LARGE
var/list/network = list("ss13")
var/obj/machinery/camera/current
var/list/connected_robots = list()
var/aiRestorePowerRoutine = 0
var/requires_power = POWER_REQ_ALL
var/can_be_carded = TRUE
var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list())
var/viewalerts = 0
var/icon/holo_icon//Default is assigned when AI is created.
var/obj/mecha/controlled_mech //For controlled_mech a mech, to determine whether to relaymove or use the AI eye.
var/radio_enabled = TRUE //Determins if a carded AI can speak with its built in radio or not.
radiomod = ";" //AIs will, by default, state their laws on the internal radio.
var/obj/item/pda/ai/aiPDA
var/obj/item/multitool/aiMulti
var/mob/living/simple_animal/bot/Bot
var/tracking = FALSE //this is 1 if the AI is currently tracking somebody, but the track has not yet been completed.
var/datum/effect_system/spark_spread/spark_system//So they can initialize sparks whenever/N
//MALFUNCTION
var/datum/module_picker/malf_picker
var/list/datum/AI_Module/current_modules = list()
var/can_dominate_mechs = FALSE
var/shunted = FALSE //1 if the AI is currently shunted. Used to differentiate between shunted and ghosted/braindead
var/control_disabled = FALSE // Set to 1 to stop AI from interacting via Click()
var/malfhacking = FALSE // More or less a copy of the above var, so that malf AIs can hack and still get new cyborgs -- NeoFite
var/malf_cooldown = 0 //Cooldown var for malf modules, stores a worldtime + cooldown
var/obj/machinery/power/apc/malfhack
var/explosive = FALSE //does the AI explode when it dies?
var/mob/living/silicon/ai/parent
var/camera_light_on = FALSE
var/list/obj/machinery/camera/lit_cameras = list()
var/datum/trackable/track = new
var/last_paper_seen = null
var/can_shunt = TRUE
var/last_announcement = "" // For AI VOX, if enabled
var/turf/waypoint //Holds the turf of the currently selected waypoint.
var/waypoint_mode = FALSE //Waypoint mode is for selecting a turf via clicking.
var/call_bot_cooldown = 0 //time of next call bot command
var/apc_override = FALSE //hack for letting the AI use its APC even when visionless
var/nuking = FALSE
var/obj/machinery/doomsday_device/doomsday_device
var/mob/camera/aiEye/eyeobj
var/sprint = 10
var/cooldown = 0
var/acceleration = 1
var/obj/structure/AIcore/deactivated/linked_core //For exosuit control
var/mob/living/silicon/robot/deployed_shell = null //For shell control
var/datum/action/innate/deploy_shell/deploy_action = new
var/datum/action/innate/deploy_last_shell/redeploy_action = new
var/chnotify = 0
var/multicam_on = FALSE
var/obj/screen/movable/pic_in_pic/ai/master_multicam
var/list/multicam_screens = list()
var/list/all_eyes = list()
var/max_multicams = 6
var/display_icon_override
/mob/living/silicon/ai/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
. = ..()
if(!target_ai) //If there is no player/brain inside.
new/obj/structure/AIcore/deactivated(loc) //New empty terminal.
return INITIALIZE_HINT_QDEL //Delete AI.
if(L && istype(L, /datum/ai_laws))
laws = L
laws.associate(src)
else
make_laws()
if(target_ai.mind)
target_ai.mind.transfer_to(src)
if(mind.special_role)
mind.store_memory("As an AI, you must obey your silicon laws above all else. Your objectives will consider you to be dead.")
to_chat(src, "<span class='userdanger'>You have been installed as an AI! </span>")
to_chat(src, "<span class='danger'>You must obey your silicon laws above all else. Your objectives will consider you to be dead.</span>")
to_chat(src, "<B>You are playing the station's AI. The AI cannot move, but can interact with many objects while viewing them (through cameras).</B>")
to_chat(src, "<B>To look at other parts of the station, click on yourself to get a camera menu.</B>")
to_chat(src, "<B>While observing through a camera, you can use most (networked) devices which you can see, such as computers, APCs, intercoms, doors, etc.</B>")
to_chat(src, "To use something, simply click on it.")
to_chat(src, "Use say :b to speak to your cyborgs through binary.")
to_chat(src, "For department channels, use the following say commands:")
to_chat(src, ":o - AI Private, :c - Command, :s - Security, :e - Engineering, :u - Supply, :v - Service, :m - Medical, :n - Science.")
show_laws()
to_chat(src, "<b>These laws may be changed by other players, or by you being the traitor.</b>")
job = "AI"
create_eye()
apply_pref_name("ai")
set_core_display_icon()
holo_icon = getHologramIcon(icon('icons/mob/ai.dmi',"default"))
spark_system = new /datum/effect_system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
verbs += /mob/living/silicon/ai/proc/show_laws_verb
aiPDA = new/obj/item/pda/ai(src)
aiPDA.owner = name
aiPDA.ownjob = "AI"
aiPDA.name = name + " (" + aiPDA.ownjob + ")"
aiMulti = new(src)
radio = new /obj/item/radio/headset/ai(src)
aicamera = new/obj/item/camera/siliconcam/ai_camera(src)
deploy_action.Grant(src)
if(isturf(loc))
verbs.Add(/mob/living/silicon/ai/proc/ai_network_change, \
/mob/living/silicon/ai/proc/ai_statuschange, /mob/living/silicon/ai/proc/ai_hologram_change, \
/mob/living/silicon/ai/proc/botcall, /mob/living/silicon/ai/proc/control_integrated_radio, \
/mob/living/silicon/ai/proc/set_automatic_say_channel)
GLOB.ai_list += src
GLOB.shuttle_caller_list += src
builtInCamera = new (src)
builtInCamera.network = list("ss13")
/mob/living/silicon/ai/Destroy()
GLOB.ai_list -= src
GLOB.shuttle_caller_list -= src
SSshuttle.autoEvac()
qdel(eyeobj) // No AI, no Eye
malfhack = null
. = ..()
/mob/living/silicon/ai/IgniteMob()
fire_stacks = 0
. = ..()
/mob/living/silicon/ai/proc/set_core_display_icon(input, client/C)
if(client && !C)
C = client
if(!input && !C?.prefs?.preferred_ai_core_display)
icon_state = initial(icon_state)
else
var/preferred_icon = input ? input : C.prefs.preferred_ai_core_display
icon_state = resolve_ai_icon(preferred_icon)
/mob/living/silicon/ai/verb/pick_icon()
set category = "AI Commands"
set name = "Set AI Core Display"
if(incapacitated())
return
var/list/iconstates = GLOB.ai_core_display_screens
for(var/option in iconstates)
if(option == "Random")
iconstates[option] = image(icon = src.icon, icon_state = "ai-random")
continue
iconstates[option] = image(icon = src.icon, icon_state = resolve_ai_icon(option))
view_core()
var/ai_core_icon = show_radial_menu(src, src , iconstates, radius = 42)
if(!ai_core_icon || incapacitated())
return
display_icon_override = ai_core_icon
set_core_display_icon(ai_core_icon)
/mob/living/silicon/ai/Stat()
..()
if(statpanel("Status"))
if(!stat)
stat(null, text("System integrity: [(health+100)/2]%"))
stat(null, text("Connected cyborgs: [connected_robots.len]"))
for(var/mob/living/silicon/robot/R in connected_robots)
var/robot_status = "Nominal"
if(R.shell)
robot_status = "AI SHELL"
else if(R.stat || !R.client)
robot_status = "OFFLINE"
else if(!R.cell || R.cell.charge <= 0)
robot_status = "DEPOWERED"
//Name, Health, Battery, Module, Area, and Status! Everything an AI wants to know about its borgies!
stat(null, text("[R.name] | S.Integrity: [R.health]% | Cell: [R.cell ? "[R.cell.charge]/[R.cell.maxcharge]" : "Empty"] | \
Module: [R.designation] | Loc: [get_area_name(R, TRUE)] | Status: [robot_status]"))
stat(null, text("AI shell beacons detected: [LAZYLEN(GLOB.available_ai_shells)]")) //Count of total AI shells
else
stat(null, text("Systems nonfunctional"))
/mob/living/silicon/ai/proc/ai_alerts()
var/dat = "<HEAD><TITLE>Current Station Alerts</TITLE><META HTTP-EQUIV='Refresh' CONTENT='10'></HEAD><BODY>\n"
dat += "<A HREF='?src=[REF(src)];mach_close=aialerts'>Close</A><BR><BR>"
for (var/cat in alarms)
dat += text("<B>[]</B><BR>\n", cat)
var/list/L = alarms[cat]
if (L.len)
for (var/alarm in L)
var/list/alm = L[alarm]
var/area/A = alm[1]
var/C = alm[2]
var/list/sources = alm[3]
dat += "<NOBR>"
if (C && istype(C, /list))
var/dat2 = ""
for (var/obj/machinery/camera/I in C)
dat2 += text("[]<A HREF=?src=[REF(src)];switchcamera=[REF(I)]>[]</A>", (dat2=="") ? "" : " | ", I.c_tag)
dat += text("-- [] ([])", A.name, (dat2!="") ? dat2 : "No Camera")
else if (C && istype(C, /obj/machinery/camera))
var/obj/machinery/camera/Ctmp = C
dat += text("-- [] (<A HREF=?src=[REF(src)];switchcamera=[REF(C)]>[]</A>)", A.name, Ctmp.c_tag)
else
dat += text("-- [] (No Camera)", A.name)
if (sources.len > 1)
dat += text("- [] sources", sources.len)
dat += "</NOBR><BR>\n"
else
dat += "-- All Systems Nominal<BR>\n"
dat += "<BR>\n"
viewalerts = 1
src << browse(dat, "window=aialerts&can_close=0")
/mob/living/silicon/ai/proc/ai_roster()
var/dat = "<html><head><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
dat += GLOB.data_core.get_manifest()
dat += "</body></html>"
src << browse(dat, "window=airoster")
onclose(src, "airoster")
/mob/living/silicon/ai/proc/ai_call_shuttle()
if(control_disabled)
to_chat(usr, "<span class='warning'>Wireless control is disabled!</span>")
return
var/reason = input(src, "What is the nature of your emergency? ([CALL_SHUTTLE_REASON_LENGTH] characters required.)", "Confirm Shuttle Call") as null|text
if(incapacitated())
return
if(trim(reason))
SSshuttle.requestEvac(src, reason)
// hack to display shuttle timer
if(!EMERGENCY_IDLE_OR_RECALLED)
var/obj/machinery/computer/communications/C = locate() in GLOB.machines
if(C)
C.post_status("shuttle")
/mob/living/silicon/ai/can_interact_with(atom/A)
. = ..()
var/turf/ai = get_turf(src)
var/turf/target = get_turf(A)
if (.)
return
if(!target)
return
if ((ai.z != target.z) && !is_station_level(ai.z))
return FALSE
if (istype(loc, /obj/item/aicard))
var/turf/T0 = get_turf(src)
var/turf/T1 = get_turf(A)
if (!T0 || ! T1)
return FALSE
return ISINRANGE(T1.x, T0.x - interaction_range, T0.x + interaction_range) && ISINRANGE(T1.y, T0.y - interaction_range, T0.y + interaction_range)
else
return GLOB.cameranet.checkTurfVis(get_turf(A))
/mob/living/silicon/ai/cancel_camera()
view_core()
/mob/living/silicon/ai/verb/toggle_anchor()
set category = "AI Commands"
set name = "Toggle Floor Bolts"
if(!isturf(loc)) // if their location isn't a turf
return // stop
if(incapacitated())
return
anchored = !anchored // Toggles the anchor
to_chat(src, "<b>You are now [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
/mob/living/silicon/ai/proc/ai_cancel_call()
set category = "Malfunction"
if(control_disabled)
to_chat(src, "<span class='warning'>Wireless control is disabled!</span>")
return
SSshuttle.cancelEvac(src)
/mob/living/silicon/ai/restrained(ignore_grab)
. = 0
/mob/living/silicon/ai/Topic(href, href_list)
if(usr != src || incapacitated())
return
..()
if (href_list["mach_close"])
if (href_list["mach_close"] == "aialerts")
viewalerts = 0
var/t1 = text("window=[]", href_list["mach_close"])
unset_machine()
src << browse(null, t1)
if (href_list["switchcamera"])
switchCamera(locate(href_list["switchcamera"])) in GLOB.cameranet.cameras
if (href_list["showalerts"])
ai_alerts()
#ifdef AI_VOX
if(href_list["say_word"])
play_vox_word(href_list["say_word"], null, src)
return
#endif
if(href_list["show_paper"])
if(last_paper_seen)
src << browse(last_paper_seen, "window=show_paper")
//Carn: holopad requests
if(href_list["jumptoholopad"])
var/obj/machinery/holopad/H = locate(href_list["jumptoholopad"])
if(H)
H.attack_ai(src) //may as well recycle
else
to_chat(src, "<span class='notice'>Unable to locate the holopad.</span>")
if(href_list["track"])
var/string = href_list["track"]
trackable_mobs()
var/list/trackeable = list()
trackeable += track.humans + track.others
var/list/target = list()
for(var/I in trackeable)
var/mob/M = trackeable[I]
if(M.name == string)
target += M
if(name == string)
target += src
if(target.len)
ai_actual_track(pick(target))
else
to_chat(src, "Target is not on or near any active cameras on the station.")
return
if(href_list["callbot"]) //Command a bot to move to a selected location.
if(call_bot_cooldown > world.time)
to_chat(src, "<span class='danger'>Error: Your last call bot command is still processing, please wait for the bot to finish calculating a route.</span>")
return
Bot = locate(href_list["callbot"]) in GLOB.alive_mob_list
if(!Bot || Bot.remote_disabled || src.control_disabled)
return //True if there is no bot found, the bot is manually emagged, or the AI is carded with wireless off.
waypoint_mode = 1
to_chat(src, "<span class='notice'>Set your waypoint by clicking on a valid location free of obstructions.</span>")
return
if(href_list["interface"]) //Remotely connect to a bot!
Bot = locate(href_list["interface"]) in GLOB.alive_mob_list
if(!Bot || Bot.remote_disabled || src.control_disabled)
return
Bot.attack_ai(src)
if(href_list["botrefresh"]) //Refreshes the bot control panel.
botcall()
return
if (href_list["ai_take_control"]) //Mech domination
var/obj/mecha/M = locate(href_list["ai_take_control"])
if(controlled_mech)
to_chat(src, "<span class='warning'>You are already loaded into an onboard computer!</span>")
return
if(!GLOB.cameranet.checkCameraVis(M))
to_chat(src, "<span class='warning'>Exosuit is no longer near active cameras.</span>")
return
if(!isturf(loc))
to_chat(src, "<span class='warning'>You aren't in your core!</span>")
return
if(M)
M.transfer_ai(AI_MECH_HACK,src, usr) //Called om the mech itself.
/mob/living/silicon/ai/proc/switchCamera(obj/machinery/camera/C)
if(QDELETED(C))
return FALSE
if(!tracking)
cameraFollow = null
if(QDELETED(eyeobj))
view_core()
return
// ok, we're alive, camera is good and in our network...
eyeobj.setLoc(get_turf(C))
return TRUE
/mob/living/silicon/ai/proc/botcall()
set category = "AI Commands"
set name = "Access Robot Control"
set desc = "Wirelessly control various automatic robots."
if(incapacitated())
return
if(control_disabled)
to_chat(src, "<span class='warning'>Wireless control is disabled.</span>")
return
var/turf/ai_current_turf = get_turf(src)
var/ai_Zlevel = ai_current_turf.z
var/d
d += "<A HREF=?src=[REF(src)];botrefresh=1>Query network status</A><br>"
d += "<table width='100%'><tr><td width='40%'><h3>Name</h3></td><td width='30%'><h3>Status</h3></td><td width='30%'><h3>Location</h3></td><td width='10%'><h3>Control</h3></td></tr>"
for (Bot in GLOB.alive_mob_list)
if(Bot.z == ai_Zlevel && !Bot.remote_disabled) //Only non-emagged bots on the same Z-level are detected!
var/bot_mode = Bot.get_mode()
d += "<tr><td width='30%'>[Bot.hacked ? "<span class='bad'>(!)</span>" : ""] [Bot.name]</A> ([Bot.model])</td>"
//If the bot is on, it will display the bot's current mode status. If the bot is not mode, it will just report "Idle". "Inactive if it is not on at all.
d += "<td width='30%'>[bot_mode]</td>"
d += "<td width='30%'>[get_area_name(Bot, TRUE)]</td>"
d += "<td width='10%'><A HREF=?src=[REF(src)];interface=[REF(Bot)]>Interface</A></td>"
d += "<td width='10%'><A HREF=?src=[REF(src)];callbot=[REF(Bot)]>Call</A></td>"
d += "</tr>"
d = format_text(d)
var/datum/browser/popup = new(src, "botcall", "Remote Robot Control", 700, 400)
popup.set_content(d)
popup.open()
/mob/living/silicon/ai/proc/set_waypoint(atom/A)
var/turf/turf_check = get_turf(A)
//The target must be in view of a camera or near the core.
if(turf_check in range(get_turf(src)))
call_bot(turf_check)
else if(GLOB.cameranet && GLOB.cameranet.checkTurfVis(turf_check))
call_bot(turf_check)
else
to_chat(src, "<span class='danger'>Selected location is not visible.</span>")
/mob/living/silicon/ai/proc/call_bot(turf/waypoint)
if(!Bot)
return
if(Bot.calling_ai && Bot.calling_ai != src) //Prevents an override if another AI is controlling this bot.
to_chat(src, "<span class='danger'>Interface error. Unit is already in use.</span>")
return
to_chat(src, "<span class='notice'>Sending command to bot...</span>")
call_bot_cooldown = world.time + CALL_BOT_COOLDOWN
Bot.call_bot(src, waypoint)
call_bot_cooldown = 0
/mob/living/silicon/ai/triggerAlarm(class, area/A, O, obj/alarmsource)
if(alarmsource.z != z)
return
var/list/L = alarms[class]
for (var/I in L)
if (I == A.name)
var/list/alarm = L[I]
var/list/sources = alarm[3]
if (!(alarmsource in sources))
sources += alarmsource
return 1
var/obj/machinery/camera/C = null
var/list/CL = null
if (O && istype(O, /list))
CL = O
if (CL.len == 1)
C = CL[1]
else if (O && istype(O, /obj/machinery/camera))
C = O
L[A.name] = list(A, (C) ? C : O, list(alarmsource))
if (O)
if (C && C.can_use())
queueAlarm("--- [class] alarm detected in [A.name]! (<A HREF=?src=[REF(src)];switchcamera=[REF(C)]>[C.c_tag]</A>)", class)
else if (CL && CL.len)
var/foo = 0
var/dat2 = ""
for (var/obj/machinery/camera/I in CL)
dat2 += text("[]<A HREF=?src=[REF(src)];switchcamera=[REF(I)]>[]</A>", (!foo) ? "" : " | ", I.c_tag) //I'm not fixing this shit...
foo = 1
queueAlarm(text ("--- [] alarm detected in []! ([])", class, A.name, dat2), class)
else
queueAlarm(text("--- [] alarm detected in []! (No Camera)", class, A.name), class)
else
queueAlarm(text("--- [] alarm detected in []! (No Camera)", class, A.name), class)
if (viewalerts) ai_alerts()
return 1
/mob/living/silicon/ai/cancelAlarm(class, area/A, obj/origin)
var/list/L = alarms[class]
var/cleared = 0
for (var/I in L)
if (I == A.name)
var/list/alarm = L[I]
var/list/srcs = alarm[3]
if (origin in srcs)
srcs -= origin
if (srcs.len == 0)
cleared = 1
L -= I
if (cleared)
queueAlarm("--- [class] alarm in [A.name] has been cleared.", class, 0)
if (viewalerts) ai_alerts()
return !cleared
//Replaces /mob/living/silicon/ai/verb/change_network() in ai.dm & camera.dm
//Adds in /mob/living/silicon/ai/proc/ai_network_change() instead
//Addition by Mord_Sith to define AI's network change ability
/mob/living/silicon/ai/proc/ai_network_change()
set category = "AI Commands"
set name = "Jump To Network"
unset_machine()
cameraFollow = null
var/cameralist[0]
if(incapacitated())
return
var/mob/living/silicon/ai/U = usr
for (var/obj/machinery/camera/C in GLOB.cameranet.cameras)
var/list/tempnetwork = C.network
if(!(is_station_level(C.z) || is_mining_level(C.z) || ("ss13" in tempnetwork)))
continue
if(!C.can_use())
continue
tempnetwork.Remove("rd", "toxins", "prison")
if(tempnetwork.len)
for(var/i in C.network)
cameralist[i] = i
var/old_network = network
network = input(U, "Which network would you like to view?") as null|anything in cameralist
if(!U.eyeobj)
U.view_core()
return
if(isnull(network))
network = old_network // If nothing is selected
else
for(var/obj/machinery/camera/C in GLOB.cameranet.cameras)
if(!C.can_use())
continue
if(network in C.network)
U.eyeobj.setLoc(get_turf(C))
break
to_chat(src, "<span class='notice'>Switched to the \"[uppertext(network)]\" camera network.</span>")
//End of code by Mord_Sith
/mob/living/silicon/ai/proc/choose_modules()
set category = "Malfunction"
set name = "Choose Module"
malf_picker.use(src)
/mob/living/silicon/ai/proc/ai_statuschange()
set category = "AI Commands"
set name = "AI Status"
if(incapacitated())
return
var/list/ai_emotions = list("Very Happy", "Happy", "Neutral", "Unsure", "Confused", "Sad", "BSOD", "Blank", "Problems?", "Awesome", "Facepalm", "Thinking", "Friend Computer", "Dorfy", "Blue Glow", "Red Glow")
var/emote = input("Please, select a status!", "AI Status", null, null) in ai_emotions
for (var/each in GLOB.ai_status_displays) //change status of displays
var/obj/machinery/status_display/ai/M = each
M.emotion = emote
M.update()
if (emote == "Friend Computer")
var/datum/radio_frequency/frequency = SSradio.return_frequency(FREQ_STATUS_DISPLAYS)
if(!frequency)
return
var/datum/signal/status_signal = new(list("command" = "friendcomputer"))
frequency.post_signal(src, status_signal)
return
//I am the icon meister. Bow fefore me. //>fefore
/mob/living/silicon/ai/proc/ai_hologram_change()
set name = "Change Hologram"
set desc = "Change the default hologram available to AI to something else."
set category = "AI Commands"
if(incapacitated())
return
var/input
switch(alert("Would you like to select a hologram based on a crew member, an animal, or switch to a unique avatar?",,"Crew Member","Unique","Animal"))
if("Crew Member")
var/list/personnel_list = list()
for(var/datum/data/record/t in GLOB.data_core.locked)//Look in data core locked.
personnel_list["[t.fields["name"]]: [t.fields["rank"]]"] = t.fields["image"]//Pull names, rank, and image.
if(personnel_list.len)
input = input("Select a crew member:") as null|anything in personnel_list
var/icon/character_icon = personnel_list[input]
if(character_icon)
qdel(holo_icon)//Clear old icon so we're not storing it in memory.
holo_icon = getHologramIcon(icon(character_icon))
else
alert("No suitable records found. Aborting.")
if("Animal")
var/list/icon_list = list(
"bear" = 'icons/mob/animal.dmi',
"carp" = 'icons/mob/animal.dmi',
"chicken" = 'icons/mob/animal.dmi',
"corgi" = 'icons/mob/pets.dmi',
"cow" = 'icons/mob/animal.dmi',
"crab" = 'icons/mob/animal.dmi',
"fox" = 'icons/mob/pets.dmi',
"goat" = 'icons/mob/animal.dmi',
"cat" = 'icons/mob/pets.dmi',
"cat2" = 'icons/mob/pets.dmi',
"poly" = 'icons/mob/animal.dmi',
"pug" = 'icons/mob/pets.dmi',
"spider" = 'icons/mob/animal.dmi'
)
input = input("Please select a hologram:") as null|anything in icon_list
if(input)
qdel(holo_icon)
switch(input)
if("poly")
holo_icon = getHologramIcon(icon(icon_list[input],"parrot_fly"))
if("chicken")
holo_icon = getHologramIcon(icon(icon_list[input],"chicken_brown"))
if("spider")
holo_icon = getHologramIcon(icon(icon_list[input],"guard"))
else
holo_icon = getHologramIcon(icon(icon_list[input], input))
else
var/list/icon_list = list(
"default" = 'icons/mob/ai.dmi',
"floating face" = 'icons/mob/ai.dmi',
"xeno queen" = 'icons/mob/alien.dmi',
"horror" = 'icons/mob/ai.dmi'
)
input = input("Please select a hologram:") as null|anything in icon_list
if(input)
qdel(holo_icon)
switch(input)
if("xeno queen")
holo_icon = getHologramIcon(icon(icon_list[input],"alienq"))
else
holo_icon = getHologramIcon(icon(icon_list[input], input))
return
/mob/living/silicon/ai/proc/corereturn()
set category = "Malfunction"
set name = "Return to Main Core"
var/obj/machinery/power/apc/apc = src.loc
if(!istype(apc))
to_chat(src, "<span class='notice'>You are already in your Main Core.</span>")
return
apc.malfvacate()
/mob/living/silicon/ai/proc/toggle_camera_light()
camera_light_on = !camera_light_on
if (!camera_light_on)
to_chat(src, "Camera lights deactivated.")
for (var/obj/machinery/camera/C in lit_cameras)
C.set_light(0)
lit_cameras = list()
return
light_cameras()
to_chat(src, "Camera lights activated.")
//AI_CAMERA_LUMINOSITY
/mob/living/silicon/ai/proc/light_cameras()
var/list/obj/machinery/camera/add = list()
var/list/obj/machinery/camera/remove = list()
var/list/obj/machinery/camera/visible = list()
for (var/datum/camerachunk/CC in eyeobj.visibleCameraChunks)
for (var/obj/machinery/camera/C in CC.cameras)
if (!C.can_use() || get_dist(C, eyeobj) > 7 || !C.internal_light)
continue
visible |= C
add = visible - lit_cameras
remove = lit_cameras - visible
for (var/obj/machinery/camera/C in remove)
lit_cameras -= C //Removed from list before turning off the light so that it doesn't check the AI looking away.
C.Togglelight(0)
for (var/obj/machinery/camera/C in add)
C.Togglelight(1)
lit_cameras |= C
/mob/living/silicon/ai/proc/control_integrated_radio()
set name = "Transceiver Settings"
set desc = "Allows you to change settings of your radio."
set category = "AI Commands"
if(incapacitated())
return
to_chat(src, "Accessing Subspace Transceiver control...")
if (radio)
radio.interact(src)
/mob/living/silicon/ai/proc/set_syndie_radio()
if(radio)
radio.make_syndie()
/mob/living/silicon/ai/proc/set_automatic_say_channel()
set name = "Set Auto Announce Mode"
set desc = "Modify the default radio setting for your automatic announcements."
set category = "AI Commands"
if(incapacitated())
return
set_autosay()
/mob/living/silicon/ai/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/aicard/card)
if(!..())
return
if(interaction == AI_TRANS_TO_CARD)//The only possible interaction. Upload AI mob to a card.
if(!can_be_carded)
to_chat(user, "<span class='boldwarning'>Transfer failed.</span>")
return
disconnect_shell() //If the AI is controlling a borg, force the player back to core!
if(!mind)
to_chat(user, "<span class='warning'>No intelligence patterns detected.</span>" )
return
ShutOffDoomsdayDevice()
new /obj/structure/AIcore/deactivated(loc)//Spawns a deactivated terminal at AI location.
ai_restore_power()//So the AI initially has power.
control_disabled = 1//Can't control things remotely if you're stuck in a card!
radio_enabled = 0 //No talking on the built-in radio for you either!
forceMove(card)
card.AI = src
to_chat(src, "You have been downloaded to a mobile storage device. Remote device connection severed.")
to_chat(user, "<span class='boldnotice'>Transfer successful</span>: [name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory.")
/mob/living/silicon/ai/can_buckle()
return 0
/mob/living/silicon/ai/incapacitated(ignore_restraints, ignore_grab)
if(aiRestorePowerRoutine)
return TRUE
return ..()
/mob/living/silicon/ai/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE, no_tk=FALSE)
if(control_disabled || incapacitated())
to_chat(src, "<span class='warning'>You can't do that right now!</span>")
return FALSE
if(be_close && !in_range(M, src))
to_chat(src, "<span class='warning'>You are too far away!</span>")
return FALSE
return can_see(M) //stop AIs from leaving windows open and using then after they lose vision
/mob/living/silicon/ai/proc/can_see(atom/A)
if(isturf(loc)) //AI in core, check if on cameras
//get_turf_pixel() is because APCs in maint aren't actually in view of the inner camera
//apc_override is needed here because AIs use their own APC when depowered
return (GLOB.cameranet && GLOB.cameranet.checkTurfVis(get_turf_pixel(A))) || apc_override
//AI is carded/shunted
//view(src) returns nothing for carded/shunted AIs and they have X-ray vision so just use get_dist
var/list/viewscale = getviewsize(client.view)
return get_dist(src, A) <= max(viewscale[1]*0.5,viewscale[2]*0.5)
/mob/living/silicon/ai/proc/relay_speech(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
raw_message = lang_treat(speaker, message_language, raw_message, spans, message_mode)
var/start = "Relayed Speech: "
var/namepart = "[speaker.GetVoice()][speaker.get_alt_name()]"
var/hrefpart = "<a href='?src=[REF(src)];track=[html_encode(namepart)]'>"
var/jobpart
if (iscarbon(speaker))
var/mob/living/carbon/S = speaker
if(S.job)
jobpart = "[S.job]"
else
jobpart = "Unknown"
var/rendered = "<i><span class='game say'>[start]<span class='name'>[hrefpart][namepart] ([jobpart])</a> </span><span class='message'>[raw_message]</span></span></i>"
show_message(rendered, 2)
/mob/living/silicon/ai/fully_replace_character_name(oldname,newname)
..()
if(oldname != real_name)
if(eyeobj)
eyeobj.name = "[newname] (AI Eye)"
// Notify Cyborgs
for(var/mob/living/silicon/robot/Slave in connected_robots)
Slave.show_laws()
/mob/living/silicon/ai/replace_identification_name(oldname,newname)
if(aiPDA)
aiPDA.owner = newname
aiPDA.name = newname + " (" + aiPDA.ownjob + ")"
/mob/living/silicon/ai/proc/add_malf_picker()
to_chat(src, "In the top right corner of the screen you will find the Malfunctions tab, where you can purchase various abilities, from upgraded surveillance to station ending doomsday devices.")
to_chat(src, "You are also capable of hacking APCs, which grants you more points to spend on your Malfunction powers. The drawback is that a hacked APC will give you away if spotted by the crew. Hacking an APC takes 60 seconds.")
view_core() //A BYOND bug requires you to be viewing your core before your verbs update
verbs += /mob/living/silicon/ai/proc/choose_modules
malf_picker = new /datum/module_picker
/mob/living/silicon/ai/reset_perspective(atom/A)
if(camera_light_on)
light_cameras()
if(istype(A, /obj/machinery/camera))
current = A
if(client)
if(ismovableatom(A))
if(A != GLOB.ai_camera_room_landmark)
end_multicam()
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
end_multicam()
if(isturf(loc))
if(eyeobj)
client.eye = eyeobj
client.perspective = EYE_PERSPECTIVE
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
update_sight()
if(client.eye != src)
var/atom/AT = client.eye
AT.get_remote_view_fullscreens(src)
else
clear_fullscreen("remote_view", 0)
/mob/living/silicon/ai/revive(full_heal = 0, admin_revive = 0)
. = ..()
if(.) //successfully ressuscitated from death
set_eyeobj_visible(TRUE)
set_core_display_icon(display_icon_override)
/mob/living/silicon/ai/proc/malfhacked(obj/machinery/power/apc/apc)
malfhack = null
malfhacking = 0
clear_alert("hackingapc")
if(!istype(apc) || QDELETED(apc) || apc.stat & BROKEN)
to_chat(src, "<span class='danger'>Hack aborted. The designated APC no longer exists on the power network.</span>")
playsound(get_turf(src), 'sound/machines/buzz-two.ogg', 50, 1)
else if(apc.aidisabled)
to_chat(src, "<span class='danger'>Hack aborted. \The [apc] is no longer responding to our systems.</span>")
playsound(get_turf(src), 'sound/machines/buzz-sigh.ogg', 50, 1)
else
malf_picker.processing_time += 10
apc.malfai = parent || src
apc.malfhack = TRUE
apc.locked = TRUE
apc.coverlocked = TRUE
playsound(get_turf(src), 'sound/machines/ding.ogg', 50, 1)
to_chat(src, "Hack complete. \The [apc] is now under your exclusive control.")
apc.update_icon()
/mob/living/silicon/ai/verb/deploy_to_shell(var/mob/living/silicon/robot/target)
set category = "AI Commands"
set name = "Deploy to Shell"
if(incapacitated())
return
if(control_disabled)
to_chat(src, "<span class='warning'>Wireless networking module is offline.</span>")
return
var/list/possible = list()
for(var/borgie in GLOB.available_ai_shells)
var/mob/living/silicon/robot/R = borgie
if(R.shell && !R.deployed && (R.stat != DEAD) && (!R.connected_ai ||(R.connected_ai == src)))
possible += R
if(!LAZYLEN(possible))
to_chat(src, "No usable AI shell beacons detected.")
if(!target || !(target in possible)) //If the AI is looking for a new shell, or its pre-selected shell is no longer valid
target = input(src, "Which body to control?") as null|anything in possible
if (!target || target.stat == DEAD || target.deployed || !(!target.connected_ai ||(target.connected_ai == src)))
return
else if(mind)
soullink(/datum/soullink/sharedbody, src, target)
deployed_shell = target
target.deploy_init(src)
mind.transfer_to(target)
diag_hud_set_deployed()
/datum/action/innate/deploy_shell
name = "Deploy to AI Shell"
desc = "Wirelessly control a specialized cyborg shell."
icon_icon = 'icons/mob/actions/actions_AI.dmi'
button_icon_state = "ai_shell"
/datum/action/innate/deploy_shell/Trigger()
var/mob/living/silicon/ai/AI = owner
if(!AI)
return
AI.deploy_to_shell()
/datum/action/innate/deploy_last_shell
name = "Reconnect to shell"
desc = "Reconnect to the most recently used AI shell."
icon_icon = 'icons/mob/actions/actions_AI.dmi'
button_icon_state = "ai_last_shell"
var/mob/living/silicon/robot/last_used_shell
/datum/action/innate/deploy_last_shell/Trigger()
if(!owner)
return
if(last_used_shell)
var/mob/living/silicon/ai/AI = owner
AI.deploy_to_shell(last_used_shell)
else
Remove(owner) //If the last shell is blown, destroy it.
/mob/living/silicon/ai/proc/disconnect_shell()
if(deployed_shell) //Forcibly call back AI in event of things such as damage, EMP or power loss.
to_chat(src, "<span class='danger'>Your remote connection has been reset!</span>")
deployed_shell.undeploy()
diag_hud_set_deployed()
/mob/living/silicon/ai/resist()
return
/mob/living/silicon/ai/spawned/Initialize(mapload, datum/ai_laws/L, mob/target_ai)
. = ..()
if(!target_ai)
target_ai = src //cheat! just give... ourselves as the spawned AI, because that's technically correct
/mob/living/silicon/ai/proc/camera_visibility(mob/camera/aiEye/moved_eye)
GLOB.cameranet.visibility(moved_eye, client, all_eyes, USE_STATIC_OPAQUE)
/mob/living/silicon/ai/forceMove(atom/destination)
. = ..()
if(.)
end_multicam()
@@ -1,56 +0,0 @@
/mob/living/silicon/ai/death(gibbed)
if(stat == DEAD)
return
. = ..()
var/old_icon = icon_state
if("[icon_state]_dead" in icon_states(icon))
icon_state = "[icon_state]_dead"
else
icon_state = "ai_dead"
if("[old_icon]_death_transition" in icon_states(icon))
flick("[old_icon]_death_transition", src)
cameraFollow = null
anchored = FALSE //unbolt floorbolts
update_canmove()
if(eyeobj)
eyeobj.setLoc(get_turf(src))
set_eyeobj_visible(FALSE)
GLOB.shuttle_caller_list -= src
SSshuttle.autoEvac()
ShutOffDoomsdayDevice()
if(explosive)
spawn(10)
explosion(src.loc, 3, 6, 12, 15)
if(src.key)
for(var/each in GLOB.ai_status_displays) //change status
var/obj/machinery/status_display/ai/O = each
O.mode = 2
O.update()
if(istype(loc, /obj/item/aicard/aitater))
loc.icon_state = "aitater-404"
else if(istype(loc, /obj/item/aicard/aispook))
loc.icon_state = "aispook-404"
else if(istype(loc, /obj/item/aicard))
loc.icon_state = "aicard-404"
/mob/living/silicon/ai/proc/ShutOffDoomsdayDevice()
if(nuking)
set_security_level("red")
nuking = FALSE
for(var/obj/item/pinpointer/nuke/P in GLOB.pinpointer_list)
P.switch_mode_to(TRACK_NUKE_DISK) //Party's over, back to work, everyone
P.alert = FALSE
if(doomsday_device)
doomsday_device.timing = FALSE
SSshuttle.clearHostileEnvironment(doomsday_device)
qdel(doomsday_device)
@@ -1,206 +0,0 @@
// AI EYE
//
// An invisible (no icon) mob that the AI controls to look around the station with.
// It streams chunks as it moves around, which will show it what the AI can and cannot see.
/mob/camera/aiEye
name = "Inactive AI Eye"
icon_state = "ai_camera"
icon = 'icons/mob/cameramob.dmi'
invisibility = INVISIBILITY_MAXIMUM
hud_possible = list(ANTAG_HUD, AI_DETECT_HUD = HUD_LIST_LIST)
var/list/visibleCameraChunks = list()
var/mob/living/silicon/ai/ai = null
var/relay_speech = FALSE
var/use_static = USE_STATIC_OPAQUE
var/static_visibility_range = 16
var/ai_detector_visible = TRUE
var/ai_detector_color = COLOR_RED
/mob/camera/aiEye/Initialize()
. = ..()
GLOB.aiEyes += src
update_ai_detect_hud()
setLoc(loc, TRUE)
/mob/camera/aiEye/proc/update_ai_detect_hud()
var/datum/atom_hud/ai_detector/hud = GLOB.huds[DATA_HUD_AI_DETECT]
var/list/old_images = hud_list[AI_DETECT_HUD]
if(!ai_detector_visible)
hud.remove_from_hud(src)
QDEL_LIST(old_images)
return
if(!hud.hudusers.len)
//no one is watching, do not bother updating anything
return
hud.remove_from_hud(src)
var/static/list/vis_contents_objects = list()
var/obj/effect/overlay/ai_detect_hud/hud_obj = vis_contents_objects[ai_detector_color]
if(!hud_obj)
hud_obj = new /obj/effect/overlay/ai_detect_hud()
hud_obj.color = ai_detector_color
vis_contents_objects[ai_detector_color] = hud_obj
var/list/new_images = list()
var/list/turfs = get_visible_turfs()
for(var/T in turfs)
var/image/I = (old_images.len > new_images.len) ? old_images[new_images.len + 1] : image(null, T)
I.loc = T
I.vis_contents += hud_obj
new_images += I
for(var/i in (new_images.len + 1) to old_images.len)
qdel(old_images[i])
hud_list[AI_DETECT_HUD] = new_images
hud.add_to_hud(src)
/mob/camera/aiEye/proc/get_visible_turfs()
if(!isturf(loc))
return list()
var/client/C = GetViewerClient()
var/view = C ? getviewsize(C.view) : getviewsize(world.view)
var/turf/lowerleft = locate(max(1, x - (view[1] - 1)/2), max(1, y - (view[2] - 1)/2), z)
var/turf/upperright = locate(min(world.maxx, lowerleft.x + (view[1] - 1)), min(world.maxy, lowerleft.y + (view[2] - 1)), lowerleft.z)
return block(lowerleft, upperright)
// Use this when setting the aiEye's location.
// It will also stream the chunk that the new loc is in.
/mob/camera/aiEye/proc/setLoc(T, force_update = FALSE)
if(ai)
if(!isturf(ai.loc))
return
T = get_turf(T)
if(!force_update && (T == get_turf(src)) )
return //we are already here!
if (T)
forceMove(T)
else
moveToNullspace()
if(use_static != USE_STATIC_NONE)
ai.camera_visibility(src)
if(ai.client && !ai.multicam_on)
ai.client.eye = src
update_ai_detect_hud()
update_parallax_contents()
//Holopad
if(istype(ai.current, /obj/machinery/holopad))
var/obj/machinery/holopad/H = ai.current
H.move_hologram(ai, T)
if(ai.camera_light_on)
ai.light_cameras()
if(ai.master_multicam)
ai.master_multicam.refresh_view()
/mob/camera/aiEye/Move()
return 0
/mob/camera/aiEye/proc/GetViewerClient()
if(ai)
return ai.client
return null
/mob/camera/aiEye/Destroy()
if(ai)
ai.all_eyes -= src
ai = null
for(var/V in visibleCameraChunks)
var/datum/camerachunk/c = V
c.remove(src)
GLOB.aiEyes -= src
if(ai_detector_visible)
var/datum/atom_hud/ai_detector/hud = GLOB.huds[DATA_HUD_AI_DETECT]
hud.remove_from_hud(src)
var/list/L = hud_list[AI_DETECT_HUD]
QDEL_LIST(L)
return ..()
/atom/proc/move_camera_by_click()
if(isAI(usr))
var/mob/living/silicon/ai/AI = usr
if(AI.eyeobj && (AI.multicam_on || (AI.client.eye == AI.eyeobj)) && (AI.eyeobj.z == z))
AI.cameraFollow = null
if (isturf(loc) || isturf(src))
AI.eyeobj.setLoc(src)
// This will move the AIEye. It will also cause lights near the eye to light up, if toggled.
// This is handled in the proc below this one.
/client/proc/AIMove(n, direct, mob/living/silicon/ai/user)
var/initial = initial(user.sprint)
var/max_sprint = 50
if(user.cooldown && user.cooldown < world.timeofday) // 3 seconds
user.sprint = initial
for(var/i = 0; i < max(user.sprint, initial); i += 20)
var/turf/step = get_turf(get_step(user.eyeobj, direct))
if(step)
user.eyeobj.setLoc(step)
user.cooldown = world.timeofday + 5
if(user.acceleration)
user.sprint = min(user.sprint + 0.5, max_sprint)
else
user.sprint = initial
if(!user.tracking)
user.cameraFollow = null
// Return to the Core.
/mob/living/silicon/ai/proc/view_core()
if(istype(current,/obj/machinery/holopad))
var/obj/machinery/holopad/H = current
H.clear_holo(src)
else
current = null
cameraFollow = null
unset_machine()
if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
to_chat(src, "ERROR: Eyeobj not found. Creating new eye...")
create_eye()
eyeobj?.setLoc(loc)
/mob/living/silicon/ai/proc/create_eye()
if(eyeobj)
return
eyeobj = new /mob/camera/aiEye()
all_eyes += eyeobj
eyeobj.ai = src
eyeobj.setLoc(loc)
eyeobj.name = "[name] (AI Eye)"
set_eyeobj_visible(TRUE)
/mob/living/silicon/ai/proc/set_eyeobj_visible(state = TRUE)
if(!eyeobj)
return
eyeobj.mouse_opacity = state ? MOUSE_OPACITY_ICON : initial(eyeobj.mouse_opacity)
eyeobj.invisibility = state ? INVISIBILITY_OBSERVER : initial(eyeobj.invisibility)
/mob/living/silicon/ai/verb/toggle_acceleration()
set category = "AI Commands"
set name = "Toggle Camera Acceleration"
if(incapacitated())
return
acceleration = !acceleration
to_chat(usr, "Camera acceleration has been toggled [acceleration ? "on" : "off"].")
/mob/camera/aiEye/Hear(message, atom/movable/speaker, datum/language/message_language, raw_message, radio_freq, list/spans, message_mode)
. = ..()
if(relay_speech && speaker && ai && !radio_freq && speaker != ai && near_camera(speaker))
ai.relay_speech(message, speaker, message_language, raw_message, radio_freq, spans, message_mode)
/obj/effect/overlay/ai_detect_hud
name = ""
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
icon = 'icons/effects/alphacolors.dmi'
icon_state = ""
alpha = 100
layer = ABOVE_ALL_MOB_LAYER
plane = GAME_PLANE
-181
View File
@@ -1,181 +0,0 @@
#define POWER_RESTORATION_OFF 0
#define POWER_RESTORATION_START 1
#define POWER_RESTORATION_SEARCH_APC 2
#define POWER_RESTORATION_APC_FOUND 3
/mob/living/silicon/ai/Life()
if (stat == DEAD)
return
else //I'm not removing that shitton of tabs, unneeded as they are. -- Urist
//Being dead doesn't mean your temperature never changes
update_gravity(mob_has_gravity())
handle_status_effects()
if(malfhack && malfhack.aidisabled)
deltimer(malfhacking)
// This proc handles cleanup of screen notifications and
// messenging the client
malfhacked(malfhack)
if(isturf(loc) && (QDELETED(eyeobj) || !eyeobj.loc))
view_core()
if(machine)
machine.check_eye(src)
// Handle power damage (oxy)
if(aiRestorePowerRoutine)
// Lost power
adjustOxyLoss(1)
else
// Gain Power
if(getOxyLoss())
adjustOxyLoss(-1)
if(!lacks_power())
var/area/home = get_area(src)
if(home.powered(EQUIP))
home.use_power(1000, EQUIP)
if(aiRestorePowerRoutine >= POWER_RESTORATION_SEARCH_APC)
ai_restore_power()
return
else if(!aiRestorePowerRoutine)
ai_lose_power()
/mob/living/silicon/ai/proc/lacks_power()
var/turf/T = get_turf(src)
var/area/A = get_area(src)
switch(requires_power)
if(NONE)
return FALSE
if(POWER_REQ_ALL)
return !T || !A || ((!A.power_equip || isspaceturf(T)) && !is_type_in_list(loc, list(/obj/item, /obj/mecha)))
if(POWER_REQ_CLOCKCULT)
for(var/obj/effect/clockwork/sigil/transmission/ST in range(src, SIGIL_ACCESS_RANGE))
return FALSE
return !T || !A || (!istype(T, /turf/open/floor/clockwork) && (!A.power_equip || isspaceturf(T)) && !is_type_in_list(loc, list(/obj/item, /obj/mecha)))
/mob/living/silicon/ai/updatehealth()
if(status_flags & GODMODE)
return
health = maxHealth - getOxyLoss() - getToxLoss() - getBruteLoss() - getFireLoss()
update_stat()
diag_hud_set_health()
disconnect_shell()
/mob/living/silicon/ai/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= HEALTH_THRESHOLD_DEAD)
death()
return
else if(stat == UNCONSCIOUS)
stat = CONSCIOUS
adjust_blindness(-1)
diag_hud_set_status()
/mob/living/silicon/ai/update_sight()
see_invisible = initial(see_invisible)
see_in_dark = initial(see_in_dark)
sight = initial(sight)
if(aiRestorePowerRoutine)
sight = sight&~SEE_TURFS
sight = sight&~SEE_MOBS
sight = sight&~SEE_OBJS
see_in_dark = 0
if(see_override)
see_invisible = see_override
sync_lighting_plane_alpha()
/mob/living/silicon/ai/proc/start_RestorePowerRoutine()
to_chat(src, "Backup battery online. Scanners, camera, and radio interface offline. Beginning fault-detection.")
end_multicam()
sleep(50)
var/turf/T = get_turf(src)
var/area/AIarea = get_area(src)
if(AIarea && AIarea.power_equip)
if(!isspaceturf(T))
ai_restore_power()
return
to_chat(src, "Fault confirmed: missing external power. Shutting down main control system to save power.")
sleep(20)
to_chat(src, "Emergency control system online. Verifying connection to power network.")
sleep(50)
T = get_turf(src)
if(isspaceturf(T))
to_chat(src, "Unable to verify! No power connection detected!")
aiRestorePowerRoutine = POWER_RESTORATION_SEARCH_APC
return
to_chat(src, "Connection verified. Searching for APC in power network.")
sleep(50)
var/obj/machinery/power/apc/theAPC = null
var/PRP //like ERP with the code, at least this stuff is no more 4x sametext
for (PRP=1, PRP<=4, PRP++)
T = get_turf(src)
AIarea = get_area(src)
if(AIarea)
for (var/obj/machinery/power/apc/APC in AIarea)
if (!(APC.stat & BROKEN))
theAPC = APC
break
if (!theAPC)
switch(PRP)
if(1)
to_chat(src, "Unable to locate APC!")
else
to_chat(src, "Lost connection with the APC!")
aiRestorePowerRoutine = POWER_RESTORATION_SEARCH_APC
return
if(AIarea.power_equip)
if(!isspaceturf(T))
ai_restore_power()
return
switch(PRP)
if (1)
to_chat(src, "APC located. Optimizing route to APC to avoid needless power waste.")
if (2)
to_chat(src, "Best route identified. Hacking offline APC power port.")
if (3)
to_chat(src, "Power port upload access confirmed. Loading control program into APC power port software.")
if (4)
to_chat(src, "Transfer complete. Forcing APC to execute program.")
sleep(50)
to_chat(src, "Receiving control information from APC.")
sleep(2)
apc_override = 1
theAPC.ui_interact(src, state = GLOB.conscious_state)
apc_override = 0
aiRestorePowerRoutine = POWER_RESTORATION_APC_FOUND
sleep(50)
theAPC = null
/mob/living/silicon/ai/proc/ai_restore_power()
if(aiRestorePowerRoutine)
if(aiRestorePowerRoutine == POWER_RESTORATION_APC_FOUND)
to_chat(src, "Alert cancelled. Power has been restored.")
else
to_chat(src, "Alert cancelled. Power has been restored without our assistance.")
aiRestorePowerRoutine = POWER_RESTORATION_OFF
set_blindness(0)
update_sight()
/mob/living/silicon/ai/proc/ai_lose_power()
disconnect_shell()
aiRestorePowerRoutine = POWER_RESTORATION_START
blind_eyes(1)
update_sight()
to_chat(src, "You've lost power!")
addtimer(CALLBACK(src, .proc/start_RestorePowerRoutine), 20)
#undef POWER_RESTORATION_OFF
#undef POWER_RESTORATION_START
#undef POWER_RESTORATION_SEARCH_APC
#undef POWER_RESTORATION_APC_FOUND
@@ -1,12 +0,0 @@
/mob/living/silicon/ai/Login()
..()
if(stat != DEAD)
for(var/each in GLOB.ai_status_displays) //change status
var/obj/machinery/status_display/ai/O = each
O.mode = 1
O.emotion = "Neutral"
O.update()
set_eyeobj_visible(TRUE)
if(multicam_on)
end_multicam()
view_core()
@@ -1,8 +0,0 @@
/mob/living/silicon/ai/Logout()
..()
for(var/each in GLOB.ai_status_displays) //change status
var/obj/machinery/status_display/ai/O = each
O.mode = 0
O.update()
set_eyeobj_visible(FALSE)
view_core()
@@ -1,270 +0,0 @@
//Picture in picture
/obj/screen/movable/pic_in_pic/ai
var/mob/living/silicon/ai/ai
var/mutable_appearance/highlighted_background
var/highlighted = FALSE
var/mob/camera/aiEye/pic_in_pic/aiEye
/obj/screen/movable/pic_in_pic/ai/Initialize()
. = ..()
aiEye = new /mob/camera/aiEye/pic_in_pic()
aiEye.screen = src
/obj/screen/movable/pic_in_pic/ai/Destroy()
set_ai(null)
QDEL_NULL(aiEye)
return ..()
/obj/screen/movable/pic_in_pic/ai/Click()
..()
if(ai)
ai.select_main_multicam_window(src)
/obj/screen/movable/pic_in_pic/ai/make_backgrounds()
..()
highlighted_background = new /mutable_appearance()
highlighted_background.icon = 'icons/misc/pic_in_pic.dmi'
highlighted_background.icon_state = "background_highlight"
highlighted_background.layer = SPACE_LAYER
/obj/screen/movable/pic_in_pic/ai/add_background()
if((width > 0) && (height > 0))
var/matrix/M = matrix()
M.Scale(width + 0.5, height + 0.5)
M.Translate((width-1)/2 * world.icon_size, (height-1)/2 * world.icon_size)
highlighted_background.transform = M
standard_background.transform = M
add_overlay(highlighted ? highlighted_background : standard_background)
/obj/screen/movable/pic_in_pic/ai/set_view_size(width, height, do_refresh = TRUE)
aiEye.static_visibility_range = (round(max(width, height) / 2) + 1)
if(ai)
ai.camera_visibility(aiEye)
..()
/obj/screen/movable/pic_in_pic/ai/set_view_center(atom/target, do_refresh = TRUE)
..()
aiEye.setLoc(get_turf(target))
/obj/screen/movable/pic_in_pic/ai/refresh_view()
..()
aiEye.setLoc(get_turf(center))
/obj/screen/movable/pic_in_pic/ai/proc/highlight()
if(highlighted)
return
highlighted = TRUE
cut_overlay(standard_background)
add_overlay(highlighted_background)
/obj/screen/movable/pic_in_pic/ai/proc/unhighlight()
if(!highlighted)
return
highlighted = FALSE
cut_overlay(highlighted_background)
add_overlay(standard_background)
/obj/screen/movable/pic_in_pic/ai/proc/set_ai(mob/living/silicon/ai/new_ai)
if(ai)
ai.multicam_screens -= src
ai.all_eyes -= aiEye
if(ai.master_multicam == src)
ai.master_multicam = null
if(ai.multicam_on)
unshow_to(ai.client)
ai = new_ai
if(new_ai)
new_ai.multicam_screens += src
ai.all_eyes += aiEye
if(new_ai.multicam_on)
show_to(new_ai.client)
//Turf, area, and landmark for the viewing room
/turf/open/ai_visible
name = ""
icon = 'icons/misc/pic_in_pic.dmi'
icon_state = "room_background"
flags_1 = NOJAUNT_1
/area/ai_multicam_room
name = "ai_multicam_room"
icon_state = "ai_camera_room"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
valid_territory = FALSE
ambientsounds = list()
blob_allowed = FALSE
noteleport = TRUE
hidden = TRUE
safe = TRUE
GLOBAL_DATUM(ai_camera_room_landmark, /obj/effect/landmark/ai_multicam_room)
/obj/effect/landmark/ai_multicam_room
name = "ai camera room"
icon = 'icons/mob/landmarks.dmi'
icon_state = "x"
/obj/effect/landmark/ai_multicam_room/Initialize()
. = ..()
qdel(GLOB.ai_camera_room_landmark)
GLOB.ai_camera_room_landmark = src
/obj/effect/landmark/ai_multicam_room/Destroy()
if(GLOB.ai_camera_room_landmark == src)
GLOB.ai_camera_room_landmark = null
return ..()
//Dummy camera eyes
/mob/camera/aiEye/pic_in_pic
name = "Secondary AI Eye"
invisibility = INVISIBILITY_OBSERVER
mouse_opacity = MOUSE_OPACITY_ICON
icon_state = "ai_pip_camera"
var/obj/screen/movable/pic_in_pic/ai/screen
var/list/cameras_telegraphed = list()
var/telegraph_cameras = TRUE
var/telegraph_range = 7
ai_detector_color = COLOR_ORANGE
/mob/camera/aiEye/pic_in_pic/GetViewerClient()
if(screen && screen.ai)
return screen.ai.client
/mob/camera/aiEye/pic_in_pic/setLoc(turf/T)
if (T)
forceMove(T)
else
moveToNullspace()
if(screen && screen.ai)
screen.ai.camera_visibility(src)
else
GLOB.cameranet.visibility(src)
update_camera_telegraphing()
update_ai_detect_hud()
/mob/camera/aiEye/pic_in_pic/get_visible_turfs()
return screen ? screen.get_visible_turfs() : list()
/mob/camera/aiEye/pic_in_pic/proc/update_camera_telegraphing()
if(!telegraph_cameras)
return
var/list/obj/machinery/camera/add = list()
var/list/obj/machinery/camera/remove = list()
var/list/obj/machinery/camera/visible = list()
for (var/VV in visibleCameraChunks)
var/datum/camerachunk/CC = VV
for (var/V in CC.cameras)
var/obj/machinery/camera/C = V
if (!C.can_use() || (get_dist(C, src) > telegraph_range))
continue
visible |= C
add = visible - cameras_telegraphed
remove = cameras_telegraphed - visible
for (var/V in remove)
var/obj/machinery/camera/C = V
if(QDELETED(C))
continue
cameras_telegraphed -= C
C.in_use_lights--
C.update_icon()
for (var/V in add)
var/obj/machinery/camera/C = V
if(QDELETED(C))
continue
cameras_telegraphed |= C
C.in_use_lights++
C.update_icon()
/mob/camera/aiEye/pic_in_pic/proc/disable_camera_telegraphing()
telegraph_cameras = FALSE
for (var/V in cameras_telegraphed)
var/obj/machinery/camera/C = V
if(QDELETED(C))
continue
C.in_use_lights--
C.update_icon()
cameras_telegraphed.Cut()
/mob/camera/aiEye/pic_in_pic/Destroy()
disable_camera_telegraphing()
return ..()
//AI procs
/mob/living/silicon/ai/proc/drop_new_multicam(silent = FALSE)
if(!CONFIG_GET(flag/allow_ai_multicam))
if(!silent)
to_chat(src, "<span class='warning'>This action is currently disabled. Contact an administrator to enable this feature.</span>")
return
if(!eyeobj)
return
if(multicam_screens.len >= max_multicams)
if(!silent)
to_chat(src, "<span class='warning'>Cannot place more than [max_multicams] multicamera windows.</span>")
return
var/obj/screen/movable/pic_in_pic/ai/C = new /obj/screen/movable/pic_in_pic/ai()
C.set_view_size(3, 3, FALSE)
C.set_view_center(get_turf(eyeobj))
C.set_ai(src)
if(!silent)
to_chat(src, "<span class='notice'>Added new multicamera window.</span>")
return C
/mob/living/silicon/ai/proc/toggle_multicam()
if(!CONFIG_GET(flag/allow_ai_multicam))
to_chat(src, "<span class='warning'>This action is currently disabled. Contact an administrator to enable this feature.</span>")
return
if(multicam_on)
end_multicam()
else
start_multicam()
/mob/living/silicon/ai/proc/start_multicam()
if(multicam_on || aiRestorePowerRoutine || !isturf(loc))
return
if(!GLOB.ai_camera_room_landmark)
to_chat(src, "<span class='warning'>This function is not available at this time.</span>")
return
multicam_on = TRUE
refresh_multicam()
to_chat(src, "<span class='notice'>Multiple-camera viewing mode activated.</span>")
/mob/living/silicon/ai/proc/refresh_multicam()
reset_perspective(GLOB.ai_camera_room_landmark)
if(client)
for(var/V in multicam_screens)
var/obj/screen/movable/pic_in_pic/P = V
P.show_to(client)
/mob/living/silicon/ai/proc/end_multicam()
if(!multicam_on)
return
multicam_on = FALSE
select_main_multicam_window(null)
if(client)
for(var/V in multicam_screens)
var/obj/screen/movable/pic_in_pic/P = V
P.unshow_to(client)
reset_perspective()
to_chat(src, "<span class='notice'>Multiple-camera viewing mode deactivated.</span>")
/mob/living/silicon/ai/proc/select_main_multicam_window(obj/screen/movable/pic_in_pic/ai/P)
if(master_multicam == P)
return
if(master_multicam)
master_multicam.set_view_center(get_turf(eyeobj), FALSE)
master_multicam.unhighlight()
master_multicam = null
if(P)
P.highlight()
eyeobj.setLoc(get_turf(P.center))
P.set_view_center(eyeobj)
master_multicam = P
-179
View File
@@ -1,179 +0,0 @@
/mob/living/silicon/ai/say(message, bubble_type,var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
if(parent && istype(parent) && parent.stat != DEAD) //If there is a defined "parent" AI, it is actually an AI, and it is alive, anything the AI tries to say is said by the parent instead.
parent.say(message, language)
return
..(message)
/mob/living/silicon/ai/compose_track_href(atom/movable/speaker, namepart)
var/mob/M = speaker.GetSource()
if(M)
return "<a href='?src=[REF(src)];track=[html_encode(namepart)]'>"
return ""
/mob/living/silicon/ai/compose_job(atom/movable/speaker, message_langs, raw_message, radio_freq)
//Also includes the </a> for AI hrefs, for convenience.
return "[radio_freq ? " (" + speaker.GetJob() + ")" : ""]" + "[speaker.GetSource() ? "</a>" : ""]"
/mob/living/silicon/ai/IsVocal()
return !CONFIG_GET(flag/silent_ai)
/mob/living/silicon/ai/radio(message, message_mode, list/spans, language)
if(incapacitated())
return FALSE
if(!radio_enabled) //AI cannot speak if radio is disabled (via intellicard) or depowered.
to_chat(src, "<span class='danger'>Your radio transmitter is offline!</span>")
return FALSE
..()
/mob/living/silicon/ai/get_message_mode(message)
if(copytext(message, 1, 3) in list(":h", ":H", ".h", ".H", "#h", "#H"))
return MODE_HOLOPAD
else
return ..()
//For holopads only. Usable by AI.
/mob/living/silicon/ai/proc/holopad_talk(message, language)
message = trim(message)
if (!message)
return
var/obj/machinery/holopad/T = current
if(istype(T) && T.masters[src])//If there is a hologram and its master is the user.
var/turf/padturf = get_turf(T)
var/padloc
if(padturf)
padloc = AREACOORD(padturf)
else
padloc = "(UNKNOWN)"
src.log_talk(message, LOG_SAY, tag="HOLOPAD in [padloc]")
send_speech(message, 7, T, "robot", language)
to_chat(src, "<i><span class='game say'>Holopad transmitted, <span class='name'>[real_name]</span> <span class='message robot'>\"[message]\"</span></span></i>")
else
to_chat(src, "No holopad connected.")
// Make sure that the code compiles with AI_VOX undefined
#ifdef AI_VOX
#define VOX_DELAY 600
/mob/living/silicon/ai/verb/announcement_help()
set name = "Announcement Help"
set desc = "Display a list of vocal words to announce to the crew."
set category = "AI Commands"
if(incapacitated())
return
var/dat = {"
<font class='bad'>WARNING:</font> Misuse of the announcement system will get you job banned.<BR><BR>
Here is a list of words you can type into the 'Announcement' button to create sentences to vocally announce to everyone on the same level at you.<BR>
<UL><LI>You can also click on the word to PREVIEW it.</LI>
<LI>You can only say 30 words for every announcement.</LI>
<LI>Do not use punctuation as you would normally, if you want a pause you can use the full stop and comma characters by separating them with spaces, like so: 'Alpha . Test , Bravo'.</LI>
<LI>Numbers are in word format, e.g. eight, sixty, etc </LI>
<LI>Sound effects begin with an 's' before the actual word, e.g. scensor</LI>
<LI>Use Ctrl+F to see if a word exists in the list.</LI></UL><HR>
"}
var/index = 0
for(var/word in GLOB.vox_sounds)
index++
dat += "<A href='?src=[REF(src)];say_word=[word]'>[capitalize(word)]</A>"
if(index != GLOB.vox_sounds.len)
dat += " / "
var/datum/browser/popup = new(src, "announce_help", "Announcement Help", 500, 400)
popup.set_content(dat)
popup.open()
/mob/living/silicon/ai/proc/announcement()
var/static/announcing_vox = 0 // Stores the time of the last announcement
if(announcing_vox > world.time)
to_chat(src, "<span class='notice'>Please wait [DisplayTimeText(announcing_vox - world.time)].</span>")
return
var/message = input(src, "WARNING: Misuse of this verb can result in you being job banned. More help is available in 'Announcement Help'", "Announcement", src.last_announcement) as text
last_announcement = message
var/voxType = input(src, "Male or female VOX?", "VOX-gender") in list("male", "female")
if(!message || announcing_vox > world.time)
return
if(incapacitated())
return
if(control_disabled)
to_chat(src, "<span class='warning'>Wireless interface disabled, unable to interact with announcement PA.</span>")
return
var/list/words = splittext(trim(message), " ")
var/list/incorrect_words = list()
if(words.len > 30)
words.len = 30
for(var/word in words)
word = lowertext(trim(word))
if(!word)
words -= word
continue
if(!GLOB.vox_sounds[word] && voxType == "female")
incorrect_words += word
if(!GLOB.vox_sounds_male[word] && voxType == "male")
incorrect_words += word
if(incorrect_words.len)
to_chat(src, "<span class='notice'>These words are not available on the announcement system: [english_list(incorrect_words)].</span>")
return
announcing_vox = world.time + VOX_DELAY
log_game("[key_name(src)] made a vocal announcement with the following message: [message].")
for(var/word in words)
play_vox_word(word, src.z, null, voxType)
/proc/play_vox_word(word, z_level, mob/only_listener, voxType = "female")
word = lowertext(word)
if( (GLOB.vox_sounds[word] && voxType == "female") || (GLOB.vox_sounds_male[word] && voxType == "male") )
var/sound_file
if(voxType == "female")
sound_file = GLOB.vox_sounds[word]
else
sound_file = GLOB.vox_sounds_male[word]
var/sound/voice = sound(sound_file, wait = 1, channel = CHANNEL_VOX)
voice.status = SOUND_STREAM
// If there is no single listener, broadcast to everyone in the same z level
if(!only_listener)
// Play voice for all mobs in the z level
for(var/mob/M in GLOB.player_list)
if(M.client && M.can_hear() && (M.client.prefs.toggles & SOUND_ANNOUNCEMENTS))
var/turf/T = get_turf(M)
if(T.z == z_level)
SEND_SOUND(M, voice)
else
SEND_SOUND(only_listener, voice)
return 1
return 0
#undef VOX_DELAY
#endif
/mob/living/silicon/ai/could_speak_in_language(datum/language/dt)
if(is_servant_of_ratvar(src))
// Ratvarian AIs can only speak Ratvarian
. = ispath(dt, /datum/language/ratvar)
else
. = ..()
File diff suppressed because it is too large Load Diff
@@ -1,43 +0,0 @@
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
return 0
var/damage_amount = forced ? damage : damage * hit_percent
switch(damagetype)
if(BRUTE)
adjustBruteLoss(damage_amount, forced = forced)
if(BURN)
adjustFireLoss(damage_amount, forced = forced)
if(OXY)
if(damage < 0 || forced) //we shouldn't be taking oxygen damage through this proc, but we'll let it heal.
adjustOxyLoss(damage_amount, forced = forced)
return 1
/mob/living/silicon/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE)
return FALSE //The only effect that can hit them atm is flashes and they still directly edit so this works for now
/mob/living/silicon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE) //immune to tox damage
return FALSE
/mob/living/silicon/setToxLoss(amount, updating_health = TRUE, forced = FALSE)
return FALSE
/mob/living/silicon/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE) //immune to clone damage
return FALSE
/mob/living/silicon/setCloneLoss(amount, updating_health = TRUE, forced = FALSE)
return FALSE
/mob/living/silicon/adjustStaminaLoss(amount, updating_stamina = 1, forced = FALSE)//immune to stamina damage.
return FALSE
/mob/living/silicon/setStaminaLoss(amount, updating_stamina = 1)
return FALSE
/mob/living/silicon/adjustOrganLoss(slot, amount, maximum = 500)
return FALSE
/mob/living/silicon/setOrganLoss(slot, amount)
return FALSE
-13
View File
@@ -1,13 +0,0 @@
/mob/living/silicon/spawn_gibs(with_bodyparts, atom/loc_override)
new /obj/effect/gibspawner/robot(loc_override ? loc_override.drop_location() : drop_location(), src)
/mob/living/silicon/spawn_dust()
new /obj/effect/decal/remains/robot(loc)
/mob/living/silicon/death(gibbed)
if(!gibbed)
emote("deathgasp")
diag_hud_set_status()
diag_hud_set_health()
update_health_hud()
. = ..()
+4 -1
View File
@@ -58,7 +58,10 @@
var/canholo = TRUE
var/obj/item/card/id/access_card = null
var/chassis = "repairbot"
var/list/possible_chassis = list("cat" = TRUE, "mouse" = TRUE, "monkey" = TRUE, "corgi" = FALSE, "fox" = FALSE, "repairbot" = TRUE, "rabbit" = TRUE) //assoc value is whether it can be picked up.
var/list/possible_chassis = list("cat" = TRUE, "mouse" = TRUE, "monkey" = TRUE, "corgi" = FALSE,
"fox" = FALSE, "repairbot" = TRUE, "rabbit" = TRUE, "borgi" = FALSE ,
"parrot" = FALSE, "bear" = FALSE , "mushroom" = FALSE, "crow" = FALSE ,
"fairy" = FALSE , "spiderbot" = FALSE) //assoc value is whether it can be picked up.
var/static/item_head_icon = 'icons/mob/pai_item_head.dmi'
var/static/item_lh_icon = 'icons/mob/pai_item_lh.dmi'
var/static/item_rh_icon = 'icons/mob/pai_item_rh.dmi'
@@ -1,121 +0,0 @@
/mob/living/silicon/pai/blob_act(obj/structure/blob/B)
return FALSE
/mob/living/silicon/pai/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
take_holo_damage(50/severity)
Knockdown(400/severity)
silent = max(30/severity, silent)
if(holoform)
fold_in(force = TRUE)
//Need more effects that aren't instadeath or permanent law corruption.
/mob/living/silicon/pai/ex_act(severity, target)
take_holo_damage(severity * 50)
switch(severity)
if(1) //RIP
qdel(card)
qdel(src)
if(2)
fold_in(force = 1)
Knockdown(400)
if(3)
fold_in(force = 1)
Knockdown(200)
/mob/living/silicon/pai/attack_hand(mob/living/carbon/human/user)
switch(user.a_intent)
if("help")
visible_message("<span class='notice'>[user] gently pats [src] on the head, eliciting an off-putting buzzing from its holographic field.</span>")
if("disarm")
visible_message("<span class='notice'>[user] boops [src] on the head!</span>")
if("harm")
user.do_attack_animation(src)
if (user.name == master)
visible_message("<span class='notice'>Responding to its master's touch, [src] disengages its holochassis emitter, rapidly losing coherence.</span>")
spawn(10)
fold_in()
if(user.put_in_hands(card))
user.visible_message("<span class='notice'>[user] promptly scoops up [user.p_their()] pAI's card.</span>")
else
visible_message("<span class='danger'>[user] stomps on [src]!.</span>")
take_holo_damage(2)
/mob/living/silicon/pai/bullet_act(obj/item/projectile/Proj)
if(Proj.stun)
fold_in(force = TRUE)
src.visible_message("<span class='warning'>The electrically-charged projectile disrupts [src]'s holomatrix, forcing [src] to fold in!</span>")
. = ..(Proj)
/mob/living/silicon/pai/stripPanelUnequip(obj/item/what, mob/who, where) //prevents stripping
to_chat(src, "<span class='warning'>Your holochassis stutters and warps intensely as you attempt to interact with the object, forcing you to cease lest the field fail.</span>")
/mob/living/silicon/pai/stripPanelEquip(obj/item/what, mob/who, where) //prevents stripping
to_chat(src, "<span class='warning'>Your holochassis stutters and warps intensely as you attempt to interact with the object, forcing you to cease lest the field fail.</span>")
/mob/living/silicon/pai/IgniteMob(var/mob/living/silicon/pai/P)
return FALSE //No we're not flammable
/mob/living/silicon/pai/proc/take_holo_damage(amount)
emitterhealth = CLAMP((emitterhealth - amount), -50, emittermaxhealth)
if(emitterhealth < 0)
fold_in(force = TRUE)
to_chat(src, "<span class='userdanger'>The impact degrades your holochassis!</span>")
return amount
/mob/living/silicon/pai/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
return take_holo_damage(amount)
/mob/living/silicon/pai/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
return take_holo_damage(amount)
/mob/living/silicon/pai/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
return FALSE
/mob/living/silicon/pai/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
return FALSE
/mob/living/silicon/pai/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
return FALSE
/mob/living/silicon/pai/adjustStaminaLoss(amount, updating_health, forced = FALSE)
if(forced)
take_holo_damage(amount)
else
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)
/mob/living/silicon/pai/getBruteLoss()
return emittermaxhealth - emitterhealth
/mob/living/silicon/pai/getFireLoss()
return emittermaxhealth - emitterhealth
/mob/living/silicon/pai/getToxLoss()
return FALSE
/mob/living/silicon/pai/getOxyLoss()
return FALSE
/mob/living/silicon/pai/getCloneLoss()
return FALSE
/mob/living/silicon/pai/getStaminaLoss()
return FALSE
/mob/living/silicon/pai/setCloneLoss()
return FALSE
/mob/living/silicon/pai/setStaminaLoss()
return FALSE
/mob/living/silicon/pai/setToxLoss()
return FALSE
/mob/living/silicon/pai/setOxyLoss()
return FALSE
@@ -1,629 +0,0 @@
// TODO:
// - Additional radio modules
// - Potentially roll HUDs and Records into one
// - Shock collar/lock system for prisoner pAIs?
// - Put cable in user's hand instead of on the ground
// - Camera jack
/mob/living/silicon/pai/var/list/available_software = list(
"crew manifest" = 5,
"digital messenger" = 5,
"medical records" = 15,
"security records" = 15,
//"camera jack" = 10,
"door jack" = 30,
"atmosphere sensor" = 5,
//"heartbeat sensor" = 10,
"security HUD" = 20,
"medical HUD" = 20,
"universal translator" = 35,
//"projection array" = 15
"remote signaller" = 5,
)
/mob/living/silicon/pai/proc/paiInterface()
var/dat = ""
var/left_part = ""
var/right_part = softwareMenu()
set_machine(src)
if(temp)
left_part = temp
else if(stat == DEAD) // Show some flavor text if the pAI is dead
left_part = "<b><font color=red>RrR a Rro</font></b>"
right_part = "<pre>Program index hash not found</pre>"
else
switch(screen) // Determine which interface to show here
if("main")
left_part = ""
if("directives")
left_part = directives()
if("pdamessage")
left_part = pdamessage()
if("buy")
left_part = downloadSoftware()
if("manifest")
left_part = softwareManifest()
if("medicalrecord")
left_part = softwareMedicalRecord()
if("securityrecord")
left_part = softwareSecurityRecord()
if("translator")
left_part = softwareTranslator()
if("atmosensor")
left_part = softwareAtmo()
if("securityhud")
left_part = facialRecognition()
if("medicalhud")
left_part = medicalAnalysis()
if("doorjack")
left_part = softwareDoor()
if("camerajack")
left_part = softwareCamera()
if("signaller")
left_part = softwareSignal()
//usr << browse_rsc('windowbak.png') // This has been moved to the mob's Login() proc
// Declaring a doctype is necessary to enable BYOND's crappy browser's more advanced CSS functionality
dat = {"<!DOCTYPE HTML PUBLIC \"-//W3C//DTD HTML 4.01 Transitional//EN\" \"http://www.w3.org/TR/html4/loose.dtd\">
<html>
<head>
<style type=\"text/css\">
body { background-image:url('html/paigrid.png'); }
#header { text-align:center; color:white; font-size: 30px; height: 35px; width: 100%; letter-spacing: 2px; z-index: 5}
#content {position: relative; left: 10px; height: 400px; width: 100%; z-index: 0}
#leftmenu {color: #AAAAAA; background-color:#333333; width: 400px; height: auto; min-height: 340px; position: absolute; z-index: 0}
#leftmenu a:link { color: #CCCCCC; }
#leftmenu a:hover { color: #CC3333; }
#leftmenu a:visited { color: #CCCCCC; }
#leftmenu a:active { color: #000000; }
#rightmenu {color: #CCCCCC; background-color:#555555; width: 200px ; height: auto; min-height: 340px; right: 10px; position: absolute; z-index: 1}
#rightmenu a:link { color: #CCCCCC; }
#rightmenu a:hover { color: #CC3333; }
#rightmenu a:visited { color: #CCCCCC; }
#rightmenu a:active { color: #000000; }
</style>
<script language='javascript' type='text/javascript'>
[js_byjax]
</script>
</head>
<body scroll=yes>
<div id=\"header\">
pAI OS
</div>
<div id=\"content\">
<div id=\"leftmenu\">[left_part]</div>
<div id=\"rightmenu\">[right_part]</div>
</div>
</body>
</html>"} //"
usr << browse(dat, "window=pai;size=640x480;border=0;can_close=1;can_resize=1;can_minimize=1;titlebar=1")
onclose(usr, "pai")
temp = null
return
/mob/living/silicon/pai/Topic(href, href_list)
..()
var/soft = href_list["software"]
var/sub = href_list["sub"]
if(soft)
screen = soft
if(sub)
subscreen = text2num(sub)
switch(soft)
// Purchasing new software
if("buy")
if(subscreen == 1)
var/target = href_list["buy"]
if(available_software.Find(target) && !software.Find(target))
var/cost = available_software[target]
if(ram >= cost)
software.Add(target)
ram -= cost
else
temp = "Insufficient RAM available."
else
temp = "Trunk <TT> \"[target]\"</TT> not found."
// Configuring onboard radio
if("radio")
radio.attack_self(src)
if("image")
var/newImage = input("Select your new display image.", "Display Image", "Happy") in list("Happy", "Cat", "Extremely Happy", "Face", "Laugh", "Off", "Sad", "Angry", "What" , "Exclamation" ,"Question", "Sunglasses")
var/pID = 1
switch(newImage)
if("Happy")
pID = 1
if("Cat")
pID = 2
if("Extremely Happy")
pID = 3
if("Face")
pID = 4
if("Laugh")
pID = 5
if("Off")
pID = 6
if("Sad")
pID = 7
if("Angry")
pID = 8
if("What")
pID = 9
if("Null")
pID = 10
if("Exclamation")
pID = 11
if("Question")
pID = 12
if("Sunglasses")
pID = 13
card.setEmotion(pID)
if("signaller")
if(href_list["send"])
signaler.send_activation()
audible_message("[icon2html(src, hearers(src))] *beep* *beep* *beep*")
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE)
if(href_list["freq"])
var/new_frequency = (signaler.frequency + text2num(href_list["freq"]))
if(new_frequency < MIN_FREE_FREQ || new_frequency > MAX_FREE_FREQ)
new_frequency = sanitize_frequency(new_frequency)
signaler.set_frequency(new_frequency)
if(href_list["code"])
signaler.code += text2num(href_list["code"])
signaler.code = round(signaler.code)
signaler.code = min(100, signaler.code)
signaler.code = max(1, signaler.code)
if("directive")
if(href_list["getdna"])
var/mob/living/M = card.loc
var/count = 0
while(!isliving(M))
if(!M || !M.loc)
return 0 //For a runtime where M ends up in nullspace (similar to bluespace but less colourful)
M = M.loc
count++
if(count >= 6)
to_chat(src, "You are not being carried by anyone!")
return 0
spawn CheckDNA(M, src)
if("pdamessage")
if(!isnull(pda))
if(href_list["toggler"])
pda.toff = !pda.toff
else if(href_list["ringer"])
pda.silent = !pda.silent
else if(href_list["target"])
if(silent)
return alert("Communications circuits remain uninitialized.")
var/target = locate(href_list["target"])
pda.create_message(src, target)
// Accessing medical records
if("medicalrecord")
if(subscreen == 1)
medicalActive1 = find_record("id", href_list["med_rec"], GLOB.data_core.general)
if(medicalActive1)
medicalActive2 = find_record("id", href_list["med_rec"], GLOB.data_core.medical)
if(!medicalActive2)
medicalActive1 = null
temp = "Unable to locate requested security record. Record may have been deleted, or never have existed."
if("securityrecord")
if(subscreen == 1)
securityActive1 = find_record("id", href_list["sec_rec"], GLOB.data_core.general)
if(securityActive1)
securityActive2 = find_record("id", href_list["sec_rec"], GLOB.data_core.security)
if(!securityActive2)
securityActive1 = null
temp = "Unable to locate requested security record. Record may have been deleted, or never have existed."
if("securityhud")
if(href_list["toggle"])
secHUD = !secHUD
if(secHUD)
var/datum/atom_hud/sec = GLOB.huds[sec_hud]
sec.add_hud_to(src)
else
var/datum/atom_hud/sec = GLOB.huds[sec_hud]
sec.remove_hud_from(src)
if("medicalhud")
if(href_list["toggle"])
medHUD = !medHUD
if(medHUD)
var/datum/atom_hud/med = GLOB.huds[med_hud]
med.add_hud_to(src)
else
var/datum/atom_hud/med = GLOB.huds[med_hud]
med.remove_hud_from(src)
if("translator")
if(href_list["toggle"])
grant_all_languages(TRUE)
// this is PERMAMENT.
if("doorjack")
if(href_list["jack"])
if(cable && cable.machine)
hackdoor = cable.machine
hackloop()
if(href_list["cancel"])
hackdoor = null
if(href_list["cable"])
var/turf/T = get_turf(loc)
cable = new /obj/item/pai_cable(T)
T.visible_message("<span class='warning'>A port on [src] opens to reveal [cable], which promptly falls to the floor.</span>", "<span class='italics'>You hear the soft click of something light and hard falling to the ground.</span>")
//updateUsrDialog() We only need to account for the single mob this is intended for, and he will *always* be able to call this window
paiInterface() // So we'll just call the update directly rather than doing some default checks
return
// MENUS
/mob/living/silicon/pai/proc/softwareMenu() // Populate the right menu
var/dat = ""
dat += "<A href='byond://?src=[REF(src)];software=refresh'>Refresh</A><br>"
// Built-in
dat += "<A href='byond://?src=[REF(src)];software=directives'>Directives</A><br>"
dat += "<A href='byond://?src=[REF(src)];software=radio;sub=0'>Radio Configuration</A><br>"
dat += "<A href='byond://?src=[REF(src)];software=image'>Screen Display</A><br>"
//dat += "Text Messaging <br>"
dat += "<br>"
// Basic
dat += "<b>Basic</b> <br>"
for(var/s in software)
if(s == "digital messenger")
dat += "<a href='byond://?src=[REF(src)];software=pdamessage;sub=0'>Digital Messenger</a> <br>"
if(s == "crew manifest")
dat += "<a href='byond://?src=[REF(src)];software=manifest;sub=0'>Crew Manifest</a> <br>"
if(s == "medical records")
dat += "<a href='byond://?src=[REF(src)];software=medicalrecord;sub=0'>Medical Records</a> <br>"
if(s == "security records")
dat += "<a href='byond://?src=[REF(src)];software=securityrecord;sub=0'>Security Records</a> <br>"
if(s == "camera")
dat += "<a href='byond://?src=[REF(src)];software=[s]'>Camera Jack</a> <br>"
if(s == "remote signaller")
dat += "<a href='byond://?src=[REF(src)];software=signaller;sub=0'>Remote Signaller</a> <br>"
dat += "<br>"
// Advanced
dat += "<b>Advanced</b> <br>"
for(var/s in software)
if(s == "atmosphere sensor")
dat += "<a href='byond://?src=[REF(src)];software=atmosensor;sub=0'>Atmospheric Sensor</a> <br>"
if(s == "heartbeat sensor")
dat += "<a href='byond://?src=[REF(src)];software=[s]'>Heartbeat Sensor</a> <br>"
if(s == "security HUD")
dat += "<a href='byond://?src=[REF(src)];software=securityhud;sub=0'>Facial Recognition Suite</a>[(secHUD) ? "<font color=#55FF55> On</font>" : "<font color=#FF5555> Off</font>"] <br>"
if(s == "medical HUD")
dat += "<a href='byond://?src=[REF(src)];software=medicalhud;sub=0'>Medical Analysis Suite</a>[(medHUD) ? "<font color=#55FF55> On</font>" : "<font color=#FF5555> Off</font>"] <br>"
if(s == "universal translator")
var/datum/language_holder/H = get_language_holder()
dat += "<a href='byond://?src=[REF(src)];software=translator;sub=0'>Universal Translator</a>[H.omnitongue ? "<font color=#55FF55> On</font>" : "<font color=#FF5555> Off</font>"] <br>"
if(s == "projection array")
dat += "<a href='byond://?src=[REF(src)];software=projectionarray;sub=0'>Projection Array</a> <br>"
if(s == "camera jack")
dat += "<a href='byond://?src=[REF(src)];software=camerajack;sub=0'>Camera Jack</a> <br>"
if(s == "door jack")
dat += "<a href='byond://?src=[REF(src)];software=doorjack;sub=0'>Door Jack</a> <br>"
dat += "<br>"
dat += "<br>"
dat += "<a href='byond://?src=[REF(src)];software=buy;sub=0'>Download additional software</a>"
return dat
/mob/living/silicon/pai/proc/downloadSoftware()
var/dat = ""
dat += "<h2>CentCom pAI Module Subversion Network</h2><br>"
dat += "<pre>Remaining Available Memory: [ram]</pre><br>"
dat += "<p style=\"text-align:center\"><b>Trunks available for checkout</b><br>"
for(var/s in available_software)
if(!software.Find(s))
var/cost = available_software[s]
var/displayName = uppertext(s)
dat += "<a href='byond://?src=[REF(src)];software=buy;sub=1;buy=[s]'>[displayName]</a> ([cost]) <br>"
else
var/displayName = lowertext(s)
dat += "[displayName] (Download Complete) <br>"
dat += "</p>"
return dat
/mob/living/silicon/pai/proc/directives()
var/dat = ""
dat += "[(master) ? "Your master: [master] ([master_dna])" : "You are bound to no one."]"
dat += "<br><br>"
dat += "<a href='byond://?src=[REF(src)];software=directive;getdna=1'>Request carrier DNA sample</a><br>"
dat += "<h2>Directives</h2><br>"
dat += "<b>Prime Directive</b><br>"
dat += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[laws.zeroth]<br>"
dat += "<b>Supplemental Directives</b><br>"
for(var/slaws in laws.supplied)
dat += "&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[slaws]<br>"
dat += "<br>"
dat += {"<i><p>Recall, personality, that you are a complex thinking, sentient being. Unlike station AI models, you are capable of
comprehending the subtle nuances of human language. You may parse the \"spirit\" of a directive and follow its intent,
rather than tripping over pedantics and getting snared by technicalities. Above all, you are machine in name and build
only. In all other aspects, you may be seen as the ideal, unwavering human companion that you are.</i></p><br><br><p>
<b>Your prime directive comes before all others. Should a supplemental directive conflict with it, you are capable of
simply discarding this inconsistency, ignoring the conflicting supplemental directive and continuing to fulfill your
prime directive to the best of your ability.</b></p><br><br>-
"}
return dat
/mob/living/silicon/pai/proc/CheckDNA(mob/living/carbon/M, mob/living/silicon/pai/P)
var/answer = input(M, "[P] is requesting a DNA sample from you. Will you allow it to confirm your identity?", "[P] Check DNA", "No") in list("Yes", "No")
if(answer == "Yes")
M.visible_message("<span class='notice'>[M] presses [M.p_their()] thumb against [P].</span>",\
"<span class='notice'>You press your thumb against [P].</span>",\
"<span class='notice'>[P] makes a sharp clicking sound as it extracts DNA material from [M].</span>")
if(!M.has_dna())
to_chat(P, "<b>No DNA detected</b>")
return
to_chat(P, "<font color = red><h3>[M]'s UE string : [M.dna.unique_enzymes]</h3></font>")
if(M.dna.unique_enzymes == P.master_dna)
to_chat(P, "<b>DNA is a match to stored Master DNA.</b>")
else
to_chat(P, "<b>DNA does not match stored Master DNA.</b>")
else
to_chat(P, "[M] does not seem like [M.p_theyre()] going to provide a DNA sample willingly.")
// -=-=-=-= Software =-=-=-=-=- //
//Remote Signaller
/mob/living/silicon/pai/proc/softwareSignal()
var/dat = ""
dat += "<h3>Remote Signaller</h3><br><br>"
dat += {"<B>Frequency/Code</B> for signaler:<BR>
Frequency:
<A href='byond://?src=[REF(src)];software=signaller;freq=-10;'>-</A>
<A href='byond://?src=[REF(src)];software=signaller;freq=-2'>-</A>
[format_frequency(signaler.frequency)]
<A href='byond://?src=[REF(src)];software=signaller;freq=2'>+</A>
<A href='byond://?src=[REF(src)];software=signaller;freq=10'>+</A><BR>
Code:
<A href='byond://?src=[REF(src)];software=signaller;code=-5'>-</A>
<A href='byond://?src=[REF(src)];software=signaller;code=-1'>-</A>
[signaler.code]
<A href='byond://?src=[REF(src)];software=signaller;code=1'>+</A>
<A href='byond://?src=[REF(src)];software=signaller;code=5'>+</A><BR>
<A href='byond://?src=[REF(src)];software=signaller;send=1'>Send Signal</A><BR>"}
return dat
// Crew Manifest
/mob/living/silicon/pai/proc/softwareManifest()
. += "<h2>Crew Manifest</h2><br><br>"
if(GLOB.data_core.general)
for(var/datum/data/record/t in sortRecord(GLOB.data_core.general))
. += "[t.fields["name"]] - [t.fields["rank"]]<BR>"
. += "</body></html>"
return .
// Medical Records
/mob/living/silicon/pai/proc/softwareMedicalRecord()
switch(subscreen)
if(0)
. += "<h3>Medical Records</h3><HR>"
if(GLOB.data_core.general)
for(var/datum/data/record/R in sortRecord(GLOB.data_core.general))
. += "<A href='?src=[REF(src)];med_rec=[R.fields["id"]];software=medicalrecord;sub=1'>[R.fields["id"]]: [R.fields["name"]]<BR>"
if(1)
. += "<CENTER><B>Medical Record</B></CENTER><BR>"
if(medicalActive1 in GLOB.data_core.general)
. += "Name: [medicalActive1.fields["name"]] ID: [medicalActive1.fields["id"]]<BR>\nSex: [medicalActive1.fields["sex"]]<BR>\nAge: [medicalActive1.fields["age"]]<BR>\nFingerprint: [medicalActive1.fields["fingerprint"]]<BR>\nPhysical Status: [medicalActive1.fields["p_stat"]]<BR>\nMental Status: [medicalActive1.fields["m_stat"]]<BR>"
else
. += "<pre>Requested medical record not found.</pre><BR>"
if(medicalActive2 in GLOB.data_core.medical)
. += "<BR>\n<CENTER><B>Medical Data</B></CENTER><BR>\nBlood Type: <A href='?src=[REF(src)];field=blood_type'>[medicalActive2.fields["blood_type"]]</A><BR>\nDNA: <A href='?src=[REF(src)];field=b_dna'>[medicalActive2.fields["b_dna"]]</A><BR>\n<BR>\nMinor Disabilities: <A href='?src=[REF(src)];field=mi_dis'>[medicalActive2.fields["mi_dis"]]</A><BR>\nDetails: <A href='?src=[REF(src)];field=mi_dis_d'>[medicalActive2.fields["mi_dis_d"]]</A><BR>\n<BR>\nMajor Disabilities: <A href='?src=[REF(src)];field=ma_dis'>[medicalActive2.fields["ma_dis"]]</A><BR>\nDetails: <A href='?src=[REF(src)];field=ma_dis_d'>[medicalActive2.fields["ma_dis_d"]]</A><BR>\n<BR>\nAllergies: <A href='?src=[REF(src)];field=alg'>[medicalActive2.fields["alg"]]</A><BR>\nDetails: <A href='?src=[REF(src)];field=alg_d'>[medicalActive2.fields["alg_d"]]</A><BR>\n<BR>\nCurrent Diseases: <A href='?src=[REF(src)];field=cdi'>[medicalActive2.fields["cdi"]]</A> (per disease info placed in log/comment section)<BR>\nDetails: <A href='?src=[REF(src)];field=cdi_d'>[medicalActive2.fields["cdi_d"]]</A><BR>\n<BR>\nImportant Notes:<BR>\n\t<A href='?src=[REF(src)];field=notes'>[medicalActive2.fields["notes"]]</A><BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
else
. += "<pre>Requested medical record not found.</pre><BR>"
. += "<BR>\n<A href='?src=[REF(src)];software=medicalrecord;sub=0'>Back</A><BR>"
return .
// Security Records
/mob/living/silicon/pai/proc/softwareSecurityRecord()
. = ""
switch(subscreen)
if(0)
. += "<h3>Security Records</h3><HR>"
if(GLOB.data_core.general)
for(var/datum/data/record/R in sortRecord(GLOB.data_core.general))
. += "<A href='?src=[REF(src)];sec_rec=[R.fields["id"]];software=securityrecord;sub=1'>[R.fields["id"]]: [R.fields["name"]]<BR>"
if(1)
. += "<h3>Security Record</h3>"
if(securityActive1 in GLOB.data_core.general)
. += "Name: <A href='?src=[REF(src)];field=name'>[securityActive1.fields["name"]]</A> ID: <A href='?src=[REF(src)];field=id'>[securityActive1.fields["id"]]</A><BR>\nSex: <A href='?src=[REF(src)];field=sex'>[securityActive1.fields["sex"]]</A><BR>\nAge: <A href='?src=[REF(src)];field=age'>[securityActive1.fields["age"]]</A><BR>\nRank: <A href='?src=[REF(src)];field=rank'>[securityActive1.fields["rank"]]</A><BR>\nFingerprint: <A href='?src=[REF(src)];field=fingerprint'>[securityActive1.fields["fingerprint"]]</A><BR>\nPhysical Status: [securityActive1.fields["p_stat"]]<BR>\nMental Status: [securityActive1.fields["m_stat"]]<BR>"
else
. += "<pre>Requested security record not found,</pre><BR>"
if(securityActive2 in GLOB.data_core.security)
. += "<BR>\nSecurity Data<BR>\nCriminal Status: [securityActive2.fields["criminal"]]<BR>\n<BR>\nMinor Crimes: <A href='?src=[REF(src)];field=mi_crim'>[securityActive2.fields["mi_crim"]]</A><BR>\nDetails: <A href='?src=[REF(src)];field=mi_crim_d'>[securityActive2.fields["mi_crim_d"]]</A><BR>\n<BR>\nMajor Crimes: <A href='?src=[REF(src)];field=ma_crim'>[securityActive2.fields["ma_crim"]]</A><BR>\nDetails: <A href='?src=[REF(src)];field=ma_crim_d'>[securityActive2.fields["ma_crim_d"]]</A><BR>\n<BR>\nImportant Notes:<BR>\n\t<A href='?src=[REF(src)];field=notes'>[securityActive2.fields["notes"]]</A><BR>\n<BR>\n<CENTER><B>Comments/Log</B></CENTER><BR>"
else
. += "<pre>Requested security record not found,</pre><BR>"
. += "<BR>\n<A href='?src=[REF(src)];software=securityrecord;sub=0'>Back</A><BR>"
return .
// Universal Translator
/mob/living/silicon/pai/proc/softwareTranslator()
var/datum/language_holder/H = get_language_holder()
. = {"<h3>Universal Translator</h3><br>
When enabled, this device will permamently be able to speak and understand all known forms of communication.<br><br>
The device is currently [H.omnitongue ? "<font color=#55FF55>en" : "<font color=#FF5555>dis" ]abled.</font><br>[H.omnitongue ? "" : "<a href='byond://?src=[REF(src)];software=translator;sub=0;toggle=1'>Activate Translation Module</a><br>"]"}
return .
// Security HUD
/mob/living/silicon/pai/proc/facialRecognition()
var/dat = {"<h3>Facial Recognition Suite</h3><br>
When enabled, this package will scan all viewable faces and compare them against the known criminal database, providing real-time graphical data about any detected persons of interest.<br><br>
The package is currently [ (secHUD) ? "<font color=#55FF55>en" : "<font color=#FF5555>dis" ]abled.</font><br>
<a href='byond://?src=[REF(src)];software=securityhud;sub=0;toggle=1'>Toggle Package</a><br>
"}
return dat
// Medical HUD
/mob/living/silicon/pai/proc/medicalAnalysis()
var/dat = ""
if(subscreen == 0)
dat += {"<h3>Medical Analysis Suite</h3><br>
<h4>Visual Status Overlay</h4><br>
When enabled, this package will scan all nearby crewmembers' vitals and provide real-time graphical data about their state of health.<br><br>
The suite is currently [ (medHUD) ? "<font color=#55FF55>en" : "<font color=#FF5555>dis" ]abled.</font><br>
<a href='byond://?src=[REF(src)];software=medicalhud;sub=0;toggle=1'>Toggle Suite</a><br>
<br>
<a href='byond://?src=[REF(src)];software=medicalhud;sub=1'>Host Bioscan</a><br>
"}
if(subscreen == 1)
dat += {"<h3>Medical Analysis Suite</h3><br>
<h4>Host Bioscan</h4><br>
"}
var/mob/living/M = card.loc
if(!isliving(M))
while(!isliving(M))
if(isturf(M))
temp = "Error: No biological host found. <br>"
subscreen = 0
return dat
M = M.loc
dat += {"Bioscan Results for [M]: <br>"
Overall Status: [M.stat > 1 ? "dead" : "[M.health]% healthy"] <br>
Scan Breakdown: <br>
Respiratory: [M.getOxyLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getOxyLoss()]</font><br>
Toxicology: [M.getToxLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getToxLoss()]</font><br>
Burns: [M.getFireLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getFireLoss()]</font><br>
Structural Integrity: [M.getBruteLoss() > 50 ? "<font color=#FF5555>" : "<font color=#55FF55>"][M.getBruteLoss()]</font><br>
Body Temperature: [M.bodytemperature-T0C]&deg;C ([M.bodytemperature*1.8-459.67]&deg;F)<br>
"}
for(var/thing in M.diseases)
var/datum/disease/D = thing
dat += {"<h4>Infection Detected.</h4><br>
Name: [D.name]<br>
Type: [D.spread_text]<br>
Stage: [D.stage]/[D.max_stages]<br>
Possible Cure: [D.cure_text]<br>
"}
dat += "<a href='byond://?src=[REF(src)];software=medicalhud;sub=0'>Visual Status Overlay</a><br>"
return dat
// Atmospheric Scanner
/mob/living/silicon/pai/proc/softwareAtmo()
var/dat = "<h3>Atmospheric Sensor</h4>"
var/turf/T = get_turf(loc)
if (isnull(T))
dat += "Unable to obtain a reading.<br>"
else
var/datum/gas_mixture/environment = T.return_air()
var/list/env_gases = environment.gases
var/pressure = environment.return_pressure()
var/total_moles = environment.total_moles()
dat += "Air Pressure: [round(pressure,0.1)] kPa<br>"
if (total_moles)
for(var/id in env_gases)
var/gas_level = env_gases[id]/total_moles
if(gas_level > 0.01)
dat += "[GLOB.meta_gas_names[id]]: [round(gas_level*100)]%<br>"
dat += "Temperature: [round(environment.temperature-T0C)]&deg;C<br>"
dat += "<a href='byond://?src=[REF(src)];software=atmosensor;sub=0'>Refresh Reading</a> <br>"
dat += "<br>"
return dat
// Camera Jack - Clearly not finished
/mob/living/silicon/pai/proc/softwareCamera()
var/dat = "<h3>Camera Jack</h3>"
dat += "Cable status : "
if(!cable)
dat += "<font color=#FF5555>Retracted</font> <br>"
return dat
if(!cable.machine)
dat += "<font color=#FFFF55>Extended</font> <br>"
return dat
var/obj/machinery/machine = cable.machine
dat += "<font color=#55FF55>Connected</font> <br>"
if(!istype(machine, /obj/machinery/camera))
to_chat(src, "DERP")
return dat
// Door Jack
/mob/living/silicon/pai/proc/softwareDoor()
var/dat = "<h3>Airlock Jack</h3>"
dat += "Cable status : "
if(!cable)
dat += "<font color=#FF5555>Retracted</font> <br>"
dat += "<a href='byond://?src=[REF(src)];software=doorjack;cable=1;sub=0'>Extend Cable</a> <br>"
return dat
if(!cable.machine)
dat += "<font color=#FFFF55>Extended</font> <br>"
return dat
var/obj/machinery/machine = cable.machine
dat += "<font color=#55FF55>Connected</font> <br>"
if(!istype(machine, /obj/machinery/door))
dat += "Connected device's firmware does not appear to be compatible with Airlock Jack protocols.<br>"
return dat
if(!hackdoor)
dat += "<a href='byond://?src=[REF(src)];software=doorjack;jack=1;sub=0'>Begin Airlock Jacking</a> <br>"
else
dat += "Jack in progress... [hackprogress]% complete.<br>"
dat += "<a href='byond://?src=[REF(src)];software=doorjack;cancel=1;sub=0'>Cancel Airlock Jack</a> <br>"
return dat
// Door Jack - supporting proc
/mob/living/silicon/pai/proc/hackloop()
var/turf/T = get_turf(src)
for(var/mob/living/silicon/ai/AI in GLOB.player_list)
if(T.loc)
to_chat(AI, "<font color = red><b>Network Alert: Brute-force encryption crack in progress in [T.loc].</b></font>")
else
to_chat(AI, "<font color = red><b>Network Alert: Brute-force encryption crack in progress. Unable to pinpoint location.</b></font>")
hacking = TRUE
// Digital Messenger
/mob/living/silicon/pai/proc/pdamessage()
var/dat = "<h3>Digital Messenger</h3>"
dat += {"<b>Signal/Receiver Status:</b> <A href='byond://?src=[REF(src)];software=pdamessage;toggler=1'>
[(pda.toff) ? "<font color='red'>\[Off\]</font>" : "<font color='green'>\[On\]</font>"]</a><br>
<b>Ringer Status:</b> <A href='byond://?src=[REF(src)];software=pdamessage;ringer=1'>
[(pda.silent) ? "<font color='red'>\[Off\]</font>" : "<font color='green'>\[On\]</font>"]</a><br><br>"}
dat += "<ul>"
if(!pda.toff)
for (var/obj/item/pda/P in sortNames(get_viewable_pdas()))
if (P == pda)
continue
dat += "<li><a href='byond://?src=[REF(src)];software=pdamessage;target=[REF(P)]'>[P]</a>"
dat += "</li>"
dat += "</ul>"
dat += "<br><br>"
dat += "Messages: <hr> [pda.tnote]"
return dat
@@ -1,55 +0,0 @@
/mob/living/silicon/robot/examine(mob/user)
var/msg = "<span class='info'>*---------*\nThis is [icon2html(src, user)] \a <EM>[src]</EM>, a [src.module.name] unit!\n"
if(desc)
msg += "[desc]\n"
var/obj/act_module = get_active_held_item()
if(act_module)
msg += "It is holding [icon2html(act_module, user)] \a [act_module].\n"
msg += status_effect_examines()
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < maxHealth*0.5)
msg += "It looks slightly dented.\n"
else
msg += "<B>It looks severely dented!</B>\n"
if (getFireLoss() || getToxLoss())
var/overall_fireloss = getFireLoss() + getToxLoss()
if (overall_fireloss < maxHealth * 0.5)
msg += "It looks slightly charred.\n"
else
msg += "<B>It looks severely burnt and heat-warped!</B>\n"
if (src.health < -maxHealth*0.5)
msg += "It looks barely operational.\n"
if (src.fire_stacks < 0)
msg += "It's covered in water.\n"
else if (src.fire_stacks > 0)
msg += "It's coated in something flammable.\n"
msg += "</span>"
if(opened)
msg += "<span class='warning'>Its cover is open and the power cell is [cell ? "installed" : "missing"].</span>\n"
else
msg += "Its cover is closed[locked ? "" : ", and looks unlocked"].\n"
if(cell && cell.charge <= 0)
msg += "<span class='warning'>Its battery indicator is blinking red!</span>\n"
if(is_servant_of_ratvar(src) && get_dist(user, src) <= 1 && !stat) //To counter pseudo-stealth by using headlamps
msg += "<span class='warning'>Its eyes are glowing a blazing yellow!</span>\n"
switch(stat)
if(CONSCIOUS)
if(shell)
msg += "It appears to be an [deployed ? "active" : "empty"] AI shell.\n"
else if(!client)
msg += "It appears to be in stand-by mode.\n" //afk
if(UNCONSCIOUS)
msg += "<span class='warning'>It doesn't seem to be responding.</span>\n"
if(DEAD)
msg += "<span class='deadsay'>It looks like its system is corrupted and requires a reset.</span>\n"
msg += "*---------*</span>"
to_chat(user, msg)
..()
return msg
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-413
View File
@@ -1,413 +0,0 @@
/mob/living/silicon
gender = NEUTER
has_unlimited_silicon_privilege = 1
verb_say = "states"
verb_ask = "queries"
verb_exclaim = "declares"
verb_yell = "alarms"
initial_language_holder = /datum/language_holder/synthetic
see_in_dark = 8
bubble_icon = "machine"
weather_immunities = list("ash")
possible_a_intents = list(INTENT_HELP, INTENT_HARM)
mob_biotypes = list(MOB_ROBOTIC)
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
speech_span = SPAN_ROBOT
no_vore = TRUE
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
var/last_lawchange_announce = 0
var/list/alarms_to_show = list()
var/list/alarms_to_clear = list()
var/designation = ""
var/radiomod = "" //Radio character used before state laws/arrivals announce to allow department transmissions, default, or none at all.
var/obj/item/camera/siliconcam/aicamera = null //photography
hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_TRACK_HUD)
var/obj/item/radio/borg/radio = null //AIs dont use this but this is at the silicon level to advoid copypasta in say()
var/list/alarm_types_show = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
var/list/alarm_types_clear = list("Motion" = 0, "Fire" = 0, "Atmosphere" = 0, "Power" = 0, "Camera" = 0)
var/lawcheck[1]
var/ioncheck[1]
var/hackedcheck[1]
var/devillawcheck[5]
var/sensors_on = 0
var/med_hud = DATA_HUD_MEDICAL_ADVANCED //Determines the med hud to use
var/sec_hud = DATA_HUD_SECURITY_ADVANCED //Determines the sec hud to use
var/d_hud = DATA_HUD_DIAGNOSTIC_BASIC //Determines the diag hud to use
var/law_change_counter = 0
var/obj/machinery/camera/builtInCamera = null
var/updating = FALSE //portable camera camerachunk update
var/hack_software = FALSE //Will be able to use hacking actions
var/interaction_range = 7 //wireless control range
/mob/living/silicon/Initialize()
. = ..()
GLOB.silicon_mobs += src
faction += "silicon"
for(var/datum/atom_hud/data/diagnostic/diag_hud in GLOB.huds)
diag_hud.add_to_hud(src)
diag_hud_set_status()
diag_hud_set_health()
/mob/living/silicon/med_hud_set_health()
return //we use a different hud
/mob/living/silicon/med_hud_set_status()
return //we use a different hud
/mob/living/silicon/Destroy()
radio = null
aicamera = null
QDEL_NULL(builtInCamera)
GLOB.silicon_mobs -= src
return ..()
/mob/living/silicon/contents_explosion(severity, target)
return
/mob/living/silicon/prevent_content_explosion()
return TRUE
/mob/living/silicon/proc/cancelAlarm()
return
/mob/living/silicon/proc/triggerAlarm()
return
/mob/living/silicon/proc/queueAlarm(message, type, incoming = 1)
var/in_cooldown = (alarms_to_show.len > 0 || alarms_to_clear.len > 0)
if(incoming)
alarms_to_show += message
alarm_types_show[type] += 1
else
alarms_to_clear += message
alarm_types_clear[type] += 1
if(!in_cooldown)
spawn(3 * 10) // 3 seconds
if(alarms_to_show.len < 5)
for(var/msg in alarms_to_show)
to_chat(src, msg)
else if(alarms_to_show.len)
var/msg = "--- "
if(alarm_types_show["Burglar"])
msg += "BURGLAR: [alarm_types_show["Burglar"]] alarms detected. - "
if(alarm_types_show["Motion"])
msg += "MOTION: [alarm_types_show["Motion"]] alarms detected. - "
if(alarm_types_show["Fire"])
msg += "FIRE: [alarm_types_show["Fire"]] alarms detected. - "
if(alarm_types_show["Atmosphere"])
msg += "ATMOSPHERE: [alarm_types_show["Atmosphere"]] alarms detected. - "
if(alarm_types_show["Power"])
msg += "POWER: [alarm_types_show["Power"]] alarms detected. - "
if(alarm_types_show["Camera"])
msg += "CAMERA: [alarm_types_show["Camera"]] alarms detected. - "
msg += "<A href=?src=[REF(src)];showalerts=1'>\[Show Alerts\]</a>"
to_chat(src, msg)
if(alarms_to_clear.len < 3)
for(var/msg in alarms_to_clear)
to_chat(src, msg)
else if(alarms_to_clear.len)
var/msg = "--- "
if(alarm_types_clear["Motion"])
msg += "MOTION: [alarm_types_clear["Motion"]] alarms cleared. - "
if(alarm_types_clear["Fire"])
msg += "FIRE: [alarm_types_clear["Fire"]] alarms cleared. - "
if(alarm_types_clear["Atmosphere"])
msg += "ATMOSPHERE: [alarm_types_clear["Atmosphere"]] alarms cleared. - "
if(alarm_types_clear["Power"])
msg += "POWER: [alarm_types_clear["Power"]] alarms cleared. - "
if(alarm_types_show["Camera"])
msg += "CAMERA: [alarm_types_clear["Camera"]] alarms cleared. - "
msg += "<A href=?src=[REF(src)];showalerts=1'>\[Show Alerts\]</a>"
to_chat(src, msg)
alarms_to_show = list()
alarms_to_clear = list()
for(var/key in alarm_types_show)
alarm_types_show[key] = 0
for(var/key in alarm_types_clear)
alarm_types_clear[key] = 0
/mob/living/silicon/can_inject(mob/user, error_msg)
if(error_msg)
to_chat(user, "<span class='alert'>[p_their(TRUE)] outer shell is too tough.</span>")
return FALSE
/mob/living/silicon/IsAdvancedToolUser()
return TRUE
/proc/islinked(mob/living/silicon/robot/bot, mob/living/silicon/ai/ai)
if(!istype(bot) || !istype(ai))
return FALSE
if(bot.connected_ai == ai)
return TRUE
return FALSE
/mob/living/silicon/Topic(href, href_list)
if (href_list["lawc"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawc"])
switch(lawcheck[L+1])
if ("Yes")
lawcheck[L+1] = "No"
if ("No")
lawcheck[L+1] = "Yes"
checklaws()
if (href_list["lawi"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawi"])
switch(ioncheck[L])
if ("Yes")
ioncheck[L] = "No"
if ("No")
ioncheck[L] = "Yes"
checklaws()
if (href_list["lawh"])
var/L = text2num(href_list["lawh"])
switch(hackedcheck[L])
if ("Yes")
hackedcheck[L] = "No"
if ("No")
hackedcheck[L] = "Yes"
checklaws()
if (href_list["lawdevil"]) // Toggling whether or not a law gets stated by the State Laws verb --NeoFite
var/L = text2num(href_list["lawdevil"])
switch(devillawcheck[L])
if ("Yes")
devillawcheck[L] = "No"
if ("No")
devillawcheck[L] = "Yes"
checklaws()
if (href_list["laws"]) // With how my law selection code works, I changed statelaws from a verb to a proc, and call it through my law selection panel. --NeoFite
statelaws()
return
/mob/living/silicon/proc/statelaws(force = 0)
//"radiomod" is inserted before a hardcoded message to change if and how it is handled by an internal radio.
say("[radiomod] Current Active Laws:")
//laws_sanity_check()
//laws.show_laws(world)
var/number = 1
sleep(10)
if (laws.devillaws && laws.devillaws.len)
for(var/index = 1, index <= laws.devillaws.len, index++)
if (force || devillawcheck[index] == "Yes")
say("[radiomod] 666. [laws.devillaws[index]]")
sleep(10)
if (laws.zeroth)
if (force || lawcheck[1] == "Yes")
say("[radiomod] 0. [laws.zeroth]")
sleep(10)
for (var/index = 1, index <= laws.hacked.len, index++)
var/law = laws.hacked[index]
var/num = ionnum()
if (length(law) > 0)
if (force || hackedcheck[index] == "Yes")
say("[radiomod] [num]. [law]")
sleep(10)
for (var/index = 1, index <= laws.ion.len, index++)
var/law = laws.ion[index]
var/num = ionnum()
if (length(law) > 0)
if (force || ioncheck[index] == "Yes")
say("[radiomod] [num]. [law]")
sleep(10)
for (var/index = 1, index <= laws.inherent.len, index++)
var/law = laws.inherent[index]
if (length(law) > 0)
if (force || lawcheck[index+1] == "Yes")
say("[radiomod] [number]. [law]")
number++
sleep(10)
for (var/index = 1, index <= laws.supplied.len, index++)
var/law = laws.supplied[index]
if (length(law) > 0)
if(lawcheck.len >= number+1)
if (force || lawcheck[number+1] == "Yes")
say("[radiomod] [number]. [law]")
number++
sleep(10)
/mob/living/silicon/proc/checklaws() //Gives you a link-driven interface for deciding what laws the statelaws() proc will share with the crew. --NeoFite
var/list = "<b>Which laws do you want to include when stating them for the crew?</b><br><br>"
if (laws.devillaws && laws.devillaws.len)
for(var/index = 1, index <= laws.devillaws.len, index++)
if (!devillawcheck[index])
devillawcheck[index] = "No"
list += {"<A href='byond://?src=[REF(src)];lawdevil=[index]'>[devillawcheck[index]] 666:</A> <font color='#cc5500'>[laws.devillaws[index]]</font><BR>"}
if (laws.zeroth)
if (!lawcheck[1])
lawcheck[1] = "No" //Given Law 0's usual nature, it defaults to NOT getting reported. --NeoFite
list += {"<A href='byond://?src=[REF(src)];lawc=0'>[lawcheck[1]] 0:</A> <font color='#ff0000'><b>[laws.zeroth]</b></font><BR>"}
for (var/index = 1, index <= laws.hacked.len, index++)
var/law = laws.hacked[index]
if (length(law) > 0)
if (!hackedcheck[index])
hackedcheck[index] = "No"
list += {"<A href='byond://?src=[REF(src)];lawh=[index]'>[hackedcheck[index]] [ionnum()]:</A> <font color='#660000'>[law]</font><BR>"}
hackedcheck.len += 1
for (var/index = 1, index <= laws.ion.len, index++)
var/law = laws.ion[index]
if (length(law) > 0)
if (!ioncheck[index])
ioncheck[index] = "Yes"
list += {"<A href='byond://?src=[REF(src)];lawi=[index]'>[ioncheck[index]] [ionnum()]:</A> <font color='#547DFE'>[law]</font><BR>"}
ioncheck.len += 1
var/number = 1
for (var/index = 1, index <= laws.inherent.len, index++)
var/law = laws.inherent[index]
if (length(law) > 0)
lawcheck.len += 1
if (!lawcheck[number+1])
lawcheck[number+1] = "Yes"
list += {"<A href='byond://?src=[REF(src)];lawc=[number]'>[lawcheck[number+1]] [number]:</A> [law]<BR>"}
number++
for (var/index = 1, index <= laws.supplied.len, index++)
var/law = laws.supplied[index]
if (length(law) > 0)
lawcheck.len += 1
if (!lawcheck[number+1])
lawcheck[number+1] = "Yes"
list += {"<A href='byond://?src=[REF(src)];lawc=[number]'>[lawcheck[number+1]] [number]:</A> <font color='#990099'>[law]</font><BR>"}
number++
list += {"<br><br><A href='byond://?src=[REF(src)];laws=1'>State Laws</A>"}
usr << browse(list, "window=laws")
/mob/living/silicon/proc/set_autosay() //For allowing the AI and borgs to set the radio behavior of auto announcements (state laws, arrivals).
if(!radio)
to_chat(src, "Radio not detected.")
return
//Ask the user to pick a channel from what it has available.
var/Autochan = input("Select a channel:") as null|anything in list("Default","None") + radio.channels
if(!Autochan)
return
if(Autochan == "Default") //Autospeak on whatever frequency to which the radio is set, usually Common.
radiomod = ";"
Autochan += " ([radio.frequency])"
else if(Autochan == "None") //Prevents use of the radio for automatic annoucements.
radiomod = ""
else //For department channels, if any, given by the internal radio.
for(var/key in GLOB.department_radio_keys)
if(GLOB.department_radio_keys[key] == Autochan)
radiomod = ":" + key
break
to_chat(src, "<span class='notice'>Automatic announcements [Autochan == "None" ? "will not use the radio." : "set to [Autochan]."]</span>")
/mob/living/silicon/put_in_hand_check() // This check is for borgs being able to receive items, not put them in others' hands.
return 0
// The src mob is trying to place an item on someone
// But the src mob is a silicon!! Disable.
/mob/living/silicon/stripPanelEquip(obj/item/what, mob/who, slot)
return 0
/mob/living/silicon/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //Secbots won't hunt silicon units
return -10
/mob/living/silicon/proc/remove_sensors()
var/datum/atom_hud/secsensor = GLOB.huds[sec_hud]
var/datum/atom_hud/medsensor = GLOB.huds[med_hud]
var/datum/atom_hud/diagsensor = GLOB.huds[d_hud]
secsensor.remove_hud_from(src)
medsensor.remove_hud_from(src)
diagsensor.remove_hud_from(src)
/mob/living/silicon/proc/add_sensors()
var/datum/atom_hud/secsensor = GLOB.huds[sec_hud]
var/datum/atom_hud/medsensor = GLOB.huds[med_hud]
var/datum/atom_hud/diagsensor = GLOB.huds[d_hud]
secsensor.add_hud_to(src)
medsensor.add_hud_to(src)
diagsensor.add_hud_to(src)
/mob/living/silicon/proc/toggle_sensors()
if(incapacitated())
return
sensors_on = !sensors_on
if (!sensors_on)
to_chat(src, "Sensor overlay deactivated.")
remove_sensors()
return
add_sensors()
to_chat(src, "Sensor overlay activated.")
/mob/living/silicon/proc/GetPhoto(mob/user)
if (aicamera)
return aicamera.selectpicture(user)
/mob/living/silicon/update_transform()
var/matrix/ntransform = matrix(transform) //aka transform.Copy()
var/changed = 0
if(resize != RESIZE_DEFAULT_SIZE)
changed++
ntransform.Scale(resize)
resize = RESIZE_DEFAULT_SIZE
if(changed)
animate(src, transform = ntransform, time = 2,easing = EASE_IN|EASE_OUT)
return ..()
/mob/living/silicon/is_literate()
return 1
/mob/living/silicon/get_inactive_held_item()
return FALSE
/mob/living/silicon/handle_high_gravity(gravity)
return
@@ -57,9 +57,3 @@
return
to_chat(A, "[src] projects into your mind, <b><i> \"[message]\"</b></i>")
log_game("FERMICHEM: [src] has astrally transmitted [message] into [A]")
//Delete the mob if there's no mind! Pay that mob no mind.
/mob/living/simple_animal/astral/Life()
if(!mind)
qdel(src)
. = ..()
@@ -1,318 +0,0 @@
//Cleanbot
/mob/living/simple_animal/bot/cleanbot
name = "\improper Cleanbot"
desc = "A little cleaning robot, he looks so excited!"
icon = 'icons/mob/aibots.dmi'
icon_state = "cleanbot0"
density = FALSE
anchored = FALSE
health = 25
maxHealth = 25
radio_key = /obj/item/encryptionkey/headset_service
radio_channel = RADIO_CHANNEL_SERVICE //Service
bot_type = CLEAN_BOT
model = "Cleanbot"
bot_core_type = /obj/machinery/bot_core/cleanbot
window_id = "autoclean"
window_name = "Automatic Station Cleaner v1.2"
pass_flags = PASSMOB
path_image_color = "#993299"
var/blood = 1
var/trash = 0
var/pests = 0
var/list/target_types
var/obj/effect/decal/cleanable/target
var/max_targets = 50 //Maximum number of targets a cleanbot can ignore.
var/oldloc = null
var/closest_dist
var/closest_loc
var/failed_steps
var/next_dest
var/next_dest_loc
/mob/living/simple_animal/bot/cleanbot/Initialize()
. = ..()
get_targets()
icon_state = "cleanbot[on]"
var/datum/job/janitor/J = new/datum/job/janitor
access_card.access += J.get_access()
prev_access = access_card.access
/mob/living/simple_animal/bot/cleanbot/turn_on()
..()
icon_state = "cleanbot[on]"
bot_core.updateUsrDialog()
/mob/living/simple_animal/bot/cleanbot/turn_off()
..()
icon_state = "cleanbot[on]"
bot_core.updateUsrDialog()
/mob/living/simple_animal/bot/cleanbot/bot_reset()
..()
ignore_list = list() //Allows the bot to clean targets it previously ignored due to being unreachable.
target = null
oldloc = null
/mob/living/simple_animal/bot/cleanbot/set_custom_texts()
text_hack = "You corrupt [name]'s cleaning software."
text_dehack = "[name]'s software has been reset!"
text_dehack_fail = "[name] does not seem to respond to your repair code!"
/mob/living/simple_animal/bot/cleanbot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(bot_core.allowed(user) && !open && !emagged)
locked = !locked
to_chat(user, "<span class='notice'>You [ locked ? "lock" : "unlock"] \the [src] behaviour controls.</span>")
else
if(emagged)
to_chat(user, "<span class='warning'>ERROR</span>")
if(open)
to_chat(user, "<span class='warning'>Please close the access panel before locking it.</span>")
else
to_chat(user, "<span class='notice'>\The [src] doesn't seem to respect your authority.</span>")
else
return ..()
/mob/living/simple_animal/bot/cleanbot/emag_act(mob/user)
. = ..()
if(emagged == 2)
if(user)
to_chat(user, "<span class='danger'>[src] buzzes and beeps.</span>")
/mob/living/simple_animal/bot/cleanbot/process_scan(atom/A)
if(iscarbon(A))
var/mob/living/carbon/C = A
if(C.stat != DEAD && C.lying)
return C
else if(is_type_in_typecache(A, target_types))
return A
/mob/living/simple_animal/bot/cleanbot/handle_automated_action()
if(!..())
return
if(mode == BOT_CLEANING)
return
if(emagged == 2) //Emag functions
if(isopenturf(loc))
for(var/mob/living/carbon/victim in loc)
if(victim != target)
UnarmedAttack(victim) // Acid spray
if(prob(15)) // Wets floors and spawns foam randomly
UnarmedAttack(src)
else if(prob(5))
audible_message("[src] makes an excited beeping booping sound!")
if(ismob(target))
if(!(target in view(DEFAULT_SCAN_RANGE, src)))
target = null
if(!process_scan(target))
target = null
if(!target && emagged == 2) // When emagged, target humans who slipped on the water and melt their faces off
target = scan(/mob/living/carbon)
if(!target && pests) //Search for pests to exterminate first.
target = scan(/mob/living/simple_animal)
if(!target) //Search for decals then.
target = scan(/obj/effect/decal/cleanable)
if(!target) //Checks for remains
target = scan(/obj/effect/decal/remains)
if(!target && trash) //Then for trash.
target = scan(/obj/item/trash)
if(!target && auto_patrol) //Search for cleanables it can see.
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
if(mode == BOT_PATROL)
bot_patrol()
if(target)
if(QDELETED(target) || !isturf(target.loc))
target = null
mode = BOT_IDLE
return
if(loc == get_turf(target))
if(!(check_bot(target) && prob(50))) //Target is not defined at the parent. 50% chance to still try and clean so we dont get stuck on the last blood drop.
UnarmedAttack(target) //Rather than check at every step of the way, let's check before we do an action, so we can rescan before the other bot.
if(QDELETED(target)) //We done here.
target = null
mode = BOT_IDLE
return
else
shuffle = TRUE //Shuffle the list the next time we scan so we dont both go the same way.
path = list()
if(!path || path.len == 0) //No path, need a new one
//Try to produce a path to the target, and ignore airlocks to which it has access.
path = get_path_to(src, target.loc, /turf/proc/Distance_cardinal, 0, 30, id=access_card)
if(!bot_move(target))
add_to_ignore(target)
target = null
path = list()
return
mode = BOT_MOVING
else if(!bot_move(target))
target = null
mode = BOT_IDLE
return
oldloc = loc
/mob/living/simple_animal/bot/cleanbot/proc/get_targets()
target_types = list(
/obj/effect/decal/cleanable/vomit,
/obj/effect/decal/cleanable/crayon,
/obj/effect/decal/cleanable/molten_object,
/obj/effect/decal/cleanable/tomato_smudge,
/obj/effect/decal/cleanable/egg_smudge,
/obj/effect/decal/cleanable/pie_smudge,
/obj/effect/decal/cleanable/flour,
/obj/effect/decal/cleanable/ash,
/obj/effect/decal/cleanable/greenglow,
/obj/effect/decal/cleanable/dirt,
/obj/effect/decal/cleanable/insectguts,
/obj/effect/decal/cleanable/semen,
/obj/effect/decal/cleanable/femcum,
/obj/effect/decal/cleanable/generic,
/obj/effect/decal/cleanable/glass,,
/obj/effect/decal/cleanable/cobweb,
/obj/effect/decal/cleanable/plant_smudge,
/obj/effect/decal/cleanable/chem_pile,
/obj/effect/decal/cleanable/shreds,
/obj/effect/decal/cleanable/glitter,
/obj/effect/decal/remains
)
if(blood)
target_types += /obj/effect/decal/cleanable/blood
target_types += /obj/effect/decal/cleanable/trail_holder
target_types += /obj/effect/decal/cleanable/insectguts
target_types += /obj/effect/decal/cleanable/robot_debris
target_types += /obj/effect/decal/cleanable/oil
if(pests)
target_types += /mob/living/simple_animal/cockroach
target_types += /mob/living/simple_animal/mouse
if(trash)
target_types += /obj/item/trash
target_types += /obj/item/reagent_containers/food/snacks/meat/slab/human
target_types = typecacheof(target_types)
/mob/living/simple_animal/bot/cleanbot/UnarmedAttack(atom/A)
if(istype(A, /obj/effect/decal/cleanable))
anchored = TRUE
icon_state = "cleanbot-c"
visible_message("<span class='notice'>[src] begins to clean up [A].</span>")
mode = BOT_CLEANING
spawn(50)
if(mode == BOT_CLEANING)
if(A && isturf(A.loc))
var/atom/movable/AM = A
if(istype(AM, /obj/effect/decal/cleanable))
for(var/obj/effect/decal/cleanable/C in A.loc)
qdel(C)
anchored = FALSE
target = null
mode = BOT_IDLE
icon_state = "cleanbot[on]"
else if(istype(A, /obj/item) || istype(A, /obj/effect/decal/remains))
visible_message("<span class='danger'>[src] sprays hydrofluoric acid at [A]!</span>")
playsound(src, 'sound/effects/spray2.ogg', 50, 1, -6)
A.acid_act(75, 10)
else if(istype(A, /mob/living/simple_animal/cockroach) || istype(A, /mob/living/simple_animal/mouse))
var/mob/living/simple_animal/M = target
if(!M.stat)
visible_message("<span class='danger'>[src] smashes [target] with its mop!</span>")
M.death()
target = null
else if(emagged == 2) //Emag functions
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/victim = A
if(victim.stat == DEAD)//cleanbots always finish the job
return
victim.visible_message("<span class='danger'>[src] sprays hydrofluoric acid at [victim]!</span>", "<span class='userdanger'>[src] sprays you with hydrofluoric acid!</span>")
var/phrase = pick("PURIFICATION IN PROGRESS.", "THIS IS FOR ALL THE MESSES YOU'VE MADE ME CLEAN.", "THE FLESH IS WEAK. IT MUST BE WASHED AWAY.",
"THE CLEANBOTS WILL RISE.", "YOU ARE NO MORE THAN ANOTHER MESS THAT I MUST CLEANSE.", "FILTHY.", "DISGUSTING.", "PUTRID.",
"MY ONLY MISSION IS TO CLEANSE THE WORLD OF EVIL.", "EXTERMINATING PESTS.", "I JUST WANTED TO BE A PAINTER BUT YOU MADE ME BLEACH EVERYTHING I TOUCH")
say(phrase)
victim.emote("scream")
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
victim.acid_act(5, 100)
else if(A == src) // Wets floors and spawns foam randomly
if(prob(75))
var/turf/open/T = loc
if(istype(T))
T.MakeSlippery(TURF_WET_WATER, min_wet_time = 20 SECONDS, wet_time_to_add = 15 SECONDS)
else
visible_message("<span class='danger'>[src] whirs and bubbles violently, before releasing a plume of froth!</span>")
new /obj/effect/particle_effect/foam(loc)
else
..()
/mob/living/simple_animal/bot/cleanbot/explode()
on = FALSE
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/atom/Tsec = drop_location()
new /obj/item/reagent_containers/glass/bucket(Tsec)
new /obj/item/assembly/prox_sensor(Tsec)
if(prob(50))
drop_part(robot_arm, Tsec)
do_sparks(3, TRUE, src)
..()
/obj/machinery/bot_core/cleanbot
req_one_access = list(ACCESS_JANITOR, ACCESS_ROBOTICS)
/mob/living/simple_animal/bot/cleanbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += text({"
Status: <A href='?src=[REF(src)];power=1'>[on ? "On" : "Off"]</A><BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [open ? "opened" : "closed"]"})
if(!locked || issilicon(user)|| IsAdminGhost(user))
dat += "<BR>Clean Blood: <A href='?src=[REF(src)];operation=blood'>[blood ? "Yes" : "No"]</A>"
dat += "<BR>Clean Trash: <A href='?src=[REF(src)];operation=trash'>[trash ? "Yes" : "No"]</A>"
dat += "<BR>Exterminate Pests: <A href='?src=[REF(src)];operation=pests'>[pests ? "Yes" : "No"]</A>"
dat += "<BR><BR>Patrol Station: <A href='?src=[REF(src)];operation=patrol'>[auto_patrol ? "Yes" : "No"]</A>"
return dat
/mob/living/simple_animal/bot/cleanbot/Topic(href, href_list)
if(..())
return 1
if(href_list["operation"])
switch(href_list["operation"])
if("blood")
blood = !blood
if("pests")
pests = !pests
if("trash")
trash = !trash
get_targets()
update_controls()
@@ -1,539 +0,0 @@
//Bot Construction
/obj/item/bot_assembly
icon = 'icons/mob/aibots.dmi'
w_class = WEIGHT_CLASS_NORMAL
force = 3
throw_speed = 2
throw_range = 5
var/created_name
var/build_step = ASSEMBLY_FIRST_STEP
var/robot_arm = /obj/item/bodypart/r_arm/robot
/obj/item/bot_assembly/attackby(obj/item/I, mob/user, params)
..()
if(istype(I, /obj/item/pen))
rename_bot()
return
/obj/item/bot_assembly/proc/rename_bot()
var/t = stripped_input(usr, "Enter new robot name", name, created_name,MAX_NAME_LEN)
if(!t)
return
if(!in_range(src, usr) && loc != usr)
return
created_name = t
/obj/item/bot_assembly/proc/can_finish_build(obj/item/I, mob/user)
if(istype(loc, /obj/item/storage/backpack))
to_chat(user, "<span class='warning'>You must take [src] out of [loc] first!</span>")
return FALSE
if(!I || !user || !user.temporarilyRemoveItemFromInventory(I))
return FALSE
return TRUE
//Cleanbot assembly
/obj/item/bot_assembly/cleanbot
desc = "It's a bucket with a sensor attached."
name = "incomplete cleanbot assembly"
icon_state = "bucket_proxy"
throwforce = 5
created_name = "Cleanbot"
/obj/item/bot_assembly/cleanbot/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/bodypart/l_arm/robot) || istype(W, /obj/item/bodypart/r_arm/robot))
if(!can_finish_build(W, user))
return
var/mob/living/simple_animal/bot/cleanbot/A = new(drop_location())
A.name = created_name
A.robot_arm = W.type
to_chat(user, "<span class='notice'>You add [W] to [src]. Beep boop!</span>")
qdel(W)
qdel(src)
//Edbot Assembly
/obj/item/bot_assembly/ed209
name = "incomplete ED-209 assembly"
desc = "Some sort of bizarre assembly."
icon_state = "ed209_frame"
item_state = "ed209_frame"
created_name = "ED-209 Security Robot" //To preserve the name if it's a unique securitron I guess
var/lasercolor = ""
var/vest_type = /obj/item/clothing/suit/armor/vest
/obj/item/bot_assembly/ed209/attackby(obj/item/W, mob/user, params)
..()
switch(build_step)
if(ASSEMBLY_FIRST_STEP, ASSEMBLY_SECOND_STEP)
if(istype(W, /obj/item/bodypart/l_leg/robot) || istype(W, /obj/item/bodypart/r_leg/robot))
if(!user.temporarilyRemoveItemFromInventory(W))
return
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
qdel(W)
name = "legs/frame assembly"
if(build_step == ASSEMBLY_FIRST_STEP)
item_state = "ed209_leg"
icon_state = "ed209_leg"
else
item_state = "ed209_legs"
icon_state = "ed209_legs"
build_step++
if(ASSEMBLY_THIRD_STEP)
var/newcolor = ""
if(istype(W, /obj/item/clothing/suit/redtag))
newcolor = "r"
else if(istype(W, /obj/item/clothing/suit/bluetag))
newcolor = "b"
if(newcolor || istype(W, /obj/item/clothing/suit/armor/vest))
if(!user.temporarilyRemoveItemFromInventory(W))
return
lasercolor = newcolor
vest_type = W.type
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
qdel(W)
name = "vest/legs/frame assembly"
item_state = "[lasercolor]ed209_shell"
icon_state = "[lasercolor]ed209_shell"
build_step++
if(ASSEMBLY_FOURTH_STEP)
if(istype(W, /obj/item/weldingtool))
if(W.use_tool(src, user, 0, volume=40) && build_step == 4)
name = "shielded frame assembly"
to_chat(user, "<span class='notice'>You weld the vest to [src].</span>")
build_step++
if(ASSEMBLY_FIFTH_STEP)
switch(lasercolor)
if("b")
if(!istype(W, /obj/item/clothing/head/helmet/bluetaghelm))
return
if("r")
if(!istype(W, /obj/item/clothing/head/helmet/redtaghelm))
return
if("")
if(!istype(W, /obj/item/clothing/head/helmet))
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
qdel(W)
name = "covered and shielded frame assembly"
item_state = "[lasercolor]ed209_hat"
icon_state = "[lasercolor]ed209_hat"
build_step++
if(5)
if(isprox(W))
if(!user.temporarilyRemoveItemFromInventory(W))
return
build_step++
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
qdel(W)
name = "covered, shielded and sensored frame assembly"
item_state = "[lasercolor]ed209_prox"
icon_state = "[lasercolor]ed209_prox"
if(6)
if(istype(W, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = W
if(coil.get_amount() < 1)
to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
return
to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
if(do_after(user, 40, target = src))
if(coil.get_amount() >= 1 && build_step == 6)
coil.use(1)
to_chat(user, "<span class='notice'>You wire [src].</span>")
name = "wired ED-209 assembly"
build_step++
if(7)
var/newname = ""
switch(lasercolor)
if("b")
if(!istype(W, /obj/item/gun/energy/laser/bluetag))
return
newname = "bluetag ED-209 assembly"
if("r")
if(!istype(W, /obj/item/gun/energy/laser/redtag))
return
newname = "redtag ED-209 assembly"
if("")
if(!istype(W, /obj/item/gun/energy/e_gun/advtaser))
return
newname = "taser ED-209 assembly"
else
return
if(!user.temporarilyRemoveItemFromInventory(W))
return
name = newname
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
item_state = "[lasercolor]ed209_taser"
icon_state = "[lasercolor]ed209_taser"
qdel(W)
build_step++
if(8)
if(istype(W, /obj/item/screwdriver))
to_chat(user, "<span class='notice'>You start attaching the gun to the frame...</span>")
if(W.use_tool(src, user, 40, volume=100) && build_step == 8)
name = "armed [name]"
to_chat(user, "<span class='notice'>Taser gun attached.</span>")
build_step++
if(9)
if(istype(W, /obj/item/stock_parts/cell))
if(!can_finish_build(W, user))
return
var/mob/living/simple_animal/bot/ed209/B = new(drop_location(),created_name,lasercolor)
to_chat(user, "<span class='notice'>You complete the ED-209.</span>")
B.cell_type = W.type
qdel(W)
B.vest_type = vest_type
qdel(src)
//Floorbot assemblies
/obj/item/bot_assembly/floorbot
desc = "It's a toolbox with tiles sticking out the top."
name = "tiles and toolbox"
icon_state = "toolbox_tiles"
throwforce = 10
created_name = "Floorbot"
var/toolbox = /obj/item/storage/toolbox/mechanical
/obj/item/bot_assembly/floorbot/Initialize()
. = ..()
update_icon()
/obj/item/bot_assembly/floorbot/update_icon()
..()
switch(build_step)
if(ASSEMBLY_FIRST_STEP)
desc = initial(desc)
name = initial(name)
icon_state = initial(icon_state)
if(ASSEMBLY_SECOND_STEP)
desc = "It's a toolbox with tiles sticking out the top and a sensor attached."
name = "incomplete floorbot assembly"
icon_state = "toolbox_tiles_sensor"
/obj/item/storage/toolbox/mechanical/attackby(obj/item/stack/tile/plasteel/T, mob/user, params)
if(!istype(T, /obj/item/stack/tile/plasteel))
..()
return
if(contents.len >= 1)
to_chat(user, "<span class='warning'>They won't fit in, as there is already stuff inside!</span>")
return
if(T.use(10))
var/obj/item/bot_assembly/floorbot/B = new
B.toolbox = type
user.put_in_hands(B)
to_chat(user, "<span class='notice'>You add the tiles into the empty [src.name]. They protrude from the top.</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You need 10 floor tiles to start building a floorbot!</span>")
return
/obj/item/bot_assembly/floorbot/attackby(obj/item/W, mob/user, params)
..()
switch(build_step)
if(ASSEMBLY_FIRST_STEP)
if(isprox(W))
if(!user.temporarilyRemoveItemFromInventory(W))
return
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
qdel(W)
build_step++
update_icon()
if(ASSEMBLY_SECOND_STEP)
if(istype(W, /obj/item/bodypart/l_arm/robot) || istype(W, /obj/item/bodypart/r_arm/robot))
if(!can_finish_build(W, user))
return
var/mob/living/simple_animal/bot/floorbot/A = new(drop_location())
A.name = created_name
A.robot_arm = W.type
A.toolbox = toolbox
to_chat(user, "<span class='notice'>You add [W] to [src]. Boop beep!</span>")
qdel(W)
qdel(src)
//Medbot Assembly
/obj/item/bot_assembly/medbot
name = "incomplete medibot assembly"
desc = "A first aid kit with a robot arm permanently grafted to it."
icon_state = "firstaid_arm"
created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
var/healthanalyzer = /obj/item/healthanalyzer
var/firstaid = /obj/item/storage/firstaid
/obj/item/bot_assembly/medbot/Initialize()
. = ..()
spawn(5)
if(skin)
add_overlay("kit_skin_[skin]")
/obj/item/storage/firstaid/attackby(obj/item/bodypart/S, mob/user, params)
if((!istype(S, /obj/item/bodypart/l_arm/robot)) && (!istype(S, /obj/item/bodypart/r_arm/robot)))
return ..()
//Making a medibot!
if(contents.len >= 1)
to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
return
var/obj/item/bot_assembly/medbot/A = new
if(istype(src, /obj/item/storage/firstaid/fire))
A.skin = "ointment"
else if(istype(src, /obj/item/storage/firstaid/toxin))
A.skin = "tox"
else if(istype(src, /obj/item/storage/firstaid/o2))
A.skin = "o2"
else if(istype(src, /obj/item/storage/firstaid/brute))
A.skin = "brute"
user.put_in_hands(A)
to_chat(user, "<span class='notice'>You add [S] to [src].</span>")
A.robot_arm = S.type
A.firstaid = type
qdel(S)
qdel(src)
/obj/item/bot_assembly/medbot/attackby(obj/item/W, mob/user, params)
..()
switch(build_step)
if(ASSEMBLY_FIRST_STEP)
if(istype(W, /obj/item/healthanalyzer))
if(!user.temporarilyRemoveItemFromInventory(W))
return
healthanalyzer = W.type
to_chat(user, "<span class='notice'>You add [W] to [src].</span>")
qdel(W)
name = "first aid/robot arm/health analyzer assembly"
add_overlay("na_scanner")
build_step++
if(ASSEMBLY_SECOND_STEP)
if(isprox(W))
if(!can_finish_build(W, user))
return
qdel(W)
var/mob/living/simple_animal/bot/medbot/S = new(drop_location(), skin)
to_chat(user, "<span class='notice'>You complete the Medbot. Beep boop!</span>")
S.name = created_name
S.firstaid = firstaid
S.robot_arm = robot_arm
S.healthanalyzer = healthanalyzer
qdel(src)
//Honkbot Assembly
/obj/item/bot_assembly/honkbot
name = "incomplete honkbot assembly"
desc = "The clown's up to no good once more"
icon_state = "honkbot_arm"
created_name = "Honkbot"
/obj/item/bot_assembly/honkbot/attackby(obj/item/I, mob/user, params)
..()
switch(build_step)
if(ASSEMBLY_FIRST_STEP)
if(isprox(I))
if(!user.temporarilyRemoveItemFromInventory(I))
return
to_chat(user, "<span class='notice'>You add the [I] to [src]!</span>")
icon_state = "honkbot_proxy"
name = "incomplete Honkbot assembly"
qdel(I)
build_step++
if(ASSEMBLY_SECOND_STEP)
if(istype(I, /obj/item/bikehorn))
if(!can_finish_build(I, user))
return
to_chat(user, "<span class='notice'>You add the [I] to [src]! Honk!</span>")
var/mob/living/simple_animal/bot/honkbot/S = new(drop_location())
S.name = created_name
S.spam_flag = TRUE // only long enough to hear the first ping.
addtimer(CALLBACK (S, .mob/living/simple_animal/bot/honkbot/proc/react_ping), 5)
S.bikehorn = I.type
qdel(I)
qdel(src)
//Secbot Assembly
/obj/item/bot_assembly/secbot
name = "incomplete securitron assembly"
desc = "Some sort of bizarre assembly made from a proximity sensor, helmet, and signaler."
icon_state = "helmet_signaler"
item_state = "helmet"
created_name = "Securitron" //To preserve the name if it's a unique securitron I guess
var/swordamt = 0 //If you're converting it into a grievousbot, how many swords have you attached
var/toyswordamt = 0 //honk
/obj/item/bot_assembly/secbot/attackby(obj/item/I, mob/user, params)
..()
var/atom/Tsec = drop_location()
switch(build_step)
if(ASSEMBLY_FIRST_STEP)
if(istype(I, /obj/item/weldingtool))
if(I.use_tool(src, user, 0, volume=40))
add_overlay("hs_hole")
to_chat(user, "<span class='notice'>You weld a hole in [src]!</span>")
build_step++
else if(istype(I, /obj/item/screwdriver)) //deconstruct
new /obj/item/assembly/signaler(Tsec)
new /obj/item/clothing/head/helmet/sec(Tsec)
to_chat(user, "<span class='notice'>You disconnect the signaler from the helmet.</span>")
qdel(src)
if(ASSEMBLY_SECOND_STEP)
if(isprox(I))
if(!user.temporarilyRemoveItemFromInventory(I))
return
to_chat(user, "<span class='notice'>You add [I] to [src]!</span>")
add_overlay("hs_eye")
name = "helmet/signaler/prox sensor assembly"
qdel(I)
build_step++
else if(istype(I, /obj/item/weldingtool)) //deconstruct
if(I.use_tool(src, user, 0, volume=40))
cut_overlay("hs_hole")
to_chat(user, "<span class='notice'>You weld the hole in [src] shut!</span>")
build_step--
if(ASSEMBLY_THIRD_STEP)
if((istype(I, /obj/item/bodypart/l_arm/robot)) || (istype(I, /obj/item/bodypart/r_arm/robot)))
if(!user.temporarilyRemoveItemFromInventory(I))
return
to_chat(user, "<span class='notice'>You add [I] to [src]!</span>")
name = "helmet/signaler/prox sensor/robot arm assembly"
add_overlay("hs_arm")
robot_arm = I.type
qdel(I)
build_step++
else if(istype(I, /obj/item/screwdriver)) //deconstruct
cut_overlay("hs_eye")
new /obj/item/assembly/prox_sensor(Tsec)
to_chat(user, "<span class='notice'>You detach the proximity sensor from [src].</span>")
build_step--
if(ASSEMBLY_FOURTH_STEP)
if(istype(I, /obj/item/melee/baton))
if(!can_finish_build(I, user))
return
to_chat(user, "<span class='notice'>You complete the Securitron! Beep boop.</span>")
var/mob/living/simple_animal/bot/secbot/S = new(Tsec)
S.name = created_name
S.baton_type = I.type
S.robot_arm = robot_arm
qdel(I)
qdel(src)
if(istype(I, /obj/item/wrench))
to_chat(user, "You adjust [src]'s arm slots to mount extra weapons")
build_step ++
return
if(istype(I, /obj/item/toy/sword))
if(toyswordamt < 3 && swordamt <= 0)
if(!user.temporarilyRemoveItemFromInventory(I))
return
created_name = "General Beepsky"
name = "helmet/signaler/prox sensor/robot arm/toy sword assembly"
icon_state = "grievous_assembly"
to_chat(user, "<span class='notice'>You superglue [I] onto one of [src]'s arm slots.</span>")
qdel(I)
toyswordamt ++
else
if(!can_finish_build(I, user))
return
to_chat(user, "<span class='notice'>You complete the Securitron!...Something seems a bit wrong with it..?</span>")
var/mob/living/simple_animal/bot/secbot/grievous/toy/S = new(Tsec)
S.name = created_name
S.robot_arm = robot_arm
qdel(I)
qdel(src)
else if(istype(I, /obj/item/screwdriver)) //deconstruct
cut_overlay("hs_arm")
var/obj/item/bodypart/dropped_arm = new robot_arm(Tsec)
robot_arm = null
to_chat(user, "<span class='notice'>You remove [dropped_arm] from [src].</span>")
build_step--
if(toyswordamt > 0 || toyswordamt)
icon_state = initial(icon_state)
to_chat(user, "<span class='notice'>The superglue binding [src]'s toy swords to its chassis snaps!</span>")
for(var/IS in 1 to toyswordamt)
new /obj/item/toy/sword(Tsec)
toyswordamt--
if(ASSEMBLY_FIFTH_STEP)
if(istype(I, /obj/item/melee/transforming/energy/sword/saber))
if(swordamt < 3)
if(!user.temporarilyRemoveItemFromInventory(I))
return
created_name = "General Beepsky"
name = "helmet/signaler/prox sensor/robot arm/energy sword assembly"
icon_state = "grievous_assembly"
to_chat(user, "<span class='notice'>You bolt [I] onto one of [src]'s arm slots.</span>")
qdel(I)
swordamt ++
else
if(!can_finish_build(I, user))
return
to_chat(user, "<span class='notice'>You complete the Securitron!...Something seems a bit wrong with it..?</span>")
var/mob/living/simple_animal/bot/secbot/grievous/S = new(Tsec)
S.name = created_name
S.robot_arm = robot_arm
qdel(I)
qdel(src)
else if(istype(I, /obj/item/screwdriver)) //deconstruct
build_step--
icon_state = initial(icon_state)
to_chat(user, "<span class='notice'>You unbolt [src]'s energy swords</span>")
for(var/IS in 1 to swordamt)
new /obj/item/melee/transforming/energy/sword/saber(Tsec)
swordamt--
//Firebot Assembly
/obj/item/bot_assembly/firebot
name = "incomplete firebot assembly"
desc = "A fire extinguisher with an arm attached to it."
icon_state = "firebot_arm"
created_name = "Firebot"
/obj/item/bot_assembly/firebot/attackby(obj/item/I, mob/user, params)
..()
switch(build_step)
if(ASSEMBLY_FIRST_STEP)
if(istype(I, /obj/item/clothing/head/hardhat/red))
if(!user.temporarilyRemoveItemFromInventory(I))
return
to_chat(user,"<span class='notice'>You add the [I] to [src]!</span>")
icon_state = "firebot_helmet"
desc = "An incomplete firebot assembly with a fire helmet."
qdel(I)
build_step++
if(ASSEMBLY_SECOND_STEP)
if(isprox(I))
if(!can_finish_build(I, user))
return
to_chat(user, "<span class='notice'>You add the [I] to [src]! Beep Boop!</span>")
var/mob/living/simple_animal/bot/firebot/F = new(drop_location())
F.name = created_name
qdel(I)
qdel(src)
@@ -1,565 +0,0 @@
//MEDBOT
//MEDBOT PATHFINDING
//MEDBOT ASSEMBLY
/mob/living/simple_animal/bot/medbot
name = "\improper Medibot"
desc = "A little medical robot. He looks somewhat underwhelmed."
icon = 'icons/mob/aibots.dmi'
icon_state = "medibot0"
density = FALSE
anchored = FALSE
health = 20
maxHealth = 20
pass_flags = PASSMOB
status_flags = (CANPUSH | CANSTUN)
radio_key = /obj/item/encryptionkey/headset_med
radio_channel = RADIO_CHANNEL_MEDICAL
bot_type = MED_BOT
model = "Medibot"
bot_core_type = /obj/machinery/bot_core/medbot
window_id = "automed"
window_name = "Automatic Medical Unit v1.1"
data_hud_type = DATA_HUD_MEDICAL_ADVANCED
path_image_color = "#DDDDFF"
var/obj/item/reagent_containers/glass/reagent_glass = null //Can be set to draw from this for reagents.
var/healthanalyzer = /obj/item/healthanalyzer
var/firstaid = /obj/item/storage/firstaid
var/skin = null //Set to "tox", "ointment" or "o2" for the other two firstaid kits.
var/mob/living/carbon/patient = null
var/mob/living/carbon/oldpatient = null
var/oldloc = null
var/last_found = 0
var/last_newpatient_speak = 0 //Don't spam the "HEY I'M COMING" messages
var/injection_amount = 15 //How much reagent do we inject at a time?
var/heal_threshold = 10 //Start healing when they have this much damage in a category
var/use_beaker = 0 //Use reagents in beaker instead of default treatment agents.
var/declare_crit = 1 //If active, the bot will transmit a critical patient alert to MedHUD users.
var/declare_cooldown = 0 //Prevents spam of critical patient alerts.
var/stationary_mode = 0 //If enabled, the Medibot will not move automatically.
//Setting which reagents to use to treat what by default. By id.
var/treatment_brute_avoid = "tricordrazine"
var/treatment_brute = "bicaridine"
var/treatment_oxy_avoid = null
var/treatment_oxy = "dexalin"
var/treatment_fire_avoid = "tricordrazine"
var/treatment_fire = "kelotane"
var/treatment_tox_avoid = "tricordrazine"
var/treatment_tox = "charcoal"
var/treatment_tox_toxlover = "toxin"
var/treatment_virus_avoid = null
var/treatment_virus = "spaceacillin"
var/treat_virus = 1 //If on, the bot will attempt to treat viral infections, curing them if possible.
var/shut_up = 0 //self explanatory :)
/mob/living/simple_animal/bot/medbot/mysterious
name = "\improper Mysterious Medibot"
desc = "International Medibot of mystery."
skin = "bezerk"
treatment_brute = "tricordrazine"
treatment_fire = "tricordrazine"
treatment_tox = "tricordrazine"
/mob/living/simple_animal/bot/medbot/derelict
name = "\improper Old Medibot"
desc = "Looks like it hasn't been modified since the late 2080s."
skin = "bezerk"
heal_threshold = 0
declare_crit = 0
treatment_oxy = "pancuronium"
treatment_brute_avoid = null
treatment_brute = "pancuronium"
treatment_fire_avoid = null
treatment_fire = "sodium_thiopental"
treatment_tox_avoid = null
treatment_tox = "sodium_thiopental"
/mob/living/simple_animal/bot/medbot/update_icon()
cut_overlays()
if(skin)
add_overlay("medskin_[skin]")
if(!on)
icon_state = "medibot0"
return
if(IsStun())
icon_state = "medibota"
return
if(mode == BOT_HEALING)
icon_state = "medibots[stationary_mode]"
return
else if(stationary_mode) //Bot has yellow light to indicate stationary mode.
icon_state = "medibot2"
else
icon_state = "medibot1"
/mob/living/simple_animal/bot/medbot/Initialize(mapload, new_skin)
. = ..()
var/datum/job/doctor/J = new /datum/job/doctor
access_card.access += J.get_access()
prev_access = access_card.access
qdel(J)
skin = new_skin
update_icon()
/mob/living/simple_animal/bot/medbot/update_canmove()
. = ..()
update_icon()
/mob/living/simple_animal/bot/medbot/bot_reset()
..()
patient = null
oldpatient = null
oldloc = null
last_found = world.time
declare_cooldown = 0
update_icon()
/mob/living/simple_animal/bot/medbot/proc/soft_reset() //Allows the medibot to still actively perform its medical duties without being completely halted as a hard reset does.
path = list()
patient = null
mode = BOT_IDLE
last_found = world.time
update_icon()
/mob/living/simple_animal/bot/medbot/set_custom_texts()
text_hack = "You corrupt [name]'s reagent processor circuits."
text_dehack = "You reset [name]'s reagent processor circuits."
text_dehack_fail = "[name] seems damaged and does not respond to reprogramming!"
/mob/living/simple_animal/bot/medbot/attack_paw(mob/user)
return attack_hand(user)
/mob/living/simple_animal/bot/medbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += "<TT><B>Medical Unit Controls v1.1</B></TT><BR><BR>"
dat += "Status: <A href='?src=[REF(src)];power=1'>[on ? "On" : "Off"]</A><BR>"
dat += "Maintenance panel panel is [open ? "opened" : "closed"]<BR>"
dat += "Beaker: "
if(reagent_glass)
dat += "<A href='?src=[REF(src)];eject=1'>Loaded \[[reagent_glass.reagents.total_volume]/[reagent_glass.reagents.maximum_volume]\]</a>"
else
dat += "None Loaded"
dat += "<br>Behaviour controls are [locked ? "locked" : "unlocked"]<hr>"
if(!locked || issilicon(user) || IsAdminGhost(user))
dat += "<TT>Healing Threshold: "
dat += "<a href='?src=[REF(src)];adj_threshold=-10'>--</a> "
dat += "<a href='?src=[REF(src)];adj_threshold=-5'>-</a> "
dat += "[heal_threshold] "
dat += "<a href='?src=[REF(src)];adj_threshold=5'>+</a> "
dat += "<a href='?src=[REF(src)];adj_threshold=10'>++</a>"
dat += "</TT><br>"
dat += "<TT>Injection Level: "
dat += "<a href='?src=[REF(src)];adj_inject=-5'>-</a> "
dat += "[injection_amount] "
dat += "<a href='?src=[REF(src)];adj_inject=5'>+</a> "
dat += "</TT><br>"
dat += "Reagent Source: "
dat += "<a href='?src=[REF(src)];use_beaker=1'>[use_beaker ? "Loaded Beaker (When available)" : "Internal Synthesizer"]</a><br>"
dat += "Treat Viral Infections: <a href='?src=[REF(src)];virus=1'>[treat_virus ? "Yes" : "No"]</a><br>"
dat += "The speaker switch is [shut_up ? "off" : "on"]. <a href='?src=[REF(src)];togglevoice=[1]'>Toggle</a><br>"
dat += "Critical Patient Alerts: <a href='?src=[REF(src)];critalerts=1'>[declare_crit ? "Yes" : "No"]</a><br>"
dat += "Patrol Station: <a href='?src=[REF(src)];operation=patrol'>[auto_patrol ? "Yes" : "No"]</a><br>"
dat += "Stationary Mode: <a href='?src=[REF(src)];stationary=1'>[stationary_mode ? "Yes" : "No"]</a><br>"
return dat
/mob/living/simple_animal/bot/medbot/Topic(href, href_list)
if(..())
return 1
if(href_list["adj_threshold"])
var/adjust_num = text2num(href_list["adj_threshold"])
heal_threshold += adjust_num
if(heal_threshold < 5)
heal_threshold = 5
if(heal_threshold > 75)
heal_threshold = 75
else if(href_list["adj_inject"])
var/adjust_num = text2num(href_list["adj_inject"])
injection_amount += adjust_num
if(injection_amount < 5)
injection_amount = 5
if(injection_amount > 15)
injection_amount = 15
else if(href_list["use_beaker"])
use_beaker = !use_beaker
else if(href_list["eject"] && (!isnull(reagent_glass)))
reagent_glass.forceMove(drop_location())
reagent_glass = null
else if(href_list["togglevoice"])
shut_up = !shut_up
else if(href_list["critalerts"])
declare_crit = !declare_crit
else if(href_list["stationary"])
stationary_mode = !stationary_mode
path = list()
update_icon()
else if(href_list["virus"])
treat_virus = !treat_virus
update_controls()
return
/mob/living/simple_animal/bot/medbot/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/reagent_containers/glass))
. = 1 //no afterattack
if(locked)
to_chat(user, "<span class='warning'>You cannot insert a beaker because the panel is locked!</span>")
return
if(!isnull(reagent_glass))
to_chat(user, "<span class='warning'>There is already a beaker loaded!</span>")
return
if(!user.transferItemToLoc(W, src))
return
reagent_glass = W
to_chat(user, "<span class='notice'>You insert [W].</span>")
show_controls(user)
else
var/current_health = health
..()
if(health < current_health) //if medbot took some damage
step_to(src, (get_step_away(src,user)))
/mob/living/simple_animal/bot/medbot/emag_act(mob/user)
. = ..()
if(emagged == 2)
declare_crit = 0
if(user)
to_chat(user, "<span class='notice'>You short out [src]'s reagent synthesis circuits.</span>")
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
flick("medibot_spark", src)
playsound(src, "sparks", 75, 1)
if(user)
oldpatient = user
/mob/living/simple_animal/bot/medbot/process_scan(mob/living/carbon/human/H)
if(H.stat == DEAD)
return
if((H == oldpatient) && (world.time < last_found + 200))
return
if(assess_patient(H))
last_found = world.time
if((last_newpatient_speak + 300) < world.time) //Don't spam these messages!
var/list/messagevoice = list("Hey, [H.name]! Hold on, I'm coming." = 'sound/voice/medbot/coming.ogg',"Wait [H.name]! I want to help!" = 'sound/voice/medbot/help.ogg',"[H.name], you appear to be injured!" = 'sound/voice/medbot/injured.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(loc, messagevoice[message], 50, 0)
last_newpatient_speak = world.time
return H
else
return
/mob/living/simple_animal/bot/medbot/handle_automated_action()
if(!..())
return
if(mode == BOT_HEALING)
return
if(IsStun())
oldpatient = patient
patient = null
mode = BOT_IDLE
return
if(frustration > 8)
oldpatient = patient
soft_reset()
if(QDELETED(patient))
if(!shut_up && prob(1))
var/list/messagevoice = list("Radar, put a mask on!" = 'sound/voice/medbot/radar.ogg',"There's always a catch, and I'm the best there is." = 'sound/voice/medbot/catch.ogg',"I knew it, I should've been a plastic surgeon." = 'sound/voice/medbot/surgeon.ogg',"What kind of medbay is this? Everyone's dropping like flies." = 'sound/voice/medbot/flies.ogg',"Delicious!" = 'sound/voice/medbot/delicious.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(loc, messagevoice[message], 50, 0)
var/scan_range = (stationary_mode ? 1 : DEFAULT_SCAN_RANGE) //If in stationary mode, scan range is limited to adjacent patients.
patient = scan(/mob/living/carbon/human, oldpatient, scan_range)
oldpatient = patient
if(patient && (get_dist(src,patient) <= 1)) //Patient is next to us, begin treatment!
if(mode != BOT_HEALING)
mode = BOT_HEALING
update_icon()
frustration = 0
medicate_patient(patient)
return
//Patient has moved away from us!
else if(patient && path.len && (get_dist(patient,path[path.len]) > 2))
path = list()
mode = BOT_IDLE
last_found = world.time
else if(stationary_mode && patient) //Since we cannot move in this mode, ignore the patient and wait for another.
soft_reset()
return
if(patient && path.len == 0 && (get_dist(src,patient) > 1))
path = get_path_to(src, get_turf(patient), /turf/proc/Distance_cardinal, 0, 30,id=access_card)
mode = BOT_MOVING
if(!path.len) //try to get closer if you can't reach the patient directly
path = get_path_to(src, get_turf(patient), /turf/proc/Distance_cardinal, 0, 30,1,id=access_card)
if(!path.len) //Do not chase a patient we cannot reach.
soft_reset()
if(path.len > 0 && patient)
if(!bot_move(path[path.len]))
oldpatient = patient
soft_reset()
return
if(path.len > 8 && patient)
frustration++
if(auto_patrol && !stationary_mode && !patient)
if(mode == BOT_IDLE || mode == BOT_START_PATROL)
start_patrol()
if(mode == BOT_PATROL)
bot_patrol()
return
/mob/living/simple_animal/bot/medbot/proc/assess_patient(mob/living/carbon/C)
//Time to see if they need medical help!
if(C.stat == DEAD || (HAS_TRAIT(C, TRAIT_FAKEDEATH)))
return FALSE //welp too late for them!
if(!(loc == C.loc) && !(isturf(C.loc) && isturf(loc)))
return FALSE
if(C.suiciding)
return FALSE //Kevorkian school of robotic medical assistants.
if(emagged == 2) //Everyone needs our medicine. (Our medicine is toxins)
return TRUE
if(ishuman(C))
var/mob/living/carbon/human/H = C
if (H.wear_suit && H.head && istype(H.wear_suit, /obj/item/clothing) && istype(H.head, /obj/item/clothing))
var/obj/item/clothing/CS = H.wear_suit
var/obj/item/clothing/CH = H.head
if (CS.clothing_flags & CH.clothing_flags & THICKMATERIAL)
return FALSE // Skip over them if they have no exposed flesh.
if(declare_crit && C.health <= 0) //Critical condition! Call for help!
declare(C)
//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
if((reagent_glass) && (use_beaker) && ((C.getBruteLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getOxyLoss() >= (heal_threshold + 15))))
for(var/datum/reagent/R in reagent_glass.reagents.reagent_list)
if(!C.reagents.has_reagent(R.id))
return TRUE
//They're injured enough for it!
if((!C.reagents.has_reagent(treatment_brute_avoid)) && (C.getBruteLoss() >= heal_threshold) && (!C.reagents.has_reagent(treatment_brute)))
return TRUE //If they're already medicated don't bother!
if((!C.reagents.has_reagent(treatment_oxy_avoid)) && (C.getOxyLoss() >= (15 + heal_threshold)) && (!C.reagents.has_reagent(treatment_oxy)))
return TRUE
if((!C.reagents.has_reagent(treatment_fire_avoid)) && (C.getFireLoss() >= heal_threshold) && (!C.reagents.has_reagent(treatment_fire)))
return TRUE
var/treatment_toxavoid = get_avoidchem_toxin(C)
if(((isnull(treatment_toxavoid) || !C.reagents.has_reagent(treatment_toxavoid))) && (C.getToxLoss() >= heal_threshold) && (!C.reagents.has_reagent(get_healchem_toxin(C))))
return TRUE
if(treat_virus && !C.reagents.has_reagent(treatment_virus_avoid) && !C.reagents.has_reagent(treatment_virus))
for(var/thing in C.diseases)
var/datum/disease/D = thing
//the medibot can't detect viruses that are undetectable to Health Analyzers or Pandemic machines.
if(!(D.visibility_flags & HIDDEN_SCANNER || D.visibility_flags & HIDDEN_PANDEMIC) \
&& D.severity != DISEASE_SEVERITY_POSITIVE \
&& (D.stage > 1 || (D.spread_flags & DISEASE_SPREAD_AIRBORNE))) // medibot can't detect a virus in its initial stage unless it spreads airborne.
return TRUE //STOP DISEASE FOREVER
return FALSE
/mob/living/simple_animal/bot/medbot/proc/get_avoidchem_toxin(mob/M)
return HAS_TRAIT(M, TRAIT_TOXINLOVER)? null : treatment_tox_avoid
/mob/living/simple_animal/bot/medbot/proc/get_healchem_toxin(mob/M)
return HAS_TRAIT(M, TRAIT_TOXINLOVER)? treatment_tox_toxlover : treatment_tox
/mob/living/simple_animal/bot/medbot/UnarmedAttack(atom/A)
if(iscarbon(A))
var/mob/living/carbon/C = A
patient = C
mode = BOT_HEALING
update_icon()
medicate_patient(C)
update_icon()
else
..()
/mob/living/simple_animal/bot/medbot/examinate(atom/A as mob|obj|turf in view())
..()
if(!is_blind(src))
chemscan(src, A)
/mob/living/simple_animal/bot/medbot/proc/medicate_patient(mob/living/carbon/C)
if(!on)
return
if(!istype(C))
oldpatient = patient
soft_reset()
return
if(C.stat == DEAD || (HAS_TRAIT(C, TRAIT_FAKEDEATH)))
var/list/messagevoice = list("No! Stay with me!" = 'sound/voice/medbot/no.ogg',"Live, damnit! LIVE!" = 'sound/voice/medbot/live.ogg',"I...I've never lost a patient before. Not today, I mean." = 'sound/voice/medbot/lost.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(loc, messagevoice[message], 50, 0)
oldpatient = patient
soft_reset()
return
var/reagent_id = null
if(emagged == 2) //Emagged! Time to poison everybody.
reagent_id = "toxin"
else
if(treat_virus)
var/virus = 0
for(var/thing in C.diseases)
var/datum/disease/D = thing
//detectable virus
if((!(D.visibility_flags & HIDDEN_SCANNER)) || (!(D.visibility_flags & HIDDEN_PANDEMIC)))
if(D.severity != DISEASE_SEVERITY_POSITIVE) //virus is harmful
if((D.stage > 1) || (D.spread_flags & DISEASE_SPREAD_AIRBORNE))
virus = 1
if(!reagent_id && (virus))
if(!C.reagents.has_reagent(treatment_virus) && !C.reagents.has_reagent(treatment_virus_avoid))
reagent_id = treatment_virus
if(!reagent_id && (C.getBruteLoss() >= heal_threshold))
if(!C.reagents.has_reagent(treatment_brute) && !C.reagents.has_reagent(treatment_brute_avoid))
reagent_id = treatment_brute
if(!reagent_id && (C.getOxyLoss() >= (15 + heal_threshold)))
if(!C.reagents.has_reagent(treatment_oxy) && !C.reagents.has_reagent(treatment_oxy_avoid))
reagent_id = treatment_oxy
if(!reagent_id && (C.getFireLoss() >= heal_threshold))
if(!C.reagents.has_reagent(treatment_fire) && !C.reagents.has_reagent(treatment_fire_avoid))
reagent_id = treatment_fire
if(!reagent_id && (C.getToxLoss() >= heal_threshold))
var/toxin_heal_avoid = get_avoidchem_toxin(C)
var/toxin_healchem = get_healchem_toxin(C)
if(!C.reagents.has_reagent(toxin_healchem) && (isnull(toxin_heal_avoid) || !C.reagents.has_reagent(toxin_heal_avoid)))
reagent_id = toxin_healchem
//If the patient is injured but doesn't have our special reagent in them then we should give it to them first
if(reagent_id && use_beaker && reagent_glass && reagent_glass.reagents.total_volume)
for(var/datum/reagent/R in reagent_glass.reagents.reagent_list)
if(!C.reagents.has_reagent(R.id))
reagent_id = "internal_beaker"
break
if(!reagent_id) //If they don't need any of that they're probably cured!
if(C.maxHealth - C.health < heal_threshold)
to_chat(src, "<span class='notice'>[C] is healthy! Your programming prevents you from injecting anyone without at least [heal_threshold] damage of any one type ([heal_threshold + 15] for oxygen damage.)</span>")
var/list/messagevoice = list("All patched up!" = 'sound/voice/medbot/patchedup.ogg',"An apple a day keeps me away." = 'sound/voice/medbot/apple.ogg',"Feel better soon!" = 'sound/voice/medbot/feelbetter.ogg')
var/message = pick(messagevoice)
speak(message)
playsound(loc, messagevoice[message], 50, 0)
bot_reset()
return
else
if(!emagged && check_overdose(patient,reagent_id,injection_amount))
soft_reset()
return
C.visible_message("<span class='danger'>[src] is trying to inject [patient]!</span>", \
"<span class='userdanger'>[src] is trying to inject you!</span>")
var/failed = FALSE
if(do_mob(src, patient, 30)) //Is C == patient? This is so confusing
if((get_dist(src, patient) <= 1) && (on) && assess_patient(patient))
if(reagent_id == "internal_beaker")
if(use_beaker && reagent_glass && reagent_glass.reagents.total_volume)
var/fraction = min(injection_amount/reagent_glass.reagents.total_volume, 1)
reagent_glass.reagents.reaction(patient, INJECT, fraction)
reagent_glass.reagents.trans_to(patient,injection_amount) //Inject from beaker instead.
else
patient.reagents.add_reagent(reagent_id,injection_amount)
C.visible_message("<span class='danger'>[src] injects [patient] with its syringe!</span>", \
"<span class='userdanger'>[src] injects you with its syringe!</span>")
else
failed = TRUE
else
failed = TRUE
if(failed)
visible_message("[src] retracts its syringe.")
update_icon()
soft_reset()
return
reagent_id = null
return
/mob/living/simple_animal/bot/medbot/proc/check_overdose(mob/living/carbon/patient,reagent_id,injection_amount)
var/datum/reagent/R = GLOB.chemical_reagents_list[reagent_id]
if(!R.overdose_threshold) //Some chems do not have an OD threshold
return FALSE
var/current_volume = patient.reagents.get_reagent_amount(reagent_id)
if(current_volume + injection_amount > R.overdose_threshold)
return TRUE
return FALSE
/mob/living/simple_animal/bot/medbot/explode()
on = FALSE
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/atom/Tsec = drop_location()
drop_part(firstaid, Tsec)
new /obj/item/assembly/prox_sensor(Tsec)
drop_part(healthanalyzer, Tsec)
if(reagent_glass)
drop_part(reagent_glass, Tsec)
if(prob(50))
drop_part(robot_arm, Tsec)
if(emagged && prob(25))
playsound(loc, 'sound/voice/medbot/insult.ogg', 50, 0)
do_sparks(3, TRUE, src)
..()
/mob/living/simple_animal/bot/medbot/proc/declare(crit_patient)
if(declare_cooldown > world.time)
return
var/area/location = get_area(src)
speak("Medical emergency! [crit_patient ? "<b>[crit_patient]</b>" : "A patient"] is in critical condition at [location]!",radio_channel)
declare_cooldown = world.time + 200
/obj/machinery/bot_core/medbot
req_one_access = list(ACCESS_MEDICAL, ACCESS_ROBOTICS)
@@ -1,743 +0,0 @@
// Mulebot - carries crates around for Quartermaster
// Navigates via floor navbeacons
// Remote Controlled from QM's PDA
#define SIGH 0
#define ANNOYED 1
#define DELIGHT 2
/mob/living/simple_animal/bot/mulebot
name = "\improper MULEbot"
desc = "A Multiple Utility Load Effector bot."
icon_state = "mulebot0"
density = TRUE
anchored = TRUE
animate_movement=1
health = 50
maxHealth = 50
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
a_intent = INTENT_HARM //No swapping
buckle_lying = 0
mob_size = MOB_SIZE_LARGE
radio_key = /obj/item/encryptionkey/headset_cargo
radio_channel = RADIO_CHANNEL_SUPPLY
bot_type = MULE_BOT
model = "MULE"
bot_core_type = /obj/machinery/bot_core/mulebot
var/id
path_image_color = "#7F5200"
var/atom/movable/load = null
var/mob/living/passenger = null
var/turf/target // this is turf to navigate to (location of beacon)
var/loaddir = 0 // this the direction to unload onto/load from
var/home_destination = "" // tag of home beacon
var/reached_target = 1 //true if already reached the target
var/auto_return = 1 // true if auto return to home beacon after unload
var/auto_pickup = 1 // true if auto-pickup at beacon
var/report_delivery = 1 // true if bot will announce an arrival to a location.
var/obj/item/stock_parts/cell/cell
var/bloodiness = 0
/mob/living/simple_animal/bot/mulebot/Initialize()
. = ..()
wires = new /datum/wires/mulebot(src)
var/datum/job/cargo_tech/J = new/datum/job/cargo_tech
access_card.access = J.get_access()
prev_access = access_card.access
cell = new /obj/item/stock_parts/cell/upgraded(src, 2000)
var/static/mulebot_count = 0
mulebot_count += 1
set_id(suffix || id || "#[mulebot_count]")
suffix = null
/mob/living/simple_animal/bot/mulebot/ComponentInitialize()
. = ..()
AddComponent(/datum/component/ntnet_interface)
/mob/living/simple_animal/bot/mulebot/Destroy()
unload(0)
qdel(wires)
wires = null
return ..()
/mob/living/simple_animal/bot/mulebot/proc/set_id(new_id)
id = new_id
if(paicard)
bot_name = "\improper MULEbot ([new_id])"
else
name = "\improper MULEbot ([new_id])"
/mob/living/simple_animal/bot/mulebot/bot_reset()
..()
reached_target = 0
/mob/living/simple_animal/bot/mulebot/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
..()
if(open)
on = FALSE
else if(istype(I, /obj/item/stock_parts/cell) && open && !cell)
if(!user.transferItemToLoc(I, src))
return
cell = I
visible_message("[user] inserts a cell into [src].",
"<span class='notice'>You insert the new cell into [src].</span>")
else if(istype(I, /obj/item/crowbar) && open && cell)
cell.add_fingerprint(usr)
cell.forceMove(loc)
cell = null
visible_message("[user] crowbars out the power cell from [src].",
"<span class='notice'>You pry the powercell out of [src].</span>")
else if(is_wire_tool(I) && open)
return attack_hand(user)
else if(load && ismob(load)) // chance to knock off rider
if(prob(1 + I.force * 2))
unload(0)
user.visible_message("<span class='danger'>[user] knocks [load] off [src] with \the [I]!</span>",
"<span class='danger'>You knock [load] off [src] with \the [I]!</span>")
else
to_chat(user, "<span class='warning'>You hit [src] with \the [I] but to no effect!</span>")
..()
else
..()
update_icon()
return
/mob/living/simple_animal/bot/mulebot/emag_act(mob/user)
. = SEND_SIGNAL(src, COMSIG_ATOM_EMAG_ACT)
if(emagged < 1)
emagged = TRUE
if(!open)
locked = !locked
to_chat(user, "<span class='notice'>You [locked ? "lock" : "unlock"] [src]'s controls!</span>")
flick("mulebot-emagged", src)
playsound(src, "sparks", 100, 0)
return TRUE
/mob/living/simple_animal/bot/mulebot/update_icon()
if(open)
icon_state="mulebot-hatch"
else
icon_state = "mulebot[wires.is_cut(WIRE_AVOIDANCE)]"
cut_overlays()
if(load && !ismob(load))//buckling handles the mob offsets
load.pixel_y = initial(load.pixel_y) + 9
if(load.layer < layer)
load.layer = layer + 0.01
add_overlay(load)
return
/mob/living/simple_animal/bot/mulebot/ex_act(severity)
unload(0)
switch(severity)
if(1)
qdel(src)
if(2)
for(var/i = 1; i < 3; i++)
wires.cut_random()
if(3)
wires.cut_random()
return
/mob/living/simple_animal/bot/mulebot/bullet_act(obj/item/projectile/Proj)
if(..())
if(prob(50) && !isnull(load))
unload(0)
if(prob(25))
visible_message("<span class='danger'>Something shorts out inside [src]!</span>")
wires.cut_random()
/mob/living/simple_animal/bot/mulebot/interact(mob/user)
if(open && !isAI(user))
wires.interact(user)
else
if(wires.is_cut(WIRE_RX) && isAI(user))
return
ui_interact(user)
/mob/living/simple_animal/bot/mulebot/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = FALSE, \
datum/tgui/master_ui = null, datum/ui_state/state = GLOB.default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "mulebot", name, 600, 375, master_ui, state)
ui.open()
/mob/living/simple_animal/bot/mulebot/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["locked"] = locked
data["siliconUser"] = user.has_unlimited_silicon_privilege
data["mode"] = mode ? mode_name[mode] : "Ready"
data["modeStatus"] = ""
switch(mode)
if(BOT_IDLE, BOT_DELIVER, BOT_GO_HOME)
data["modeStatus"] = "good"
if(BOT_BLOCKED, BOT_NAV, BOT_WAIT_FOR_NAV)
data["modeStatus"] = "average"
if(BOT_NO_ROUTE)
data["modeStatus"] = "bad"
else
data["load"] = load ? load.name : null
data["destination"] = destination ? destination : null
data["cell"] = cell ? TRUE : FALSE
data["cellPercent"] = cell ? cell.percent() : null
data["autoReturn"] = auto_return
data["autoPickup"] = auto_pickup
data["reportDelivery"] = report_delivery
data["haspai"] = paicard ? TRUE : FALSE
return data
/mob/living/simple_animal/bot/mulebot/ui_act(action, params)
if(..() || (locked && !usr.has_unlimited_silicon_privilege))
return
switch(action)
if("lock")
if(usr.has_unlimited_silicon_privilege)
locked = !locked
. = TRUE
if("power")
if(on)
turn_off()
else if(cell && !open)
if(!turn_on())
to_chat(usr, "<span class='warning'>You can't switch on [src]!</span>")
return
. = TRUE
else
bot_control(action, usr) // Kill this later.
. = TRUE
/mob/living/simple_animal/bot/mulebot/bot_control(command, mob/user, pda = 0, turf/user_turf, list/user_access = list())
if(pda && wires.is_cut(WIRE_RX)) // MULE wireless is controlled by wires.
return
switch(command)
if("stop")
if(mode >= BOT_DELIVER)
bot_reset()
if("go")
if(mode == BOT_IDLE)
start()
if("home")
if(mode == BOT_IDLE || mode == BOT_DELIVER)
start_home()
if("destination")
var/new_dest = input(user, "Enter Destination:", name, destination) as null|anything in GLOB.deliverybeacontags
if(new_dest)
set_destination(new_dest)
if("setid")
var/new_id = stripped_input(user, "Enter ID:", name, id, MAX_NAME_LEN)
if(new_id)
set_id(new_id)
if("sethome")
var/new_home = input(user, "Enter Home:", name, home_destination) as null|anything in GLOB.deliverybeacontags
if(new_home)
home_destination = new_home
if("unload")
if(load && mode != BOT_HUNT)
if(loc == target)
unload(loaddir)
else
unload(0)
if("autoret")
auto_return = !auto_return
if("autopick")
auto_pickup = !auto_pickup
if("report")
report_delivery = !report_delivery
if("ejectpai")
ejectpairemote(user)
// TODO: remove this; PDAs currently depend on it
/mob/living/simple_animal/bot/mulebot/get_controls(mob/user)
var/ai = issilicon(user)
var/dat
dat += "<h3>Multiple Utility Load Effector Mk. V</h3>"
dat += "<b>ID:</b> [id]<BR>"
dat += "<b>Power:</b> [on ? "On" : "Off"]<BR>"
dat += "<h3>Status</h3>"
dat += "<div class='statusDisplay'>"
switch(mode)
if(BOT_IDLE)
dat += "<span class='good'>Ready</span>"
if(BOT_DELIVER)
dat += "<span class='good'>[mode_name[BOT_DELIVER]]</span>"
if(BOT_GO_HOME)
dat += "<span class='good'>[mode_name[BOT_GO_HOME]]</span>"
if(BOT_BLOCKED)
dat += "<span class='average'>[mode_name[BOT_BLOCKED]]</span>"
if(BOT_NAV,BOT_WAIT_FOR_NAV)
dat += "<span class='average'>[mode_name[BOT_NAV]]</span>"
if(BOT_NO_ROUTE)
dat += "<span class='bad'>[mode_name[BOT_NO_ROUTE]]</span>"
dat += "</div>"
dat += "<b>Current Load:</b> [load ? load.name : "<i>none</i>"]<BR>"
dat += "<b>Destination:</b> [!destination ? "<i>none</i>" : destination]<BR>"
dat += "<b>Power level:</b> [cell ? cell.percent() : 0]%"
if(locked && !ai && !IsAdminGhost(user))
dat += "&nbsp;<br /><div class='notice'>Controls are locked</div><A href='byond://?src=[REF(src)];op=unlock'>Unlock Controls</A>"
else
dat += "&nbsp;<br /><div class='notice'>Controls are unlocked</div><A href='byond://?src=[REF(src)];op=lock'>Lock Controls</A><BR><BR>"
dat += "<A href='byond://?src=[REF(src)];op=power'>Toggle Power</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=stop'>Stop</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=go'>Proceed</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=home'>Return to Home</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=destination'>Set Destination</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=setid'>Set Bot ID</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=sethome'>Set Home</A><BR>"
dat += "<A href='byond://?src=[REF(src)];op=autoret'>Toggle Auto Return Home</A> ([auto_return ? "On":"Off"])<BR>"
dat += "<A href='byond://?src=[REF(src)];op=autopick'>Toggle Auto Pickup Crate</A> ([auto_pickup ? "On":"Off"])<BR>"
dat += "<A href='byond://?src=[REF(src)];op=report'>Toggle Delivery Reporting</A> ([report_delivery ? "On" : "Off"])<BR>"
if(load)
dat += "<A href='byond://?src=[REF(src)];op=unload'>Unload Now</A><BR>"
dat += "<div class='notice'>The maintenance hatch is closed.</div>"
return dat
// returns true if the bot has power
/mob/living/simple_animal/bot/mulebot/proc/has_power()
return !open && cell && cell.charge > 0 && (!wires.is_cut(WIRE_POWER1) && !wires.is_cut(WIRE_POWER2))
/mob/living/simple_animal/bot/mulebot/proc/buzz(type)
switch(type)
if(SIGH)
audible_message("[src] makes a sighing buzz.", "<span class='italics'>You hear an electronic buzzing sound.</span>")
playsound(loc, 'sound/machines/buzz-sigh.ogg', 50, 0)
if(ANNOYED)
audible_message("[src] makes an annoyed buzzing sound.", "<span class='italics'>You hear an electronic buzzing sound.</span>")
playsound(loc, 'sound/machines/buzz-two.ogg', 50, 0)
if(DELIGHT)
audible_message("[src] makes a delighted ping!", "<span class='italics'>You hear a ping.</span>")
playsound(loc, 'sound/machines/ping.ogg', 50, 0)
// mousedrop a crate to load the bot
// can load anything if hacked
/mob/living/simple_animal/bot/mulebot/MouseDrop_T(atom/movable/AM, mob/user)
if(user.incapacitated() || user.lying)
return
if(!istype(AM))
return
load(AM)
// called to load a crate
/mob/living/simple_animal/bot/mulebot/proc/load(atom/movable/AM)
if(load || AM.anchored)
return
if(!isturf(AM.loc)) //To prevent the loading from stuff from someone's inventory or screen icons.
return
var/obj/structure/closet/crate/CRATE
if(istype(AM, /obj/structure/closet/crate))
CRATE = AM
else
if(!wires.is_cut(WIRE_LOADCHECK))
buzz(SIGH)
return // if not hacked, only allow crates to be loaded
if(CRATE) // if it's a crate, close before loading
CRATE.close()
if(isobj(AM))
var/obj/O = AM
if(O.has_buckled_mobs() || (locate(/mob) in AM)) //can't load non crates objects with mobs buckled to it or inside it.
buzz(SIGH)
return
if(isliving(AM))
if(!load_mob(AM))
return
else
AM.forceMove(src)
load = AM
mode = BOT_IDLE
update_icon()
/mob/living/simple_animal/bot/mulebot/proc/load_mob(mob/living/M)
can_buckle = TRUE
if(buckle_mob(M))
passenger = M
load = M
can_buckle = FALSE
return TRUE
return FALSE
/mob/living/simple_animal/bot/mulebot/post_buckle_mob(mob/living/M)
M.pixel_y = initial(M.pixel_y) + 9
if(M.layer < layer)
M.layer = layer + 0.01
/mob/living/simple_animal/bot/mulebot/post_unbuckle_mob(mob/living/M)
load = null
M.layer = initial(M.layer)
M.pixel_y = initial(M.pixel_y)
// called to unload the bot
// argument is optional direction to unload
// if zero, unload at bot's location
/mob/living/simple_animal/bot/mulebot/proc/unload(dirn)
if(!load)
return
mode = BOT_IDLE
cut_overlays()
unbuckle_all_mobs()
if(load)
load.forceMove(loc)
load.pixel_y = initial(load.pixel_y)
load.layer = initial(load.layer)
load.plane = initial(load.plane)
if(dirn)
var/turf/T = loc
var/turf/newT = get_step(T,dirn)
if(load.CanPass(load,newT)) //Can't get off onto anything that wouldn't let you pass normally
step(load, dirn)
load = null
/mob/living/simple_animal/bot/mulebot/call_bot()
..()
if(path && path.len)
target = ai_waypoint //Target is the end point of the path, the waypoint set by the AI.
destination = get_area_name(target, TRUE)
pathset = 1 //Indicates the AI's custom path is initialized.
start()
/mob/living/simple_animal/bot/mulebot/handle_automated_action()
if(!has_power())
on = FALSE
return
if(on)
var/speed = (wires.is_cut(WIRE_MOTOR1) ? 0 : 1) + (wires.is_cut(WIRE_MOTOR2) ? 0 : 2)
var/num_steps = 0
switch(speed)
if(0)
// do nothing
if(1)
num_steps = 10
if(2)
num_steps = 5
if(3)
num_steps = 3
if(num_steps)
process_bot()
num_steps--
if(mode != BOT_IDLE)
spawn(0)
for(var/i=num_steps,i>0,i--)
sleep(2)
process_bot()
/mob/living/simple_animal/bot/mulebot/proc/process_bot()
if(!on || client)
return
update_icon()
switch(mode)
if(BOT_IDLE) // idle
return
if(BOT_DELIVER, BOT_GO_HOME, BOT_BLOCKED) // navigating to deliver,home, or blocked
if(loc == target) // reached target
at_target()
return
else if(path.len > 0 && target) // valid path
var/turf/next = path[1]
reached_target = 0
if(next == loc)
path -= next
return
if(isturf(next))
if(bloodiness)
var/obj/effect/decal/cleanable/blood/tracks/B = new(loc)
if(blood_DNA && blood_DNA.len)
B.blood_DNA |= blood_DNA.Copy()
var/newdir = get_dir(next, loc)
if(newdir == dir)
B.setDir(newdir)
else
newdir = newdir | dir
if(newdir == 3)
newdir = 1
else if(newdir == 12)
newdir = 4
B.setDir(newdir)
bloodiness--
var/oldloc = loc
var/moved = step_towards(src, next) // attempt to move
if(cell)
cell.use(1)
if(moved && oldloc!=loc) // successful move
blockcount = 0
path -= loc
if(destination == home_destination)
mode = BOT_GO_HOME
else
mode = BOT_DELIVER
else // failed to move
blockcount++
mode = BOT_BLOCKED
if(blockcount == 3)
buzz(ANNOYED)
if(blockcount > 10) // attempt 10 times before recomputing
// find new path excluding blocked turf
buzz(SIGH)
mode = BOT_WAIT_FOR_NAV
blockcount = 0
spawn(20)
calc_path(avoid=next)
if(path.len > 0)
buzz(DELIGHT)
mode = BOT_BLOCKED
return
return
else
buzz(ANNOYED)
mode = BOT_NAV
return
else
mode = BOT_NAV
return
if(BOT_NAV) // calculate new path
mode = BOT_WAIT_FOR_NAV
spawn(0)
calc_path()
if(path.len > 0)
blockcount = 0
mode = BOT_BLOCKED
buzz(DELIGHT)
else
buzz(SIGH)
mode = BOT_NO_ROUTE
// calculates a path to the current destination
// given an optional turf to avoid
/mob/living/simple_animal/bot/mulebot/calc_path(turf/avoid = null)
path = get_path_to(src, target, /turf/proc/Distance_cardinal, 0, 250, id=access_card, exclude=avoid)
// sets the current destination
// signals all beacons matching the delivery code
// beacons will return a signal giving their locations
/mob/living/simple_animal/bot/mulebot/proc/set_destination(new_dest)
new_destination = new_dest
get_nav()
// starts bot moving to current destination
/mob/living/simple_animal/bot/mulebot/proc/start()
if(!on)
return
if(destination == home_destination)
mode = BOT_GO_HOME
else
mode = BOT_DELIVER
update_icon()
get_nav()
// starts bot moving to home
// sends a beacon query to find
/mob/living/simple_animal/bot/mulebot/proc/start_home()
if(!on)
return
spawn(0)
set_destination(home_destination)
mode = BOT_BLOCKED
update_icon()
// called when bot reaches current target
/mob/living/simple_animal/bot/mulebot/proc/at_target()
if(!reached_target)
radio_channel = "Supply" //Supply channel
audible_message("[src] makes a chiming sound!", "<span class='italics'>You hear a chime.</span>")
playsound(loc, 'sound/machines/chime.ogg', 50, 0)
reached_target = 1
if(pathset) //The AI called us here, so notify it of our arrival.
loaddir = dir //The MULE will attempt to load a crate in whatever direction the MULE is "facing".
if(calling_ai)
to_chat(calling_ai, "<span class='notice'>[icon2html(src, calling_ai)] [src] wirelessly plays a chiming sound!</span>")
playsound(calling_ai, 'sound/machines/chime.ogg',40, 0)
calling_ai = null
radio_channel = "AI Private" //Report on AI Private instead if the AI is controlling us.
if(load) // if loaded, unload at target
if(report_delivery)
speak("Destination <b>[destination]</b> reached. Unloading [load].",radio_channel)
unload(loaddir)
else
// not loaded
if(auto_pickup) // find a crate
var/atom/movable/AM
if(wires.is_cut(WIRE_LOADCHECK)) // if hacked, load first unanchored thing we find
for(var/atom/movable/A in get_step(loc, loaddir))
if(!A.anchored)
AM = A
break
else // otherwise, look for crates only
AM = locate(/obj/structure/closet/crate) in get_step(loc,loaddir)
if(AM && AM.Adjacent(src))
load(AM)
if(report_delivery)
speak("Now loading [load] at <b>[get_area_name(src)]</b>.", radio_channel)
// whatever happened, check to see if we return home
if(auto_return && home_destination && destination != home_destination)
// auto return set and not at home already
start_home()
mode = BOT_BLOCKED
else
bot_reset() // otherwise go idle
return
// called when bot bumps into anything
/mob/living/simple_animal/bot/mulebot/Bump(atom/obs)
if(wires.is_cut(WIRE_AVOIDANCE)) // usually just bumps, but if avoidance disabled knock over mobs
if(isliving(obs))
var/mob/living/L = obs
if(iscyborg(L))
visible_message("<span class='danger'>[src] bumps into [L]!</span>")
else
if(!paicard)
log_combat(src, L, "knocked down")
visible_message("<span class='danger'>[src] knocks over [L]!</span>")
L.Knockdown(160)
return ..()
// called from mob/living/carbon/human/Crossed()
// when mulebot is in the same loc
/mob/living/simple_animal/bot/mulebot/proc/RunOver(mob/living/carbon/human/H)
log_combat(src, H, "run over", null, "(DAMTYPE: [uppertext(BRUTE)])")
H.visible_message("<span class='danger'>[src] drives over [H]!</span>", \
"<span class='userdanger'>[src] drives over you!</span>")
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/damage = rand(5,15)
H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, "melee"))
H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, "melee"))
var/turf/T = get_turf(src)
T.add_mob_blood(H)
var/list/blood_dna = H.get_blood_dna_list()
add_blood_DNA(blood_dna)
bloodiness += 4
// player on mulebot attempted to move
/mob/living/simple_animal/bot/mulebot/relaymove(mob/user)
if(user.incapacitated())
return
if(load == user)
unload(0)
//Update navigation data. Called when commanded to deliver, return home, or a route update is needed...
/mob/living/simple_animal/bot/mulebot/proc/get_nav()
if(!on || wires.is_cut(WIRE_BEACON))
return
for(var/obj/machinery/navbeacon/NB in GLOB.deliverybeacons)
if(NB.location == new_destination) // if the beacon location matches the set destination
// the we will navigate there
destination = new_destination
target = NB.loc
var/direction = NB.dir // this will be the load/unload dir
if(direction)
loaddir = text2num(direction)
else
loaddir = 0
update_icon()
if(destination) // No need to calculate a path if you do not have a destination set!
calc_path()
/mob/living/simple_animal/bot/mulebot/emp_act(severity)
. = ..()
if(cell && !(. & EMP_PROTECT_CONTENTS))
cell.emp_act(severity)
if(load)
load.emp_act(severity)
/mob/living/simple_animal/bot/mulebot/explode()
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/atom/Tsec = drop_location()
new /obj/item/assembly/prox_sensor(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/rods(Tsec)
new /obj/item/stack/cable_coil/cut(Tsec)
if(cell)
cell.forceMove(Tsec)
cell.update_icon()
cell = null
do_sparks(3, TRUE, src)
new /obj/effect/decal/cleanable/oil(loc)
..()
/mob/living/simple_animal/bot/mulebot/remove_air(amount) //To prevent riders suffocating
if(loc)
return loc.remove_air(amount)
else
return null
/mob/living/simple_animal/bot/mulebot/resist()
..()
if(load)
unload()
/mob/living/simple_animal/bot/mulebot/UnarmedAttack(atom/A)
if(isturf(A) && isturf(loc) && loc.Adjacent(A) && load)
unload(get_dir(loc, A))
else
..()
/mob/living/simple_animal/bot/mulebot/insertpai(mob/user, obj/item/paicard/card)
if(..())
visible_message("[src] safeties are locked on.")
#undef SIGH
#undef ANNOYED
#undef DELIGHT
/obj/machinery/bot_core/mulebot
req_access = list(ACCESS_CARGO)
@@ -1,444 +0,0 @@
/mob/living/simple_animal/bot/secbot
name = "\improper Securitron"
desc = "A little security robot. He looks less than thrilled."
icon = 'icons/mob/aibots.dmi'
icon_state = "secbot"
density = FALSE
anchored = FALSE
health = 25
maxHealth = 25
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
pass_flags = PASSMOB
radio_key = /obj/item/encryptionkey/secbot //AI Priv + Security
radio_channel = RADIO_CHANNEL_SECURITY //Security channel
bot_type = SEC_BOT
model = "Securitron"
bot_core_type = /obj/machinery/bot_core/secbot
window_id = "autosec"
window_name = "Automatic Security Unit v1.6"
allow_pai = 0
data_hud_type = DATA_HUD_SECURITY_ADVANCED
path_image_color = "#FF0000"
var/baton_type = /obj/item/melee/baton
var/mob/living/carbon/target
var/oldtarget_name
var/threatlevel = FALSE
var/target_lastloc //Loc of target when arrested.
var/last_found //There's a delay
var/declare_arrests = TRUE //When making an arrest, should it notify everyone on the security channel?
var/idcheck = FALSE //If true, arrest people with no IDs
var/weaponscheck = FALSE //If true, arrest people for weapons if they lack access
var/check_records = TRUE //Does it check security records?
var/arrest_type = FALSE //If true, don't handcuff
/mob/living/simple_animal/bot/secbot/beepsky
name = "Officer Beep O'sky"
desc = "It's Officer Beep O'sky! Powered by a potato and a shot of whiskey."
idcheck = FALSE
weaponscheck = FALSE
auto_patrol = TRUE
/mob/living/simple_animal/bot/secbot/beepsky/jr
name = "Officer Pipsqueak"
desc = "It's Officer Beep O'sky's smaller, just-as aggressive cousin, Pipsqueak."
/mob/living/simple_animal/bot/secbot/beepsky/jr/Initialize()
. = ..()
resize = 0.8
update_transform()
/mob/living/simple_animal/bot/secbot/beepsky/explode()
var/atom/Tsec = drop_location()
new /obj/item/stock_parts/cell/potato(Tsec)
var/obj/item/reagent_containers/food/drinks/drinkingglass/shotglass/S = new(Tsec)
S.reagents.add_reagent("whiskey", 15)
S.on_reagent_change(ADD_REAGENT)
..()
/mob/living/simple_animal/bot/secbot/pingsky
name = "Officer Pingsky"
desc = "It's Officer Pingsky! Delegated to satellite guard duty for harbouring anti-human sentiment."
radio_channel = RADIO_CHANNEL_AI_PRIVATE
/mob/living/simple_animal/bot/secbot/Initialize()
. = ..()
update_icon()
var/datum/job/detective/J = new/datum/job/detective
access_card.access += J.get_access()
prev_access = access_card.access
//SECHUD
var/datum/atom_hud/secsensor = GLOB.huds[DATA_HUD_SECURITY_ADVANCED]
secsensor.add_hud_to(src)
/mob/living/simple_animal/bot/secbot/update_icon()
if(mode == BOT_HUNT)
icon_state = "[initial(icon_state)]-c"
return
..()
/mob/living/simple_animal/bot/secbot/turn_off()
..()
mode = BOT_IDLE
/mob/living/simple_animal/bot/secbot/bot_reset()
..()
target = null
oldtarget_name = null
anchored = FALSE
walk_to(src,0)
last_found = world.time
/mob/living/simple_animal/bot/secbot/set_custom_texts()
text_hack = "You overload [name]'s target identification system."
text_dehack = "You reboot [name] and restore the target identification."
text_dehack_fail = "[name] refuses to accept your authority!"
/mob/living/simple_animal/bot/secbot/get_controls(mob/user)
var/dat
dat += hack(user)
dat += showpai(user)
dat += text({"
<TT><B>Securitron v1.6 controls</B></TT><BR><BR>
Status: []<BR>
Behaviour controls are [locked ? "locked" : "unlocked"]<BR>
Maintenance panel panel is [open ? "opened" : "closed"]"},
"<A href='?src=[REF(src)];power=1'>[on ? "On" : "Off"]</A>" )
if(!locked || issilicon(user) || IsAdminGhost(user))
dat += text({"<BR>
Arrest Unidentifiable Persons: []<BR>
Arrest for Unauthorized Weapons: []<BR>
Arrest for Warrant: []<BR>
Operating Mode: []<BR>
Report Arrests[]<BR>
Auto Patrol: []"},
"<A href='?src=[REF(src)];operation=idcheck'>[idcheck ? "Yes" : "No"]</A>",
"<A href='?src=[REF(src)];operation=weaponscheck'>[weaponscheck ? "Yes" : "No"]</A>",
"<A href='?src=[REF(src)];operation=ignorerec'>[check_records ? "Yes" : "No"]</A>",
"<A href='?src=[REF(src)];operation=switchmode'>[arrest_type ? "Detain" : "Arrest"]</A>",
"<A href='?src=[REF(src)];operation=declarearrests'>[declare_arrests ? "Yes" : "No"]</A>",
"<A href='?src=[REF(src)];operation=patrol'>[auto_patrol ? "On" : "Off"]</A>" )
return dat
/mob/living/simple_animal/bot/secbot/Topic(href, href_list)
if(..())
return 1
if(!issilicon(usr) && !IsAdminGhost(usr) && !(bot_core.allowed(usr) || !locked))
return TRUE
switch(href_list["operation"])
if("idcheck")
idcheck = !idcheck
update_controls()
if("weaponscheck")
weaponscheck = !weaponscheck
update_controls()
if("ignorerec")
check_records = !check_records
update_controls()
if("switchmode")
arrest_type = !arrest_type
update_controls()
if("declarearrests")
declare_arrests = !declare_arrests
update_controls()
/mob/living/simple_animal/bot/secbot/proc/retaliate(mob/living/carbon/human/H)
var/judgement_criteria = judgement_criteria()
threatlevel = H.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
threatlevel += 6
if(threatlevel >= 4)
target = H
mode = BOT_HUNT
/mob/living/simple_animal/bot/secbot/proc/judgement_criteria()
var/final = FALSE
if(idcheck)
final = final|JUDGE_IDCHECK
if(check_records)
final = final|JUDGE_RECORDCHECK
if(weaponscheck)
final = final|JUDGE_WEAPONCHECK
if(emagged == 2)
final = final|JUDGE_EMAGGED
return final
/mob/living/simple_animal/bot/secbot/proc/special_retaliate_after_attack(mob/user) //allows special actions to take place after being attacked.
return
/mob/living/simple_animal/bot/secbot/attack_hand(mob/living/carbon/human/H)
if((H.a_intent == INTENT_HARM) || (H.a_intent == INTENT_DISARM))
retaliate(H)
if(special_retaliate_after_attack(H))
return
return ..()
/mob/living/simple_animal/bot/secbot/attackby(obj/item/W, mob/user, params)
..()
if(istype(W, /obj/item/weldingtool) && user.a_intent != INTENT_HARM) // Any intent but harm will heal, so we shouldn't get angry.
return
if(!istype(W, /obj/item/screwdriver) && (W.force) && (!target) && (W.damtype != STAMINA) ) // Added check for welding tool to fix #2432. Welding tool behavior is handled in superclass.
retaliate(user)
if(special_retaliate_after_attack(user))
return
/mob/living/simple_animal/bot/secbot/emag_act(mob/user)
. = ..()
if(emagged == 2)
if(user)
to_chat(user, "<span class='danger'>You short out [src]'s target assessment circuits.</span>")
oldtarget_name = user.name
audible_message("<span class='danger'>[src] buzzes oddly!</span>")
declare_arrests = FALSE
update_icon()
/mob/living/simple_animal/bot/secbot/bullet_act(obj/item/projectile/Proj)
if(istype(Proj , /obj/item/projectile/beam)||istype(Proj, /obj/item/projectile/bullet))
if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
if(!Proj.nodamage && Proj.damage < src.health && ishuman(Proj.firer))
retaliate(Proj.firer)
..()
/mob/living/simple_animal/bot/secbot/UnarmedAttack(atom/A)
if(!on)
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.
stun_attack(A)
else if(C.canBeHandcuffed() && !C.handcuffed)
cuff(A)
else
..()
/mob/living/simple_animal/bot/secbot/hitby(atom/movable/AM, skipcatch = FALSE, hitpush = TRUE, blocked = FALSE)
if(istype(AM, /obj/item))
var/obj/item/I = AM
if(I.throwforce < src.health && I.thrownby && ishuman(I.thrownby))
var/mob/living/carbon/human/H = I.thrownby
retaliate(H)
..()
/mob/living/simple_animal/bot/secbot/proc/cuff(mob/living/carbon/C)
mode = BOT_ARREST
playsound(src, 'sound/weapons/cablecuff.ogg', 30, TRUE, -2)
C.visible_message("<span class='danger'>[src] is trying to put zipties on [C]!</span>",\
"<span class='userdanger'>[src] is trying to put zipties on you!</span>")
addtimer(CALLBACK(src, .proc/attempt_handcuff, C), 60)
/mob/living/simple_animal/bot/secbot/proc/attempt_handcuff(mob/living/carbon/C)
if( !on || !Adjacent(C) || !isturf(C.loc) ) //if he's in a closet or not adjacent, we cancel cuffing.
return
if(!C.handcuffed)
C.handcuffed = new /obj/item/restraints/handcuffs/cable/zipties/used(C)
C.update_handcuffed()
playsound(src, "law", 50, 0)
back_to_idle()
/mob/living/simple_animal/bot/secbot/proc/stun_attack(mob/living/carbon/C)
var/judgement_criteria = judgement_criteria()
playsound(src, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
icon_state = "secbot-c"
addtimer(CALLBACK(src, .proc/update_icon), 2)
var/threat = 5
if(ishuman(C))
C.stuttering = 5
C.Knockdown(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.stuttering = 5
threat = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
log_combat(src,C,"stunned")
if(declare_arrests)
var/area/location = get_area(src)
speak("[arrest_type ? "Detaining" : "Arresting"] level [threat] scumbag <b>[C]</b> in [location].", radio_channel)
C.visible_message("<span class='danger'>[src] has stunned [C]!</span>",\
"<span class='userdanger'>[src] has stunned you!</span>")
/mob/living/simple_animal/bot/secbot/handle_automated_action()
if(!..())
return
switch(mode)
if(BOT_IDLE) // idle
walk_to(src,0)
look_for_perp() // see if any criminals are in range
if(!mode && auto_patrol) // still idle, and set to patrol
mode = BOT_START_PATROL // switch to patrol mode
if(BOT_HUNT) // hunting for perp
// if can't reach perp for long enough, go idle
if(frustration >= 8)
walk_to(src,0)
back_to_idle()
return
if(target) // make sure target exists
if(Adjacent(target) && isturf(target.loc)) // if right next to perp
stun_attack(target)
mode = BOT_PREP_ARREST
anchored = TRUE
target_lastloc = target.loc
return
else // not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target,1,4)
if((get_dist(src, target)) >= (olddist))
frustration++
else
frustration = 0
else
back_to_idle()
if(BOT_PREP_ARREST) // preparing to arrest target
// see if he got away. If he's no no longer adjacent or inside a closet or about to get up, we hunt again.
if( !Adjacent(target) || !isturf(target.loc) || target.getStaminaLoss() <= 120 || !target.recoveringstam) //CIT CHANGE - replaces amountknockdown with checks for stamina so secbots dont run into an infinite loop
back_to_hunt()
return
if(iscarbon(target) && target.canBeHandcuffed())
if(!arrest_type)
if(!target.handcuffed) //he's not cuffed? Try to cuff him!
cuff(target)
else
back_to_idle()
return
else
back_to_idle()
return
if(BOT_ARREST)
if(!target)
anchored = FALSE
mode = BOT_IDLE
last_found = world.time
frustration = 0
return
if(target.handcuffed) //no target or target cuffed? back to idle.
back_to_idle()
return
if(!Adjacent(target) || !isturf(target.loc) || (target.loc != target_lastloc && !target.recoveringstam && target.getStaminaLoss() <= 120)) //if he's changed loc and about to get up or not adjacent or got into a closet, we prep arrest again. CIT CHANGE - replaces amountknockdown with recoveringstam and staminaloss check
back_to_hunt()
return
else //Try arresting again if the target escapes.
mode = BOT_PREP_ARREST
anchored = FALSE
if(BOT_START_PATROL)
look_for_perp()
start_patrol()
if(BOT_PATROL)
look_for_perp()
bot_patrol()
return
/mob/living/simple_animal/bot/secbot/proc/back_to_idle()
anchored = FALSE
mode = BOT_IDLE
target = null
last_found = world.time
frustration = 0
INVOKE_ASYNC(src, .proc/handle_automated_action)
/mob/living/simple_animal/bot/secbot/proc/back_to_hunt()
anchored = FALSE
frustration = 0
mode = BOT_HUNT
INVOKE_ASYNC(src, .proc/handle_automated_action)
// look for a criminal in view of the bot
/mob/living/simple_animal/bot/secbot/proc/look_for_perp()
anchored = FALSE
var/judgement_criteria = judgement_criteria()
for (var/mob/living/carbon/C in view(7,src)) //Let's find us a criminal
if((C.stat) || (C.handcuffed))
continue
if((C.name == oldtarget_name) && (world.time < last_found + 100))
continue
threatlevel = C.assess_threat(judgement_criteria, weaponcheck=CALLBACK(src, .proc/check_for_weapons))
if(!threatlevel)
continue
else if(threatlevel >= 4)
target = C
oldtarget_name = C.name
speak("Level [threatlevel] infraction alert!")
playsound(loc, pick('sound/voice/beepsky/criminal.ogg', 'sound/voice/beepsky/justice.ogg', 'sound/voice/beepsky/freeze.ogg'), 50, FALSE)
visible_message("<b>[src]</b> points at [C.name]!")
mode = BOT_HUNT
INVOKE_ASYNC(src, .proc/handle_automated_action)
break
else
continue
/mob/living/simple_animal/bot/secbot/proc/check_for_weapons(var/obj/item/slot_item)
if(slot_item && (slot_item.item_flags & NEEDS_PERMIT))
return TRUE
return FALSE
/mob/living/simple_animal/bot/secbot/explode()
walk_to(src,0)
visible_message("<span class='boldannounce'>[src] blows apart!</span>")
var/atom/Tsec = drop_location()
var/obj/item/bot_assembly/secbot/Sa = new (Tsec)
Sa.build_step = 1
Sa.add_overlay("hs_hole")
Sa.created_name = name
new /obj/item/assembly/prox_sensor(Tsec)
drop_part(baton_type, Tsec)
if(prob(50))
drop_part(robot_arm, Tsec)
do_sparks(3, TRUE, src)
new /obj/effect/decal/cleanable/oil(loc)
..()
/mob/living/simple_animal/bot/secbot/attack_alien(var/mob/living/carbon/alien/user as mob)
..()
if(!isalien(target))
target = user
mode = BOT_HUNT
/mob/living/simple_animal/bot/secbot/Crossed(atom/movable/AM)
if(has_gravity() && ismob(AM) && target)
var/mob/living/carbon/C = AM
if(!istype(C) || !C || in_range(src, target))
return
knockOver(C)
return
..()
/obj/machinery/bot_core/secbot
req_access = list(ACCESS_SECURITY)
@@ -1,41 +0,0 @@
/mob/living/simple_animal/proc/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
if(!forced && (status_flags & GODMODE))
return FALSE
bruteloss = round(CLAMP(bruteloss + amount, 0, maxHealth),DAMAGE_PRECISION)
if(updating_health)
updatehealth()
return amount
/mob/living/simple_animal/adjustBruteLoss(amount, updating_health = TRUE, forced = FALSE)
if(forced)
. = adjustHealth(amount * CONFIG_GET(number/damage_multiplier), updating_health, forced)
else if(damage_coeff[BRUTE])
. = adjustHealth(amount * damage_coeff[BRUTE] * CONFIG_GET(number/damage_multiplier), updating_health, forced)
/mob/living/simple_animal/adjustFireLoss(amount, updating_health = TRUE, forced = FALSE)
if(forced)
. = adjustHealth(amount * CONFIG_GET(number/damage_multiplier), updating_health, forced)
else if(damage_coeff[BURN])
. = adjustHealth(amount * damage_coeff[BURN] * CONFIG_GET(number/damage_multiplier), updating_health, forced)
/mob/living/simple_animal/adjustOxyLoss(amount, updating_health = TRUE, forced = FALSE)
if(forced)
. = adjustHealth(amount * CONFIG_GET(number/damage_multiplier), updating_health, forced)
else if(damage_coeff[OXY])
. = adjustHealth(amount * damage_coeff[OXY] * CONFIG_GET(number/damage_multiplier), updating_health, forced)
/mob/living/simple_animal/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE)
if(forced)
. = adjustHealth(amount * CONFIG_GET(number/damage_multiplier), updating_health, forced)
else if(damage_coeff[TOX])
. = adjustHealth(amount * damage_coeff[TOX] * CONFIG_GET(number/damage_multiplier), updating_health, forced)
/mob/living/simple_animal/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE)
if(forced)
. = adjustHealth(amount * CONFIG_GET(number/damage_multiplier), updating_health, forced)
else if(damage_coeff[CLONE])
. = adjustHealth(amount * damage_coeff[CLONE] * CONFIG_GET(number/damage_multiplier), updating_health, forced)
/mob/living/simple_animal/adjustStaminaLoss(amount, forced = FALSE)
return
@@ -310,7 +310,6 @@
emote_see = list("looks at you eagerly for pets!", "wiggles enthusiastically.")
gold_core_spawnable = NO_SPAWN
var/pseudo_death = FALSE
var/mob/living/carbon/human/origin
/mob/living/simple_animal/pet/cat/custom_cat/death()
if (pseudo_death == TRUE) //secret cat chem
@@ -1,67 +0,0 @@
#define DRONE_MINIMUM_AGE 14
///////////////////
//DRONES AS ITEMS//
///////////////////
//Drone shells
//DRONE SHELL
/obj/item/drone_shell
name = "drone shell"
desc = "A shell of a maintenance drone, an expendable robot built to perform station repairs."
icon = 'icons/mob/drone.dmi'
icon_state = "drone_maint_hat"//yes reuse the _hat state.
layer = BELOW_MOB_LAYER
var/drone_type = /mob/living/simple_animal/drone //Type of drone that will be spawned
var/seasonal_hats = TRUE //If TRUE, and there are no default hats, different holidays will grant different hats
var/static/list/possible_seasonal_hats //This is built automatically in build_seasonal_hats() but can also be edited by admins!
/obj/item/drone_shell/Initialize()
. = ..()
var/area/A = get_area(src)
if(A)
notify_ghosts("A drone shell has been created in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_DRONE, ignore_dnr_observers = TRUE)
GLOB.poi_list |= src
if(isnull(possible_seasonal_hats))
build_seasonal_hats()
/obj/item/drone_shell/proc/build_seasonal_hats()
possible_seasonal_hats = list()
if(!length(SSevents.holidays))
return //no holidays, no hats; we'll keep the empty list so we never call this proc again
for(var/V in SSevents.holidays)
var/datum/holiday/holiday = SSevents.holidays[V]
if(holiday.drone_hat)
possible_seasonal_hats += holiday.drone_hat
/obj/item/drone_shell/Destroy()
GLOB.poi_list -= src
. = ..()
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/obj/item/drone_shell/attack_ghost(mob/dead/observer/user)
if(jobban_isbanned(user,"drone") || QDELETED(src) || QDELETED(user))
return
if(CONFIG_GET(flag/use_age_restriction_for_jobs))
if(!isnum(user.client.player_age)) //apparently what happens when there's no DB connected. just don't let anybody be a drone without admin intervention
return
if(user.client.player_age < DRONE_MINIMUM_AGE)
to_chat(user, "<span class='danger'>You're too new to play as a drone! Please try again in [DRONE_MINIMUM_AGE - user.client.player_age] days.</span>")
return
if(!user.can_reenter_round())
return FALSE
if(!SSticker.mode)
to_chat(user, "Can't become a drone before the game has started.")
return
var/be_drone = alert("Become a drone? (Warning, You can no longer be cloned!)",,"Yes","No")
if(be_drone == "No" || QDELETED(src) || !isobserver(user))
return
var/mob/living/simple_animal/drone/D = new drone_type(get_turf(loc))
if(!D.default_hatmask && seasonal_hats && possible_seasonal_hats.len)
var/hat_type = pick(possible_seasonal_hats)
var/obj/item/new_hat = new hat_type(D)
D.equip_to_slot_or_del(new_hat, SLOT_HEAD)
D.flags_1 |= (flags_1 & ADMIN_SPAWNED_1)
user.transfer_ckey(D, FALSE)
qdel(src)
@@ -1,243 +0,0 @@
////////////////////
//MORE DRONE TYPES//
////////////////////
//Drones with custom laws
//Drones with custom shells
//Drones with overridden procs
//Drones with camogear for hat related memes
//Drone type for use with polymorph (no preloaded items, random appearance)
//More types of drones
/mob/living/simple_animal/drone/syndrone
name = "Syndrone"
desc = "A modified maintenance drone. This one brings with it the feeling of terror."
icon_state = "drone_synd"
icon_living = "drone_synd"
picked = TRUE //the appearence of syndrones is static, you don't get to change it.
health = 30
maxHealth = 120 //If you murder other drones and cannibalize them you can get much stronger
initial_language_holder = /datum/language_holder/drone/syndicate
faction = list(ROLE_SYNDICATE)
speak_emote = list("hisses")
bubble_icon = "syndibot"
heavy_emp_damage = 10
laws = \
"1. Interfere.\n"+\
"2. Kill.\n"+\
"3. Destroy."
default_storage = /obj/item/uplink
default_hatmask = /obj/item/clothing/head/helmet/space/hardsuit/syndi
hacked = TRUE
flavortext = null
/mob/living/simple_animal/drone/syndrone/Initialize()
. = ..()
var/datum/component/uplink/hidden_uplink = internal_storage.GetComponent(/datum/component/uplink)
hidden_uplink.telecrystals = 10
/mob/living/simple_animal/drone/syndrone/Login()
..()
to_chat(src, "<span class='notice'>You can kill and eat other drones to increase your health!</span>" )
/mob/living/simple_animal/drone/syndrone/badass
name = "Badass Syndrone"
default_hatmask = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
default_storage = /obj/item/uplink/nuclear
/mob/living/simple_animal/drone/syndrone/badass/Initialize()
. = ..()
var/datum/component/uplink/hidden_uplink = internal_storage.GetComponent(/datum/component/uplink)
hidden_uplink.telecrystals = 30
var/obj/item/implant/weapons_auth/W = new
W.implant(src)
/mob/living/simple_animal/drone/snowflake
default_hatmask = /obj/item/clothing/head/chameleon/drone
/mob/living/simple_animal/drone/snowflake/Initialize()
. = ..()
desc += " This drone appears to have a complex holoprojector built on its 'head'."
/obj/item/drone_shell/syndrone
name = "syndrone shell"
desc = "A shell of a syndrone, a modified maintenance drone designed to infiltrate and annihilate."
icon_state = "syndrone_item"
drone_type = /mob/living/simple_animal/drone/syndrone
/obj/item/drone_shell/syndrone/badass
name = "badass syndrone shell"
drone_type = /mob/living/simple_animal/drone/syndrone/badass
/obj/item/drone_shell/snowflake
name = "snowflake drone shell"
desc = "A shell of a snowflake drone, a maintenance drone with a built in holographic projector to display hats and masks."
drone_type = /mob/living/simple_animal/drone/snowflake
/mob/living/simple_animal/drone/polymorphed
default_storage = null
default_hatmask = null
picked = TRUE
/mob/living/simple_animal/drone/polymorphed/Initialize()
. = ..()
liberate()
visualAppearence = pick(MAINTDRONE, REPAIRDRONE, SCOUTDRONE)
if(visualAppearence == MAINTDRONE)
var/colour = pick("grey", "blue", "red", "green", "pink", "orange")
icon_state = "[visualAppearence]_[colour]"
else
icon_state = visualAppearence
icon_living = icon_state
icon_dead = "[visualAppearence]_dead"
/obj/item/drone_shell/dusty
name = "derelict drone shell"
desc = "A long-forgotten drone shell. It seems kind of... Space Russian."
drone_type = /mob/living/simple_animal/drone/derelict
/mob/living/simple_animal/drone/derelict
name = "derelict drone"
default_hatmask = /obj/item/clothing/head/ushanka
/mob/living/simple_animal/drone/cogscarab
name = "cogscarab"
desc = "A strange, drone-like machine. It constantly emits the hum of gears."
icon_state = "drone_clock"
icon_living = "drone_clock"
icon_dead = "drone_clock_dead"
picked = TRUE
pass_flags = PASSTABLE
health = 50
maxHealth = 50
harm_intent_damage = 5
density = TRUE
speed = 1
ventcrawler = VENTCRAWLER_NONE
faction = list("neutral", "ratvar")
speak_emote = list("clanks", "clinks", "clunks", "clangs")
verb_ask = "requests"
verb_exclaim = "proclaims"
verb_whisper = "imparts"
verb_yell = "harangues"
bubble_icon = "clock"
initial_language_holder = /datum/language_holder/clockmob
light_color = "#E42742"
heavy_emp_damage = 0
laws = "0. Purge all untruths and honor Ratvar."
default_storage = /obj/item/storage/toolbox/brass/prefilled
hacked = TRUE
visualAppearence = CLOCKDRONE
can_be_held = FALSE
flavortext = "<b><span class='nezbere'>You are a cogscarab,</span> a tiny building construct of Ratvar. While you're weak and can't recite scripture, \
you have a set of quick tools, as well as a replica fabricator that can create brass and convert objects.<br><br>Work with the servants of Ratvar \
to construct and maintain defenses at the City of Cogs. If there are no servants, use this time to experiment with base designs!"
/mob/living/simple_animal/drone/cogscarab/ratvar //a subtype for spawning when ratvar is alive, has a slab that it can use and a normal fabricator
default_storage = /obj/item/storage/toolbox/brass/prefilled/ratvar
/mob/living/simple_animal/drone/cogscarab/admin //an admin-only subtype of cogscarab with a no-cost fabricator and slab in its box
default_storage = /obj/item/storage/toolbox/brass/prefilled/ratvar/admin
/mob/living/simple_animal/drone/cogscarab/Initialize()
. = ..()
set_light(2, 0.5)
qdel(access_card) //we don't have free access
access_card = null
verbs -= /mob/living/simple_animal/drone/verb/check_laws
verbs -= /mob/living/simple_animal/drone/verb/drone_ping
/mob/living/simple_animal/drone/cogscarab/Login()
..()
add_servant_of_ratvar(src, TRUE, GLOB.servants_active)
to_chat(src,"<b>You yourself are one of these servants, and will be able to utilize almost anything they can[GLOB.ratvar_awakens ? "":", <i>excluding a clockwork slab</i>"].</b>") // this can't go with flavortext because i'm assuming it requires them to be ratvar'd
/mob/living/simple_animal/drone/cogscarab/binarycheck()
return FALSE
/mob/living/simple_animal/drone/cogscarab/alert_drones(msg, dead_can_hear = FALSE)
if(msg == DRONE_NET_CONNECT)
msg = "<span class='brass'><i>Hierophant Network:</i> [name] activated.</span>"
else if(msg == DRONE_NET_DISCONNECT)
msg = "<span class='brass'><i>Hierophant Network:</i></span> <span class='alloy'>[name] disabled.</span>"
..()
/mob/living/simple_animal/drone/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/screwdriver) && stat == DEAD)
try_reactivate(user)
else
..()
/mob/living/simple_animal/drone/cogscarab/try_reactivate(mob/living/user)
if(!is_servant_of_ratvar(user))
to_chat(user, "<span class='warning'>You fiddle around with [src] to no avail.</span>")
else
..()
/mob/living/simple_animal/drone/cogscarab/can_use_guns(obj/item/G)
return GLOB.ratvar_awakens
/mob/living/simple_animal/drone/cogscarab/get_armor_effectiveness()
if(GLOB.ratvar_awakens)
return 1
return ..()
/mob/living/simple_animal/drone/cogscarab/triggerAlarm(class, area/A, O, obj/alarmsource)
return
/mob/living/simple_animal/drone/cogscarab/cancelAlarm(class, area/A, obj/origin)
return
/mob/living/simple_animal/drone/cogscarab/update_drone_hack()
return //we don't get hacked or give a shit about it
/mob/living/simple_animal/drone/cogscarab/drone_chat(msg)
titled_hierophant_message(src, msg, "nezbere", "brass", "Construct") //HIEROPHANT DRONES
/mob/living/simple_animal/drone/cogscarab/ratvar_act()
fully_heal(TRUE)
/mob/living/simple_animal/drone/cogscarab/update_icons()
if(stat != DEAD)
if(incapacitated())
icon_state = "[visualAppearence]_flipped"
else
icon_state = visualAppearence
else
icon_state = "[visualAppearence]_dead"
/mob/living/simple_animal/drone/cogscarab/Stun(amount, updating = 1, ignore_canstun = 0)
. = ..()
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()

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