Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into putnamos-for-real
This commit is contained in:
+82
-94
@@ -124,17 +124,29 @@
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* * blind_message (optional) is what blind people will hear e.g. "You hear something!"
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* * vision_distance (optional) define how many tiles away the message can be seen.
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* * ignored_mobs (optional) doesn't show any message to any given mob in the list.
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* * target (optional) is the other mob involved with the visible message. For example, the attacker in many combat messages.
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* * target_message (optional) is what the target mob will see e.g. "[src] does something to you!"
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*/
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/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs)
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/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, ignored_mobs, mob/target, target_message)
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var/turf/T = get_turf(src)
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if(!T)
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return
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var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
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if(!length(hearers))
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return
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if(!islist(ignored_mobs))
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ignored_mobs = list(ignored_mobs)
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hearers -= ignored_mobs
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if(target_message && target && istype(target) && target.client)
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hearers -= target
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//This entire if/else chain could be in two lines but isn't for readibilties sake.
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var/msg = target_message
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if(target.see_invisible<invisibility) //if src is invisible to us,
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msg = blind_message
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//the light object is dark and not invisible to us, darkness does not matter if you're directly next to the target
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else if(T.lighting_object && T.lighting_object.invisibility <= target.see_invisible && T.is_softly_lit() && !in_range(T,target))
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msg = blind_message
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if(msg)
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target.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
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if(self_message)
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hearers -= src
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for(var/mob/M in hearers)
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@@ -147,15 +159,16 @@
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msg = blind_message
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else if(T.lighting_object && T.lighting_object.invisibility <= M.see_invisible && T.is_softly_lit() && !in_range(T,M)) //the light object is dark and not invisible to us, darkness does not matter if you're directly next to the target
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msg = blind_message
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else if(SEND_SIGNAL(M, COMSIG_MOB_GET_VISIBLE_MESSAGE, src, message, vision_distance, ignored_mobs) & COMPONENT_NO_VISIBLE_MESSAGE)
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msg = blind_message
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if(!msg)
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continue
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M.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
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///Adds the functionality to self_message.
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mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs)
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mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, mob/target, target_message)
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. = ..()
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if(self_message)
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if(self_message && target != src)
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show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
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/**
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@@ -169,15 +182,13 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
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* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
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* * ignored_mobs (optional) doesn't show any message to any given mob in the list.
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*/
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/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, list/ignored_mobs)
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/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, ignored_mobs)
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var/turf/T = get_turf(src)
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if(!T)
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return
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var/list/hearers = get_hearers_in_view(hearing_distance, src)
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if(!length(hearers))
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return
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if(!islist(ignored_mobs))
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ignored_mobs = list(ignored_mobs)
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hearers -= ignored_mobs
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if(self_message)
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hearers -= src
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@@ -215,107 +226,69 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
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var/obj/item/W = get_active_held_item()
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if(istype(W))
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if(equip_to_slot_if_possible(W, slot,0,0,0))
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return 1
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if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, FALSE, TRUE))
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return TRUE
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if(!W)
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// Activate the item
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var/obj/item/I = get_item_by_slot(slot)
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if(istype(I))
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if(slot in check_obscured_slots())
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to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
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return FALSE
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I.attack_hand(src)
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return 0
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return FALSE
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//This is a SAFE proc. Use this instead of equip_to_slot()!
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//set qdel_on_fail to have it delete W if it fails to equip
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//set disable_warning to disable the 'you are unable to equip that' warning.
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//unset redraw_mob to prevent the mob from being redrawn at the end.
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/mob/proc/equip_to_slot_if_possible(obj/item/W, slot, qdel_on_fail = FALSE, disable_warning = FALSE, redraw_mob = TRUE, bypass_equip_delay_self = FALSE)
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if(!istype(W))
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return FALSE
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if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self))
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if(qdel_on_fail)
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qdel(W)
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else
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if(!disable_warning)
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to_chat(src, "<span class='warning'>You are unable to equip that!</span>")
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return FALSE
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equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
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return TRUE
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//This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't equip need to be done before! Use mob_can_equip() for that task.
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//In most cases you will want to use equip_to_slot_if_possible()
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/mob/proc/equip_to_slot(obj/item/W, slot)
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/// Checks for slots that are currently obscured by other garments.
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/mob/proc/check_obscured_slots()
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return
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//This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the round starts and when events happen and such.
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//Also bypasses equip delay checks, since the mob isn't actually putting it on.
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/mob/proc/equip_to_slot_or_del(obj/item/W, slot)
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return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE)
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//puts the item "W" into an appropriate slot in a human's inventory
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//returns 0 if it cannot, 1 if successful
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/mob/proc/equip_to_appropriate_slot(obj/item/W)
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if(!istype(W))
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return 0
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var/slot_priority = W.slot_equipment_priority
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if(!slot_priority)
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slot_priority = list( \
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SLOT_BACK, SLOT_WEAR_ID,\
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SLOT_W_UNIFORM, SLOT_WEAR_SUIT,\
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SLOT_WEAR_MASK, SLOT_HEAD, SLOT_NECK,\
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SLOT_SHOES, SLOT_GLOVES,\
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SLOT_EARS, SLOT_GLASSES,\
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SLOT_BELT, SLOT_S_STORE,\
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SLOT_L_STORE, SLOT_R_STORE,\
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SLOT_GENERC_DEXTROUS_STORAGE\
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)
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for(var/slot in slot_priority)
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if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 1; redraw_mob = 1
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return 1
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return 0
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// reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
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// reset_perspective() set eye to common default : mob on turf, loc otherwise
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/mob/proc/reset_perspective(atom/A)
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if(client)
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if(A)
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if(ismovable(A))
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//Set the the thing unless it's us
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if(A != src)
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else if(isturf(A))
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//Set to the turf unless it's our current turf
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if(A != loc)
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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if(!client)
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return
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if(A)
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if(ismovable(A))
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//Set the the thing unless it's us
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if(A != src)
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client.perspective = EYE_PERSPECTIVE
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client.eye = A
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else
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//Do nothing
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else
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//Reset to common defaults: mob if on turf, otherwise current loc
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if(isturf(loc))
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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else if(isturf(A))
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//Set to the turf unless it's our current turf
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if(A != loc)
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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return 1
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client.eye = A
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else
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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//Do nothing
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else
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//Reset to common defaults: mob if on turf, otherwise current loc
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if(isturf(loc))
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client.eye = client.mob
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client.perspective = MOB_PERSPECTIVE
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else
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client.perspective = EYE_PERSPECTIVE
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client.eye = loc
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SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE, A)
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return TRUE
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/mob/proc/show_inv(mob/user)
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return
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//view() but with a signal, to allow blacklisting some of the otherwise visible atoms.
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/mob/proc/fov_view(dist = world.view)
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. = view(dist, src)
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SEND_SIGNAL(src, COMSIG_MOB_FOV_VIEW, .)
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//mob verbs are faster than object verbs. See https://secure.byond.com/forum/?post=1326139&page=2#comment8198716 for why this isn't atom/verb/examine()
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/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
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/mob/verb/examinate(atom/A as mob|obj|turf in fov_view()) //It used to be oview(12), but I can't really say why
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set name = "Examine"
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set category = "IC"
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@@ -328,15 +301,19 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
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return
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face_atom(A)
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var/flags = SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
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if(flags & COMPONENT_DENY_EXAMINATE)
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if(flags & COMPONENT_EXAMINATE_BLIND)
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to_chat(src, "<span class='warning'>Something is there but you can't see it!</span>")
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return
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var/list/result = A.examine(src)
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to_chat(src, result.Join("\n"))
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SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
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//same as above
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//note: ghosts can point, this is intended
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//visible_message will handle invisibility properly
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//overridden here and in /mob/dead/observer for different point span classes and sanity checks
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/mob/verb/pointed(atom/A as mob|obj|turf in view())
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/mob/verb/pointed(atom/A as mob|obj|turf in fov_view())
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set name = "Point To"
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set category = "Object"
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@@ -350,7 +327,7 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
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return FALSE
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new /obj/effect/temp_visual/point(A,invisibility)
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SEND_SIGNAL(src, COMSIG_MOB_POINTED, A)
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return TRUE
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/mob/proc/can_resist()
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@@ -655,7 +632,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
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return FALSE
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if(anchored)
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return FALSE
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if(notransform)
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if(mob_transforming)
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return FALSE
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if(restrained())
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return FALSE
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@@ -732,7 +709,11 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
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return FALSE
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/mob/proc/swap_hand()
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return
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var/obj/item/held_item = get_active_held_item()
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if(SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
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to_chat(src, "<span class='warning'>Your other hand is too busy holding [held_item].</span>")
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return FALSE
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return TRUE
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/mob/proc/activate_hand(selhand)
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return
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@@ -1024,7 +1005,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
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///Adjust the nutrition of a mob
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/mob/proc/adjust_nutrition(change, max = INFINITY) //Honestly FUCK the oldcoders for putting nutrition on /mob someone else can move it up because holy hell I'd have to fix SO many typechecks
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nutrition = clamp(0, nutrition + change, max)
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nutrition = clamp(nutrition + change, 0, max)
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///Force set the mob nutrition
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/mob/proc/set_nutrition(var/change) //Seriously fuck you oldcoders.
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@@ -1063,3 +1044,10 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
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for(var/obj/item/I in held_items)
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if(I.item_flags & SLOWS_WHILE_IN_HAND)
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. += I.slowdown
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/**
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* Mostly called by doUnEquip()
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* Like item dropped() on mob side.
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*/
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/mob/proc/on_item_dropped(obj/item/I)
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return
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