Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into putnamos-for-real

This commit is contained in:
Putnam
2020-07-08 22:02:03 -07:00
1515 changed files with 270775 additions and 326499 deletions
+82 -94
View File
@@ -124,17 +124,29 @@
* * blind_message (optional) is what blind people will hear e.g. "You hear something!"
* * vision_distance (optional) define how many tiles away the message can be seen.
* * ignored_mobs (optional) doesn't show any message to any given mob in the list.
* * target (optional) is the other mob involved with the visible message. For example, the attacker in many combat messages.
* * target_message (optional) is what the target mob will see e.g. "[src] does something to you!"
*/
/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs)
/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, ignored_mobs, mob/target, target_message)
var/turf/T = get_turf(src)
if(!T)
return
var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
if(!length(hearers))
return
if(!islist(ignored_mobs))
ignored_mobs = list(ignored_mobs)
hearers -= ignored_mobs
if(target_message && target && istype(target) && target.client)
hearers -= target
//This entire if/else chain could be in two lines but isn't for readibilties sake.
var/msg = target_message
if(target.see_invisible<invisibility) //if src is invisible to us,
msg = blind_message
//the light object is dark and not invisible to us, darkness does not matter if you're directly next to the target
else if(T.lighting_object && T.lighting_object.invisibility <= target.see_invisible && T.is_softly_lit() && !in_range(T,target))
msg = blind_message
if(msg)
target.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
if(self_message)
hearers -= src
for(var/mob/M in hearers)
@@ -147,15 +159,16 @@
msg = blind_message
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
msg = blind_message
else if(SEND_SIGNAL(M, COMSIG_MOB_GET_VISIBLE_MESSAGE, src, message, vision_distance, ignored_mobs) & COMPONENT_NO_VISIBLE_MESSAGE)
msg = blind_message
if(!msg)
continue
M.show_message(msg, MSG_VISUAL,blind_message, MSG_AUDIBLE)
///Adds the functionality to self_message.
mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs)
mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, mob/target, target_message)
. = ..()
if(self_message)
if(self_message && target != src)
show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
/**
@@ -169,15 +182,13 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
* * ignored_mobs (optional) doesn't show any message to any given mob in the list.
*/
/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, list/ignored_mobs)
/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, ignored_mobs)
var/turf/T = get_turf(src)
if(!T)
return
var/list/hearers = get_hearers_in_view(hearing_distance, src)
if(!length(hearers))
return
if(!islist(ignored_mobs))
ignored_mobs = list(ignored_mobs)
hearers -= ignored_mobs
if(self_message)
hearers -= src
@@ -215,107 +226,69 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
var/obj/item/W = get_active_held_item()
if(istype(W))
if(equip_to_slot_if_possible(W, slot,0,0,0))
return 1
if(equip_to_slot_if_possible(W, slot, FALSE, FALSE, FALSE, FALSE, TRUE))
return TRUE
if(!W)
// Activate the item
var/obj/item/I = get_item_by_slot(slot)
if(istype(I))
if(slot in check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
I.attack_hand(src)
return 0
return FALSE
//This is a SAFE proc. Use this instead of equip_to_slot()!
//set qdel_on_fail to have it delete W if it fails to equip
//set disable_warning to disable the 'you are unable to equip that' warning.
//unset redraw_mob to prevent the mob from being redrawn at the end.
/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)
if(!istype(W))
return FALSE
if(!W.mob_can_equip(src, null, slot, disable_warning, bypass_equip_delay_self))
if(qdel_on_fail)
qdel(W)
else
if(!disable_warning)
to_chat(src, "<span class='warning'>You are unable to equip that!</span>")
return FALSE
equip_to_slot(W, slot, redraw_mob) //This proc should not ever fail.
return TRUE
//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.
//In most cases you will want to use equip_to_slot_if_possible()
/mob/proc/equip_to_slot(obj/item/W, slot)
/// Checks for slots that are currently obscured by other garments.
/mob/proc/check_obscured_slots()
return
//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.
//Also bypasses equip delay checks, since the mob isn't actually putting it on.
/mob/proc/equip_to_slot_or_del(obj/item/W, slot)
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE)
//puts the item "W" into an appropriate slot in a human's inventory
//returns 0 if it cannot, 1 if successful
/mob/proc/equip_to_appropriate_slot(obj/item/W)
if(!istype(W))
return 0
var/slot_priority = W.slot_equipment_priority
if(!slot_priority)
slot_priority = list( \
SLOT_BACK, SLOT_WEAR_ID,\
SLOT_W_UNIFORM, SLOT_WEAR_SUIT,\
SLOT_WEAR_MASK, SLOT_HEAD, SLOT_NECK,\
SLOT_SHOES, SLOT_GLOVES,\
SLOT_EARS, SLOT_GLASSES,\
SLOT_BELT, SLOT_S_STORE,\
SLOT_L_STORE, SLOT_R_STORE,\
SLOT_GENERC_DEXTROUS_STORAGE\
)
for(var/slot in slot_priority)
if(equip_to_slot_if_possible(W, slot, 0, 1, 1)) //qdel_on_fail = 0; disable_warning = 1; redraw_mob = 1
return 1
return 0
// reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
// reset_perspective() set eye to common default : mob on turf, loc otherwise
/mob/proc/reset_perspective(atom/A)
if(client)
if(A)
if(ismovable(A))
//Set the the thing unless it's us
if(A != src)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else if(isturf(A))
//Set to the turf unless it's our current turf
if(A != loc)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
if(!client)
return
if(A)
if(ismovable(A))
//Set the the thing unless it's us
if(A != src)
client.perspective = EYE_PERSPECTIVE
client.eye = A
else
//Do nothing
else
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
else if(isturf(A))
//Set to the turf unless it's our current turf
if(A != loc)
client.perspective = EYE_PERSPECTIVE
client.eye = loc
return 1
client.eye = A
else
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
//Do nothing
else
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.eye = client.mob
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.eye = loc
SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE, A)
return TRUE
/mob/proc/show_inv(mob/user)
return
//view() but with a signal, to allow blacklisting some of the otherwise visible atoms.
/mob/proc/fov_view(dist = world.view)
. = view(dist, src)
SEND_SIGNAL(src, COMSIG_MOB_FOV_VIEW, .)
//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()
/mob/verb/examinate(atom/A as mob|obj|turf in view()) //It used to be oview(12), but I can't really say why
/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
set name = "Examine"
set category = "IC"
@@ -328,15 +301,19 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
return
face_atom(A)
var/flags = SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
if(flags & COMPONENT_DENY_EXAMINATE)
if(flags & COMPONENT_EXAMINATE_BLIND)
to_chat(src, "<span class='warning'>Something is there but you can't see it!</span>")
return
var/list/result = A.examine(src)
to_chat(src, result.Join("\n"))
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
//same as above
//note: ghosts can point, this is intended
//visible_message will handle invisibility properly
//overridden here and in /mob/dead/observer for different point span classes and sanity checks
/mob/verb/pointed(atom/A as mob|obj|turf in view())
/mob/verb/pointed(atom/A as mob|obj|turf in fov_view())
set name = "Point To"
set category = "Object"
@@ -350,7 +327,7 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
return FALSE
new /obj/effect/temp_visual/point(A,invisibility)
SEND_SIGNAL(src, COMSIG_MOB_POINTED, A)
return TRUE
/mob/proc/can_resist()
@@ -655,7 +632,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
return FALSE
if(anchored)
return FALSE
if(notransform)
if(mob_transforming)
return FALSE
if(restrained())
return FALSE
@@ -732,7 +709,11 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
return FALSE
/mob/proc/swap_hand()
return
var/obj/item/held_item = get_active_held_item()
if(SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
to_chat(src, "<span class='warning'>Your other hand is too busy holding [held_item].</span>")
return FALSE
return TRUE
/mob/proc/activate_hand(selhand)
return
@@ -1024,7 +1005,7 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
///Adjust the nutrition of a mob
/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
nutrition = clamp(0, nutrition + change, max)
nutrition = clamp(nutrition + change, 0, max)
///Force set the mob nutrition
/mob/proc/set_nutrition(var/change) //Seriously fuck you oldcoders.
@@ -1063,3 +1044,10 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
for(var/obj/item/I in held_items)
if(I.item_flags & SLOWS_WHILE_IN_HAND)
. += I.slowdown
/**
* Mostly called by doUnEquip()
* Like item dropped() on mob side.
*/
/mob/proc/on_item_dropped(obj/item/I)
return