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mind.dm
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/* Note from Carnie:
The way datum/mind stuff works has been changed a lot.
Minds now represent IC characters rather than following a client around constantly.
Guidelines for using minds properly:
- Never mind.transfer_to(ghost). The var/current and var/original of a mind must always be of type mob/living!
ghost.mind is however used as a reference to the ghost's corpse
- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
the existing mind of the old mob should be transfered to the new mob like so:
mind.transfer_to(new_mob)
- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing
the player.
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
- When creating a new mob which will be a new IC character (e.g. putting a shade in a construct or randomly selecting
a ghost to become a xeno during an event). Simply assign the key or ckey like you've always done.
new_mob.key = key
The Login proc will handle making a new mind for that mobtype (including setting up stuff like mind.name). Simple!
However if you want that mind to have any special properties like being a traitor etc you will have to do that
yourself.
*/
/datum/mind
/// Key of the mob
var/key
/// The name linked to this mind
var/name
/// Current mob this mind datum is attached to
var/mob/living/current
/// Is this mind active?
var/active = FALSE
var/memory
/// Job datum indicating the mind's role. This should always exist after initialization, as a reference to a singleton.
var/assigned_role
var/role_alt_title
var/special_role
var/list/restricted_roles = list()
var/list/datum/objective/objectives = list()
/// The owner of this mind's ability to perform certain kinds of tasks.
var/list/skills = list(
SKILL_PHYSIOLOGY = EXP_NONE,
SKILL_MECHANICAL = EXP_NONE,
SKILL_TECHNICAL = EXP_NONE,
SKILL_SCIENCE = EXP_NONE,
SKILL_FITNESS = EXP_NONE,
)
/// Progress towards increasing their skill level.
var/list/exp_progress = list(
SKILL_PHYSIOLOGY = 0,
SKILL_MECHANICAL = 0,
SKILL_TECHNICAL = 0,
SKILL_SCIENCE = 0,
SKILL_FITNESS = 0,
)
/// One-time experience gains that have already been acquired.
var/list/exp_sources = list()
/// Free skill points to allocate
var/skill_points = 0
var/linglink
var/datum/martial_art/martial_art
var/static/default_martial_art = new/datum/martial_art
var/miming = FALSE // Mime's vow of silence
var/list/antag_datums
/// this mind's ANTAG_HUD should have this icon_state
var/antag_hud_icon_state = null
///this mind's antag HUD
var/datum/atom_hud/alternate_appearance/basic/antagonist_hud/antag_hud = null //this mind's antag HUD
var/damnation_type = 0
var/datum/mind/soulOwner //who owns the soul. Under normal circumstances, this will point to src
var/hasSoul = TRUE // If false, renders the character unable to sell their soul.
var/holy_role = NONE //is this person a chaplain or admin role allowed to use bibles, Any rank besides 'NONE' allows for this.
///If this mind's master is another mob (i.e. adamantine golems). Weakref of a /living.
var/datum/weakref/enslaved_to
var/datum/language_holder/language_holder
var/unconvertable = FALSE
var/late_joiner = FALSE
var/last_death = 0
var/force_escaped = FALSE // Set by Into The Sunset command of the shuttle manipulator
var/list/learned_recipes //List of learned recipe TYPES.
var/flavour_text = null
///Are we zombified/uncloneable?
var/zombified = FALSE
///Weakref to thecharacter we joined in as- either at roundstart or latejoin, so we know for persistent scars if we ended as the same person or not
var/datum/weakref/original_character
/// The index for what character slot, if any, we were loaded from, so we can track persistent scars on a per-character basis. Each character slot gets PERSISTENT_SCAR_SLOTS scar slots
var/original_character_slot_index
/// What scar slot we have loaded, so we don't have to constantly check the savefile
var/current_scar_slot
/// The index for our current scar slot, so we don't have to constantly check the savefile (unlike the slots themselves, this index is independent of selected char slot, and increments whenever a valid char is joined with)
var/current_scar_slot_index
/// If they have used the afk verb recently
var/afk_verb_used = FALSE
/// The timer for the afk verb
var/afk_verb_timer
/datum/mind/New(_key)
key = _key
soulOwner = src
martial_art = default_martial_art
RegisterSignal(src, SIGNAL_ADDTRAIT(TRAIT_EXCEPTIONAL_SKILL), PROC_REF(update_skills))
/datum/mind/Destroy()
SSticker.minds -= src
QDEL_NULL(antag_hud)
QDEL_LIST(antag_datums)
QDEL_NULL(language_holder)
current = null
soulOwner = null
return ..()
/datum/mind/proc/get_language_holder()
if(!language_holder)
language_holder = new (src)
return language_holder
/datum/mind/proc/set_current(mob/new_current)
if(new_current && QDELETED(new_current))
CRASH("Tried to set a mind's current var to a qdeleted mob, what the fuck")
if(current)
UnregisterSignal(src, COMSIG_QDELETING)
current = new_current
if(current)
RegisterSignal(src, COMSIG_QDELETING, PROC_REF(clear_current))
/datum/mind/proc/clear_current(datum/source)
SIGNAL_HANDLER
set_current(null)
/datum/mind/proc/transfer_to(mob/new_character, force_key_move = 0)
set_original_character(null)
var/mood_was_enabled = FALSE//Yogs -- Mood Preferences
if(current) // remove ourself from our old body's mind variable
// Yogs start -- Mood preferences
if(current.client && current.client.prefs.read_preference(/datum/preference/toggle/mood_enabled))
mood_was_enabled = TRUE
else if(ishuman(current) && CONFIG_GET(flag/disable_human_mood))
var/mob/living/carbon/human/H = current
if(H.mood_enabled)
mood_was_enabled = TRUE
var/datum/component/mood/c = H.GetComponent(/datum/component/mood)
if(c)
qdel(c)
// Yogs End
current.mind = null
UnregisterSignal(current, COMSIG_GLOB_MOB_DEATH)
UnregisterSignal(current, COMSIG_MOB_SAY)
SStgui.on_transfer(current, new_character)
if(key)
if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours
new_character.ghostize(TRUE) //we'll need to ghostize so that key isn't mobless.
else
key = new_character.key
if(new_character.mind) //disassociate any mind currently in our new body's mind variable
new_character.mind.set_current(null)
var/mob/living/old_current = current
if(current)
current.transfer_observers_to(new_character) //transfer anyone observing the old character to the new one
set_current(new_character) //associate ourself with our new body
QDEL_NULL(antag_hud)
new_character.mind = src //and associate our new body with ourself
antag_hud = new_character.add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/antagonist_hud, "combo_hud", src)
for(var/a in antag_datums) //Makes sure all antag datums effects are applied in the new body
var/datum/antagonist/A = a
A.on_body_transfer(old_current, current)
if(iscarbon(new_character))
var/mob/living/carbon/C = new_character
C.last_mind = src
// Yogs start -- Mood preferences
if(ishuman(new_character) && mood_was_enabled && !new_character.GetComponent(/datum/component/mood))
var/mob/living/carbon/human/H = C
H.AddComponent(/datum/component/mood)
// Yogs End
transfer_martial_arts(new_character)
transfer_parasites()
RegisterSignal(new_character, COMSIG_GLOB_MOB_DEATH, PROC_REF(set_death_time))
if(accent_name)
RegisterSignal(new_character, COMSIG_MOB_SAY, PROC_REF(handle_speech))
if(active || force_key_move)
new_character.key = key //now transfer the key to link the client to our new body
if(new_character.client)
new_character.client.init_verbs() // re-initialize character specific verbs
LAZYCLEARLIST(new_character.client.recent_examines)
current.update_atom_languages()
SEND_SIGNAL(src, COMSIG_MIND_TRANSFERRED, old_current)
SEND_SIGNAL(current, COMSIG_MOB_MIND_TRANSFERRED_INTO)
//I cannot trust you fucks to do this properly
/datum/mind/proc/set_original_character(new_original_character)
original_character = WEAKREF(new_original_character)
/datum/mind/proc/set_death_time()
last_death = world.time
/datum/mind/proc/store_memory(new_text)
var/newlength = length_char(memory) + length_char(new_text)
if (newlength > MAX_MESSAGE_LEN * 100)
memory = copytext_char(memory, -newlength-MAX_MESSAGE_LEN * 100)
memory += "[new_text]<BR>"
/datum/mind/proc/wipe_memory()
memory = null
// Datum antag mind procs
/datum/mind/proc/add_antag_datum(datum_type_or_instance, team)
if(!datum_type_or_instance)
return
if(has_antag_datum(datum_type_or_instance)) //if they already have it, don't give it again
return
var/datum/antagonist/A
if(!ispath(datum_type_or_instance))
A = datum_type_or_instance
if(!istype(A))
return
else
A = new datum_type_or_instance()
//Choose snowflake variation if antagonist handles it
var/datum/antagonist/S = A.specialization(src)
if(S && S != A)
qdel(A)
A = S
if(!A.can_be_owned(src))
qdel(A)
return
A.owner = src
LAZYADD(antag_datums, A)
A.create_team(team)
var/datum/team/antag_team = A.get_team()
if(antag_team)
antag_team.add_member(src)
if(!antag_team.antag_path)
antag_team.antag_path = S.type
A.on_gain()
log_game("[key_name(src)] has gained antag datum [A.name]([A.type])")
return A
/datum/mind/proc/remove_antag_datum(datum_type)
if(!datum_type)
return
var/datum/antagonist/A = has_antag_datum(datum_type)
if(A)
A.on_removal()
return TRUE
/datum/mind/proc/remove_all_antag_datums() //For the Lazy amongst us.
for(var/a in antag_datums)
var/datum/antagonist/A = a
A.on_removal()
/datum/mind/proc/has_antag_datum(datum_type, check_subtypes = TRUE)
if(!datum_type)
return
. = FALSE
for(var/a in antag_datums)
var/datum/antagonist/A = a
if(check_subtypes && istype(A, datum_type))
return A
else if(A.type == datum_type)
return A
/datum/mind/proc/equip_traitor(employer = "The Syndicate", silent = FALSE, datum/antagonist/uplink_owner)
if(!current)
return
var/mob/living/carbon/human/traitor_mob = current
if (!istype(traitor_mob))
return
traitor_mob.add_skill_points(EXP_LOW) // one extra skill point
ADD_TRAIT(src, TRAIT_EXCEPTIONAL_SKILL, type)
var/list/all_contents = traitor_mob.get_all_contents()
var/obj/item/modular_computer/PDA = locate() in all_contents
var/obj/item/radio/R = locate() in all_contents
var/obj/item/pen/P
if (PDA) // Prioritize PDA pen, otherwise the pocket protector pens will be chosen, which causes numerous ahelps about missing uplink
P = locate() in PDA
if (!P) // If we couldn't find a pen in the PDA, or we didn't even have a PDA, do it the old way
P = locate() in all_contents
if(!P) // I do not have a pen.
var/obj/item/pen/inowhaveapen
if(istype(traitor_mob.back,/obj/item/storage)) //ok buddy you better have a backpack!
inowhaveapen = new /obj/item/pen(traitor_mob.back)
else
inowhaveapen = new /obj/item/pen(traitor_mob.loc)
traitor_mob.put_in_hands(inowhaveapen) // I hope you don't have arms and your traitor pen gets stolen for all this trouble you've caused.
P = inowhaveapen
var/obj/item/uplink_loc
var/implant = FALSE
var/uplink_spawn_location = traitor_mob.client?.prefs?.read_preference(/datum/preference/choiced/uplink_location)
switch (uplink_spawn_location)
if(UPLINK_PDA)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = R
if(!uplink_loc)
uplink_loc = P
if(UPLINK_RADIO)
uplink_loc = R
if(!uplink_loc)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = P
if(UPLINK_PEN)
uplink_loc = P
if(!uplink_loc)
uplink_loc = PDA
if(!uplink_loc)
uplink_loc = R
if(UPLINK_IMPLANT)
implant = TRUE
if(!uplink_loc) // We've looked everywhere, let's just implant you
implant = TRUE
if(!implant)
. = uplink_loc
var/datum/component/uplink/U = uplink_loc.AddComponent(/datum/component/uplink, traitor_mob.key)
if(!U)
CRASH("Uplink creation failed.")
U.setup_unlock_code()
if(!silent)
if(uplink_loc == R)
to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [R.name]. Simply dial the frequency [format_frequency(U.unlock_code)] to unlock its hidden features.")
else if(uplink_loc == PDA)
to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [PDA.name]. Simply enter the code \"[U.unlock_code]\" into the ringtone select to unlock its hidden features.")
else if(uplink_loc == P)
to_chat(traitor_mob, "[employer] has cunningly disguised a Syndicate Uplink as your [P.name]. Simply twist the top of the pen [english_list(U.unlock_code)] from its starting position to unlock its hidden features.")
if(uplink_owner)
uplink_owner.antag_memory += U.unlock_note + "<br>"
else
traitor_mob.mind.store_memory(U.unlock_note)
else
var/obj/item/implant/uplink/starting/I = new(traitor_mob)
I.implant(traitor_mob, null, silent = TRUE)
if(!silent)
to_chat(traitor_mob, "<span class='boldnotice'>[employer] has cunningly implanted you with a Syndicate Uplink (although uplink implants cost valuable TC, so you will have slightly less). Simply trigger the uplink to access it.</span>")
return I
//Register a signal to the creator such that if they gain an antagonist datum, they also get it
/datum/mind/proc/add_creator_antag(datum/mind/creator, datum/antagonist/antag)
var/antag_type = antag.type
//don't give them a full antag status if there's a suitable servant antag datum
var/list/antag_downgrade = list(
/datum/antagonist/darkspawn = /datum/antagonist/psyche,
/datum/antagonist/thrall = /datum/antagonist/psyche
)
if(antag_type in antag_downgrade)
antag_type = antag_downgrade[antag_type]
add_antag_datum(antag_type)
/datum/mind/proc/remove_creator_antag(datum/mind/creator, datum/antagonist/antag)
var/antag_type = antag.type
//make sure to do it here too so the proper tag is removed
var/list/antag_downgrade = list(
/datum/antagonist/darkspawn = /datum/antagonist/psyche,
/datum/antagonist/thrall = /datum/antagonist/psyche
)
if(antag_type in antag_downgrade)
antag_type = antag_downgrade[antag_type]
remove_antag_datum(antag_type)
//Link a new mobs mind to the creator of said mob. They will join any team they are currently on, and will only switch teams when their creator does.
/datum/mind/proc/enslave_mind_to_creator(mob/living/creator)
RegisterSignal(creator.mind, COMSIG_ANTAGONIST_GAINED, PROC_REF(add_creator_antag)) //re-enslave to the new antag
RegisterSignal(creator.mind, COMSIG_ANTAGONIST_REMOVED, PROC_REF(remove_creator_antag)) //remove enslavement to the antag
if(iscultist(creator))
current.add_cultist()
else if(IS_REVOLUTIONARY(creator))
var/datum/antagonist/rev/converter = creator.mind.has_antag_datum(/datum/antagonist/rev,TRUE)
converter.add_revolutionary(src,FALSE)
else if(is_servant_of_ratvar(creator))
add_servant_of_ratvar(current)
else if(IS_NUKE_OP(creator))
var/datum/antagonist/nukeop/converter = creator.mind.has_antag_datum(/datum/antagonist/nukeop,TRUE)
var/datum/antagonist/nukeop/N = new()
N.send_to_spawnpoint = FALSE
N.nukeop_outfit = null
add_antag_datum(N,converter.nuke_team)
else if(is_team_darkspawn(creator))
add_antag_datum(/datum/antagonist/psyche)
enslaved_to = WEAKREF(creator)
current.faction |= creator.faction
creator.faction |= current.faction
if(creator.mind.special_role)
message_admins("[ADMIN_LOOKUPFLW(current)] has been created by [ADMIN_LOOKUPFLW(creator)], an antagonist.")
to_chat(current, span_userdanger("Despite your creators current allegiances, your true master remains [creator.real_name]. If their loyalties change, so do yours. This will never change unless your creator's body is destroyed."))
/datum/mind/proc/show_memory(mob/recipient, window=1)
if(!recipient)
recipient = current
var/output = ""
output += "<B>[current.real_name]'s Memories:</B><br>"
output += memory
var/list/all_objectives = list()
for(var/datum/antagonist/A in antag_datums)
output += A.task_memory
output += A.antag_memory
all_objectives |= A.objectives
if(all_objectives.len)
output += "<B>Objectives:</B>"
var/obj_count = 1
for(var/datum/objective/objective in all_objectives)
output += "<br><B>Objective #[obj_count++]</B>: [objective.explanation_text]"
if (objective.optional)
output += " - This objective is optional and not tracked, so just have fun with it!"
var/list/datum/mind/other_owners = objective.get_owners() - src
if(other_owners.len)
output += "<ul>"
for(var/datum/mind/M in other_owners)
output += "<li>Conspirator: [M.name]</li>"
output += "</ul>"
if(window)
output = "<HTML><HEAD><meta charset='UTF-8'></HEAD><BODY>" + output + "</BODY></HTML>"
recipient << browse(output,"window=memory")
else if(all_objectives.len || memory)
to_chat(recipient, "<i>[output]</i>")
/datum/mind/Topic(href, href_list)
if(!check_rights(R_ADMIN))
return
var/self_antagging = usr == current
if(href_list["add_antag"])
add_antag_wrapper(text2path(href_list["add_antag"]),usr)
if(href_list["remove_antag"])
var/datum/antagonist/A = locate(href_list["remove_antag"]) in antag_datums
if(!istype(A))
to_chat(usr,span_warning("Invalid antagonist ref to be removed."))
return
A.admin_remove(usr)
if (href_list["role_edit"])
var/new_role = input("Select new role", "Assigned role", assigned_role) as null|anything in sortList(get_all_jobs())
if (!new_role)
return
assigned_role = new_role
else if (href_list["memory_edit"])
var/new_memo = stripped_multiline_input(usr, "Write new memory", "Memory", memory, MAX_MESSAGE_LEN)
if (isnull(new_memo))
return
memory = new_memo
else if (href_list["obj_edit"] || href_list["obj_add"])
var/objective_pos //Edited objectives need to keep same order in antag objective list
var/def_value
var/datum/antagonist/target_antag
var/datum/objective/old_objective //The old objective we're replacing/editing
var/datum/objective/new_objective //New objective we're be adding
if(href_list["obj_edit"])
for(var/datum/antagonist/A in antag_datums)
old_objective = locate(href_list["obj_edit"]) in A.objectives
if(old_objective)
target_antag = A
objective_pos = A.objectives.Find(old_objective)
break
if(!old_objective)
to_chat(usr,"Invalid objective.")
return
else
if(href_list["target_antag"])
var/datum/antagonist/X = locate(href_list["target_antag"]) in antag_datums
if(X)
target_antag = X
if(!target_antag)
switch(antag_datums.len)
if(0)
target_antag = add_antag_datum(/datum/antagonist/custom)
if(1)
target_antag = antag_datums[1]
else
var/datum/antagonist/target = input("Which antagonist gets the objective:", "Antagonist", "(new custom antag)") as null|anything in sortList(antag_datums) + "(new custom antag)"
if (QDELETED(target))
return
else if(target == "(new custom antag)")
target_antag = add_antag_datum(/datum/antagonist/custom)
else
target_antag = target
if(!GLOB.admin_objective_list)
generate_admin_objective_list()
if(old_objective)
if(old_objective.name in GLOB.admin_objective_list)
def_value = old_objective.name
var/selected_type = input("Select objective type:", "Objective type", def_value) as null|anything in GLOB.admin_objective_list
selected_type = GLOB.admin_objective_list[selected_type]
if (!selected_type)
return
if(!old_objective)
//Add new one
new_objective = new selected_type
new_objective.owner = src
new_objective.admin_edit(usr)
target_antag.objectives += new_objective
message_admins("[key_name_admin(usr)] added a new objective for [current]: [new_objective.explanation_text]")
log_admin("[key_name(usr)] added a new objective for [current]: [new_objective.explanation_text]")
else
if(old_objective.type == selected_type)
//Edit the old
old_objective.admin_edit(usr)
new_objective = old_objective
else
//Replace the old
new_objective = new selected_type
new_objective.owner = src
new_objective.admin_edit(usr)
target_antag.objectives -= old_objective
target_antag.objectives.Insert(objective_pos, new_objective)
message_admins("[key_name_admin(usr)] edited [current]'s objective to [new_objective.explanation_text]")
log_admin("[key_name(usr)] edited [current]'s objective to [new_objective.explanation_text]")
else if (href_list["obj_delete"])
var/datum/objective/objective
for(var/datum/antagonist/A in antag_datums)
objective = locate(href_list["obj_delete"]) in A.objectives
if(istype(objective))
A.objectives -= objective
break
if(!objective)
to_chat(usr,"Invalid objective.")
return
//qdel(objective) Needs cleaning objective destroys
message_admins("[key_name_admin(usr)] removed an objective for [current]: [objective.explanation_text]")
log_admin("[key_name(usr)] removed an objective for [current]: [objective.explanation_text]")
else if(href_list["obj_completed"])
var/datum/objective/objective
for(var/datum/antagonist/A in antag_datums)
objective = locate(href_list["obj_completed"]) in A.objectives
if(istype(objective))
break
if(!objective)
to_chat(usr,"Invalid objective.")
return
objective.completed = !objective.completed
log_admin("[key_name(usr)] toggled the win state for [current]'s objective: [objective.explanation_text]")
else if (href_list["silicon"])
switch(href_list["silicon"])
if("unemag")
var/mob/living/silicon/robot/R = current
if (istype(R))
R.SetEmagged(0)
message_admins("[key_name_admin(usr)] has unemag'ed [R].")
log_admin("[key_name(usr)] has unemag'ed [R].")
if("unemagcyborgs")
if(isAI(current))
var/mob/living/silicon/ai/ai = current
for (var/mob/living/silicon/robot/R in ai.connected_robots)
R.SetEmagged(0)
message_admins("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.")
log_admin("[key_name(usr)] has unemag'ed [ai]'s Cyborgs.")
else if (href_list["common"])
switch(href_list["common"])
if("undress")
for(var/obj/item/W in current)
current.dropItemToGround(W, TRUE) //The TRUE forces all items to drop, since this is an admin undress.
if("takeuplink")
take_uplink()
memory = null//Remove any memory they may have had.
log_admin("[key_name(usr)] removed [current]'s uplink.")
if("crystals")
if(check_rights(R_ADMIN, 0)) //YOGS - changes R_FUN to R_ADMIN
var/datum/component/uplink/U = find_syndicate_uplink()
if(U)
var/crystals = input("Amount of telecrystals for [key]","Syndicate uplink", U.telecrystals) as null | num
if(!isnull(crystals))
U.telecrystals = crystals
message_admins("[key_name_admin(usr)] changed [current]'s telecrystal count to [crystals].")
log_admin("[key_name(usr)] changed [current]'s telecrystal count to [crystals].")
if("uplink")
if(!equip_traitor())
to_chat(usr, span_danger("Equipping a syndicate failed!"))
log_admin("[key_name(usr)] tried and failed to give [current] an uplink.")
else
log_admin("[key_name(usr)] gave [current] an uplink.")
else if (href_list["obj_announce"])
announce_objectives()
// yogs start - Donor features, quiet round
else if (href_list["quiet_override"])
quiet_round = FALSE
message_admins("[key_name_admin(usr)] has disabled [current]'s quiet round mode.")
log_admin("[key_name(usr)] has disabled [current]'s quiet round mode.")
// yogs end
//Something in here might have changed your mob
if(self_antagging && (!usr || !usr.client) && current.client)
usr = current
traitor_panel()
/datum/mind/proc/get_all_objectives()
var/list/all_objectives = list()
for(var/datum/antagonist/A in antag_datums)
all_objectives |= A.objectives
if(A.get_team())
var/datum/team/antag_team = A.get_team()
all_objectives |= antag_team.objectives
return all_objectives
/datum/mind/proc/announce_objectives()
var/obj_count = 1
to_chat(current, span_notice("Your current objectives:"))
for(var/objective in get_all_objectives())
var/datum/objective/O = objective
to_chat(current, "<B>[O.objective_name] #[obj_count]</B>: [O.explanation_text]")
obj_count++
/datum/mind/proc/find_syndicate_uplink()
var/list/L = current.get_all_contents()
for (var/i in L)
var/atom/movable/I = i
. = I.GetComponent(/datum/component/uplink)
if(.)
break
/datum/mind/proc/take_uplink()
qdel(find_syndicate_uplink())
/datum/mind/proc/make_Traitor()
// yogs start - Donor features, quiet round
if(quiet_round)
return
// yogs end
if(!(has_antag_datum(/datum/antagonist/traitor)))
add_antag_datum(/datum/antagonist/traitor)
/datum/mind/proc/make_Contractor_Support()
if(!(has_antag_datum(/datum/antagonist/traitor/contractor_support)))
add_antag_datum(/datum/antagonist/traitor/contractor_support)
/datum/mind/proc/make_Changeling()
// yogs start - Donor features, quiet round
if(quiet_round)
return
// yogs end
var/datum/antagonist/changeling/C = has_antag_datum(/datum/antagonist/changeling)
if(!C)
C = add_antag_datum(/datum/antagonist/changeling)
special_role = ROLE_CHANGELING
return C
/datum/mind/proc/make_Heretic()
if(quiet_round)
return
if(!(has_antag_datum(/datum/antagonist/heretic)))
add_antag_datum(/datum/antagonist/heretic)
/datum/mind/proc/make_Wizard()
// yogs start - Donor features, quiet round
if(quiet_round)
return
// yogs end
if(!has_antag_datum(/datum/antagonist/wizard))
special_role = ROLE_WIZARD
assigned_role = ROLE_WIZARD
add_antag_datum(/datum/antagonist/wizard)
/datum/mind/proc/make_Cultist()
// yogs start - Donor features, quiet round
if(quiet_round)
return
// yogs end
if(!current)
return
if(!has_antag_datum(/datum/antagonist/cult,TRUE))
current.add_cultist(FALSE, equip=TRUE)
special_role = ROLE_CULTIST
to_chat(current, "<font color=\"purple\"><b><i>You catch a glimpse of the Realm of Nar'sie, The Geometer of Blood. You now see how flimsy your world is, you see that it should be open to the knowledge of Nar'sie.</b></i></font>")
to_chat(current, "<font color=\"purple\"><b><i>Assist your new brethren in their dark dealings. Their goal is yours, and yours is theirs. You serve the Dark One above all else. Bring It back.</b></i></font>")
/datum/mind/proc/make_Rev()
// yogs start - Donor features, quiet round
if(quiet_round)
return
// yogs end
var/datum/antagonist/rev/head/head = new()
head.give_flash = TRUE
head.give_hud = TRUE
add_antag_datum(head)
special_role = ROLE_REV_HEAD
/datum/mind/proc/owns_soul()
return soulOwner == src
/datum/mind/proc/transfer_martial_arts(mob/living/new_character)
if(!ishuman(new_character))
return
if(martial_art)
if(martial_art.base) //Is the martial art temporary?
martial_art.remove(new_character)
else
martial_art.teach(new_character)
/datum/mind/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
for(var/mob/dead/observer/G in (ghosts_with_clients ? GLOB.player_list : GLOB.dead_mob_list))
if(G.mind == src)
if(G.can_reenter_corpse || even_if_they_cant_reenter)
return G
break
/datum/mind/proc/grab_ghost(force)
var/mob/dead/observer/G = get_ghost(even_if_they_cant_reenter = force)
. = G
if(G)
G.reenter_corpse()
/datum/mind/proc/has_objective(objective_type)
for(var/datum/antagonist/A in antag_datums)
for(var/O in A.objectives)
if(istype(O,objective_type))
return TRUE
/datum/mind/proc/add_employee(company)
for(var/datum/corporation/c in GLOB.corporations)
if(istype(c, company))
c.employees += src
/datum/mind/proc/remove_employee(company)
for(var/datum/corporation/c in GLOB.corporations)
if(istype(c, company))
c.employees -= src
/datum/mind/proc/is_employee(company)
for(var/datum/corporation/c in GLOB.corporations)
if(istype(c, company))
return src in c.employees
/mob/proc/sync_mind()
mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
mind.active = TRUE //indicates that the mind is currently synced with a client
/// Returns the mob's skill level
/mob/proc/get_skill(skill)
if(!mind)
return EXP_NONE
return mind.skills[skill]
/// Adjusts the mob's skill level
/mob/proc/adjust_skill(skill, amount=0, min_skill = EXP_NONE, max_skill = EXP_MASTER)
if(!mind)
return
mind.skills[skill] = clamp(mind.skills[skill] + amount, min_skill, max_skill)
/// Checks if the mob's skill level meets a given threshold.
/mob/proc/skill_check(skill, amount)
if(!mind)
return FALSE
return (mind.skills[skill] >= amount)
/// Adds progress towards increasing skill level. Returns TRUE if it added progress. Adding a source prevents gaining exp from that source again.
/mob/proc/add_exp(skill, amount, source)
if(!mind)
return FALSE
if(!amount)
return FALSE
if(source && (source in mind.exp_sources))
return FALSE
mind.exp_sources.Add(source)
mind.exp_progress[skill] += amount
var/levels_gained = check_exp(skill)
if(levels_gained) // remove an equal amount of unallocated skill points to prevent exploits
mind.skill_points = max(mind.skill_points - levels_gained, 0)
return TRUE
/// Levels up a skill if it has enough experience to do so.
/mob/proc/check_exp(skill)
if(!mind)
return FALSE
var/current_level = get_skill(skill)
var/exp_required = EXPERIENCE_PER_LEVEL * (2**current_level) // exp required scales exponentially
if(mind.exp_progress[skill] < exp_required)
return FALSE
var/skill_cap = EXP_MASTER + HAS_MIND_TRAIT(src, TRAIT_EXCEPTIONAL_SKILL)
var/levels_gained = min(round(log(2, 1 + (mind.exp_progress[skill] / exp_required))), max(skill_cap - current_level)) // in case you gained so much you go up more than one level
if(levels_gained < 1)
return FALSE
var/levels_allocated = hud_used?.skill_menu ? hud_used.skill_menu.allocated_skills[skill] : 0
if(levels_allocated > 0) // adjust any already allocated skills to prevent shenanigans (you know who you are)
hud_used.skill_menu.allocated_points -= min(levels_gained, levels_allocated)
hud_used.skill_menu.allocated_skills[skill] -= min(levels_gained, levels_allocated)
mind.exp_progress[skill] -= exp_required * (((2**round(levels_gained + 1)) / 2) - 1)
adjust_skill(skill, levels_gained, max_skill = skill_cap)
to_chat(src, span_boldnotice("Your [skill] skill is now level [get_skill(skill)]!"))
return levels_gained
/// Returns whether experience has been gained from a given source.
/mob/proc/has_exp(source)
if(!mind)
return FALSE
return (source in mind.exp_sources) ? TRUE : FALSE
/// Adds skill points to be allocated at will.
/mob/proc/add_skill_points(amount)
if(!mind)
return
mind.skill_points += amount
throw_alert("skill points", /atom/movable/screen/alert/skill_up)
/// Called when [TRAIT_EXCEPTIONAL_SKILL] is added to the mob.
/datum/mind/proc/update_skills(datum/source)
SIGNAL_HANDLER
if(!current)
return
for(var/skill in skills)
current.check_exp(skill)
/datum/mind/proc/has_martialart(string)
if(martial_art && martial_art.id == string)
return martial_art
return FALSE
/mob/dead/new_player/sync_mind()
return
/mob/dead/observer/sync_mind()
return
//Initialisation procs
/mob/proc/mind_initialize()
if(mind)
mind.key = key
else
mind = new /datum/mind(key)
SSticker.minds += mind
if(!mind.name)
mind.name = real_name
mind.current = src
// There's nowhere else to set this up, mind code makes me depressed
mind.antag_hud = add_alt_appearance(/datum/atom_hud/alternate_appearance/basic/antagonist_hud, "combo_hud", mind)
SEND_SIGNAL(src, COMSIG_MOB_MIND_INITIALIZED, mind)
/mob/living/carbon/mind_initialize()
..()
last_mind = mind
//HUMAN
/mob/living/carbon/human/mind_initialize()
..()
if(!mind.assigned_role)
mind.assigned_role = "Unassigned" //default
//AI
/mob/living/silicon/ai/mind_initialize()
..()
mind.assigned_role = "AI"
//BORG
/mob/living/silicon/robot/mind_initialize()
..()
mind.assigned_role = "Cyborg"
//PAI
/mob/living/silicon/pai/mind_initialize()
..()
mind.assigned_role = ROLE_PAI
mind.special_role = ""