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mob.dm
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/**
* Delete a mob
*
* Removes mob from the following global lists
* * GLOB.mob_list
* * GLOB.dead_mob_list
* * GLOB.alive_mob_list
* * GLOB.all_clockwork_mobs
* * GLOB.mob_directory
*
* Unsets the focus var
*
* Clears alerts for this mob
*
* Resets all the observers perspectives to the tile this mob is on
*
* qdels any client colours in place on this mob
*
* Ghostizes the client attached to this mob
*
* Parent call
*
* Returns QDEL_HINT_HARDDEL (don't change this)
*/
/mob/Destroy()//This makes sure that mobs with clients/keys are not just deleted from the game.
if(client)
stack_trace("Mob with client has been deleted")
else if(ckey)
stack_trace("Mob without client but with associated ckey has been deleted.")
remove_from_mob_list()
remove_from_dead_mob_list()
remove_from_alive_mob_list()
remove_from_mob_suicide_list()
focus = null
if(length(progressbars))
stack_trace("[src] destroyed with elements in its progressbars list")
progressbars = null
for (var/alert in alerts)
clear_alert(alert, TRUE)
if(observers?.len)
for(var/mob/dead/observe as anything in observers)
observe.reset_perspective(null)
qdel(hud_used)
QDEL_LIST(client_colours)
ghostize() //False, since we're deleting it currently
if(mind?.current == src) //Let's just be safe yeah? This will occasionally be cleared, but not always. Can't do it with ghostize without changing behavior
mind.current = null
return ..()
/**
* Intialize a mob
*
* Sends global signal COMSIG_GLOB_MOB_CREATED
*
* Adds to global lists
* * GLOB.mob_list
* * GLOB.mob_directory (by tag)
* * GLOB.dead_mob_list - if mob is dead
* * GLOB.alive_mob_list - if the mob is alive
*
* Other stuff:
* * Sets the mob focus to itself
* * Generates huds
* * If there are any global alternate apperances apply them to this mob
* * set a random nutrition level
* * Intialize the movespeed of the mob
*/
/mob/Initialize(mapload)
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_MOB_CREATED, src)
add_to_mob_list()
if(stat == DEAD)
remove_from_alive_mob_list()
else
add_to_alive_mob_list()
set_focus(src)
prepare_huds()
for(var/v in GLOB.active_alternate_appearances)
if(!v)
continue
var/datum/atom_hud/alternate_appearance/AA = v
AA.onNewMob(src)
set_nutrition(rand(NUTRITION_LEVEL_START_MIN, NUTRITION_LEVEL_START_MAX))
. = ..()
update_config_movespeed()
update_movespeed(TRUE)
/mob/New(loc, ...)
// This needs to happen IMMEDIATELY. I'm sorry :(
GenerateTag()
return ..()
/**
* Generate the tag for this mob
*
* This is simply "mob_"+ a global incrementing counter that goes up for every mob
*/
/mob/GenerateTag()
. = ..()
tag = "mob_[next_mob_id++]"
/**
* set every hud image in the given category active so other people with the given hud can see it.
* Arguments:
* * hud_category - the index in our active_hud_list corresponding to an image now being shown.
* * update_huds - if FALSE we will just put the hud_category into active_hud_list without actually updating the atom_hud datums subscribed to it
* * exclusive_hud - if given a reference to an atom_hud, will just update that hud instead of all global ones attached to that category.
* This is because some atom_hud subtypes arent supposed to work via global categories, updating normally would affect all of these which we dont want.
*/
/atom/proc/set_hud_image_active(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud)
if(!istext(hud_category) || !hud_list?[hud_category] || active_hud_list?[hud_category])
return FALSE
LAZYSET(active_hud_list, hud_category, hud_list[hud_category])
if(!update_huds)
return TRUE
if(exclusive_hud)
exclusive_hud.add_single_hud_category_on_atom(src, hud_category)
else
for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category])
hud_to_update.add_single_hud_category_on_atom(src, hud_category)
return TRUE
///sets every hud image in the given category inactive so no one can see it
/atom/proc/set_hud_image_inactive(hud_category, update_huds = TRUE, datum/atom_hud/exclusive_hud)
if(!istext(hud_category))
return FALSE
if(!update_huds)
LAZYREMOVE(active_hud_list, hud_category)
return TRUE
if(exclusive_hud)
exclusive_hud.remove_single_hud_category_on_atom(src, hud_category)
else
for(var/datum/atom_hud/hud_to_update as anything in GLOB.huds_by_category[hud_category])
hud_to_update.remove_single_hud_category_on_atom(src, hud_category)
LAZYREMOVE(active_hud_list, hud_category)
return TRUE
/**
* Prepare the huds for this atom
*
* Goes through hud_possible list and adds the images to the hud_list variable (if not already cached)
*/
/atom/proc/prepare_huds()
if(hud_list) // I choose to be lienient about people calling this proc more then once
return
hud_list = list()
for(var/hud in hud_possible)
var/hint = hud_possible[hud]
if(hint == HUD_LIST_LIST)
hud_list[hud] = list()
else
var/image/I = image('yogstation/icons/mob/hud.dmi', src, "")
I.appearance_flags = RESET_COLOR|RESET_TRANSFORM
hud_list[hud] = I
set_hud_image_active(hud, update_huds = FALSE) //by default everything is active. but dont add it to huds to keep control.
/**
* Some kind of debug verb that gives atmosphere environment details
*/
/mob/proc/Cell()
set category = "Misc.Server Debug"
set hidden = 1
if(!loc)
return 0
var/datum/gas_mixture/environment = loc.return_air()
var/t = span_notice("Coordinates: [x],[y] \n")
t += span_danger("Temperature: [environment.return_temperature()] \n")
for(var/id in environment.get_gases())
if(environment.get_moles(id))
t+=span_notice("[GLOB.gas_data.names[id]]: [environment.get_moles(id)] \n")
to_chat(usr, t)
/**
* Return the desc of this mob for a photo
*/
/mob/proc/get_photo_description(obj/item/camera/camera)
return "a ... thing?"
/**
* Show a message to this mob (visual)
*/
/mob/proc/show_message(msg, type, alt_msg, alt_type, avoid_highlighting = FALSE)//Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
if(!client)
return
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
if(type)
if(type & 1 && eye_blind )//Vision related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 2 && !can_hear())//Hearing related
if(!alt_msg)
return
else
msg = alt_msg
type = alt_type
if(type & 1 && eye_blind)
return
// voice muffling
if(stat == UNCONSCIOUS)
if(type & 2) //audio
to_chat(src, "<I>... You can almost hear something ...</I>")
else
to_chat(src, msg, avoid_highlighting = avoid_highlighting)
/**
* Generate a visible message from this atom
*
* Show a message to all player mobs who sees this atom
*
* Show a message to the src mob (if the src is a mob)
*
* Use for atoms performing visible actions
*
* message is output to anyone who can see, e.g. "The [src] does something!"
*
* Vars:
* * self_message (optional) is what the src mob sees e.g. "You do something!"
* * 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_mob (optional) doesn't show any message to a given mob if TRUE.
*/
/atom/proc/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
var/turf/T = get_turf(src)
if(!T)
return
if(!islist(ignored_mobs))
ignored_mobs = list(ignored_mobs)
var/list/hearers = get_hearers_in_view(vision_distance, src) //caches the hearers and then removes ignored mobs.
hearers -= ignored_mobs
if(self_message)
hearers -= src
var/raw_msg = message
if(visible_message_flags & EMOTE_MESSAGE)
message = "<b>[src]</b> [message]"
for(var/mob/M in hearers)
if(!M.client)
continue
//This entire if/else chain could be in two lines but isn't for readibilties sake.
var/msg = message
var/msg_type = MSG_VISUAL
if(M.see_invisible < invisibility)//if src is invisible to M
msg = blind_message
msg_type = MSG_AUDIBLE
else if(T != loc && T != src) //if src is inside something and not a turf.
if(M != loc) // Only give the blind message to hearers that aren't the location
msg = blind_message
msg_type = MSG_AUDIBLE
else if(!HAS_TRAIT(M, TRAIT_HEAR_THROUGH_DARKNESS) && M.lighting_cutoff < LIGHTING_CUTOFF_HIGH && T.is_softly_lit() && !in_range(T,M)) //if it is too dark, unless we're right next to them.
msg = blind_message
msg_type = MSG_AUDIBLE
if(!msg)
continue
if(visible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, visible_message_flags) && !is_blind(M))
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = visible_message_flags)
M.show_message(msg, msg_type, blind_message, MSG_AUDIBLE)
/mob/visible_message(message, self_message, blind_message, vision_distance = DEFAULT_MESSAGE_RANGE, list/ignored_mobs, visible_message_flags = NONE)
. = ..()
if(self_message)
show_message(self_message, MSG_VISUAL, blind_message, MSG_AUDIBLE)
/**
* Show a message to all mobs in earshot of this atom
*
* Use for objects performing audible actions
*
* vars:
* * message is the message output to anyone who can hear.
* * deaf_message (optional) is what deaf people will see.
* * hearing_distance (optional) is the range, how many tiles away the message can be heard.
*/
/atom/proc/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
var/list/hearers = get_hearers_in_view(hearing_distance, src)
if(self_message)
hearers -= src
var/raw_msg = message
if(audible_message_flags & EMOTE_MESSAGE)
message = "<b>[src]</b> [message]"
for(var/mob/M in hearers)
if(audible_message_flags & EMOTE_MESSAGE && runechat_prefs_check(M, audible_message_flags) && M.can_hear())
M.create_chat_message(src, raw_message = raw_msg, runechat_flags = audible_message_flags)
M.show_message(message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
/mob/audible_message(message, deaf_message, hearing_distance = DEFAULT_MESSAGE_RANGE, self_message, audible_message_flags = NONE)
. = ..()
if(self_message)
show_message(self_message, MSG_AUDIBLE, deaf_message, MSG_VISUAL)
///Returns the client runechat visible messages preference according to the message type.
/atom/proc/runechat_prefs_check(mob/target, visible_message_flags = NONE)
if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat))
return FALSE
if (!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat_non_mobs))
return FALSE
if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes))
return FALSE
return TRUE
/mob/runechat_prefs_check(mob/target, visible_message_flags = NONE)
if(!target.client?.prefs.read_preference(/datum/preference/toggle/enable_runechat))
return FALSE
if(visible_message_flags & EMOTE_MESSAGE && !target.client.prefs.read_preference(/datum/preference/toggle/see_rc_emotes))
return FALSE
return TRUE
///Get the item on the mob in the storage slot identified by the id passed in
/mob/proc/get_item_by_slot(slot_id)
return null
/// Gets what slot the item on the mob is held in.
/// Returns null if the item isn't in any slots on our mob.
/// Does not check if the passed item is null, which may result in unexpected outcoms.
/mob/proc/get_slot_by_item(obj/item/looking_for)
if(looking_for in held_items)
return ITEM_SLOT_HANDS
return null
///Is the mob restrained
/mob/proc/restrained(ignore_grab)
return HAS_TRAIT(src, TRAIT_RESTRAINED)
///Is the mob incapacitated
/mob/proc/incapacitated(ignore_restraints = FALSE, ignore_grab = FALSE)
return
/**
* This proc is called whenever someone clicks an inventory ui slot.
*
* Mostly tries to put the item into the slot if possible, or call attack hand
* on the item in the slot if the users active hand is empty
*/
/mob/proc/attack_ui(slot, params)
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(!W)
// Activate the item
var/obj/item/I = get_item_by_slot(slot)
if(istype(I))
var/list/modifiers = params2list(params)
I.attack_hand(src, modifiers)
return 0
/**
* Try to equip an item to a slot on the mob
*
* 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 icons 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, initial = 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_warning("You are unable to equip that!"))
return FALSE
equip_to_slot(W, slot, redraw_mob, initial) //This proc should not ever fail.
return TRUE
/**
* Actually equips an item to a slot (UNSAFE)
*
* 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)
return
/**
* Equip an item to the slot or delete
*
* 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, initial = FALSE)
return equip_to_slot_if_possible(W, slot, TRUE, TRUE, FALSE, TRUE, initial)
/**
* Auto equip the passed in item the appropriate slot based on equipment priority
*
* 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( \
ITEM_SLOT_BACK, ITEM_SLOT_ID,\
ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
ITEM_SLOT_MASK, ITEM_SLOT_HEAD, ITEM_SLOT_NECK,\
ITEM_SLOT_FEET, ITEM_SLOT_GLOVES,\
ITEM_SLOT_EARS, ITEM_SLOT_EYES,\
ITEM_SLOT_BELT, ITEM_SLOT_SUITSTORE,\
ITEM_SLOT_LPOCKET, ITEM_SLOT_RPOCKET,\
ITEM_SLOT_DEX_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 the attached clients perspective (viewpoint)
*
* reset_perspective() set eye to common default : mob on turf, loc otherwise
* reset_perspective(thing) set the eye to the thing (if it's equal to current default reset to mob perspective)
*/
/mob/proc/reset_perspective(atom/new_eye)
SHOULD_CALL_PARENT(TRUE)
if(!client)
return
if(new_eye)
if(ismovable(new_eye))
//Set the new eye unless it's us
if(new_eye != src)
client.perspective = EYE_PERSPECTIVE
client.set_eye(new_eye)
else
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else if(isturf(new_eye))
//Set to the turf unless it's our current turf
if(new_eye != loc)
client.perspective = EYE_PERSPECTIVE
client.set_eye(new_eye)
else
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else
return TRUE //no setting eye to stupid things like areas or whatever
else
//Reset to common defaults: mob if on turf, otherwise current loc
if(isturf(loc))
client.set_eye(client.mob)
client.perspective = MOB_PERSPECTIVE
else
client.perspective = EYE_PERSPECTIVE
client.set_eye(loc)
/// Signal sent after the eye has been successfully updated, with the client existing.
SEND_SIGNAL(src, COMSIG_MOB_RESET_PERSPECTIVE)
return TRUE
/**
* Examine a mob
*
* mob verbs are faster than object verbs. See
* [this byond forum post](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
set name = "Examine"
set category = "IC"
if(isturf(A) && !(sight & SEE_TURFS) && !(A in view(client ? client.view : world.view, src)))
// shift-click catcher may issue examinate() calls for out-of-sight turfs
return
if(is_blind(src) && !blind_examine_check(A))
return
face_atom(A)
var/list/result
if(client)
if(istype(src, /mob/living/silicon/ai) && istype(A, /mob/living/carbon/human)) //Override for AI's examining humans
var/mob/living/carbon/human/H = A
result = H.examine_simple(src)
else
LAZYINITLIST(client.recent_examines)
if(!(isnull(client.recent_examines[A]) || client.recent_examines[A] < world.time)) // originally this wasn't an assoc list, but sometimes the timer failed and atoms stayed in a client's recent_examines, so we check here manually
var/extra_info = A.examine_more(src)
result = extra_info
if(!result)
client.recent_examines[A] = world.time + EXAMINE_MORE_WINDOW
result = A.examine(src)
addtimer(CALLBACK(src, PROC_REF(clear_from_recent_examines), A), RECENT_EXAMINE_MAX_WINDOW)
handle_eye_contact(A)
else
result = A.examine(src) // if a tree is examined but no client is there to see it, did the tree ever really exist?
if(result.len)
for(var/i in 1 to (length(result) - 1))
result[i] = "[result[i]]\n"
to_chat(src, examine_block("<span class='infoplain'>[result.Join()]</span>"))
SEND_SIGNAL(src, COMSIG_MOB_EXAMINATE, A)
/mob/proc/clear_from_recent_examines(atom/A)
if(QDELETED(A) || !client)
return
LAZYREMOVE(client.recent_examines, A)
/mob/proc/blind_examine_check(atom/examined_thing)
return TRUE
/mob/living/blind_examine_check(atom/examined_thing)
//need to be next to something and awake
if(!Adjacent(examined_thing) || incapacitated())
to_chat(src, span_warning("Something is there, but you can't see it!"))
return FALSE
var/active_item = get_active_held_item()
if(active_item && active_item != examined_thing)
to_chat(src, span_warning("Your hands are too full to examine this!"))
return FALSE
//you can only initiate exaimines if you have a hand, it's not disabled, and only as many examines as you have hands
/// our active hand, to check if it's disabled/detatched
var/obj/item/bodypart/active_hand = has_active_hand()? get_active_hand() : null
if(!active_hand || active_hand.bodypart_disabled || LAZYLEN(do_afters) >= get_num_arms())
to_chat(src, span_warning("You don't have a free hand to examine this!"))
return FALSE
//you can only queue up one examine on something at a time
if(examined_thing in do_afters)
return FALSE
to_chat(src, span_notice("You start feeling around for something..."))
visible_message(span_notice(" [name] begins feeling around for \the [examined_thing.name]..."))
/// how long it takes for the blind person to find the thing they're examining
var/examine_delay_length = rand(1 SECONDS, 2 SECONDS)
if(isobj(examined_thing))
examine_delay_length *= 1.5
else if(ismob(examined_thing) && examined_thing != src)
examine_delay_length *= 2
if(examine_delay_length > 0 && !do_after(src, examine_delay_length, examined_thing))
to_chat(src, span_notice("You can't get a good feel for what is there."))
return FALSE
//now we touch the thing we're examining
/// temporarily turn off combat mode for reasons
var/previous_combat_mode = combat_mode
set_combat_mode(FALSE, TRUE)
examined_thing.attack_hand(src)
set_combat_mode(previous_combat_mode, TRUE)
return TRUE
/**
* handle_eye_contact() is called when we examine() something. If we examine an alive mob with a mind who has examined us in the last 2 seconds within 5 tiles, we make eye contact!
*
* Note that if either party has their face obscured, the other won't get the notice about the eye contact
* Also note that examine_more() doesn't proc this or extend the timer, just because it's simpler this way and doesn't lose much.
* The nice part about relying on examining is that we don't bother checking visibility, because we already know they were both visible to each other within the last second, and the one who triggers it is currently seeing them
*/
/mob/proc/handle_eye_contact(mob/living/examined_mob)
return
/mob/living/handle_eye_contact(mob/living/examined_mob)
if(!istype(examined_mob) || src == examined_mob || examined_mob.stat >= UNCONSCIOUS || !client)
return
var/imagined_eye_contact = FALSE
if(!LAZYACCESS(examined_mob.client?.recent_examines, src))
// even if you haven't looked at them recently, if you have the shift eyes trait, they may still imagine the eye contact
if(HAS_TRAIT(examined_mob, TRAIT_SHIFTY_EYES) && prob(10 - get_dist(src, examined_mob)))
imagined_eye_contact = TRUE
else
return
if(get_dist(src, examined_mob) > EYE_CONTACT_RANGE)
return
// check to see if their face is blocked or, if not, a signal blocks it
if(examined_mob.is_face_visible() && SEND_SIGNAL(src, COMSIG_MOB_EYECONTACT, examined_mob, TRUE) != COMSIG_BLOCK_EYECONTACT)
var/msg = span_smallnotice("You make eye contact with [examined_mob].")
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), src, msg), 3) // so the examine signal has time to fire and this will print after
if(!imagined_eye_contact && is_face_visible() && SEND_SIGNAL(examined_mob, COMSIG_MOB_EYECONTACT, src, FALSE) != COMSIG_BLOCK_EYECONTACT)
var/msg = span_smallnotice("[src] makes eye contact with you.")
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(to_chat), examined_mob, msg), 3)
///Can this mob resist (default FALSE)
/mob/proc/can_resist()
return FALSE //overridden in living.dm
///Spin this mob around it's central axis
/mob/proc/spin(spintime, speed)
set waitfor = 0
var/D = dir
if((spintime < 1)||(speed < 1)||!spintime||!speed)
return
while(spintime >= speed)
sleep(speed)
switch(D)
if(NORTH)
D = EAST
if(SOUTH)
D = WEST
if(EAST)
D = SOUTH
if(WEST)
D = NORTH
setDir(D)
spintime -= speed
///Update the pulling hud icon
/mob/proc/update_pull_hud_icon()
if(hud_used)
if(hud_used.pull_icon)
hud_used.pull_icon.update_appearance(UPDATE_ICON)
///Update the resting hud icon
/mob/proc/update_rest_hud_icon()
if(hud_used)
if(hud_used.rest_icon)
hud_used.rest_icon.update_appearance(UPDATE_ICON)
/**
* Verb to activate the object in your held hand
*
* Calls attack self on the item and updates the inventory hud for hands
*/
/mob/verb/mode()
set name = "Activate Held Object"
set category = "Object"
set src = usr
if(HAS_TRAIT(src, TRAIT_NOINTERACT)) // INTERCEPTED
to_chat(src, span_danger("You can't interact with anything right now!"))
return
if(ismecha(loc))
return
if(incapacitated())
return
var/obj/item/I = get_active_held_item()
if(I)
I.attack_self(src)
update_inv_hands()
/**
* Get the notes of this mob
*
* This actually gets the mind datums notes
*/
/mob/verb/memory()
set name = "Notes"
set category = "IC"
set desc = "View your character's notes memory."
if(mind)
mind.show_memory(src)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't look at your notes, if you had any.")
/**
* Add a note to the mind datum
*/
/mob/verb/add_memory(msg as message)
set name = "Add Note"
set category = "IC"
if(memory_amt > 50)
return
if(memory_amt == 50)
log_game("[key_name(src)] might be trying to crash the server by spamming memories, rate-limiting them.")
message_admins("[ADMIN_LOOKUPFLW(src)] [ADMIN_KICK(usr)] might be trying to crash the server by spamming memories, rate-limiting them.</span>")
memory_amt++
msg = copytext_char(msg, 1, MAX_MESSAGE_LEN)
msg = sanitize(msg)
if(mind)
mind.store_memory(msg)
else
to_chat(src, "You don't have a mind datum for some reason, so you can't add a note to it.")
/**
* Allows you to respawn, abandoning your current mob
*
* This sends you back to the lobby creating a new dead mob
*
* Only works if flag/norespawn is allowed in config
*/
/mob/verb/abandon_mob()
set name = "Respawn"
set category = "OOC"
if (CONFIG_GET(flag/norespawn) && (!check_rights_for(usr.client, R_ADMIN) || tgui_alert(usr, "Respawn configs disabled. Do you want to use your permissions to circumvent it?", "Respawn", list("Yes", "No")) != "Yes"))
return
if ((stat != DEAD || !( SSticker )))
to_chat(usr, span_boldnotice("You must be dead to use this!"))
return
log_game("[key_name(usr)] used abandon mob.")
to_chat(usr, span_boldnotice("Please roleplay correctly!"))
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
return
client.screen.Cut()
client.screen += client.void
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
return
var/mob/dead/new_player/M = new /mob/dead/new_player()
if(!client)
log_game("[key_name(usr)] AM failed due to disconnect.")
qdel(M)
return
M.key = key
// M.Login() //wat
return
/**
* Sometimes helps if the user is stuck in another perspective or camera
*/
/mob/verb/cancel_camera()
set name = "Cancel Camera View"
set category = "OOC"
reset_perspective(null)
unset_machine()
//suppress the .click/dblclick macros so people can't use them to identify the location of items or aimbot
/mob/verb/DisClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
set name = ".click"
set hidden = TRUE
set category = null
return
/mob/verb/DisDblClick(argu = null as anything, sec = "" as text, number1 = 0 as num , number2 = 0 as num)
set name = ".dblclick"
set hidden = TRUE
set category = null
return
/**
* Topic call back for any mob
*
* * Unset machines if "mach_close" sent
* * refresh the inventory of machines in range if "refresh" sent
* * handles the strip panel equip and unequip as well if "item" sent
*/
/mob/Topic(href, href_list)
if(href_list["mach_close"])
var/t1 = text("window=[href_list["mach_close"]]")
unset_machine()
src << browse(null, t1)
/**
* Controls if a mouse drop succeeds (return null if it doesnt)
*/
/mob/MouseDrop(mob/M)
. = ..()
if(M != usr)
return
if(usr == src)
return
if(!Adjacent(usr))
return
if(isAI(M))
return
/**
* Handle the result of a click drag onto this mob
*
* For mobs this just shows the inventory
*/
///Is the mob muzzled (default false)
/mob/proc/is_muzzled()
return 0
/// Adds this list to the output to the stat browser
/mob/proc/get_status_tab_items()
. = list()
var/list/objectives = mind?.get_all_objectives()
if(LAZYLEN(objectives))
var/obj_count = 1
. += "<B>Objectives:</B>"
for(var/datum/objective/objective in mind?.get_all_objectives())
. += "<B>[obj_count]</B>: <font color=[objective.check_completion() ? "green" : "red"]>[objective.explanation_text][objective.check_completion() ? " (COMPLETED)" : ""]</font>"
obj_count++
/**
* Convert a list of spells into a displyable list for the statpanel
*
* Shows charge and other important info
*/
/mob/proc/get_actions_for_statpanel()
var/list/data = list()
for(var/datum/action/cooldown/action in actions)
var/list/action_data = action.set_statpanel_format()
if(!length(action_data))
return
data += list(list(
// the panel the action gets displayed to
// in the future, this could probably be replaced with subtabs (a la admin tabs)
action_data[PANEL_DISPLAY_PANEL],
// the status of the action, - cooldown, charges, whatever
action_data[PANEL_DISPLAY_STATUS],
// the name of the action
action_data[PANEL_DISPLAY_NAME],
// a ref to the action button of this action for this mob
// it's a ref to the button specifically, instead of the action itself,
// because statpanel href calls click(), which the action button (not the action itself) handles
REF(action.viewers[hud_used]),
))
return data
#define MOB_FACE_DIRECTION_DELAY 1
// facing verbs
/**
* Returns true if a mob can turn to face things
*
* Conditions:
* * client.last_turn > world.time
* * not dead or unconscious
* * not anchored
* * no transform not set
* * we are not restrained
*/
/mob/proc/canface()
if(world.time < client.last_turn)
return FALSE
if(stat == DEAD || stat == UNCONSCIOUS)
return FALSE
if(anchored)
return FALSE
if(notransform)
return FALSE
if(restrained())
return FALSE
return TRUE
///Checks mobility move as well as parent checks
/mob/living/canface()
if(!(mobility_flags & MOBILITY_MOVE))
return FALSE
return ..()
/mob/setShift(dir)
if (!canface())
return FALSE
is_shifted = TRUE
return ..()
///This might need a rename but it should replace the can this mob use things check
/mob/proc/IsAdvancedToolUser()
return FALSE
/mob/proc/swap_hand(held_index)
SHOULD_NOT_OVERRIDE(TRUE) // Override perform_hand_swap instead
var/obj/item/held_item = get_active_held_item()
if(SEND_SIGNAL(src, COMSIG_MOB_SWAPPING_HANDS, held_item) & COMPONENT_BLOCK_SWAP)
to_chat(src, span_warning("Your other hand is too busy holding [held_item]."))
return FALSE
var/result = perform_hand_swap(held_index)
if (result)
SEND_SIGNAL(src, COMSIG_MOB_SWAP_HANDS)
return result
/// Performs the actual ritual of swapping hands, such as setting the held index variables
/mob/proc/perform_hand_swap(held_index)
PROTECTED_PROC(TRUE)
return TRUE
/mob/proc/activate_hand(selhand)
return
/mob/proc/assess_threat(judgement_criteria, lasercolor = "", datum/callback/weaponcheck=null) //For sec bot threat assessment
return 0
///Get the ghost of this mob (from the mind)
/mob/proc/get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
if(mind)
return mind.get_ghost(even_if_they_cant_reenter, ghosts_with_clients)
///Force get the ghost from the mind
/mob/proc/grab_ghost(force)
if(mind)
return mind.grab_ghost(force = force)
///Notify a ghost that it's body is being cloned
/mob/proc/notify_ghost_cloning(message = "Someone is trying to revive you. Re-enter your corpse if you want to be revived!", sound = 'sound/effects/genetics.ogg', atom/source = null, flashwindow)
var/mob/dead/observer/ghost = get_ghost()
if(ghost)
ghost.notify_cloning(message, sound, source, flashwindow)
return ghost
/**
* Checks to see if the mob can cast normal magic spells.
*
* args:
* * magic_flags (optional) A bitfield with the type of magic being cast (see flags at: /datum/component/anti_magic)
**/
/mob/proc/can_cast_magic(magic_flags = MAGIC_RESISTANCE)
if(magic_flags == NONE) // magic with the NONE flag can always be cast
return TRUE
var/restrict_magic_flags = SEND_SIGNAL(src, COMSIG_MOB_RESTRICT_MAGIC, magic_flags)
return restrict_magic_flags == NONE
/**
* Checks to see if the mob can block magic
*
* args:
* * casted_magic_flags (optional) A bitfield with the types of magic resistance being checked (see flags at: /datum/component/anti_magic)
* * charge_cost (optional) The cost of charge to block a spell that will be subtracted from the protection used
**/
/mob/proc/can_block_magic(casted_magic_flags = MAGIC_RESISTANCE, charge_cost = 1)
if(casted_magic_flags == NONE) // magic with the NONE flag is immune to blocking
return FALSE
// A list of all things which are providing anti-magic to us
var/list/antimagic_sources = list()
var/is_magic_blocked = FALSE
if(SEND_SIGNAL(src, COMSIG_MOB_RECEIVE_MAGIC, casted_magic_flags, charge_cost, antimagic_sources) & COMPONENT_MAGIC_BLOCKED)
is_magic_blocked = TRUE
if(HAS_TRAIT(src, TRAIT_ANTIMAGIC))
is_magic_blocked = TRUE
if((casted_magic_flags & MAGIC_RESISTANCE_HOLY) && HAS_TRAIT(src, TRAIT_HOLY))
is_magic_blocked = TRUE
if(is_magic_blocked && charge_cost > 0 && !HAS_TRAIT(src, TRAIT_RECENTLY_BLOCKED_MAGIC))
on_block_magic_effects(casted_magic_flags, antimagic_sources)