Files
kiwistation/code/modules/mob/mob_helpers.dm
T
Cheridan b02b93ce2a Notifications + Random Stuff
Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.

Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.

Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)

Reorganizes some item definition/procs.
2014-07-01 23:16:02 -05:00

456 lines
12 KiB
Plaintext

// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
/proc/ishuman(A)
if(istype(A, /mob/living/carbon/human))
return 1
return 0
/proc/ismonkey(A)
if(A && istype(A, /mob/living/carbon/monkey))
return 1
return 0
/proc/isbrain(A)
if(A && istype(A, /mob/living/carbon/brain))
return 1
return 0
/proc/isalien(A)
if(istype(A, /mob/living/carbon/alien))
return 1
return 0
/proc/isalienadult(A)
if(istype(A, /mob/living/carbon/alien/humanoid))
return 1
return 0
/proc/islarva(A)
if(istype(A, /mob/living/carbon/alien/larva))
return 1
return 0
/proc/isslime(A)
if(istype(A, /mob/living/carbon/slime))
return 1
return 0
/proc/isrobot(A)
if(istype(A, /mob/living/silicon/robot))
return 1
return 0
/proc/isanimal(A)
if(istype(A, /mob/living/simple_animal))
return 1
return 0
/proc/iscorgi(A)
if(istype(A, /mob/living/simple_animal/corgi))
return 1
return 0
/proc/iscrab(A)
if(istype(A, /mob/living/simple_animal/crab))
return 1
return 0
/proc/iscat(A)
if(istype(A, /mob/living/simple_animal/cat))
return 1
return 0
/proc/ismouse(A)
if(istype(A, /mob/living/simple_animal/mouse))
return 1
return 0
/proc/isbear(A)
if(istype(A, /mob/living/simple_animal/hostile/bear))
return 1
return 0
/proc/iscarp(A)
if(istype(A, /mob/living/simple_animal/hostile/carp))
return 1
return 0
/proc/isclown(A)
if(istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
return 1
return 0
/proc/isAI(A)
if(istype(A, /mob/living/silicon/ai))
return 1
return 0
/proc/ispAI(A)
if(istype(A, /mob/living/silicon/pai))
return 1
return 0
/proc/iscarbon(A)
if(istype(A, /mob/living/carbon))
return 1
return 0
/proc/issilicon(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
/proc/isliving(A)
if(istype(A, /mob/living))
return 1
return 0
proc/isobserver(A)
if(istype(A, /mob/dead/observer))
return 1
return 0
proc/isovermind(A)
if(istype(A, /mob/camera/blob))
return 1
return 0
proc/isorgan(A)
if(istype(A, /obj/item/organ/limb))
return 1
return 0
/proc/isloyal(A) //Checks to see if the person contains a loyalty implant, then checks that the implant is actually inside of them
for(var/obj/item/weapon/implant/loyalty/L in A)
if(L && L.implanted)
return 1
return 0
/proc/check_zone(zone)
if(!zone) return "chest"
switch(zone)
if("eyes")
zone = "head"
if("mouth")
zone = "head"
if("l_hand")
zone = "l_arm"
if("r_hand")
zone = "r_arm"
if("l_foot")
zone = "l_leg"
if("r_foot")
zone = "r_leg"
if("groin")
zone = "chest"
return zone
/proc/ran_zone(zone, probability = 80)
zone = check_zone(zone)
if(prob(probability))
return zone
var/t = rand(1, 17) // randomly pick a different zone, or maybe the same one
switch(t)
if(1) return "head"
if(2) return "chest"
if(3 to 6) return "l_arm"
if(7 to 10) return "r_arm"
if(10 to 13) return "l_leg"
if(14 to 17) return "r_leg"
return zone
/proc/above_neck(zone)
var/list/zones = list("head", "mouth", "eyes")
if(zones.Find(zone))
return 1
else
return 0
/proc/stars(n, pr)
n = html_decode(n)
if (pr == null)
pr = 25
if (pr <= 0)
return null
else
if (pr >= 100)
return n
var/te = n
var/t = ""
n = length(n)
var/p = null
p = 1
while(p <= n)
if ((copytext(te, p, p + 1) == " " || prob(pr)))
t = text("[][]", t, copytext(te, p, p + 1))
else
t = text("[]*", t)
p++
return sanitize(t)
/proc/stutter(n)
var/te = html_decode(n)
var/t = ""//placed before the message. Not really sure what it's for.
n = length(n)//length of the entire word
var/p = null
p = 1//1 is the start of any word
while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
if (prob(10))
n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
else
if (prob(20))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
if (prob(5))
n_letter = null
else
n_letter = text("[n_letter]-[n_letter]")
t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
p++//for each letter p is increased to find where the next letter will be.
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/derpspeech(message, stuttering)
message = replacetext(message, " am ", " ")
message = replacetext(message, " is ", " ")
message = replacetext(message, " are ", " ")
message = replacetext(message, "you", "u")
message = replacetext(message, "help", "halp")
message = replacetext(message, "grief", "grife")
message = replacetext(message, "space", "spess")
message = replacetext(message, "carp", "crap")
message = replacetext(message, "reason", "raisin")
if(prob(50))
message = uppertext(message)
message += "[stutter(pick("!", "!!", "!!!"))]"
if(!stuttering && prob(15))
message = stutter(message)
return message
proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
/* Turn text into complete gibberish! */
var/returntext = ""
for(var/i = 1, i <= length(t), i++)
var/letter = copytext(t, i, i+1)
if(prob(50))
if(p >= 70)
letter = ""
for(var/j = 1, j <= rand(0, 2), j++)
letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
returntext += letter
return returntext
/proc/ninjaspeak(n)
/*
The difference with stutter is that this proc can stutter more than 1 letter
The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
/proc/shake_camera(mob/M, duration, strength=1)
spawn(0)
if(!M || !M.client || M.shakecamera)
return
var/oldeye=M.client.eye
var/x
M.shakecamera = 1
for(x=0; x<duration, x++)
if(M && M.client)
M.client.eye = locate(dd_range(1,M.loc.x+rand(-strength,strength),world.maxx),dd_range(1,M.loc.y+rand(-strength,strength),world.maxy),M.loc.z)
sleep(1)
if(M)
M.shakecamera = 0
if(M.client)
M.client.eye=oldeye
/proc/findname(msg)
if(!istext(msg))
msg = "[msg]"
for(var/mob/M in mob_list)
if(M.real_name == msg)
return M
return 0
/mob/proc/abiotic(full_body = 0)
if(l_hand && !l_hand.flags&ABSTRACT || r_hand && !r_hand.flags&ABSTRACT)
return 1
return 0
//converts intent-strings into numbers and back
/proc/intent_numeric(argument)
if(istext(argument))
switch(argument)
if("help") return 0
if("disarm") return 1
if("grab") return 2
else return 3
else
switch(argument)
if(0) return "help"
if(1) return "disarm"
if(2) return "grab"
else return "harm"
//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
/mob/verb/a_intent_change(input as text)
set name = "a-intent"
set hidden = 1
if(ishuman(src) || isalienadult(src) || isbrain(src))
switch(input)
if("help", "disarm", "grab", "harm")
a_intent = input
if("right")
a_intent = intent_numeric((intent_numeric(a_intent) + 1) % 4)
if("left")
a_intent = intent_numeric((intent_numeric(a_intent) + 3) % 4)
if(hud_used && hud_used.action_intent)
hud_used.action_intent.icon_state = "[a_intent]"
else if(isrobot(src) || ismonkey(src) || islarva(src))
switch(input)
if("help")
a_intent = "help"
if("harm")
a_intent = "harm"
if("right","left")
a_intent = intent_numeric(intent_numeric(a_intent) - 3)
if(hud_used && hud_used.action_intent)
if(a_intent == "harm")
hud_used.action_intent.icon_state = "harm"
else
hud_used.action_intent.icon_state = "help"
proc/is_blind(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
if(C.blinded != null)
return 1
return 0
proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
if(!ticker || !ticker.mode)
return 0
if(!istype(M))
return 0
if(issilicon(M))
if(isrobot(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
var/mob/living/silicon/robot/R = M
if(R.emagged || R.syndicate) //Count as antags
return 1
if(R.mind && R.mind.special_role && R.laws && R.laws.zeroth).
if(R.connected_ai)
if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
return 0 //AI is the real traitor here, so the borg itself is not a traitor
return 1 //Slaved but also a traitor
return 1 //Unslaved, traitor
else if(isAI(M))
var/mob/living/silicon/ai/A = M
if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
if(ticker.mode.config_tag == "malfunction" && M.mind in ticker.mode.malf_ai)//Malf law is a law 0
return 2
return 1
return 0
if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
switch(ticker.mode.config_tag)
if("revolution")
if((M.mind in ticker.mode.head_revolutionaries) || (M.mind in ticker.mode.revolutionaries))
return 2
if("cult")
if(M.mind in ticker.mode.cult)
return 2
if("nuclear")
if(M.mind in ticker.mode.syndicates)
return 2
if("changeling")
if(M.mind in ticker.mode.changelings)
return 2
if("wizard")
if(M.mind in ticker.mode.wizards)
return 2
if("monkey")
if(M.viruses && (locate(/datum/disease/transformation/jungle_fever) in M.viruses))
return 2
return 1
return 0
/mob/proc/has_mutation(var/mutation)
return mutation in src.mutations ? 1 : 0
/proc/get_both_hands(mob/living/carbon/M)
var/list/hands = list(M.l_hand, M.r_hand)
return hands
/mob/proc/reagent_check(var/datum/reagent/R) // utilized in the species code
return 1
/proc/notify_ghosts(var/message, var/ghost_sound = null) //Easy notification of ghosts.
for(var/mob/dead/observer/O in player_list)
if(O.client)
O << "<span class='ghostalert'>[message]<span>"
if(ghost_sound)
O << sound(ghost_sound)
/proc/item_heal_robotic(var/mob/living/carbon/human/H, var/mob/user, var/brute, var/burn)
var/obj/item/organ/limb/affecting = H.get_organ(check_zone(user.zone_sel.selecting))
var/dam //changes repair text based on how much brute/burn was supplied
if(brute > burn)
dam = 1
else
dam = 0
if(affecting.status == ORGAN_ROBOTIC)
if(brute > 0 && affecting.brute_dam > 0 || burn > 0 && affecting.burn_dam > 0)
affecting.heal_damage(brute,burn,1)
H.update_damage_overlays(0)
H.updatehealth()
for(var/mob/O in viewers(user, null))
O.show_message(text("<span class='notice'>[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting.getDisplayName()]!</span>"), 1)
return
else
user << "<span class='notice'>[H]'s [affecting.getDisplayName()] is already in good condition</span>"
return
else
return