Files
Aurora.3/code/game/objects/structures/mirror.dm
Matt Atlas 659752e2ea Removes goonchat, adds TGChat and TG Stat Panels (#16514)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* tgchat

* tgpanels pt1

* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!

* figure out why stat isnt working

* goodbye ping

* shhh

* stat updates

* An oath sworn in scors! Omni vortex lies!

* final almost edits

* fix that

* last skin adjustments

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* fix runtimes and cl

* whoops

* misc fixes

* fix that too

* adds build workflow

* f

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

* remove duplicate

* makes some verb tabs work properly

* makes verbs work properly for real

* sans moi

* fixes pt2

* fix the chat unnecessarily reloading

* fixes

* epic

* fixes

* fix missing consoles

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-26 02:00:14 +02:00

189 lines
5.3 KiB
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/obj/structure/mirror
name = "mirror"
desc = "A SalonPro Nano-Mirror(TM) brand mirror! The leading technology in hair salon products, utilizing nano-machinery to style your hair just right."
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
density = 0
anchored = 1
obj_flags = OBJ_FLAG_MOVES_UNSUPPORTED
var/shattered = 0
/// Visual object for handling the viscontents
var/datum/weakref/ref
vis_flags = VIS_HIDE
var/timerid = null
/obj/structure/mirror/Initialize()
. = ..()
var/obj/effect/reflection/reflection = new(src.loc)
reflection.setup_visuals(src)
ref = WEAKREF(reflection)
entered_event.register(loc, reflection, TYPE_PROC_REF(/obj/effect/reflection, check_vampire_enter))
exited_event.register(loc, reflection, TYPE_PROC_REF(/obj/effect/reflection, check_vampire_exit))
/obj/structure/mirror/Destroy()
var/obj/effect/reflection/reflection = ref.resolve()
if(istype(reflection))
entered_event.unregister(loc, reflection)
exited_event.unregister(loc, reflection)
qdel(reflection)
ref = null
return ..()
/obj/structure/mirror/attack_hand(mob/user as mob)
if(shattered)
return
if(user.mind)
var/datum/vampire/vampire = user.mind.antag_datums[MODE_VAMPIRE]
if(vampire && !(vampire.status & VAMP_ISTHRALL))
to_chat(user, "<span class='notice'>Your reflection appears distorted on the surface of \the [src].</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.change_appearance(APPEARANCE_ALL_HAIR, H, FALSE, ui_state = default_state, state_object = src)
/obj/structure/mirror/proc/shatter()
if(shattered) return
shattered = 1
icon_state = "mirror_broke"
playsound(src, /singleton/sound_category/glass_break_sound, 70, 1)
desc = "Oh no, seven years of bad luck!"
var/obj/effect/reflection/reflection = ref.resolve()
if(istype(reflection))
reflection.alpha_icon_state = "mirror_mask_broken"
reflection.update_mirror_filters()
/obj/structure/mirror/bullet_act(var/obj/item/projectile/Proj)
if(prob(Proj.get_structure_damage() * 2))
if(!shattered)
shatter()
else
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
..()
/obj/structure/mirror/attackby(obj/item/I as obj, mob/user as mob)
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return
if(prob(I.force * 2))
visible_message("<span class='warning'>[user] smashes [src] with [I]!</span>")
shatter()
else
visible_message("<span class='warning'>[user] hits [src] with [I]!</span>")
playsound(src.loc, 'sound/effects/glass_hit.ogg', 70, 1)
/obj/structure/mirror/attack_generic(var/mob/user, var/damage)
user.do_attack_animation(src)
if(shattered)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
return 0
if(damage)
user.visible_message("<span class='danger'>[user] smashes [src]!</span>")
shatter()
else
user.visible_message("<span class='danger'>[user] hits [src] and bounces off!</span>")
return 1
/obj/effect/reflection
name = "reflection"
appearance_flags = KEEP_TOGETHER|TILE_BOUND|PIXEL_SCALE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
vis_flags = VIS_HIDE
layer = ABOVE_OBJ_LAYER
var/alpha_icon = 'icons/obj/watercloset.dmi'
var/alpha_icon_state = "mirror_mask"
var/obj/mirror
desc = "Why are you locked in the bathroom?"
desc_extended = "You talking to me?"
anchored = TRUE
unacidable = TRUE
var/blur_filter
/obj/effect/reflection/proc/setup_visuals(target)
mirror = target
if(mirror.pixel_x > 0)
dir = WEST
else if (mirror.pixel_x < 0)
dir = EAST
if(mirror.pixel_y > 0)
dir = SOUTH
else if (mirror.pixel_y < 0)
dir = NORTH
pixel_x = mirror.pixel_x
pixel_y = mirror.pixel_y
blur_filter = filter(type="blur", size = 1)
update_mirror_filters()
/obj/effect/reflection/proc/update_mirror_filters()
filters = null
vis_contents = null
if(!mirror)
return
var/matrix/M = matrix()
if(dir == WEST || dir == EAST)
M.Scale(-1, 1)
else if(dir == SOUTH|| dir == NORTH)
M.Scale(1, -1)
pixel_y = mirror.pixel_y + 5
transform = M
filters += filter("type" = "alpha", "icon" = icon(alpha_icon, alpha_icon_state), "x" = 0, "y" = 0)
for(var/mob/living/carbon/human/H in loc)
check_vampire_enter(H.loc, H)
vis_contents += get_turf(mirror)
/obj/effect/reflection/proc/check_vampire_enter(var/turf/T, var/mob/living/carbon/human/H)
if(!istype(H))
return
var/datum/vampire/V = H.get_antag_datum(MODE_VAMPIRE)
if(V)
if(V.status & VAMP_ISTHRALL)
filters += blur_filter
else
H.vis_flags |= VIS_HIDE
/obj/effect/reflection/proc/check_vampire_exit(var/turf/T, var/mob/living/carbon/human/H)
if(!istype(H))
return
var/datum/vampire/V = H.get_antag_datum(MODE_VAMPIRE)
if(V)
if(V.status & VAMP_ISTHRALL)
filters -= blur_filter
else
H.vis_flags &= ~VIS_HIDE
/obj/item/mirror
name = "mirror"
desc = "A SalonPro Nano-Mirror(TM) brand mirror! Now a portable version."
icon = 'icons/obj/cosmetics.dmi'
icon_state = "mirror"
w_class = ITEMSIZE_SMALL
/obj/item/mirror/attack_self(mob/user as mob)
if(user.mind)
var/datum/vampire/vampire = user.mind.antag_datums[MODE_VAMPIRE]
if(vampire && !(vampire.status & VAMP_ISTHRALL))
to_chat(user, "<span class='notice'>Your reflection appears distorted on the surface of \the [src].</span>")
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.change_appearance(APPEARANCE_HAIR, H, FALSE, ui_state = default_state, state_object = src)