mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 18:12:40 +00:00
Adds decomposing animations for mice when dusted. They'll leave behind a little mouse skeleton Mice and lizards will decompose to a skeleton 30 mins after death, or if dusted Also some fixes to various small issues and runtime errors related to held mobs and supermatters.
521 lines
14 KiB
Plaintext
521 lines
14 KiB
Plaintext
var/list/holder_mob_icon_cache = list()
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//Helper object for picking dionaea (and other creatures) up.
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/obj/item/weapon/holder
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name = "holder"
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desc = "You shouldn't ever see this."
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icon = 'icons/mob/held_mobs.dmi'
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slot_flags = 0
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sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi')
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origin_tech = null
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var/mob/living/contained = null
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var/icon_state_dead
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var/desc_dead
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var/name_dead
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var/isalive
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var/last_loc_general//This stores a general location of the object. Ie, a container or a mob
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var/last_loc_specific//This stores specific extra information about the location, pocket, hand, worn on head, etc. Only relevant to mobs
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/obj/item/weapon/holder/New()
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if (!item_state)
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item_state = icon_state
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flags_inv |= ALWAYSDRAW
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..()
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processing_objects.Add(src)
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/obj/item/weapon/holder/Destroy()
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processing_objects.Remove(src)
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if (contained)
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release_mob()
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..()
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/obj/item/weapon/holder/examine(mob/user)
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if (contained)
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contained.examine(user)
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else
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..()
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/obj/item/weapon/holder/GetID()
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for(var/mob/M in contents)
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var/obj/item/I = M.GetIdCard()
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if(I)
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return I
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return null
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/obj/item/weapon/holder/GetAccess()
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var/obj/item/I = GetID()
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return I ? I.GetAccess() : ..()
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/obj/item/weapon/holder/attack_self()
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for(var/mob/M in contents)
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M.show_inv(usr)
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//Mob specific holders.
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/obj/item/weapon/holder/diona
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origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING | SLOT_HOLSTER
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/obj/item/weapon/holder/drone
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origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
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/obj/item/weapon/holder/mouse
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w_class = 1
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/obj/item/weapon/holder/borer
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origin_tech = list(TECH_BIO = 6)
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/obj/item/weapon/holder/process()
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if (!contained)
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qdel(src)
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if(!get_holding_mob() || contained.loc != src)
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if (is_unsafe_container(loc) && contained.loc == src)
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return
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release_mob()
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return
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if (isalive && contained.stat == DEAD)
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held_death(1)//If we get here, it means the mob died sometime after we picked it up. We pass in 1 so that we can play its deathmessage
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//This function checks if the current location is safe to release inside
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//it returns 1 if the creature will bug out when released
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/obj/item/weapon/holder/proc/is_unsafe_container(var/obj/place)
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if (istype(place, /obj/item/weapon/storage))
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return 1
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else if (istype(place, /obj/structure/closet/crate))
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return 1
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else
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return 0
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//Releases all mobs inside the holder, then deletes it.
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//is_unsafe_container should be checked before calling this
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/obj/item/weapon/holder/proc/release_mob()
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for(var/mob/M in contents)
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var/atom/movable/mob_container
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mob_container = M
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mob_container.forceMove(src.loc)//if the holder was placed into a disposal, this should place the animal in the disposal
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M.reset_view()
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M.Released()
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contained = null
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var/mob/L = get_holding_mob()
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if (L)
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L.drop_from_inventory(src)
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qdel(src)
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/obj/item/weapon/holder/attackby(obj/item/weapon/W as obj, mob/user as mob)
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for(var/mob/M in src.contents)
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M.attackby(W,user)
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/obj/item/weapon/holder/dropped(mob/user)
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///When an object is put into a container, drop fires twice.
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//once with it on the floor, and then once in the container
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//This conditional allows us to ignore that first one. Handling of mobs dropped on the floor is done in process
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if (istype(loc, /turf))
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spawn(3)
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//Repeat this check
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//If we're still on the turf a few frames later, then we have actually been dropped or thrown
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//Release the mob accordingly
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if (istype(loc, /turf))
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release_mob()
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return
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if (istype(loc, /obj/item/weapon/storage)) //The second drop reads the container its placed into as the location
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update_location()
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/obj/item/weapon/holder/equipped(var/mob/user, var/slot)
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..()
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update_location(slot)
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/obj/item/weapon/holder/proc/update_location(var/slotnumber = null)
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if (!slotnumber)
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if (istype(loc, /mob))
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slotnumber = get_equip_slot()
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report_onmob_location(1, slotnumber, contained)
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/obj/item/weapon/holder/attack_self(mob/M as mob)
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if (contained && !(contained.stat & DEAD))
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if (istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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switch(H.a_intent)
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if(I_HELP)
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H.visible_message("\blue [H] pets [contained]")
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if(I_HURT)
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contained.adjustBruteLoss(3)
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H.visible_message("\red [H] crushes [contained]")
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else
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M << "[contained] is dead."
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/obj/item/weapon/holder/show_message(var/message, var/m_type)
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for(var/mob/living/M in contents)
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M.show_message(message,m_type)
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//Mob procs and vars for scooping up
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/mob/living/var/holder_type
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/obj/item/weapon/holder/proc/held_death(var/show_deathmessage = 0)
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//This function is called when the mob in the holder dies somehow.
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isalive = 0
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if (icon_state_dead)
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icon_state = icon_state_dead
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if (desc_dead)
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desc = desc_dead
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if (name_dead)
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name = name_dead
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slot_flags = 0
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if (show_deathmessage)//Since we've just crushed a creature in our hands, we want everyone nearby to know that it died
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//We have to play it as a visible message on the grabber, because the normal death message played on the dying mob won't show if it's being held
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var/mob/M = get_holding_mob()
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if (M)
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M.visible_message("<b>\The [contained.name]</b> dies")
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//update_icon()
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/mob/living/proc/get_scooped(var/mob/living/carbon/grabber, var/mob/user = null)
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if(!holder_type || buckled || pinned.len || !Adjacent(grabber))
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return
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if (user == src)
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if (grabber.r_hand && grabber.l_hand)
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user << "\red They have no free hands!"
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return
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else if ((grabber.hand == 0 && grabber.r_hand) || (grabber.hand == 1 && grabber.l_hand))//Checking if the hand is full
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grabber << "\red Your hand is full!"
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return
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src.verbs += /mob/living/proc/get_holder_location//This has to be before we move the mob into the holder
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spawn(2)
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var/obj/item/weapon/holder/H = new holder_type(loc)
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H.name = src.name
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src.forceMove(H)
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H.contained = src
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if (src.stat == DEAD)
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H.held_death()//We've scooped up an animal that's already dead. use the proper dead icons
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else
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H.isalive = 1//We note that the mob is alive when picked up. If it dies later, we can know that its death happened while held, and play its deathmessage for it
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var/success = 0
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if (src == user)
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success = grabber.put_in_any_hand_if_possible(H, 0,1,1)
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else
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H.attack_hand(grabber)//We put this last to prevent some race conditions
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if (H.loc == grabber)
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success = 1
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if (success)
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if (user == src)
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grabber << "<span class='notice'>[src.name] climbs up onto you.</span>"
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src << "<span class='notice'>You climb up onto [grabber].</span>"
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else
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grabber << "<span class='notice'>You scoop up [src].</span>"
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src << "<span class='notice'>[grabber] scoops you up.</span>"
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if (istype(H, /obj/item/weapon/holder/human))
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var/obj/item/weapon/holder/human/HU = H
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HU.sync(src)
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else
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user << "Failed, try again!"
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//If the scooping up failed something must have gone wrong
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H.release_mob()
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return success
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/mob/living/proc/get_holder_location()
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set category = "Abilities"
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set name = "Check held location"
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set desc = "Find out where on their person, someone is holding you."
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if (!usr.get_holding_mob())
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src << "Nobody is holding you!"
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return
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if (istype(usr.loc, /obj/item/weapon/holder))
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var/obj/item/weapon/holder/H = usr.loc
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H.report_onmob_location(0, H.get_equip_slot(), src)
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/obj/item/weapon/holder/human
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icon = null
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var/holder_icon = 'icons/mob/holder_complex.dmi'
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var/list/generate_for_slots = list(slot_l_hand_str, slot_r_hand_str, slot_back_str)
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slot_flags = SLOT_BACK
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/obj/item/weapon/holder/human/proc/sync(var/mob/living/M)
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// Generate appropriate on-mob icons.
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var/mob/living/carbon/human/owner = M
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if(!icon && istype(owner) && owner.species)
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var/icon/I = new /icon()
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var/skin_colour = rgb(owner.r_skin, owner.g_skin, owner.b_skin)
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var/hair_colour = rgb(owner.r_hair, owner.g_hair, owner.b_hair)
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var/eye_colour = rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes)
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var/species_name = lowertext(owner.species.get_bodytype())
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for(var/cache_entry in generate_for_slots)
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var/cache_key = "[owner.species]-[cache_entry]-[skin_colour]-[hair_colour]"
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if(!holder_mob_icon_cache[cache_key])
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// Generate individual icons.
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var/icon/mob_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_base")
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mob_icon.Blend(skin_colour, ICON_ADD)
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var/icon/hair_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_hair")
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hair_icon.Blend(hair_colour, ICON_ADD)
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var/icon/eyes_icon = icon(holder_icon, "[species_name]_holder_[cache_entry]_eyes")
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eyes_icon.Blend(eye_colour, ICON_ADD)
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// Blend them together.
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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mob_icon.Blend(hair_icon, ICON_OVERLAY)
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// Add to the cache.
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holder_mob_icon_cache[cache_key] = mob_icon
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var/newstate
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switch (cache_entry)
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if (slot_l_hand_str)
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newstate = "[species_name]_lh"
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if (slot_r_hand_str)
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newstate = "[species_name]_rh"
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if (slot_back_str)
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newstate = "[species_name]_ba"
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I.Insert(holder_mob_icon_cache[cache_key], newstate)
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dir = 2
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var/icon/mob_icon = icon(owner.icon, owner.icon_state)
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I.Insert(mob_icon, species_name)
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icon = I
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icon_state = species_name
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item_state = species_name
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src.overlays = owner.overlays
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contained_sprite = 1
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color = M.color
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name = M.name
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desc = M.desc
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overlays |= M.overlays
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var/mob/living/carbon/human/H = loc
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if(istype(H))
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if(H.l_hand == src)
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H.update_inv_l_hand()
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else if(H.r_hand == src)
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H.update_inv_r_hand()
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else
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H.regenerate_icons()
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//#TODO-MERGE
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//Port the reduced-duplication holder method from baystation upstream:
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//https://github.com/Baystation12/Baystation12/blob/master/code/modules/mob/holder.dm
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//Mob specific holders.
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//w_class mainly determines whether they can fit in trashbags. <=2 can, >=3 cannot
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/obj/item/weapon/holder/diona
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name = "diona nymph"
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desc = "It's a little plant critter."
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desc_dead = "It used to be a little plant critter."
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icon_state = "nymph"
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icon_state_dead = "nymph_dead"
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origin_tech = "magnets=3;biotech=5"
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slot_flags = SLOT_HEAD | SLOT_OCLOTHING
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w_class = 2
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/obj/item/weapon/holder/drone
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name = "maintenance drone"
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desc = "It's a small maintenance robot."
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icon_state = "drone"
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origin_tech = "magnets=3;engineering=5"
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slot_flags = SLOT_HEAD
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w_class = 2
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/obj/item/weapon/holder/cat
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name = "cat"
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desc = "It's a cat. Meow."
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desc_dead = "It's a dead cat."
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icon_state = "cat_tabby"
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icon_state_dead = "cat_tabby_dead"
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item_state = "cat"
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//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
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//Instead, the head versions are done by duplicating the cat
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/cat/black
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icon_state = "cat_black"
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icon_state_dead = "cat_black_dead"
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slot_flags = SLOT_HEAD
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item_state = "cat"
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/obj/item/weapon/holder/cat/kitten
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name = "kitten"
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icon_state = "cat_kitten"
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icon_state_dead = "cat_kitten_dead"
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slot_flags = SLOT_HEAD
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w_class = 1
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item_state = "cat"
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/obj/item/weapon/holder/borer
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name = "cortical borer"
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desc = "It's a slimy brain slug. Gross."
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icon_state = "brainslug"
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origin_tech = "biotech=6"
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w_class = 1
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/obj/item/weapon/holder/monkey
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name = "monkey"
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desc = "It's a monkey. Ook."
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icon_state = "monkey"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/farwa
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name = "farwa"
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desc = "It's a farwa."
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icon_state = "farwa"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/stok
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name = "stok"
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desc = "It's a stok. stok."
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icon_state = "stok"
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slot_flags = SLOT_HEAD
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w_class = 3
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/obj/item/weapon/holder/monkey/neaera
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name = "neaera"
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desc = "It's a neaera."
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icon_state = "neaera"
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slot_flags = SLOT_HEAD
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w_class = 3
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//Holders for mice
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/obj/item/weapon/holder/mouse
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name = "mouse"
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desc = "It's a fuzzy little critter."
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desc_dead = "It's filthy vermin, throw it in the trash."
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icon = 'icons/mob/mouse.dmi'
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icon_state = "mouse_brown_sleep"
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item_state = "mouse_brown"
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icon_state_dead = "mouse_brown_dead"
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slot_flags = SLOT_EARS
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contained_sprite = 1
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origin_tech = "biotech=2"
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w_class = 1
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/obj/item/weapon/holder/mouse/white
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icon_state = "mouse_white_sleep"
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item_state = "mouse_white"
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icon_state_dead = "mouse_white_dead"
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/obj/item/weapon/holder/mouse/gray
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icon_state = "mouse_gray_sleep"
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item_state = "mouse_gray"
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icon_state_dead = "mouse_gray_dead"
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/obj/item/weapon/holder/mouse/brown
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icon_state = "mouse_brown_sleep"
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item_state = "mouse_brown"
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icon_state_dead = "mouse_brown_dead"
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//Lizards
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/obj/item/weapon/holder/lizard
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name = "lizard"
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desc = "It's a hissy little lizard. Is it related to Unathi?"
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desc_dead = "It doesn't hiss anymore"
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icon_state_dead = "lizard_dead"
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icon_state = "lizard"
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slot_flags = 0
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w_class = 1
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//Chicks and chickens
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/obj/item/weapon/holder/chick
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name = "chick"
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desc = "It's a fluffy little chick, until it grows up."
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desc_dead = "How could you do this? You monster!"
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icon_state_dead = "chick_dead"
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slot_flags = 0
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icon_state = "chick"
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w_class = 1
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/obj/item/weapon/holder/chicken
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name = "chicken"
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desc = "It's a feathery, tasty-looking chicken."
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desc_dead = "Now it's ready for plucking and cooking!"
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icon_state = "chicken_brown"
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icon_state_dead = "chicken_brown_dead"
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slot_flags = 0
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w_class = 2
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/obj/item/weapon/holder/chicken/brown
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icon_state = "chicken_brown"
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icon_state_dead = "chicken_brown_dead"
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/obj/item/weapon/holder/chicken/black
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icon_state = "chicken_black"
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icon_state_dead = "chicken_black_dead"
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/obj/item/weapon/holder/chicken/white
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icon_state = "chicken_white"
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icon_state_dead = "chicken_white_dead"
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//Mushroom
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/obj/item/weapon/holder/mushroom
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name = "walking mushroom"
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name_dead = "mushroom"
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desc = "It's a massive mushroom... with legs?"
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desc_dead = "Shame, he was a really fun-guy."
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icon_state = "mushroom"
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icon_state_dead = "mushroom_dead"
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slot_flags = SLOT_HEAD
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w_class = 2
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