[MIRROR] Better feedback on fulton extraction [MDB IGNORE] (#24762)

* Better feedback on fulton extraction (#79452)

## About The Pull Request
Just playing issues roulette when I came across this gem of old code.
Granted, it's not fully rewritten to perfection, but it should at least
be better. Added feedback for both parties, sounds, documentation, and
swapped references for weakrefs.

Note: It looked like it was trying to put the target around the beacon,
but this didn't seem to be working. Fixed this, so now it places them in
an open spot around the beacon (unless its blocked)

## Why It's Good For The Game
Fixes #35783
Not cool for someone to just zip you up and send you away with no
feedback
The original issue might not even apply since most(?) only work indoors,
but this fixes any case
Might fix a hard del??
## Changelog
🆑
fix: Added feedback for both extractor and extractee while using fulton
extraction packs.
qol: Extraction packs now have better exam text.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Better feedback on fulton extraction

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
This commit is contained in:
SkyratBot
2023-11-04 00:34:26 +01:00
committed by GitHub
parent d1c19ca440
commit 467355d86e
+156 -117
View File
@@ -6,136 +6,179 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_pack"
w_class = WEIGHT_CLASS_NORMAL
var/obj/structure/extraction_point/beacon
/// Beacon weakref
var/datum/weakref/beacon_ref
/// List of networks
var/list/beacon_networks = list("station")
/// Number of uses left
var/uses_left = 3
/// Can be used indoors
var/can_use_indoors
var/safe_for_living_creatures = 1
/// Can be used on living creatures
var/safe_for_living_creatures = TRUE
/// Maximum force that can be used to extract
var/max_force_fulton = MOVE_FORCE_STRONG
/obj/item/extraction_pack/examine()
. = ..()
. += "It has [uses_left] use\s remaining."
. += span_infoplain("It has [uses_left] use\s remaining.")
var/obj/structure/extraction_point/beacon = beacon_ref?.resolve()
if(isnull(beacon))
beacon_ref = null
. += span_infoplain("It is not linked to a beacon.")
return
. += span_infoplain("It is linked to [beacon.name].")
/obj/item/extraction_pack/attack_self(mob/user)
var/list/possible_beacons = list()
for(var/obj/structure/extraction_point/extraction_point as anything in GLOB.total_extraction_beacons)
for(var/datum/weakref/point_ref as anything in GLOB.total_extraction_beacons)
var/obj/structure/extraction_point/extraction_point = point_ref.resolve()
if(isnull(extraction_point))
GLOB.total_extraction_beacons.Remove(point_ref)
if(extraction_point.beacon_network in beacon_networks)
possible_beacons += extraction_point
if(!length(possible_beacons))
to_chat(user, span_warning("There are no extraction beacons in existence!"))
balloon_alert(user, "no beacons")
return
else
var/chosen_beacon = tgui_input_list(user, "Beacon to connect to", "Balloon Extraction Pack", sort_names(possible_beacons))
if(isnull(chosen_beacon))
return
beacon = chosen_beacon
to_chat(user, span_notice("You link the extraction pack to the beacon system."))
/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
var/chosen_beacon = tgui_input_list(user, "Beacon to connect to", "Balloon Extraction Pack", sort_names(possible_beacons))
if(isnull(chosen_beacon))
return
beacon_ref = WEAKREF(chosen_beacon)
balloon_alert(user, "linked!")
/obj/item/extraction_pack/afterattack(atom/movable/thing, mob/living/carbon/human/user, proximity_flag, params)
. = ..()
. |= AFTERATTACK_PROCESSED_ITEM
if(!beacon)
to_chat(user, span_warning("[src] is not linked to a beacon, and cannot be used!"))
return
if(!(beacon in GLOB.total_extraction_beacons))
beacon = null
to_chat(user, span_warning("The connected beacon has been destroyed!"))
return
if(!can_use_indoors)
var/area/area = get_area(A)
if(!area.outdoors)
to_chat(user, span_warning("[src] can only be used on things that are outdoors!"))
return
if(!flag)
return
if(!istype(A))
return
else
if(!safe_for_living_creatures && check_for_living_mobs(A))
to_chat(user, span_warning("[src] is not safe for use with living creatures, they wouldn't survive the trip back!"))
return
if(!isturf(A.loc)) // no extracting stuff inside other stuff
return
if(A.anchored || (A.move_resist > max_force_fulton))
return
to_chat(user, span_notice("You start attaching the pack to [A]..."))
if(do_after(user,50,target=A))
to_chat(user, span_notice("You attach the pack to [A] and activate it."))
if(loc == user)
user.back?.atom_storage?.attempt_insert(src, user, force = STORAGE_SOFT_LOCKED)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, A, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.Paralyze(320) // Keep them from moving during the duration of the extraction
if(M.buckled)
M.buckled.unbuckle_mob(M, TRUE) // Unbuckle them to prevent anchoring problems
else
A.set_anchored(TRUE)
A.set_density(FALSE)
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(0.4 SECONDS)
balloon = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', 50, TRUE, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(2 SECONDS)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(1 SECONDS)
playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', 50, TRUE, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.SetUnconscious(0)
L.remove_status_effect(/datum/status_effect/drowsiness)
L.SetSleeping(0)
sleep(3 SECONDS)
var/list/flooring_near_beacon = list()
for(var/turf/open/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(5 SECONDS)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(1 SECONDS)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(1 SECONDS)
balloon3 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(0.4 SECONDS)
holder_obj.cut_overlay(balloon3)
A.set_anchored(FALSE) // An item has to be unanchored to be extracted in the first place.
A.set_density(initial(A.density))
animate(holder_obj, pixel_z = 0, time = 5)
sleep(0.5 SECONDS)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
var/obj/structure/extraction_point/beacon = beacon_ref?.resolve()
if(isnull(beacon))
balloon_alert(user, "not linked")
beacon_ref = null
return
if(!can_use_indoors)
var/area/area = get_area(thing)
if(!area.outdoors)
balloon_alert(user, "not outdoors")
return
if(!proximity_flag || !istype(thing))
return
if(!safe_for_living_creatures && check_for_living_mobs(thing))
to_chat(user, span_warning("[src] is not safe for use with living creatures, they wouldn't survive the trip back!"))
balloon_alert(user, "not safe!")
return
if(!isturf(thing.loc)) // no extracting stuff inside other stuff
return
if(thing.anchored || (thing.move_resist > max_force_fulton))
return
balloon_alert_to_viewers("attaching...")
playsound(thing, 'sound/items/zip.ogg', vol = 50, vary = TRUE)
if(isliving(thing))
var/mob/living/creature = thing
if(creature.mind)
to_chat(thing, span_userdanger("You are being extracted! Stand still to proceed."))
if(!do_after(user, 5 SECONDS, target = thing))
return
balloon_alert_to_viewers("extracting!")
if(loc == user)
user.back?.atom_storage?.attempt_insert(src, user, force = STORAGE_SOFT_LOCKED)
uses_left--
if(uses_left <= 0)
user.transferItemToLoc(src, thing, TRUE)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(thing))
var/mob/living/creature = thing
creature.Paralyze(32 SECONDS) // Keep them from moving during the duration of the extraction
if(creature.buckled)
creature.buckled.unbuckle_mob(creature, TRUE) // Unbuckle them to prevent anchoring problems
else
thing.set_anchored(TRUE)
thing.set_density(FALSE)
var/obj/effect/extraction_holder/holder_obj = new(get_turf(thing))
holder_obj.appearance = thing.appearance
thing.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(0.4 SECONDS)
balloon = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', vol = 50, vary = TRUE, extrarange = -3)
animate(holder_obj, pixel_z = 10, time = 2 SECONDS)
animate(pixel_z = 15, time = 1 SECONDS)
animate(pixel_z = 10, time = 1 SECONDS)
animate(pixel_z = 15, time = 1 SECONDS)
animate(pixel_z = 10, time = 1 SECONDS)
sleep(6 SECONDS)
playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', vol = 50, vary = TRUE, extrarange = -3)
animate(holder_obj, pixel_z = 1000, time = 3 SECONDS)
if(ishuman(thing))
var/mob/living/carbon/human/creature = thing
creature.SetUnconscious(0)
creature.remove_status_effect(/datum/status_effect/drowsiness)
creature.SetSleeping(0)
sleep(3 SECONDS)
var/turf/flooring_near_beacon = list()
var/turf/beacon_turf = get_turf(beacon)
for(var/turf/floor as anything in RANGE_TURFS(1, beacon_turf))
if(!floor.is_blocked_turf())
flooring_near_beacon += floor
if(!length(flooring_near_beacon))
flooring_near_beacon += beacon_turf
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 5 SECONDS)
animate(pixel_z = 15, time = 1 SECONDS)
animate(pixel_z = 10, time = 1 SECONDS)
sleep(7 SECONDS)
balloon3 = mutable_appearance('icons/effects/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(0.4 SECONDS)
holder_obj.cut_overlay(balloon3)
thing.set_anchored(FALSE) // An item has to be unanchored to be extracted in the first place.
thing.set_density(initial(thing.density))
animate(holder_obj, pixel_z = 0, time = 0.5 SECONDS)
sleep(0.5 SECONDS)
thing.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon assembly kit"
@@ -162,13 +205,9 @@ GLOBAL_LIST_EMPTY(total_extraction_beacons)
/obj/structure/extraction_point/Initialize(mapload)
. = ..()
name += " ([rand(100,999)]) ([get_area_name(src, TRUE)])"
GLOB.total_extraction_beacons += src
GLOB.total_extraction_beacons.Add(WEAKREF(src))
update_appearance(UPDATE_OVERLAYS)
/obj/structure/extraction_point/Destroy()
GLOB.total_extraction_beacons -= src
return ..()
/obj/structure/extraction_point/attack_hand(mob/living/user, list/modifiers)
. = ..()
balloon_alert_to_viewers("undeploying...")