Merge pull request #12603 from JJRcop/chronosuit_phase_better

New chronosuit teleport mechanics
This commit is contained in:
Razharas
2015-11-07 06:12:44 +03:00
4 changed files with 209 additions and 68 deletions
+15 -7
View File
@@ -12,13 +12,13 @@
var/obj/item/weapon/tank/jetpack/J = H.back
J.toggle()
J.Topic(null, list("stat" = 1))
/datum/outfit/tournament
/datum/outfit/tournament/
name = "tournament standard red"
uniform = /obj/item/clothing/under/color/red
shoes = /obj/item/clothing/shoes/sneakers/black
suit = /obj/item/clothing/suit/armor/vest
@@ -30,7 +30,7 @@
/datum/outfit/tournament/red
name = "tournament standard green"
uniform = /obj/item/clothing/under/color/green
/datum/outfit/tournament/gangster
@@ -156,7 +156,7 @@
/datum/outfit/assassin/post_equip(mob/living/carbon/human/H)
var/obj/item/clothing/under/U = H.w_uniform
U.attachTie(new /obj/item/clothing/tie/waistcoat(H))
//Could use a type
var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = H.l_hand
for(var/obj/item/briefcase_item in sec_briefcase)
@@ -172,7 +172,7 @@
pda.owner = H.real_name
pda.ownjob = "Reaper"
pda.update_label()
var/obj/item/weapon/card/id/syndicate/W = H.wear_id
W.access = get_all_accesses()
W.assignment = "Reaper"
@@ -340,7 +340,7 @@
var/obj/item/device/radio/R = H.ears
R.set_frequency(CENTCOM_FREQ)
R.freqlock = 1
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(H)//Here you go Deuryn
L.imp_in = H
L.implanted = 1
@@ -359,7 +359,15 @@
name = "Death Commando Officer"
head = /obj/item/clothing/head/helmet/space/beret
/datum/outfit/chrono_agent
name = "Timeline Eradication Agent"
uniform = /obj/item/clothing/under/color/white
suit = /obj/item/clothing/suit/space/chronos
back = /obj/item/weapon/chrono_eraser
head = /obj/item/clothing/head/helmet/space/chronos
mask = /obj/item/clothing/mask/breath
suit_store = /obj/item/weapon/tank/internals/oxygen
+188 -61
View File
@@ -25,19 +25,27 @@
action_button_name = "Toggle Chronosuit"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90)
var/list/chronosafe_items = list(/obj/item/weapon/chrono_eraser, /obj/item/weapon/gun/energy/chrono_gun)
var/hands_nodrop_states
var/obj/item/clothing/head/helmet/space/chronos/helmet = null
var/obj/effect/chronos_cam/camera = null
var/atom/movable/overlay/phase_underlay = null
var/datum/action/innate/chrono_teleport/teleport_now = new
var/activating = 0
var/activated = 0
var/cooldowntime = 50 //deciseconds
var/teleporting = 0
/obj/item/clothing/suit/space/chronos/New()
..()
teleport_now.chronosuit = src
teleport_now.target = src
/obj/item/clothing/suit/space/chronos/proc/new_camera(mob/user)
if(camera)
qdel(camera)
camera = new /obj/effect/chronos_cam(get_turf(user))
camera = new /obj/effect/chronos_cam(user)
camera.holder = user
camera.chronosuit = src
user.remote_control = camera
/obj/item/clothing/suit/space/chronos/ui_action_click()
@@ -60,20 +68,48 @@
var/mob/living/carbon/human/user = src.loc
switch(severity)
if(1)
if(user && ishuman(user) && (user.wear_suit == src))
user << "<span class='userdanger'>Elecrtromagnetic pulse detected, shutting down systems to preserve integrity...</span>"
deactivate()
if(activated && user && ishuman(user) && (user.wear_suit == src))
user << "<span class='userdanger'>E:FATAL:RAM_READ_FAIL\nE:FATAL:STACK_EMPTY\nE:FATAL:READ_NULL_POINT\nE:FATAL:PWR_BUS_OVERLOAD</span>"
deactivate(1, 1)
/obj/item/clothing/suit/space/chronos/proc/chronowalk(mob/living/carbon/human/user)
if(!teleporting && user && (user.stat == CONSCIOUS))
/obj/item/clothing/suit/space/chronos/proc/finish_chronowalk()
var/mob/living/carbon/human/user = src.loc
if(istype(user))
user.SetStunned(0)
user.next_move = 1
user.alpha = 255
user.color = "#ffffff"
user.animate_movement = FORWARD_STEPS
user.notransform = 0
user.anchored = 0
teleporting = 0
if(user.l_hand && !(hands_nodrop_states & 1))
user.l_hand.flags &= ~NODROP
if(user.r_hand && !(hands_nodrop_states & 2))
user.r_hand.flags &= ~NODROP
if(phase_underlay && !qdeleted(phase_underlay))
qdel(phase_underlay)
phase_underlay = null
if(camera)
camera.remove_target_ui()
camera.loc = user
if(teleport_now.button)
teleport_now.button.UpdateIcon()
/obj/item/clothing/suit/space/chronos/proc/chronowalk(atom/location)
var/mob/living/carbon/human/user = src.loc
if(activated && !teleporting && user && istype(user) && location && user.loc && location.loc && user.wear_suit == src && user.stat == CONSCIOUS)
teleporting = 1
var/turf/from_turf = get_turf(user)
if(!from_turf) //sanity, things happen
teleporting = 0
return
var/turf/to_turf = from_turf
var/atom/movable/overlay/phaseanim = new(from_turf)
var/obj/holder = new(camera)
var/turf/to_turf = get_turf(location)
var/distance = cheap_hypotenuse(from_turf.x, from_turf.y, to_turf.x, to_turf.y)
var/phase_in_ds = distance*2
if(camera)
camera.remove_target_ui()
if(teleport_now.button)
teleport_now.button.UpdateIcon()
var/list/nonsafe_slots = list(slot_belt, slot_back, slot_l_hand, slot_r_hand)
for(var/slot in nonsafe_slots)
@@ -81,52 +117,73 @@
if(slot_item && !(slot_item.type in chronosafe_items) && user.unEquip(slot_item))
user << "<span class='notice'>Your [slot_item.name] got left behind.</span>"
phaseanim.name = "phasing [user.name]"
phaseanim.icon = 'icons/mob/mob.dmi'
phaseanim.icon_state = "chronostuck"
phaseanim.density = 1
phaseanim.layer = FLY_LAYER
phaseanim.master = user
user.ExtinguishMob()
if(user.buckled)
user.buckled.unbuckle_mob()
user.loc = holder
flick("chronophase", phaseanim)
spawn(7)
if(user)
if(phaseanim)
if(camera && camera.loc)
to_turf = camera.loc
flick("chronounphase", phaseanim)
else
flick("chronostuck", phaseanim)
phaseanim.loc = to_turf
sleep(7)
if(holder)
if(user && user in holder.contents)
phase_underlay = create_phase_underlay(user)
hands_nodrop_states = 0
if(user.l_hand)
hands_nodrop_states |= (user.l_hand.flags & NODROP) ? 1 : 0
user.l_hand.flags |= NODROP
if(user.r_hand)
hands_nodrop_states |= (user.r_hand.flags & NODROP) ? 2 : 0
user.r_hand.flags |= NODROP
user.animate_movement = NO_STEPS
user.changeNext_move(8 + phase_in_ds)
user.notransform = 1
user.anchored = 1
user.Stun(INFINITY)
animate(user, color = "#00ccee", time = 3)
spawn(3)
if(teleporting && activated && user && phase_underlay && !qdeleted(phase_underlay))
animate(user, alpha = 0, time = 2)
animate(phase_underlay, alpha = 255, time = 2)
sleep(2)
if(teleporting && activated && user && phase_underlay && !qdeleted(phase_underlay))
phase_underlay.loc = to_turf
user.loc = to_turf
if(user.client)
if(camera)
user.client.eye = camera
else
user.client.eye = user
qdel(holder)
else if(user)
user.loc = from_turf
if(phaseanim)
qdel(phaseanim)
teleporting = 0
if(user && !user.loc) //ubersanity
user.loc = locate(0,0,1)
user.gib()
animate(user, alpha = 255, time = phase_in_ds)
animate(phase_underlay, alpha = 0, time = phase_in_ds)
sleep(phase_in_ds)
if(teleporting && activated && phase_underlay && !qdeleted(phase_underlay))
animate(user, color = "#ffffff", time = 3)
sleep(3)
if(teleporting && user && !qdeleted(user))
user.loc = to_turf //this will cover if bad things happen before the teleport, yes it is redundant
finish_chronowalk()
/obj/item/clothing/suit/space/chronos/proc/create_phase_underlay(var/mob/user)
var/icon/user_icon = getFlatIcon(user)
user_icon.Blend("#ffffff")
var/atom/movable/overlay/phase = new(user.loc)
phase.icon = user_icon
phase.density = 1
phase.anchored = 1
phase.master = user
phase.animate_movement = NO_STEPS
phase.alpha = 0
phase.mouse_opacity = 0
phase.name = user.name
phase.transform = user.transform
phase.pixel_x = user.pixel_x
phase.pixel_y = user.pixel_y
return phase
/obj/item/clothing/suit/space/chronos/process()
if(activated)
var/mob/living/carbon/human/user = src.loc
if(user && ishuman(user) && (user.wear_suit == src))
if(camera && (user.remote_control == camera))
if(!teleporting && !((camera.x == user.x) && (camera.y == user.y) && (camera.z == user.z))) //cheaper than a couple get_turf calls???
chronowalk(user)
if(!teleporting)
if(camera.loc != user && ((camera.x != user.x) || (camera.y != user.y) || (camera.z != user.z)))
if(camera.phase_time <= world.time)
chronowalk(camera)
else
camera.remove_target_ui()
else
new_camera(user)
else
@@ -156,33 +213,41 @@
else
user << "\[ <span style='color: #ff0000;'>fail</span> \] Mounting /dev/helmet"
user << "<span style='color: #ff0000;'><b>FATAL: </b>Unable to locate /dev/helmet. <b>Aborting...</b>"
teleport_now.Grant(user)
cooldown = world.time + cooldowntime
activating = 0
return 0
/obj/item/clothing/suit/space/chronos/proc/deactivate()
if(activated)
/obj/item/clothing/suit/space/chronos/proc/deactivate(force = 0, silent = 0)
if(activated && (!teleporting || force))
activating = 1
var/mob/living/carbon/human/user = src.loc
if(user && ishuman(user))
if(user.wear_suit == src)
user << "\nroot@ChronosuitMK4# chronowalk4 --stop\n"
if(!silent)
user << "\nroot@ChronosuitMK4# chronowalk4 --stop\n"
if(camera)
user << "\[ <span style='color: #ff5500;'>ok</span> \] Sending TERM signal to chronowalk4-view" //yes I know they aren't a different color when shutting down, but they were too similar at a glance
if(!silent)
user << "\[ <span style='color: #ff5500;'>ok</span> \] Sending TERM signal to chronowalk4-view" //yes I know they aren't a different color when shutting down, but they were too similar at a glance
qdel(camera)
if(helmet)
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping ui display driver"
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping brainwave scanner"
user << "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet"
if(!silent)
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping ui display driver"
user << "\[ <span style='color: #ff5500;'>ok</span> \] Stopping brainwave scanner"
user << "\[ <span style='color: #ff5500;'>ok</span> \] Unmounting /dev/helmet"
helmet.flags &= ~NODROP
helmet.suit = null
helmet = null
user << "logout"
if(!silent)
user << "logout"
teleport_now.Remove(user)
src.flags &= ~NODROP
cooldown = world.time + cooldowntime * 1.5
activated = 0
activating = 0
finish_chronowalk()
if(teleporting && force)
user.electrocute_act(35, src, safety = 1)
/obj/effect/chronos_cam
name = "Chronosuit View"
@@ -192,28 +257,90 @@
opacity = 0
mouse_opacity = 0
var/mob/holder = null
var/phase_time = 0
var/phase_time_length = 3
var/obj/screen/chronos_target/target_ui = null
var/obj/item/clothing/suit/space/chronos/chronosuit
/obj/effect/chronos_cam/proc/create_target_ui()
if(holder && holder.client && chronosuit)
if(target_ui)
remove_target_ui()
target_ui = new(null, holder)
holder.client.screen += target_ui
/obj/effect/chronos_cam/proc/remove_target_ui()
if(target_ui)
qdel(target_ui)
target_ui = null
/obj/effect/chronos_cam/relaymove(var/mob/user, direction)
if(holder)
if(user == holder)
if(loc == user)
loc = get_turf(user)
if(user.client && user.client.eye != src)
src.loc = get_turf(user)
user.client.eye = src
var/step = get_step(src, direction)
user.reset_view(src)
user.set_machine(src)
var/atom/step = get_step(src, direction)
if(step)
if(istype(step, /turf/space))
if((step.x <= TRANSITIONEDGE) || (step.x >= (world.maxx - TRANSITIONEDGE - 1)) || (step.y <= TRANSITIONEDGE) || (step.y >= (world.maxy - TRANSITIONEDGE - 1)))
if(!src.Move(step))
src.loc = step
else
src.loc = step
if((x == holder.x) && (y == holder.y) && (z == holder.z))
remove_target_ui()
loc = user
else if(!target_ui)
create_target_ui()
phase_time = world.time + phase_time_length
else
qdel(src)
/obj/effect/chronos_cam/check_eye(mob/user)
if(user == holder)
return 1
user.unset_machine()
user.reset_view(null)
/obj/effect/chronos_cam/Destroy()
if(holder)
if(holder.remote_control == src)
holder.remote_control = null
if(holder.client && (holder.client.eye == src))
holder.client.eye = holder
holder.unset_machine()
holder.reset_view(null)
return ..()
/obj/screen/chronos_target
name = "target display"
screen_loc = "CENTER,CENTER"
color = "#ff3311"
blend_mode = BLEND_SUBTRACT
/obj/screen/chronos_target/New(loc, var/mob/living/carbon/human/user)
if(user)
var/icon/user_icon = getFlatIcon(user)
icon = user_icon
transform = user.transform
else
qdel(src)
/datum/action/innate/chrono_teleport
name = "Teleport Now"
button_icon_state = "chrono_phase"
check_flags = AB_CHECK_ALIVE|AB_CHECK_INSIDE
var/obj/item/clothing/suit/space/chronos/chronosuit = null
/datum/action/innate/chrono_teleport/IsAvailable()
return (!CheckRemoval(owner) && !chronosuit.teleporting)
/datum/action/innate/chrono_teleport/Activate()
if(IsAvailable())
if(chronosuit.camera)
chronosuit.chronowalk(chronosuit.camera)
/datum/action/innate/chrono_teleport/CheckRemoval()
return (..() && !(chronosuit && chronosuit.activated && chronosuit.camera))
@@ -0,0 +1,6 @@
author: JJRcop
delete-after: True
changes:
- tweak: "Chronosuits have had their movement revised, they now take time to teleport depending on how far you've traveled, and don't teleport automatically anymore unless you stop moving for a short moment, or press the new '
Teleport Now' button."
- rscadd: "Added new outfit that allows admins to dress people up in the chrono equipment easier."
Binary file not shown.

Before

Width:  |  Height:  |  Size: 54 KiB

After

Width:  |  Height:  |  Size: 55 KiB