first pass

WIP overlays


icon upd8


more


need to figure out whats going on with extractionpods


compile


the icon update


more!!


why are skillcapes broken


boat lmao


seethrough fix


Second drive-by


Code cleanup and improvements

Specifically surrounding contractor pods and reverse mode working properly
accidently left in an extra dmi whups


do the impossible see the invisible


new effect booster pack


MFW MRW Linter fail
This commit is contained in:
MrDoomBringer
2020-07-06 23:44:02 -04:00
parent 540cc89c88
commit 719d3a1f45
19 changed files with 407 additions and 172 deletions
+4 -4
View File
@@ -19,7 +19,7 @@
//Variables declared to change how items in the launch bay are picked and launched. (Almost) all of these are changed in the ui_act proc
//Some effect groups are choices, while other are booleans. This is because some effects can stack, while others dont (ex: you can stack explosion and quiet, but you cant stack ordered launch and random launch)
/datum/centcom_podlauncher
var/static/list/ignored_atoms = typecacheof(list(null, /mob/dead, /obj/effect/landmark, /obj/docking_port, /atom/movable/lighting_object, /obj/effect/particle_effect/sparks, /obj/effect/dp_target, /obj/effect/supplypod_selector ))
var/static/list/ignored_atoms = typecacheof(list(null, /mob/dead, /obj/effect/landmark, /obj/docking_port, /atom/movable/lighting_object, /obj/effect/particle_effect/sparks, /obj/effect/pod_landingzone, /obj/effect/supplypod_selector ))
var/turf/oldTurf //Keeps track of where the user was at if they use the "teleport to centcom" button, so they can go back
var/client/holder //client of whoever is using this datum
var/area/bay //What bay we're using to launch shit from.
@@ -135,8 +135,8 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
return //Only teleport if the list isn't empty
var/turf/T = pick(turfs)
M.forceMove(T) //Perform the actual teleport
log_admin("[key_name(usr)] jumped to [AREACOORD(A)]")
message_admins("[key_name_admin(usr)] jumped to [AREACOORD(A)]")
log_admin("[key_name(usr)] jumped to [AREACOORD(T)]")
message_admins("[key_name_admin(usr)] jumped to [AREACOORD(T)]")
. = TRUE
if("teleportBack") //After teleporting to centcom, this button allows the user to teleport to the last spot they were at.
var/mob/M = holder.mob
@@ -587,7 +587,7 @@ force_open = FALSE, datum/tgui/master_ui = null, datum/ui_state/state = GLOB.adm
else
for (var/atom/movable/O in launchList) //If we aren't cloning the objects, just go through the launchList
O.forceMove(toLaunch) //and forceMove any atom/moveable into the supplypod
new /obj/effect/dp_target(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
new /obj/effect/pod_landingzone(A, toLaunch) //Then, create the DPTarget effect, which will eventually forceMove the temp_pod to it's location
if (launchClone)
launchCounter++ //We only need to increment launchCounter if we are cloning objects.
//If we aren't cloning objects, taking and removing the first item each time from the acceptableTurfs list will inherently iterate through the list in order
+2 -2
View File
@@ -192,7 +192,7 @@
LZ = pick(empty_turfs)
if (SO.pack.cost <= points_to_check && LZ)//we need to call the cost check again because of the CHECK_TICK call
D.adjust_money(-SO.pack.cost)
new /obj/effect/dp_target(LZ, podType, SO)
new /obj/effect/pod_landingzone(LZ, podType, SO)
. = TRUE
update_icon()
else
@@ -210,7 +210,7 @@
for(var/i in 1 to MAX_EMAG_ROCKETS)
var/LZ = pick(empty_turfs)
LAZYREMOVE(empty_turfs, LZ)
new /obj/effect/dp_target(LZ, podType, SO)
new /obj/effect/pod_landingzone(LZ, podType, SO)
. = TRUE
update_icon()
CHECK_TICK
+10 -10
View File
@@ -10,9 +10,9 @@
response_harm_simple = "kick"
faction = list("gondola")
turns_per_move = 10
icon = 'icons/mob/gondolapod.dmi'
icon_state = "gondolapod"
icon_living = "gondolapod"
icon = 'icons/obj/supplypods.dmi'
icon_state = "pod_gondola"
icon_living = "pod_gondola"
pixel_x = -16//2x2 sprite
pixel_y = -5
layer = TABLE_LAYER//so that deliveries dont appear underneath it
@@ -30,13 +30,13 @@
/mob/living/simple_animal/pet/gondola/gondolapod/Initialize(mapload, pod)
linked_pod = pod
name = linked_pod.name
desc = linked_pod.desc
. = ..()
/mob/living/simple_animal/pet/gondola/gondolapod/update_icon_state()
/mob/living/simple_animal/pet/gondola/gondolapod/update_overlays()
. = ..()
if(opened)
icon_state = "gondolapod_open"
else
icon_state = "gondolapod"
. += "[icon_state]_open"
/mob/living/simple_animal/pet/gondola/gondolapod/verb/deliver()
set name = "Release Contents"
@@ -61,12 +61,12 @@
else
to_chat(src, "<span class='notice'>A closer look inside yourself reveals... nothing.</span>")
/mob/living/simple_animal/pet/gondola/gondolapod/proc/setOpened()
/mob/living/simple_animal/pet/gondola/gondolapod/setOpened()
opened = TRUE
update_icon()
addtimer(CALLBACK(src, .proc/setClosed), 50)
addtimer(CALLBACK(src, /atom/.proc/setClosed), 50)
/mob/living/simple_animal/pet/gondola/gondolapod/proc/setClosed()
/mob/living/simple_animal/pet/gondola/gondolapod/setClosed()
opened = FALSE
update_icon()
+328 -126
View File
@@ -1,13 +1,14 @@
//The "BDPtarget" temp visual is created by anything that "launches" a supplypod. It makes two things: a falling droppod animation, and the droppod itself.
#define SUPPLYPOD_X_OFFSET -16
//The "pod_landingzone" temp visual is created by anything that "launches" a supplypod. This is what animates the pod and makes the pod forcemove to the station.
//------------------------------------SUPPLY POD-------------------------------------//
/obj/structure/closet/supplypod
name = "supply pod" //Names and descriptions are normally created with the setStyle() proc during initialization, but we have these default values here as a failsafe
desc = "A Nanotrasen supply drop pod."
icon = 'icons/obj/supplypods.dmi'
icon_state = "supplypod"
pixel_x = -16 //2x2 sprite
pixel_y = -5
layer = TABLE_LAYER //So that the crate inside doesn't appear underneath
icon_state = "pod" //This is a common base sprite shared by a number of pods
pixel_x = SUPPLYPOD_X_OFFSET //2x2 sprite
layer = BELOW_OBJ_LAYER //So that the crate inside doesn't appear underneath
allow_objects = TRUE
allow_dense = TRUE
delivery_icon = null
@@ -16,6 +17,9 @@
anchored = TRUE //So it cant slide around after landing
anchorable = FALSE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
appearance_flags = KEEP_TOGETHER | PIXEL_SCALE
density = FALSE
//*****NOTE*****: Many of these comments are similarly described in centcom_podlauncher.dm. If you change them here, please consider doing so in the centcom podlauncher code as well!
var/adminNamed = FALSE //Determines whether or not the pod has been named by an admin. If true, the pod's name will not get overridden when the style of the pod changes (changing the style of the pod normally also changes the name+desc)
var/bluespace = FALSE //If true, the pod deletes (in a shower of sparks) after landing
@@ -43,7 +47,13 @@
var/bay //Used specifically for the centcom_podlauncher datum. Holds the current bay the user is launching objects from. Bays are specific rooms on the centcom map.
var/list/explosionSize = list(0,0,2,3)
var/stay_after_drop = FALSE
var/specialised = TRUE // It's not a general use pod for cargo/admin use
var/specialised = FALSE // It's not a general use pod for cargo/admin use
var/rubble_type //Rubble effect associated with this supplypod
var/decal = "default" //What kind of extra decals we add to the pod to make it look nice
var/door = "pod_door"
var/fin_mask = "topfin"
var/obj/effect/supplypod_rubble/rubble
var/obj/effect/engineglow/glow_effect
var/effectShrapnel = FALSE
var/shrapnel_type = /obj/projectile/bullet/shrapnel
var/shrapnel_magnitude = 3
@@ -56,7 +66,7 @@
/obj/structure/closet/supplypod/extractionpod
name = "Syndicate Extraction Pod"
desc = "A specalised, blood-red styled pod for extracting high-value targets out of active mission areas."
desc = "A specalised, blood-red styled pod for extracting high-value targets out of active mission areas. <b>Targets must be manually stuffed inside the pod for proper delivery.</b>"
specialised = TRUE
style = STYLE_SYNDICATE
bluespace = TRUE
@@ -70,39 +80,72 @@
landingDelay = 20 //Very speedy!
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/structure/closet/supplypod/proc/specialisedPod()
return 1
/obj/structure/closet/supplypod/extractionpod/specialisedPod(atom/movable/holder)
holder.forceMove(pick(GLOB.holdingfacility)) // land in ninja jail
open_pod(holder, forced = TRUE)
/obj/structure/closet/supplypod/Initialize()
. = ..()
setStyle(style, TRUE) //Upon initialization, give the supplypod an iconstate, name, and description based on the "style" variable. This system is important for the centcom_podlauncher to function correctly
/obj/structure/closet/supplypod/update_overlays()
. = ..()
if (style == STYLE_SEETHROUGH || style == STYLE_INVISIBLE) //If we're invisible, we dont bother adding any overlays
return
else
if (opened)
. += "[icon_state]_open"
else
. += "[icon_state]_door"
/obj/structure/closet/supplypod/proc/setStyle(chosenStyle, duringInit = FALSE) //Used to give the sprite an icon state, name, and description
/obj/structure/closet/supplypod/proc/setStyle(chosenStyle, duringInit = FALSE) //Used to give the sprite an icon state, name, and description. Should only be called once
if (!duringInit && style == chosenStyle) //Check if the input style is already the same as the pod's style. This happens in centcom_podlauncher, and as such we set the style to STYLE_CENTCOM.
setStyle(STYLE_CENTCOM) //We make sure to not check this during initialize() so the standard supplypod works correctly.
return
style = chosenStyle
icon_state = POD_STYLES[chosenStyle][POD_ICON_STATE] //POD_STYLES is a 2D array we treat as a dictionary. The style represents the verticle index, with the icon state, name, and desc being stored in the horizontal indexes of the 2D array.
var/base = POD_STYLES[chosenStyle][POD_BASE] //POD_STYLES is a 2D array we treat as a dictionary. The style represents the verticle index, with the icon state, name, and desc being stored in the horizontal indexes of the 2D array.
icon_state = base
decal = POD_STYLES[chosenStyle][POD_DECAL]
rubble_type = POD_STYLES[chosenStyle][POD_RUBBLE_TYPE]
if (!adminNamed && !specialised) //We dont want to name it ourselves if it has been specifically named by an admin using the centcom_podlauncher datum
name = POD_STYLES[chosenStyle][POD_NAME]
desc = POD_STYLES[chosenStyle][POD_DESC]
door = "[base]_door"
update_icon()
/obj/structure/closet/supplypod/proc/SetReverseIcon()
fin_mask = "bottomfin"
icon_state = initial(icon_state) + "_reverse"
pixel_x = initial(pixel_x)
transform = matrix()
update_icon()
/obj/structure/closet/supplypod/closet_update_overlays(list/new_overlays)
return
/obj/structure/closet/supplypod/update_overlays()
. = ..()
if (style == STYLE_INVISIBLE)
return
if (rubble)
. += rubble.getForeground(src)
if (style == STYLE_SEETHROUGH)
for (var/atom/A in contents)
var/mutable_appearance/itemIcon = new(A)
itemIcon.transform = matrix().Translate(-1 * SUPPLYPOD_X_OFFSET, 0)
. += itemIcon
return
if (opened) //We're opened means all we have to worry about is masking a decal if we have one
if (!decal) //We don't have a decal to mask
return
var/icon/masked_decal = new(icon, decal) //The decal we want to apply
var/icon/door_masker = new(icon, door) //The door shape we want to 'cut out' of the decal
door_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
door_masker.SwapColor("#ffffffff", null)
door_masker.Blend("#000000", ICON_SUBTRACT)
masked_decal.Blend(door_masker, ICON_ADD)
. += masked_decal
else //If we're closed
if (POD_STYLES[style][POD_SHAPE] != POD_SHAPE_NORML) //If we're not a normal pod shape (aka, if we don't have fins), just add the door without masking
. += door
else
var/icon/masked_door = new(icon, door) //The door we want to apply
var/icon/fin_masker = new(icon, "mask_[fin_mask]") //The fin shape we want to 'cut out' of the door
fin_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
fin_masker.SwapColor("#ffffffff", null)
fin_masker.Blend("#000000", ICON_SUBTRACT)
masked_door.Blend(fin_masker, ICON_ADD)
. += masked_door
if (decal)
. += decal
/obj/structure/closet/supplypod/tool_interact(obj/item/W, mob/user)
if(bluespace) //We dont want to worry about interacting with bluespace pods, as they are due to delete themselves soon anyways.
return FALSE
@@ -118,38 +161,29 @@
/obj/structure/closet/supplypod/toggle(mob/living/user)
return
/obj/structure/closet/supplypod/open(mob/living/user, force = TRUE) //Supplypods shouldn't be able to be manually opened under any circumstances
/obj/structure/closet/supplypod/open(mob/living/user, force = TRUE)
return
/obj/structure/closet/supplypod/proc/handleReturningClose(atom/movable/holder, returntobay)
opened = FALSE
INVOKE_ASYNC(holder, .proc/setClosed) //Use the INVOKE_ASYNC proc to call setClosed() on whatever the holder may be, without giving the atom/movable base class a setClosed() proc definition
for (var/atom/movable/O in get_turf(holder))
if ((ismob(O) && !isliving(O)) || (is_type_in_typecache(O, GLOB.blacklisted_cargo_types) && !isliving(O))) //We dont want to take ghosts with us, and we don't want blacklisted items going, but we allow mobs.
continue
O.forceMove(holder) //Put objects inside before we close
var/obj/effect/temp_visual/risingPod = new /obj/effect/dp_fall(get_turf(holder), src) //Make a nice animation of flying back up
risingPod.pixel_z = 0 //The initial value of risingPod's pixel_z is 200 because it normally comes down from a high spot
animate(risingPod, pixel_z = 200, time = 10, easing = LINEAR_EASING) //Animate our rising pod
if (returntobay)
holder.forceMove(bay) //Move the pod back to centcom, where it belongs
QDEL_IN(risingPod, 10)
reversing = FALSE //Now that we're done reversing, we set this to false (otherwise we would get stuck in an infinite loop of calling the close proc at the bottom of open() )
bluespace = TRUE //Make it so that the pod doesn't stay in centcom forever
open_pod(holder, forced = TRUE)
else
reversing = FALSE //Now that we're done reversing, we set this to false (otherwise we would get stuck in an infinite loop of calling the close proc at the bottom of open() )
bluespace = TRUE //Make it so that the pod doesn't stay in centcom forever
/obj/structure/closet/supplypod/extractionpod/handleReturningClose(atom/movable/holder = src)
reversing = FALSE //Now that we're done reversing, we set this to false (otherwise we would get stuck in an infinite loop of calling the close proc at the bottom of open_pod() )
bluespace = TRUE //Make it so that the pod doesn't stay in centcom forever
audible_message("<span class='notice'>The pod hisses, closing quickly and launching itself away from the station.</span>", "<span class='notice'>The ground vibrates.</span>")
stay_after_drop = FALSE
holder.forceMove(pick(GLOB.holdingfacility)) // land in ninja jail
holder.pixel_z = initial(holder.pixel_z)
open_pod(holder, forced = TRUE)
QDEL_IN(risingPod, 10)
audible_message("<span class='notice'>The pod hisses, closing quickly and launching itself away from the station.</span>", "<span class='notice'>The ground vibrates, the nearby pod launching away from the station.</span>")
/obj/structure/closet/supplypod/proc/handleReturningClose(atom/movable/holder = src)
holder.forceMove(bay) //Move the pod back to centcom, where it belongs
holder.pixel_z = initial(holder.pixel_z)
reversing = FALSE //Now that we're done reversing, we set this to false (otherwise we would get stuck in an infinite loop of calling the close proc at the bottom of open_pod() )
bluespace = TRUE //Make it so that the pod doesn't stay in centcom forever
open_pod(holder, forced = TRUE)
stay_after_drop = FALSE
specialisedPod(holder) // Do special actions for specialised pods - this is likely if we were already doing manual launches
/obj/structure/closet/supplypod/proc/preOpen() //Called before the open() proc. Handles anything that occurs right as the pod lands.
/obj/structure/closet/supplypod/proc/preOpen() //Called before the open_pod() proc. Handles anything that occurs right as the pod lands.
var/turf/T = get_turf(src)
var/list/B = explosionSize //Mostly because B is more readable than explosionSize :p
density = TRUE //Density is originally false so the pod doesn't block anything while it's still falling through the air
if (landingSound)
playsound(get_turf(src), landingSound, soundVolume, FALSE, FALSE)
for (var/mob/living/M in T)
@@ -193,7 +227,7 @@
var/mob/living/simple_animal/pet/gondola/gondolapod/benis = new(get_turf(src), src)
benis.contents |= contents //Move the contents of this supplypod into the gondolapod mob.
moveToNullspace()
addtimer(CALLBACK(src, .proc/open, benis), openingDelay) //After the openingDelay passes, we use the open proc from this supplyprod while referencing the contents of the "holder", in this case the gondolapod mob
addtimer(CALLBACK(src, .proc/open_pod, benis), openingDelay) //After the openingDelay passes, we use the open proc from this supplyprod while referencing the contents of the "holder", in this case the gondolapod mob
else if (style == STYLE_SEETHROUGH)
open_pod(src)
else
@@ -204,7 +238,7 @@
return
if (opened) //This is to ensure we don't open something that has already been opened
return
opened = TRUE
holder.setOpened()
var/turf/T = get_turf(holder) //Get the turf of whoever's contents we're talking about
var/mob/M
if (istype(holder, /mob)) //Allows mobs to assume the role of the holder, meaning we look at the mob's contents rather than the supplypod's contents. Typically by this point the supplypod's contents have already been moved over to the mob's contents
@@ -213,9 +247,6 @@
return
if (openingSound)
playsound(get_turf(holder), openingSound, soundVolume, FALSE, FALSE) //Special admin sound to play
INVOKE_ASYNC(holder, .proc/setOpened) //Use the INVOKE_ASYNC proc to call setOpened() on whatever the holder may be, without giving the atom/movable base class a setOpened() proc definition
if (style == STYLE_SEETHROUGH)
update_icon()
for (var/atom/movable/O in holder.contents) //Go through the contents of the holder
O.forceMove(T) //move everything from the contents of the holder to the turf of the holder
if (!effectQuiet && !openingSound && style != STYLE_SEETHROUGH) //If we aren't being quiet, play the default pod open sound
@@ -225,12 +256,12 @@
if (style == STYLE_SEETHROUGH)
depart(src)
else
if (reversing)
addtimer(CALLBACK(src, .proc/SetReverseIcon), departureDelay/2) //Finish up the pod's duties after a certain amount of time
if(!stay_after_drop) // Departing should be handled manually
addtimer(CALLBACK(src, .proc/depart, holder), departureDelay) //Finish up the pod's duties after a certain amount of time
/obj/structure/closet/supplypod/proc/depart(atom/movable/holder)
if (leavingSound)
playsound(get_turf(holder), leavingSound, soundVolume, FALSE, FALSE)
if (reversing) //If we're reversing, we call the close proc. This sends the pod back up to centcom
close(holder)
else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a seperate holder exists)
@@ -240,74 +271,216 @@
if (holder != src)
qdel(holder)
/obj/structure/closet/supplypod/centcompod/close(atom/movable/holder) //Closes the supplypod and sends it back to centcom. Should only ever be called if the "reversing" variable is true
handleReturningClose(holder, TRUE)
/obj/structure/closet/supplypod/extractionpod/close(atom/movable/holder) //handles closing, and returns pod - deletes itself when returned
. = ..()
return
/obj/structure/closet/supplypod/extractionpod/proc/send_up(atom/movable/holder)
/obj/structure/closet/supplypod/close(atom/movable/holder) //Closes the supplypod and sends it back to centcom. Should only ever be called if the "reversing" variable is true
if (!holder)
holder = src
return
message_admins(holder)
take_contents(holder)
playsound(holder, close_sound, close_sound_volume, TRUE, -3)
holder.setClosed()
addtimer(CALLBACK(src, .proc/preReturn, holder), 10) //Finish up the pod's duties after a certain amount of time
/obj/structure/closet/supplypod/take_contents(atom/movable/holder)
var/atom/L = holder.drop_location()
for(var/atom/movable/AM in L)
if(AM != src && !insert(AM, holder)) // Can't insert that
continue
/obj/structure/closet/supplypod/insert(atom/movable/AM, atom/movable/holder)
if(insertion_allowed(AM))
AM.forceMove(holder)
return TRUE
else
return FALSE
/obj/structure/closet/supplypod/insertion_allowed(atom/movable/AM)
if(ismob(AM))
if(!isliving(AM)) //let's not put ghosts or camera mobs inside closets...
return FALSE
var/mob/living/L = AM
if(L.anchored || L.incorporeal_move)
return FALSE
L.stop_pulling()
else if(isobj(AM))
if((!allow_dense && AM.density) || AM.anchored || AM.has_buckled_mobs())
return FALSE
else if(isitem(AM) && !HAS_TRAIT(AM, TRAIT_NODROP))
return TRUE
else if(!allow_objects && !istype(AM, /obj/effect/dummy/chameleon))
return FALSE
else
return FALSE
return TRUE
/obj/structure/closet/supplypod/proc/preReturn(atom/movable/holder)
if (leavingSound)
playsound(get_turf(holder), leavingSound, soundVolume, FALSE, FALSE)
deleteRubble()
animate(holder, alpha = 0, time = 8, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL)
animate(holder, pixel_z = 400, time = 10, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL) //Animate our rising pod
addtimer(CALLBACK(src, .proc/handleReturningClose, holder), 15) //Finish up the pod's duties after a certain amount of time
handleReturningClose(holder, FALSE)
/obj/structure/closet/supplypod/proc/setOpened() //Proc exists here, as well as in any atom that can assume the role of a "holder" of a supplypod. Check the open() proc for more details
/obj/structure/closet/supplypod/setOpened() //Proc exists here, as well as in any atom that can assume the role of a "holder" of a supplypod. Check the open_pod() proc for more details
opened = TRUE
density = FALSE
update_icon()
/obj/structure/closet/supplypod/proc/setClosed() //Ditto
/obj/structure/closet/supplypod/extractionpod/setOpened()
opened = TRUE
density = TRUE
update_icon()
/obj/structure/closet/supplypod/setClosed() //Ditto
opened = FALSE
density = TRUE
update_icon()
/obj/structure/closet/supplypod/proc/tryMakeRubble(turf/T) //Ditto
if (rubble_type == RUBBLE_NONE)
return
if (rubble)
return
if (effectMissile)
return
if (isspaceturf(T) || isclosedturf(T))
return
rubble = new /obj/effect/supplypod_rubble(T)
rubble.setStyle(rubble_type, src)
update_icon()
/obj/structure/closet/supplypod/Moved()
if (rubble)
deleteRubble()
return ..()
/obj/structure/closet/supplypod/proc/deleteRubble()
rubble?.fadeAway()
rubble = null
update_icon()
/obj/structure/closet/supplypod/proc/addGlow()
if (POD_STYLES[style][POD_SHAPE] != POD_SHAPE_NORML)
return
glow_effect = new(src)
glow_effect.icon_state = "pod_glow_" + POD_STYLES[style][POD_GLOW]
vis_contents += glow_effect
glow_effect.layer = GASFIRE_LAYER
/obj/structure/closet/supplypod/proc/endGlow()
if(!glow_effect)
return
glow_effect.layer = LOW_ITEM_LAYER
glow_effect.fadeAway(openingDelay)
message_admins("HUU!")
/obj/structure/closet/supplypod/Destroy()
open_pod(holder = src, broken = TRUE) //Lets dump our contents by opening up
. = ..()
//------------------------------------FALLING SUPPLY POD-------------------------------------//
/obj/effect/dp_fall //Falling pod
name = ""
icon = 'icons/obj/supplypods.dmi'
pixel_x = -16
pixel_y = -5
pixel_z = 200
desc = "Get out of the way!"
layer = FLY_LAYER//that wasn't flying, that was falling with style!
icon_state = ""
/obj/effect/dp_fall/Initialize(dropLocation, obj/structure/closet/supplypod/pod)
if (pod.style == STYLE_SEETHROUGH)
pixel_x = -16
pixel_y = 0
for (var/atom/movable/O in pod.contents)
var/icon/I = getFlatIcon(O) //im so sorry
add_overlay(I)
else if (pod.style != STYLE_INVISIBLE) //Check to ensure the pod isn't invisible
icon_state = "[pod.icon_state]_falling"
name = pod.name
. = ..()
open_pod(src, broken = TRUE) //Lets dump our contents by opening up
if (rubble)
deleteRubble()
return ..()
//------------------------------------TEMPORARY_VISUAL-------------------------------------//
/obj/effect/dp_target //This is the object that forceMoves the supplypod to it's location
/obj/effect/supplypod_smoke //Falling pod smoke
name = ""
icon = 'icons/obj/supplypods_32x32.dmi'
icon_state = "smoke"
desc = ""
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 0
/obj/effect/engineglow //Falling pod smoke
name = ""
icon = 'icons/obj/supplypods.dmi'
icon_state = "pod_engineglow"
desc = ""
layer = GASFIRE_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
alpha = 255
/obj/effect/engineglow/proc/fadeAway(leaveTime)
var/duration = min(leaveTime, 25)
animate(src, alpha=0, time = duration)
message_admins("HYUU!")
QDEL_IN(src, duration + 5)
/obj/effect/supplypod_smoke/proc/drawSelf(amount)
alpha = max(0, 255-(amount*20))
/obj/effect/supplypod_rubble //This is the object that forceMoves the supplypod to it's location
name = "Debris"
desc = "A small crater of rubble. Closer inspection reveals the debris to be made primarily of space-grade metal fragments. You're pretty sure that this will disperse before too long."
icon = 'icons/obj/supplypods.dmi'
layer = PROJECTILE_HIT_THRESHHOLD_LAYER // We want this to go right below the layer of supplypods and supplypod_rubble's forground.
icon_state = "rubble_bg"
anchored = TRUE
pixel_x = SUPPLYPOD_X_OFFSET
var/foreground = "rubble_fg"
var/verticle_offset = 0
/obj/effect/supplypod_rubble/proc/getForeground(obj/structure/closet/supplypod/pod)
var/mutable_appearance/rubble_overlay = mutable_appearance('icons/obj/supplypods.dmi', foreground)
rubble_overlay.appearance_flags = KEEP_APART|RESET_TRANSFORM
rubble_overlay.transform = matrix().Translate(SUPPLYPOD_X_OFFSET - pod.pixel_x, verticle_offset)
return rubble_overlay
/obj/effect/supplypod_rubble/proc/fadeAway()
animate(src, alpha=0, time = 30)
QDEL_IN(src, 35)
/obj/effect/supplypod_rubble/proc/setStyle(type, obj/structure/closet/supplypod/pod)
if (type == RUBBLE_WIDE)
icon_state += "_wide"
foreground += "_wide"
if (type == RUBBLE_THIN)
icon_state += "_thin"
foreground += "_thin"
if (pod.style == STYLE_BOX)
verticle_offset = -2
else
verticle_offset = initial(verticle_offset)
pixel_y = verticle_offset
/obj/effect/supplypod_target_helper
name = ""
desc = ""
icon = 'icons/obj/supplypods_32x32.dmi'
icon_state = "LZ_Slider"
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
/obj/effect/supplypod_target_helper/Initialize(mapload, obj/structure/closet/supplypod/pod)
transform = matrix() * 1.5
animate(src, transform = matrix()*0.01, time = pod.landingDelay+pod.fallDuration)
..()
/obj/effect/pod_landingzone //This is the object that forceMoves the supplypod to it's location
name = "Landing Zone Indicator"
desc = "A holographic projection designating the landing zone of something. It's probably best to stand back."
icon = 'icons/mob/actions/actions_items.dmi'
icon_state = "sniper_zoom"
icon = 'icons/obj/supplypods_32x32.dmi'
icon_state = ""
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
light_range = 2
var/obj/effect/temp_visual/fallingPod //Temporary "falling pod" that we animate
anchored = TRUE
var/obj/structure/closet/supplypod/pod //The supplyPod that will be landing ontop of this target
var/obj/effect/supplypod_target_helper/helper
var/list/smoke_effects = new /list(13)
/obj/effect/ex_act()
return
/obj/effect/dp_target/Initialize(mapload, podParam, single_order = null)
/obj/effect/pod_landingzone/Initialize(mapload, podParam, single_order = null, clientman)
. = ..()
if (ispath(podParam)) //We can pass either a path for a pod (as expressconsoles do), or a reference to an instantiated pod (as the centcom_podlauncher does)
podParam = new podParam() //If its just a path, instantiate it
pod = podParam
if (!pod.effectStealth)
helper = new (drop_location(), pod)
icon_state = "LZ"
animate(src, transform = matrix().Turn(90), time = pod.landingDelay+pod.fallDuration)
if (single_order)
if (istype(single_order, /datum/supply_order))
var/datum/supply_order/SO = single_order
@@ -316,12 +489,10 @@
var/atom/movable/O = single_order
O.forceMove(pod)
for (var/mob/living/M in pod) //If there are any mobs in the supplypod, we want to forceMove them into the target. This is so that they can see where they are about to land, AND so that they don't get sent to the nullspace error room (as the pod is currently in nullspace)
M.forceMove(src)
M.reset_perspective(src)
if(pod.effectStun) //If effectStun is true, stun any mobs caught on this target until the pod gets a chance to hit them
for (var/mob/living/M in get_turf(src))
M.Stun(pod.landingDelay+10, ignore_canstun = TRUE)//you ain't goin nowhere, kid.
if (pod.effectStealth) //If effectStealth is true we want to be invisible
icon_state = ""
M.Stun(pod.landingDelay+10, ignore_canstun = TRUE)//you aint goin nowhere, kid.
if (pod.fallDuration == initial(pod.fallDuration) && pod.landingDelay + pod.fallDuration < pod.fallingSoundLength)
pod.fallingSoundLength = 3 //The default falling sound is a little long, so if the landing time is shorter than the default falling sound, use a special, shorter default falling sound
pod.fallingSound = 'sound/weapons/mortar_whistle.ogg'
@@ -332,34 +503,63 @@
addtimer(CALLBACK(src, .proc/playFallingSound), soundStartTime)
addtimer(CALLBACK(src, .proc/beginLaunch, pod.effectCircle), pod.landingDelay)
/obj/effect/dp_target/proc/playFallingSound()
/obj/effect/pod_landingzone/proc/playFallingSound()
playsound(src, pod.fallingSound, pod.soundVolume, TRUE, 6)
/obj/effect/dp_target/proc/beginLaunch(effectCircle) //Begin the animation for the pod falling. The effectCircle param determines whether the pod gets to come in from any descent angle
fallingPod = new /obj/effect/dp_fall(drop_location(), pod)
var/matrix/M = matrix(fallingPod.transform) //Create a new matrix that we can rotate
/obj/effect/pod_landingzone/proc/beginLaunch(effectCircle) //Begin the animation for the pod falling. The effectCircle param determines whether the pod gets to come in from any descent angle
pod.addGlow()
pod.update_icon()
if (pod.style != STYLE_INVISIBLE)
pod.add_filter("motionblur",1,list("type"="motion_blur", "x"=0, "y"=3))
pod.forceMove(drop_location())
for (var/mob/living/M in pod) //Remember earlier (initialization) when we moved mobs into the pod_landingzone so they wouldnt get lost in nullspace? Time to get them out
M.reset_perspective(null)
var/angle = effectCircle ? rand(0,360) : rand(70,110) //The angle that we can come in from
fallingPod.pixel_x = cos(angle)*400 //Use some ADVANCED MATHEMATICS to set the animated pod's position to somewhere on the edge of a circle with the center being the target
fallingPod.pixel_z = sin(angle)*400
var/rotation = Get_Pixel_Angle(fallingPod.pixel_z, fallingPod.pixel_x) //CUSTOM HOMEBREWED proc that is just arctan with extra steps
M.Turn(rotation) //Turn our matrix accordingly
fallingPod.transform = M //Transform the animated pod according to the matrix
M = matrix(pod.transform) //Make another matrix based on the pod
M.Turn(rotation) //Turn the matrix
pod.transform = M //Turn the actual pod (Won't be visible until endLaunch() proc tho)
animate(fallingPod, pixel_z = 0, pixel_x = -16, time = pod.fallDuration, , easing = LINEAR_EASING) //Make the pod fall! At an angle!
pod.pixel_x = cos(angle)*32*length(smoke_effects) //Use some ADVANCED MATHEMATICS to set the animated pod's position to somewhere on the edge of a circle with the center being the target
pod.pixel_z = sin(angle)*32*length(smoke_effects)
var/rotation = Get_Pixel_Angle(pod.pixel_z, pod.pixel_x) //CUSTOM HOMEBREWED proc that is just arctan with extra steps
setupSmoke(rotation)
pod.transform = matrix().Turn(rotation)
pod.layer = FLY_LAYER
if (pod.style != STYLE_INVISIBLE)
animate(pod.get_filter("motionblur"), y = 0, time = pod.fallDuration, flags = ANIMATION_PARALLEL)
animate(pod, pixel_z = -1 * abs(sin(rotation))*4, pixel_x = SUPPLYPOD_X_OFFSET + (sin(rotation) * 20), time = pod.fallDuration, easing = LINEAR_EASING, flags = ANIMATION_PARALLEL) //Make the pod fall! At an angle!
addtimer(CALLBACK(src, .proc/endLaunch), pod.fallDuration, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
/obj/effect/dp_target/proc/endLaunch()
pod.update_icon()
pod.forceMove(drop_location()) //The fallingPod animation is over, now's a good time to forceMove the actual pod into position
/obj/effect/pod_landingzone/proc/setupSmoke(rotation)
if (pod.style == STYLE_INVISIBLE || pod.style == STYLE_SEETHROUGH)
return
for ( var/i in 1 to length(smoke_effects))
var/obj/effect/supplypod_smoke/S = new (drop_location())
if (i == 1)
S.layer = FLY_LAYER
S.icon_state = "smoke_start"
S.transform = matrix().Turn(rotation)
smoke_effects[i] = S
S.pixel_x = sin(rotation)*32 * i
S.pixel_y = abs(cos(rotation))*32 * i
S.filters += filter(type = "blur", size = 4)
var/time = (pod.fallDuration / length(smoke_effects))*(length(smoke_effects)-i)
addtimer(CALLBACK(S, /obj/effect/supplypod_smoke/.proc/drawSelf, i), time, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
QDEL_IN(S, pod.fallDuration + 35)
/obj/effect/pod_landingzone/proc/drawSmoke()
if (pod.style == STYLE_INVISIBLE || pod.style == STYLE_SEETHROUGH)
return
for (var/obj/effect/supplypod_smoke/S in smoke_effects)
animate(S, alpha = 0, time = 20, flags = ANIMATION_PARALLEL)
animate(S.filters[1], size = 6, time = 15, easing = CUBIC_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
/obj/effect/pod_landingzone/proc/endLaunch()
pod.tryMakeRubble(drop_location())
pod.layer = initial(pod.layer)
pod.endGlow()
QDEL_NULL(helper)
pod.AddComponent(/datum/component/pellet_cloud, projectile_type=pod.shrapnel_type, magnitude=pod.shrapnel_magnitude)
if(pod.effectShrapnel)
SEND_SIGNAL(pod, COMSIG_SUPPLYPOD_LANDED)
QDEL_NULL(fallingPod) //Delete the falling pod effect, because at this point its animation is over. We dont use temp_visual because we want to manually delete it as soon as the pod appears
for (var/mob/living/M in src) //Remember earlier (initialization) when we moved mobs into the DPTarget so they wouldnt get lost in nullspace? Time to get them out
M.forceMove(pod)
pod.preOpen() //Begin supplypod open procedures. Here effects like explosions, damage, and other dangerous (and potentially admin-caused, if the centcom_podlauncher datum was used) memes will take place
drawSmoke()
qdel(src) //The target's purpose is complete. It can rest easy now
//------------------------------------UPGRADES-------------------------------------//
@@ -370,3 +570,5 @@
icon_state = "cargodisk"
inhand_icon_state = "card-id"
w_class = WEIGHT_CLASS_SMALL
#undef SUPPLYPOD_X_OFFSET