Driving any vehicle into the supermatter will dust all passengers (#82137)

## About The Pull Request

Fixes #82135
All occupants of vehicles (including mobs you can ride) will now die if
anyone drives that vehicle into the supermatter crystal.

## Why It's Good For The Game

It may not be canonically true that driving the clown car into the
supermatter dusts all occupants but by god, it should be.
This is the result that you expect to occur upon doing such a thing.

## Changelog

🆑
fix: Driving a vehicle into the supermatter will kill everyone riding
the vehicle
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
This commit is contained in:
Jacquerel
2024-03-22 12:16:41 +00:00
committed by GitHub
parent a97903aa62
commit c95890c473
4 changed files with 30 additions and 4 deletions

View File

@@ -61,6 +61,9 @@
/// from /obj/machinery/power/supermatter_crystal/process_atmos(); when the SM sounds an audible alarm
#define COMSIG_SUPERMATTER_DELAM_ALARM "sm_delam_alarm"
/// from /datum/component/supermatter_crystal/proc/consume()
/// called on the thing consumed, passes the thing which consumed it
#define COMSIG_SUPERMATTER_CONSUMED "sm_consumed_this"
// /obj/machinery/cryo_cell signals

View File

@@ -67,6 +67,7 @@
RegisterSignal(parent, COMSIG_BUCKLED_CAN_Z_MOVE, PROC_REF(riding_can_z_move))
RegisterSignals(parent, GLOB.movement_type_addtrait_signals, PROC_REF(on_movement_type_trait_gain))
RegisterSignals(parent, GLOB.movement_type_removetrait_signals, PROC_REF(on_movement_type_trait_loss))
RegisterSignal(parent, COMSIG_SUPERMATTER_CONSUMED, PROC_REF(on_entered_supermatter))
if(!can_force_unbuckle)
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(force_unbuckle))
@@ -314,3 +315,9 @@
if((living_hitter in source.buckled_mobs))
return
return COMPONENT_CANCEL_ATTACK_CHAIN
/// When we touch a crystal, kill everything inside us
/datum/component/riding/proc/on_entered_supermatter(atom/movable/ridden, atom/movable/supermatter)
SIGNAL_HANDLER
for (var/mob/passenger as anything in ridden.buckled_mobs)
passenger.Bump(supermatter)

View File

@@ -288,15 +288,23 @@
consume(atom_source, nom)
/datum/component/supermatter_crystal/proc/consume(atom/source, atom/movable/consumed_object)
if(consumed_object.flags_1 & SUPERMATTER_IGNORES_1)
return
if(isliving(consumed_object))
var/mob/living/consumed_mob = consumed_object
if(consumed_mob.status_flags & GODMODE)
return
var/atom/atom_source = source
SEND_SIGNAL(consumed_object, COMSIG_SUPERMATTER_CONSUMED, atom_source)
var/object_size = 0
var/matter_increase = 0
var/damage_increase = 0
if(isliving(consumed_object))
var/mob/living/consumed_mob = consumed_object
object_size = consumed_mob.mob_size + 2
if(consumed_mob.status_flags & GODMODE)
return
message_admins("[atom_source] has consumed [key_name_admin(consumed_mob)] [ADMIN_JMP(atom_source)].")
atom_source.investigate_log("has consumed [key_name(consumed_mob)].", INVESTIGATE_ENGINE)
consumed_mob.investigate_log("has been dusted by [atom_source].", INVESTIGATE_DEATHS)
@@ -312,8 +320,6 @@
if(is_clown_job(consumed_mob.mind?.assigned_role))
damage_increase += rand(-30, 30) // HONK
consume_returns(matter_increase, damage_increase)
else if(consumed_object.flags_1 & SUPERMATTER_IGNORES_1)
return
else if(isobj(consumed_object))
if(!iseffect(consumed_object))
var/suspicion = ""

View File

@@ -6,6 +6,10 @@
///Determines which occupants provide access when bumping into doors
var/access_provider_flags = VEHICLE_CONTROL_DRIVE
/obj/vehicle/sealed/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_SUPERMATTER_CONSUMED, PROC_REF(on_entered_supermatter))
/obj/vehicle/sealed/generate_actions()
. = ..()
initialize_passenger_action_type(/datum/action/vehicle/sealed/climb_out)
@@ -158,3 +162,9 @@
/// Sinced sealed vehicles (cars and mechs) don't have riding components, the actual movement is handled here from [/obj/vehicle/sealed/proc/relaymove]
/obj/vehicle/sealed/proc/vehicle_move(direction)
return FALSE
/// When we touch a crystal, kill everything inside us
/obj/vehicle/sealed/proc/on_entered_supermatter(atom/movable/vehicle, atom/movable/supermatter)
SIGNAL_HANDLER
for (var/mob/passenger as anything in occupants)
passenger.Bump(supermatter)