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https://github.com/Bubberstation/Bubberstation.git
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4d648d016c
## About The Pull Request Projectile refactor pulled armor check above the pre-hit comsig, this fixes that. No need to check armor before you're hit when you potentially will not be. ## Changelog 🆑 fix: Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them /🆑
246 lines
8.0 KiB
Plaintext
246 lines
8.0 KiB
Plaintext
/proc/create_portal_pair(turf/source, turf/destination, _lifespan = 300, accuracy = 0, newtype = /obj/effect/portal)
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if(!istype(source) || !istype(destination))
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return
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var/turf/actual_destination = get_teleport_turf(destination, accuracy)
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var/obj/effect/portal/P1 = new newtype(source, _lifespan, null, FALSE, null)
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var/obj/effect/portal/P2 = new newtype(actual_destination, _lifespan, P1, TRUE, null)
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if(!istype(P1) || !istype(P2))
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return
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playsound(P1, SFX_PORTAL_CREATED, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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playsound(P2, SFX_PORTAL_CREATED, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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P1.link_portal(P2)
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P1.hardlinked = TRUE
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return list(P1, P2)
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/obj/effect/portal
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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icon = 'icons/obj/anomaly.dmi'
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icon_state = "portal"
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anchored = TRUE
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density = TRUE // dense for receiving bumbs
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layer = HIGH_OBJ_LAYER
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light_system = COMPLEX_LIGHT
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light_range = 3
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light_power = 1
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light_on = TRUE
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light_color = COLOR_BLUE_LIGHT
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/// Are mechs able to enter this portal?
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var/mech_sized = FALSE
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/// A reference to another "linked" destination portal
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var/obj/effect/portal/linked
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/// Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
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var/hardlinked = TRUE
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/// What teleport channel does this portal use?
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var/teleport_channel = TELEPORT_CHANNEL_BLUESPACE
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/// For when a portal needs a hard target and isn't to be linked.
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var/turf/hard_target
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/// Do we teleport anchored objects?
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var/allow_anchored = FALSE
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/// What precision value do we pass to do_teleport (how far from the target destination we will pop out at).
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var/innate_accuracy_penalty = 0
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/// Used to track how often sparks should be output. Might want to turn this into a cooldown.
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var/last_effect = 0
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/// Does this portal bypass teleport restrictions? like TRAIT_NO_TELEPORT and NOTELEPORT flags.
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var/force_teleport = FALSE
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/// Does this portal create spark effect when teleporting?
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var/sparkless = TRUE
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/// If FALSE, the wibble filter will not be applied to this portal (only a visual effect).
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var/wibbles = TRUE
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/obj/effect/portal/anom
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name = "wormhole"
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icon = 'icons/obj/anomaly.dmi'
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icon_state = "anom"
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layer = RIPPLE_LAYER
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plane = ABOVE_GAME_PLANE
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mech_sized = TRUE
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teleport_channel = TELEPORT_CHANNEL_WORMHOLE
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light_on = FALSE
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wibbles = FALSE
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/obj/effect/portal/Move(newloc)
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for(var/T in newloc)
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if(istype(T, /obj/effect/portal))
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return FALSE
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return ..()
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// Prevents portals spawned by jaunter/handtele from floating into space when relocated to an adjacent tile.
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/obj/effect/portal/newtonian_move(inertia_angle, instant = FALSE, start_delay = 0, drift_force = 0, controlled_cap = null)
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return TRUE
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/obj/effect/portal/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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if(user && Adjacent(user))
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teleport(user)
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return TRUE
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/obj/effect/portal/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(HAS_TRAIT(mover, TRAIT_NO_TELEPORT) && !force_teleport)
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return TRUE
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/obj/effect/portal/Bumped(atom/movable/bumper)
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teleport(bumper)
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/obj/effect/portal/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(Adjacent(user))
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teleport(user)
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/obj/effect/portal/attack_robot(mob/living/user)
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if(Adjacent(user))
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teleport(user)
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/obj/effect/portal/Initialize(mapload, _lifespan = 0, obj/effect/portal/_linked, automatic_link = FALSE, turf/hard_target_override)
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. = ..()
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GLOB.portals += src
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if(!istype(_linked) && automatic_link)
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. = INITIALIZE_HINT_QDEL
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CRASH("Somebody fucked up.")
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if(_lifespan > 0)
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addtimer(CALLBACK(src, PROC_REF(expire)), _lifespan, TIMER_DELETE_ME)
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link_portal(_linked)
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hardlinked = automatic_link
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if(isturf(hard_target_override))
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hard_target = hard_target_override
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if(wibbles)
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apply_wibbly_filters(src)
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/obj/effect/portal/proc/expire()
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playsound(loc, SFX_PORTAL_CLOSE, 50, FALSE, SHORT_RANGE_SOUND_EXTRARANGE)
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qdel(src)
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/obj/effect/portal/singularity_pull(atom/singularity, current_size)
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return
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/obj/effect/portal/singularity_act()
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return
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/obj/effect/portal/proc/link_portal(obj/effect/portal/newlink)
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linked = newlink
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/obj/effect/portal/Destroy()
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GLOB.portals -= src
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if(hardlinked && !QDELETED(linked))
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QDEL_NULL(linked)
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else
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linked = null
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return ..()
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/obj/effect/portal/attack_ghost(mob/dead/observer/ghost)
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if(!teleport(ghost, force = TRUE))
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return ..()
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return BULLET_ACT_FORCE_PIERCE
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/obj/effect/portal/projectile_hit(obj/projectile/hitting_projectile, def_zone, piercing_hit, blocked)
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if (teleport(hitting_projectile, force = TRUE))
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return BULLET_ACT_FORCE_PIERCE
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return ..()
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/obj/effect/portal/proc/teleport(atom/movable/moving, force = FALSE)
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if(!force && (!istype(moving) || iseffect(moving) || (ismecha(moving) && !mech_sized) || (!isobj(moving) && !ismob(moving)))) //Things that shouldn't teleport.
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return
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var/turf/real_target = get_link_target_turf()
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if(!istype(real_target))
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return FALSE
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if(!force && (!ismecha(moving) && !isprojectile(moving) && moving.anchored && !allow_anchored))
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return
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var/no_effect = FALSE
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if(last_effect == world.time || sparkless)
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no_effect = TRUE
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else
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last_effect = world.time
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var/turf/start_turf = get_turf(moving)
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if(do_teleport(moving, real_target, innate_accuracy_penalty, no_effects = no_effect, channel = teleport_channel, forced = force_teleport))
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if(isprojectile(moving))
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var/obj/projectile/proj = moving
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proj.ignore_source_check = TRUE
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new /obj/effect/temp_visual/portal_animation(start_turf, src, moving)
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playsound(start_turf, SFX_PORTAL_ENTER, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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playsound(real_target, SFX_PORTAL_ENTER, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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return TRUE
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return FALSE
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/obj/effect/portal/proc/get_link_target_turf()
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var/turf/real_target
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if(!istype(linked) || QDELETED(linked))
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if(hardlinked)
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qdel(src)
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if(!istype(hard_target) || QDELETED(hard_target))
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hard_target = null
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return
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else
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real_target = hard_target
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linked = null
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else
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real_target = get_turf(linked)
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return real_target
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/obj/effect/portal/permanent
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name = "permanent portal"
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desc = "An unwavering portal that will never fade."
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hardlinked = FALSE // dont qdel my portal nerd
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force_teleport = TRUE // force teleports because they're a mapmaker tool
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var/id // var edit or set id in map editor
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/obj/effect/portal/permanent/proc/set_linked()
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if(!id)
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return
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for(var/obj/effect/portal/permanent/P in GLOB.portals - src)
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if(P.id == id)
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P.linked = src
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linked = P
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break
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/obj/effect/portal/permanent/teleport(atom/movable/moving, force = FALSE)
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set_linked() // update portal links
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. = ..()
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/obj/effect/portal/permanent/one_way // doesn't have a return portal, can have multiple exits, /obj/effect/landmark/portal_exit to mark them
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name = "one-way portal"
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desc = "You get the feeling that this might not be the safest thing you've ever done."
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/obj/effect/portal/permanent/one_way/set_linked()
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if(!id)
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return
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var/list/possible_turfs = list()
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for(var/obj/effect/landmark/portal_exit/PE in GLOB.landmarks_list)
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if(PE.id == id)
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var/turf/T = get_turf(PE)
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if(T)
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possible_turfs |= T
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if(possible_turfs.len)
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hard_target = pick(possible_turfs)
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/obj/effect/portal/permanent/one_way/one_use
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name = "one-use portal"
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desc = "This is probably the worst decision you'll ever make in your life."
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/obj/effect/portal/permanent/one_way/one_use/teleport(atom/movable/moving, force = FALSE)
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. = ..()
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if (. && !isdead(moving))
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expire()
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/**
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* Animation used for transitioning atoms which are teleporting somewhere via a portal
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*
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* To use, pass it the atom doing the teleporting and the atom that is being teleported in init.
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*/
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/obj/effect/temp_visual/portal_animation
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duration = 0.25 SECONDS
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/obj/effect/temp_visual/portal_animation/Initialize(mapload, atom/portal, atom/movable/teleporting)
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. = ..()
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if(isnull(portal) || isnull(teleporting))
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return
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appearance = teleporting.appearance
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dir = teleporting.dir
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layer = portal.layer + 0.01
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alpha = teleporting.alpha
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animate(src, pixel_x = (portal.x * 32) - (x * 32), pixel_y = (portal.y * 32) - (y * 32), alpha = 0, time = duration)
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