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SmArtKar 4d648d016c Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## 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
/🆑
2025-10-12 05:39:43 +02:00

246 lines
8.0 KiB
Plaintext

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