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## About The Pull Request By adding this functionality in as a subtype, you'll be able to ensure stuff like dangerous creatures that you don't want teleported out of an away msision by adding the NO_TELEPORT trait to the mob in question (which do_teleport checks for). I also cleaned up the code while I was in there, including DMdoccing, some proc shuffling to accomodate the subtype, etc. ## Why It's Good For The Game It's a teleporter, and I think that there are valid usecases where we should do the full checks for teleportation rather than do a forceMove. ## Changelog Nothing that really affects players as far as the absolute base codebase is concerned.
71 lines
2.5 KiB
Plaintext
71 lines
2.5 KiB
Plaintext
/// Abstract effect, that when a mob touches it, it will forceMove them to the teleporter-exit point (that matches the ID set map-side).
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/obj/effect/bump_teleporter
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name = "bump teleporter (forceMove)"
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desc = "Use me when you want to move every single mob without any exceptions."
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icon = 'icons/hud/screen_gen.dmi'
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icon_state = "x2"
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invisibility = INVISIBILITY_ABSTRACT //nope, can't see this
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anchored = TRUE
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density = TRUE
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opacity = FALSE
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/// id of this bump_teleporter.
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var/id = null
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/// id of bump_teleporter which this moves you to.
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var/id_target = null
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/// List of all teleporters in the world.
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var/static/list/AllTeleporters
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/obj/effect/bump_teleporter/Initialize(mapload)
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. = ..()
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LAZYADD(AllTeleporters, src)
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/obj/effect/bump_teleporter/Destroy()
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LAZYREMOVE(AllTeleporters, src)
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return ..()
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/obj/effect/bump_teleporter/singularity_act()
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return
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/obj/effect/bump_teleporter/singularity_pull()
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return
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/obj/effect/bump_teleporter/Bumped(atom/movable/bumper)
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if(!validate_setup(bumper))
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return
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for(var/obj/effect/bump_teleporter/teleporter in AllTeleporters)
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if(teleporter.id == id_target)
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teleport_action(bumper, get_turf(teleporter)) //Teleport to location with correct id.
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return
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stack_trace("Bump_teleporter [src] could not find a teleporter with id [id_target]!")
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/// Check to see if our teleporter was set up correctly mapside. Return TRUE if everything is fine, FALSE if not.
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/obj/effect/bump_teleporter/proc/validate_setup(atom/movable/checkable)
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var/message = ""
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if(!ismob(checkable))
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return FALSE
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if(!id_target)
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message = "Bump teleporter [src] at [AREACOORD(src)] has no id_target set."
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stack_trace(message)
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log_mapping(message)
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return FALSE
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return TRUE
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/// Actually move our target atom from one position to another. Return TRUE if everything is fine. Override this proc on subtypes for specific teleportation methods.
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/obj/effect/bump_teleporter/proc/teleport_action(atom/movable/target, turf/destination)
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target.forceMove(destination)
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/// Subtype that uses do_teleport instead, to leverage any NO_TELEPORT traits that you might need to add in a given map
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/obj/effect/bump_teleporter/filtering
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name = "bump teleporter (do_teleport)"
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desc = "Use me for when you want to avoid moving mobs with certain traits, like NO_TELEPORT."
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icon_state = "x4"
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/// As promised in the name of this subtype, use do_teleport to leverage all of the filtering checks that it does.
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/obj/effect/bump_teleporter/filtering/teleport_action(atom/movable/target, turf/destination)
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do_teleport(target, destination, channel = TELEPORT_CHANNEL_QUANTUM)
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