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## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑
326 lines
12 KiB
Plaintext
326 lines
12 KiB
Plaintext
/obj/item/extinguisher
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name = "fire extinguisher"
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desc = "A traditional red fire extinguisher."
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icon = 'icons/obj/tools.dmi'
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icon_state = "fire_extinguisher0"
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worn_icon_state = "fire_extinguisher"
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inhand_icon_state = "fire_extinguisher"
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hitsound = 'sound/items/weapons/smash.ogg'
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obj_flags = CONDUCTS_ELECTRICITY
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 2
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throw_range = 7
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force = 10
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demolition_mod = 1.25
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.9)
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attack_verb_continuous = list("slams", "whacks", "bashes", "thunks", "batters", "bludgeons", "thrashes")
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attack_verb_simple = list("slam", "whack", "bash", "thunk", "batter", "bludgeon", "thrash")
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dog_fashion = /datum/dog_fashion/back
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resistance_flags = FIRE_PROOF
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interaction_flags_click = NEED_DEXTERITY|NEED_HANDS|ALLOW_RESTING
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/// The max amount of water this extinguisher can hold.
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var/max_water = 50
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/// Does the welder extinguisher start with water.
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var/starting_water = TRUE
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/// Cooldown between uses.
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var/last_use = 1
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/// Chem we use for our extinguishing.
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var/chem = /datum/reagent/water
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/// Can we actually fire currently?
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var/safety = TRUE
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/// Can we refill this at a water tank?
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var/refilling = FALSE
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/// What tank we need to refill this.
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var/tanktypes = list(
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/obj/structure/reagent_dispensers/watertank,
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/obj/structure/reagent_dispensers/plumbed,
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/obj/structure/reagent_dispensers/water_cooler,
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)
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/// something that should be replaced with base_icon_state
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var/sprite_name = "fire_extinguisher"
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/// Maximum distance launched water will travel.
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var/power = 5
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/// By default, turfs picked from a spray are random, set to TRUE to make it always have at least one water effect per row.
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var/precision = FALSE
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/// Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled.
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var/cooling_power = 2
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/// Icon state when inside a tank holder.
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var/tank_holder_icon_state = "holder_extinguisher"
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/ghettojetpack)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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register_context()
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/obj/item/extinguisher/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(held_item != src)
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return
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context[SCREENTIP_CONTEXT_LMB] = "Engage nozzle"
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Empty"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/item/extinguisher/empty
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starting_water = FALSE
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/obj/item/extinguisher/mini
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name = "pocket fire extinguisher"
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desc = "A light and compact fibreglass-framed model fire extinguisher."
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icon_state = "miniFE0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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obj_flags = NONE //doesn't conduct electricity
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throwforce = 2
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT* 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "miniFE"
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dog_fashion = null
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/obj/item/extinguisher/mini/empty
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starting_water = FALSE
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/obj/item/extinguisher/crafted
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name = "Improvised cooling spray"
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desc = "Spraycan turned coolant dispenser. Can be sprayed on containers to cool them. Refill using water."
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icon_state = "coolant0"
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worn_icon_state = "miniFE"
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inhand_icon_state = "miniFE"
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hitsound = null //it is much lighter, after all.
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obj_flags = NONE //doesn't conduct electricity
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throwforce = 1
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w_class = WEIGHT_CLASS_SMALL
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force = 3
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.4)
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max_water = 30
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sprite_name = "coolant"
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dog_fashion = null
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cooling_power = 1.5
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power = 3
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/obj/item/extinguisher/crafted/attack_self(mob/user)
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safety = !safety
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icon_state = "[sprite_name][!safety]"
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to_chat(user, "[safety ? "You remove the straw and put it on the side of the cool canister" : "You insert the straw, readying it for use"].")
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/obj/item/extinguisher/proc/refill()
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if(!chem)
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return
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create_reagents(max_water, AMOUNT_VISIBLE)
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reagents.add_reagent(chem, max_water)
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/obj/item/extinguisher/Initialize(mapload)
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. = ..()
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if(tank_holder_icon_state)
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AddComponent(/datum/component/container_item/tank_holder, tank_holder_icon_state)
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if(starting_water)
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refill()
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else if(chem)
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create_reagents(max_water, AMOUNT_VISIBLE)
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/obj/item/extinguisher/advanced
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name = "advanced fire extinguisher"
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desc = "Used to stop thermonuclear fires from spreading inside your engine."
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icon_state = "foam_extinguisher0"
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worn_icon_state = "foam_extinguisher"
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inhand_icon_state = "foam_extinguisher"
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tank_holder_icon_state = "holder_foam_extinguisher"
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dog_fashion = null
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chem = /datum/reagent/firefighting_foam
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tanktypes = list(
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/obj/structure/reagent_dispensers/foamtank,
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/obj/structure/reagent_dispensers/plumbed,
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)
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sprite_name = "foam_extinguisher"
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precision = TRUE
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max_water = 100
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/obj/item/extinguisher/advanced/empty
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starting_water = FALSE
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/obj/item/extinguisher/suicide_act(mob/living/carbon/user)
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if (!safety && (reagents.total_volume >= 1))
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user.visible_message(span_suicide("[user] puts the nozzle to [user.p_their()] mouth. It looks like [user.p_theyre()] trying to extinguish the spark of life!"))
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interact_with_atom(user, user)
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return OXYLOSS
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else if (safety && (reagents.total_volume >= 1))
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... The safety's still on!"))
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return SHAME
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else
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user.visible_message(span_warning("[user] puts the nozzle to [user.p_their()] mouth... [src] is empty!"))
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return SHAME
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/obj/item/extinguisher/attack_self(mob/user)
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safety = !safety
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src.icon_state = "[sprite_name][!safety]"
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balloon_alert(user, "safety [safety ? "on" : "off"]")
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return
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/obj/item/extinguisher/attack(mob/M, mob/living/user)
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if(!user.combat_mode && !safety) //If we're on help intent and going to spray people, don't bash them.
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/attack_atom(obj/O, mob/living/user, params)
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if(AttemptRefill(O, user))
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refilling = TRUE
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return FALSE
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else
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return ..()
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/obj/item/extinguisher/examine(mob/user)
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. = ..()
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. += "The safety is [safety ? "on" : "off"]."
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if(reagents.total_volume)
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. += span_notice("Alt-click to empty it.")
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/obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user)
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if(is_type_in_list(target, tanktypes) && target.Adjacent(user))
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if(reagents.total_volume == reagents.maximum_volume)
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balloon_alert(user, "already full!")
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return TRUE
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// Make sure we're refilling with the proper chem.
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if(!(target.reagents.has_reagent(chem, check_subtypes = TRUE)))
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balloon_alert(user, "can't refill with this liquid!")
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return TRUE
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var/obj/structure/reagent_dispensers/W = target //will it work?
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var/transferred = W.reagents.trans_to(src, max_water, transferred_by = user)
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if(transferred > 0)
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to_chat(user, span_notice("\The [src] has been refilled by [transferred] units."))
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playsound(src.loc, 'sound/effects/refill.ogg', 50, TRUE, -6)
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for(var/datum/reagent/water/R in reagents.reagent_list)
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R.cooling_temperature = cooling_power
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else
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to_chat(user, span_warning("\The [W] is empty!"))
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return TRUE
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else
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return FALSE
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/obj/item/extinguisher/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(interacting_with.loc == user)
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return NONE
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// Always skip interaction if it's a bag or table (that's not on fire)
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if(!(interacting_with.resistance_flags & ON_FIRE) && HAS_TRAIT(interacting_with, TRAIT_COMBAT_MODE_SKIP_INTERACTION))
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return NONE
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return ranged_interact_with_atom(interacting_with, user, modifiers)
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/obj/item/extinguisher/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(refilling)
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refilling = FALSE
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return NONE
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if(safety)
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return NONE
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if (src.reagents.total_volume < 1)
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balloon_alert(user, "it's empty!")
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return .
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if (world.time < src.last_use + 12)
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return .
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src.last_use = world.time
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playsound(src.loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3)
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var/direction = get_dir(src,interacting_with)
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if(user.buckled && isobj(user.buckled) && !user.buckled.anchored)
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var/obj/B = user.buckled
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var/movementdirection = REVERSE_DIR(direction)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/obj/item/extinguisher, move_chair), B, movementdirection), 0.1 SECONDS)
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else
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user.newtonian_move(dir2angle(REVERSE_DIR(direction)))
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//Get all the turfs that can be shot at
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var/turf/T = get_turf(interacting_with)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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if(precision)
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var/turf/T3 = get_step(T1, turn(direction, 90))
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var/turf/T4 = get_step(T2,turn(direction, -90))
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the_targets.Add(T3,T4)
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var/list/water_particles = list()
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for(var/a in 1 to 5)
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var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(src))
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var/my_target = pick(the_targets)
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water_particles[water] = my_target
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// If precise, remove turf from targets so it won't be picked more than once
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if(precision)
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the_targets -= my_target
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var/datum/reagents/water_reagents = new /datum/reagents(5)
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water.reagents = water_reagents
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water_reagents.my_atom = water
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reagents.trans_to(water, 1, transferred_by = user)
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//Make em move dat ass, hun
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move_particles(water_particles)
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return ITEM_INTERACT_SKIP_TO_ATTACK // You can smack while spraying
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//Particle movement loop
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/obj/item/extinguisher/proc/move_particles(list/particles)
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var/delay = 2
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// Second loop: Get all the water particles and make them move to their target
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for(var/obj/effect/particle_effect/water/extinguisher/water as anything in particles)
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water.move_at(particles[water], delay, power)
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//Chair movement loop
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/obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection)
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var/datum/move_loop/loop = GLOB.move_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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//This means the chair slowing down is dependant on the extinguisher existing, which is weird
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//Couldn't figure out a better way though
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(manage_chair_speed))
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/obj/item/extinguisher/proc/manage_chair_speed(datum/move_loop/move/source)
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SIGNAL_HANDLER
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switch(source.lifetime)
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if(4 to 5)
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source.delay = 2
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if(1 to 3)
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source.delay = 3
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/obj/item/extinguisher/click_alt(mob/user)
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if(!user.is_holding(src))
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to_chat(user, span_notice("You must be holding the [src] in your hands do this!"))
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return CLICK_ACTION_BLOCKING
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EmptyExtinguisher(user)
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return CLICK_ACTION_SUCCESS
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/obj/item/extinguisher/proc/EmptyExtinguisher(mob/user)
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if(loc == user && reagents.total_volume)
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reagents.expose(user.loc, TOUCH)
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reagents.clear_reagents()
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user.visible_message(span_notice("[user] empties out \the [src] onto the floor using the release valve."), span_info("You quietly empty out \the [src] using its release valve."))
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//firebot assembly
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/obj/item/extinguisher/attackby(obj/O, mob/user, params)
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if(istype(O, /obj/item/bodypart/arm/left/robot) || istype(O, /obj/item/bodypart/arm/right/robot))
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to_chat(user, span_notice("You add [O] to [src]."))
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qdel(O)
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qdel(src)
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user.put_in_hands(new /obj/item/bot_assembly/firebot)
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else
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..()
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/obj/item/extinguisher/anti
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name = "fire extender"
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desc = "A traditional red fire extinguisher. Made in Britain... wait, what?"
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chem = /datum/reagent/fuel
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tanktypes = list(
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/obj/structure/reagent_dispensers/fueltank,
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/obj/structure/reagent_dispensers/plumbed
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)
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cooling_power = 0
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