Files
Bubberstation/code/datums/components/chasm.dm
Jacquerel bcadead566 Chasm Fishing (#69252)
Adds the capability of fishing in chasms.
Chasms contain Chasm Chrabs, which are cute little crustaceans you can eat or put in an aquarium.
More importantly, chasms contain everything which has ever fallen into a chasm.
Falling into a chasm is no longer instant permanent round removal... as long as someone is willing to do some fishing, which means your chances of return haven't necessarily increased that much.

Potential rescuers (or people lamenting about how they dropped their necropolis chest into a hole) should also beware, chasm crabs are actually young Lobstrosities and there's a rare but not insubstantial chance that you'll fish one of them up instead, which won't make it very happy.

If you somehow come back to life inside a chasm (generally only likely by being a changeling or some admin interference, but perhaps you have some kind of implant which does it) you'll climb back out again, so holes are no longer a way of disposing of a changeling for good. You think The Thing would be defeated if you threw it down a hole?
Ethereals can't manage this because falling into a chasm causes too much damage and they simply smash on the way down.

add: You can now fish in chasms, and might manage to catch things that careless miners have dropped in there.
add: If your pole is long enough to reach into a deep hole, you might catch crabs.
balance: Changelings can climb out of chasms if you throw them into one.
imageadd: An icon of a nice little crab, who will grow up into something less nice.
add: You can craft fishing equipment from various lavaland materials, so that Ashwalkers can fish up dead miners before you.
add: You can sometimes find worms while digging up tiles, if appropriate for that material.
2022-08-25 20:13:36 -07:00

236 lines
8.1 KiB
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/// List of weakrefs to containers for things which have fallen into chasms
GLOBAL_LIST_INIT(chasm_storage, list())
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
/datum/component/chasm
var/turf/target_turf
var/obj/effect/abstract/chasm_storage/storage
var/fall_message = "GAH! Ah... where are you?"
var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
/// List of refs to falling objects -> how many levels deep we've fallen
var/static/list/falling_atoms = list()
var/static/list/forbidden_types = typecacheof(list(
/obj/singularity,
/obj/energy_ball,
/obj/narsie,
/obj/docking_port,
/obj/structure/lattice,
/obj/structure/stone_tile,
/obj/projectile,
/obj/effect/projectile,
/obj/effect/portal,
/obj/effect/abstract,
/obj/effect/hotspot,
/obj/effect/landmark,
/obj/effect/temp_visual,
/obj/effect/light_emitter/tendril,
/obj/effect/collapse,
/obj/effect/particle_effect/ion_trails,
/obj/effect/dummy/phased_mob,
/obj/effect/mapping_helpers,
/obj/effect/wisp,
/obj/effect/ebeam,
/obj/effect/fishing_lure,
))
/datum/component/chasm/Initialize(turf/target)
RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/Entered)
target_turf = target
START_PROCESSING(SSobj, src) // process on create, in case stuff is still there
src.parent.AddElement(/datum/element/lazy_fishing_spot, FISHING_SPOT_PRESET_CHASM)
/datum/component/chasm/UnregisterFromParent()
STOP_PROCESSING(SSobj, src)
remove_storage()
/**
* Deletes the chasm storage object and removes empty weakrefs from global list
*/
/datum/component/chasm/proc/remove_storage()
if (!storage)
return
QDEL_NULL(storage)
var/list/chasm_storage = list()
for (var/datum/weakref/ref as anything in GLOB.chasm_storage)
if (!ref.resolve())
continue
chasm_storage += ref
GLOB.chasm_storage = chasm_storage
/datum/component/chasm/proc/Entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
START_PROCESSING(SSobj, src)
drop_stuff(arrived)
/datum/component/chasm/process()
if (!drop_stuff())
STOP_PROCESSING(SSobj, src)
/datum/component/chasm/proc/is_safe()
//if anything matching this typecache is found in the chasm, we don't drop things
var/static/list/chasm_safeties_typecache = typecacheof(list(/obj/structure/lattice, /obj/structure/lattice/catwalk, /obj/structure/stone_tile))
var/atom/parent = src.parent
var/list/found_safeties = typecache_filter_list(parent.contents, chasm_safeties_typecache)
for(var/obj/structure/stone_tile/S in found_safeties)
if(S.fallen)
LAZYREMOVE(found_safeties, S)
return LAZYLEN(found_safeties)
/datum/component/chasm/proc/drop_stuff(dropped_thing)
if (is_safe())
return FALSE
var/atom/parent = src.parent
var/to_check = dropped_thing ? list(dropped_thing) : parent.contents
for (var/thing in to_check)
if (droppable(thing))
. = TRUE
INVOKE_ASYNC(src, .proc/drop, thing)
/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
// avoid an infinite loop, but allow falling a large distance
if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
return FALSE
if(!isliving(dropped_thing) && !isobj(dropped_thing))
return FALSE
if(is_type_in_typecache(dropped_thing, forbidden_types) || dropped_thing.throwing || (dropped_thing.movement_type & (FLOATING|FLYING)))
return FALSE
//Flies right over the chasm
if(ismob(dropped_thing))
var/mob/M = dropped_thing
if(M.buckled) //middle statement to prevent infinite loops just in case!
var/mob/buckled_to = M.buckled
if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
return FALSE
if(ishuman(dropped_thing))
var/mob/living/carbon/human/victim = dropped_thing
if(istype(victim.belt, /obj/item/wormhole_jaunter))
var/obj/item/wormhole_jaunter/jaunter = victim.belt
var/turf/chasm = get_turf(victim)
var/fall_into_chasm = jaunter.chasm_react(victim)
if(!fall_into_chasm)
chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
return fall_into_chasm
return TRUE
/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
//Make sure the item is still there after our sleep
if(!dropped_thing || !falling_ref?.resolve())
falling_atoms -= falling_ref
return
falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
var/turf/T = target_turf
var/atom/parent = src.parent
if(T)
// send to the turf below
dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
T.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
dropped_thing.forceMove(T)
if(isliving(dropped_thing))
var/mob/living/L = dropped_thing
L.Paralyze(100)
L.adjustBruteLoss(30)
falling_atoms -= falling_ref
return
// send to oblivion
dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
if (isliving(dropped_thing))
var/mob/living/falling_mob = dropped_thing
falling_mob.notransform = TRUE
falling_mob.Paralyze(20 SECONDS)
var/oldtransform = dropped_thing.transform
var/oldcolor = dropped_thing.color
var/oldalpha = dropped_thing.alpha
animate(dropped_thing, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
for(var/i in 1 to 5)
//Make sure the item is still there after our sleep
if(!dropped_thing || QDELETED(dropped_thing))
return
dropped_thing.pixel_y--
sleep(2)
//Make sure the item is still there after our sleep
if(!dropped_thing || QDELETED(dropped_thing))
return
if (!storage)
storage = new(get_turf(parent))
RegisterSignal(storage, COMSIG_ATOM_EXITED, .proc/left_chasm)
GLOB.chasm_storage += WEAKREF(storage)
if (storage.contains(dropped_thing))
return
dropped_thing.alpha = oldalpha
dropped_thing.color = oldcolor
dropped_thing.transform = oldtransform
if (dropped_thing.forceMove(storage))
if (isliving(dropped_thing))
RegisterSignal(dropped_thing, COMSIG_LIVING_REVIVE, .proc/on_revive)
SEND_SIGNAL(dropped_thing, COMSIG_MOVABLE_SECLUDED_LOCATION)
else
parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
if (isliving(dropped_thing))
var/mob/living/fallen_mob = dropped_thing
if(fallen_mob.stat != DEAD)
fallen_mob.death(TRUE)
fallen_mob.notransform = FALSE
fallen_mob.apply_damage(300)
falling_atoms -= falling_ref
/**
* Called when something has left the chasm depths storage.
* Arguments
*
* * source - Chasm object holder.
* * gone - Item which has just left the chasm contents.
*/
/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
SIGNAL_HANDLER
UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
#define CHASM_TRAIT "chasm trait"
/**
* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
* Ethereals should take enough damage to be smashed and not revive.
*
* Arguments
* * escapee - Lucky guy who just came back to life at the bottom of a hole.
*/
/datum/component/chasm/proc/on_revive(mob/living/escapee)
SIGNAL_HANDLER
var/atom/parent = src.parent
parent.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [parent]!"))
ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
escapee.forceMove(get_turf(parent))
escapee.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
escapee.Paralyze(20 SECONDS, TRUE)
UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
#undef CHASM_TRAIT
/**
* An abstract object which is basically just a bag that the chasm puts people inside
*/
/obj/effect/abstract/chasm_storage
name = "chasm depths"
desc = "The bottom of a hole. You shouldn't be able to interact with this."
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT