mirror of
https://github.com/Bubberstation/Bubberstation.git
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Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
246 lines
7.1 KiB
Plaintext
246 lines
7.1 KiB
Plaintext
/obj/structure/trap
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name = "IT'S A TRAP"
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desc = "Stepping on me is a guaranteed bad day."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "trap"
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density = FALSE
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anchored = TRUE
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alpha = 30 //initially quite hidden when not "recharging"
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var/flare_message = "<span class='warning'>the trap flares brightly!</span>"
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var/last_trigger = 0
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var/time_between_triggers = 600 //takes a minute to recharge
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var/charges = INFINITY
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var/antimagic_flags = MAGIC_RESISTANCE
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var/list/static/ignore_typecache
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var/list/mob/immune_minds = list()
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var/sparks = TRUE
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var/datum/effect_system/spark_spread/spark_system
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/obj/structure/trap/Initialize(mapload)
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. = ..()
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flare_message = "<span class='warning'>[src] flares brightly!</span>"
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spark_system = new
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spark_system.set_up(4,1,src)
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spark_system.attach(src)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered)
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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if(!ignore_typecache)
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ignore_typecache = typecacheof(list(
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/obj/effect,
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/mob/dead,
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))
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/obj/structure/trap/Destroy()
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qdel(spark_system)
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spark_system = null
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. = ..()
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/obj/structure/trap/examine(mob/user)
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. = ..()
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if(!isliving(user))
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return
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if(user.mind && (user.mind in immune_minds))
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return
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if(get_dist(user, src) <= 1)
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. += span_notice("You reveal [src]!")
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flare()
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/obj/structure/trap/proc/flare()
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// Makes the trap visible, and starts the cooldown until it's
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// able to be triggered again.
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visible_message(flare_message)
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if(sparks)
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spark_system.start()
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alpha = 200
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last_trigger = world.time
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charges--
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if(charges <= 0)
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animate(src, alpha = 0, time = 10)
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QDEL_IN(src, 10)
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else
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(last_trigger + time_between_triggers > world.time)
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return
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// Don't want the traps triggered by sparks, ghosts or projectiles.
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if(is_type_in_typecache(AM, ignore_typecache))
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return
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if(ismob(AM))
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var/mob/M = AM
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if(M.mind in immune_minds)
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return
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if(M.can_block_magic(antimagic_flags))
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flare()
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return
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if(charges <= 0)
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return
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flare()
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if(isliving(AM))
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trap_effect(AM)
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/obj/structure/trap/proc/trap_effect(mob/living/L)
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return
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/obj/structure/trap/stun
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name = "shock trap"
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desc = "A trap that will shock and render you immobile. You'd better avoid it."
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icon_state = "trap-shock"
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var/stun_time = 100
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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.Paralyze(stun_time)
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/obj/structure/trap/stun/hunter
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name = "bounty trap"
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desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_on"
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stun_time = 200
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sparks = FALSE //the item version gives them off to prevent runtimes (see Destroy())
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antimagic_flags = NONE
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var/obj/item/bountytrap/stored_item
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var/caught = FALSE
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/obj/structure/trap/stun/hunter/Initialize(mapload)
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. = ..()
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time_between_triggers = 10
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flare_message = "<span class='warning'>[src] snaps shut!</span>"
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/obj/structure/trap/stun/hunter/Destroy()
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if(!QDELETED(stored_item))
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qdel(stored_item)
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stored_item = null
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return ..()
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/obj/structure/trap/stun/hunter/on_entered(datum/source, atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
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return
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caught = TRUE
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. = ..()
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/obj/structure/trap/stun/hunter/flare()
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..()
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var/turf/our_turf = get_turf(src)
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if(!our_turf)
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return
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stored_item.forceMove(get_turf(src))
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forceMove(stored_item)
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if(caught)
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stored_item.announce_fugitive()
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caught = FALSE
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/obj/item/bountytrap
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name = "bounty trap"
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desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_off"
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var/obj/structure/trap/stun/hunter/stored_trap
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var/obj/item/radio/radio
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var/datum/effect_system/spark_spread/spark_system
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/obj/item/bountytrap/Initialize(mapload)
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. = ..()
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radio = new(src)
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radio.subspace_transmission = TRUE
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radio.canhear_range = 0
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radio.recalculateChannels()
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spark_system = new
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spark_system.set_up(4,1,src)
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spark_system.attach(src)
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name = "[name] #[rand(1, 999)]"
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stored_trap = new(src)
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stored_trap.name = name
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stored_trap.stored_item = src
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/obj/item/bountytrap/proc/announce_fugitive()
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spark_system.start()
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playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
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radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
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/obj/item/bountytrap/attack_self(mob/living/user)
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var/turf/T = get_turf(src)
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if(!user || !user.transferItemToLoc(src, T))//visibly unequips
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return
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to_chat(user, span_notice("You set up [src]. Examine while close to disarm it."))
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stored_trap.forceMove(T)//moves trap to ground
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forceMove(stored_trap)//moves item into trap
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/obj/item/bountytrap/Destroy()
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if(!QDELETED(stored_trap))
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qdel(stored_trap)
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stored_trap = null
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QDEL_NULL(radio)
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QDEL_NULL(spark_system)
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. = ..()
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/obj/structure/trap/fire
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name = "flame trap"
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desc = "A trap that will set you ablaze. You'd better avoid it."
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icon_state = "trap-fire"
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/obj/structure/trap/fire/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>Spontaneous combustion!</B>"))
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L.Paralyze(20)
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new /obj/effect/hotspot(get_turf(src))
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/obj/structure/trap/chill
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name = "frost trap"
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desc = "A trap that will chill you to the bone. You'd better avoid it."
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icon_state = "trap-frost"
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/obj/structure/trap/chill/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>You're frozen solid!</B>"))
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L.Paralyze(20)
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L.adjust_bodytemperature(-300)
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L.apply_status_effect(/datum/status_effect/freon)
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/obj/structure/trap/damage
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name = "earth trap"
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desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
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icon_state = "trap-earth"
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/obj/structure/trap/damage/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>The ground quakes beneath your feet!</B>"))
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L.Paralyze(100)
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L.adjustBruteLoss(35)
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var/obj/structure/flora/rock/style_random/giant_rock = new(get_turf(src))
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QDEL_IN(giant_rock, 200)
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/obj/structure/trap/ward
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name = "divine ward"
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desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
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icon_state = "ward"
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density = TRUE
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time_between_triggers = 1200 //Exists for 2 minutes
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/obj/structure/trap/ward/Initialize(mapload)
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. = ..()
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QDEL_IN(src, time_between_triggers)
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/obj/structure/trap/cult
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name = "unholy trap"
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desc = "A trap that rings with unholy energy. You think you hear... chittering?"
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icon_state = "trap-cult"
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/obj/structure/trap/cult/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>With a crack, the hostile constructs come out of hiding, stunning you!</B>"))
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L.electrocute_act(10, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.Paralyze(20)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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QDEL_IN(src, 30)
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