Files
Bubberstation/code/game/objects/effects/step_triggers.dm
Capsandi 9784e0aa14 Adds a step_trigger what forces on outfits for event maps (#89908)
## About The Pull Request

/obj/effect/step_trigger/outfitter
it deletes existing equipment and forces on an outfit for any human
intended for event maps wherein you want location-dependent
loadouts(like what im working on now)

code is tested btw

## Why It's Good For The Game
Events are good for the game(I think), and administrative overhead is
bad for events
2025-03-12 17:18:45 -04:00

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/* Simple object type, calls a proc when "stepped" on by something */
/obj/effect/step_trigger
var/affect_ghosts = 0
var/stopper = 1 // stops throwers
var/mobs_only = FALSE
invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
anchored = TRUE
/obj/effect/step_trigger/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/step_trigger/proc/Trigger(atom/movable/A)
return 0
/obj/effect/step_trigger/proc/on_entered(datum/source, atom/movable/entering)
SIGNAL_HANDLER
if(!entering || entering == src || entering.invisibility >= INVISIBILITY_ABSTRACT || istype(entering, /atom/movable/mirage_holder)) //dont teleport ourselves, abstract objects, and mirage holders due to init shenanigans
return
if(isobserver(entering) && !affect_ghosts)
return
if(!ismob(entering) && mobs_only)
return
INVOKE_ASYNC(src, PROC_REF(Trigger), entering)
/obj/effect/step_trigger/singularity_act()
return
/obj/effect/step_trigger/singularity_pull(atom/singularity, current_size)
return
/* Sends a message to mob when triggered*/
/obj/effect/step_trigger/message
var/message //the message to give to the mob
var/once = 1
mobs_only = TRUE
/obj/effect/step_trigger/message/Trigger(mob/M)
if(M.client)
to_chat(M, span_info("[message]"))
if(once)
qdel(src)
/* Tosses things in a certain direction */
/obj/effect/step_trigger/thrower
var/direction = SOUTH // the direction of throw
var/tiles = 3 // if 0: forever until atom hits a stopper
var/immobilize = 1 // if nonzero: prevents mobs from moving while they're being flung
var/speed = 1 // delay of movement
var/facedir = 0 // if 1: atom faces the direction of movement
var/nostop = 0 // if 1: will only be stopped by teleporters
///List of moving atoms mapped to their inital direction
var/list/affecting = list()
/obj/effect/step_trigger/thrower/Trigger(atom/A)
if(!A || !ismovable(A))
return
var/atom/movable/AM = A
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
if(immobilize)
ADD_TRAIT(AM, TRAIT_IMMOBILIZED, REF(src))
affecting[AM] = AM.dir
var/datum/move_loop/loop = GLOB.move_manager.move(AM, direction, speed, tiles ? tiles * speed : INFINITY)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(pre_move))
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(post_move))
RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(set_to_normal))
/obj/effect/step_trigger/thrower/proc/pre_move(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/being_moved = source.moving
affecting[being_moved] = being_moved.dir
/obj/effect/step_trigger/thrower/proc/post_move(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/being_moved = source.moving
if(!facedir)
being_moved.setDir(affecting[being_moved])
if(being_moved.z != z)
qdel(source)
return
if(!nostop)
for(var/obj/effect/step_trigger/T in get_turf(being_moved))
if(T.stopper && T != src)
qdel(source)
return
else
for(var/obj/effect/step_trigger/teleporter/T in get_turf(being_moved))
if(T.stopper)
qdel(source)
return
/obj/effect/step_trigger/thrower/proc/set_to_normal(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/being_moved = source.moving
affecting -= being_moved
REMOVE_TRAIT(being_moved, TRAIT_IMMOBILIZED, REF(src))
/* Stops things thrown by a thrower, doesn't do anything */
/obj/effect/step_trigger/stopper
/* Instant teleporter */
/obj/effect/step_trigger/teleporter
var/teleport_x = 0 // teleportation coordinates (if one is null, then no teleport!)
var/teleport_y = 0
var/teleport_z = 0
/obj/effect/step_trigger/teleporter/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
var/turf/T = locate(teleport_x, teleport_y, teleport_z)
A.forceMove(T)
/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
/obj/effect/step_trigger/teleporter/random
var/teleport_x_offset = 0
var/teleport_y_offset = 0
var/teleport_z_offset = 0
/obj/effect/step_trigger/teleporter/random/Trigger(atom/movable/A)
if(teleport_x && teleport_y && teleport_z)
if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
if (T)
A.forceMove(T)
/* Teleports atoms directly to an offset, no randomness, looping hallways! */
/obj/effect/step_trigger/teleporter/offset
var/teleport_x_offset = 0
var/teleport_y_offset = 0
/obj/effect/step_trigger/teleporter/offset/on_entered(datum/source, atom/movable/entered, atom/old_loc)
if(!old_loc?.Adjacent(loc)) // prevents looping, if we were teleported into this then the old loc is usually not adjacent
return
return ..()
/obj/effect/step_trigger/teleporter/offset/Trigger(atom/movable/poor_soul)
var/turf/destination = locate(x + teleport_x_offset, y + teleport_y_offset, z)
if(!destination)
return
poor_soul.forceMove(destination)
var/mob/living/living_soul = poor_soul
if(istype(living_soul) && living_soul.client)
living_soul.client.move_delay = 0
/* Fancy teleporter, creates sparks and smokes when used */
/obj/effect/step_trigger/teleport_fancy
var/locationx
var/locationy
var/uses = 1 //0 for infinite uses
var/entersparks = 0
var/exitsparks = 0
var/entersmoke = 0
var/exitsmoke = 0
/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M)
var/dest = locate(locationx, locationy, z)
M.Move(dest)
if(entersparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, src)
s.start()
if(exitsparks)
var/datum/effect_system/spark_spread/s = new
s.set_up(4, 1, dest)
s.start()
if(entersmoke)
var/datum/effect_system/fluid_spread/smoke/s = new
s.set_up(4, holder = src, location = src)
s.start()
if(exitsmoke)
var/datum/effect_system/fluid_spread/smoke/s = new
s.set_up(4, holder = src, location = dest)
s.start()
uses--
if(uses == 0)
qdel(src)
/* Simple sound player, Mapper friendly! */
/obj/effect/step_trigger/sound_effect
var/sound //eg. path to the sound, inside '' eg: 'growl.ogg'
var/volume = 100
var/freq_vary = 1 //Should the frequency of the sound vary?
var/extra_range = 0 // eg World.view = 7, extra_range = 1, 7+1 = 8, 8 turfs radius
var/happens_once = FALSE
var/triggerer_only = 0 //Whether the triggerer is the only person who hears this
/obj/effect/step_trigger/sound_effect/Trigger(atom/movable/A)
var/turf/T = get_turf(A)
if(!T)
return
if(triggerer_only && ismob(A))
var/mob/B = A
B.playsound_local(T, sound, volume, freq_vary)
else
playsound(T, sound, volume, freq_vary, extra_range)
if(happens_once)
qdel(src)
/obj/effect/step_trigger/sound_effect/lavaland_cult_altar
happens_once = TRUE
name = "a grave mistake";
sound = 'sound/effects/hallucinations/i_see_you1.ogg'
triggerer_only = 1
/// Forces a given outfit onto any carbon which crosses it, for event maps
/obj/effect/step_trigger/outfitter
mobs_only = TRUE
///outfit to equip
var/datum/outfit/outfit_to_equip
var/happens_once = FALSE
/obj/effect/step_trigger/outfitter/Trigger(atom/movable/A)
if(!ishuman(A))
return
var/mob/living/carbon/human/fellow = A
fellow.delete_equipment()
fellow.equipOutfit(outfit_to_equip,FALSE)
if(happens_once)
qdel(src)