mirror of
https://github.com/Bubberstation/Bubberstation.git
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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
320 lines
9.3 KiB
Plaintext
320 lines
9.3 KiB
Plaintext
// Special objects for shuttle templates go here if nowhere else
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// Wabbajack statue, a sleeping frog statue that shoots bolts of change if
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// living carbons are put on its altar/tables
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/obj/machinery/power/emitter/energycannon/magical
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name = "wabbajack statue"
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desc = "Who am I? What is my purpose in life? What do I mean by who am I?"
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projectile_type = /obj/item/projectile/magic/change
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icon = 'icons/obj/machines/magic_emitter.dmi'
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icon_state = "wabbajack_statue"
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icon_state_on = "wabbajack_statue_on"
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active = FALSE
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allow_switch_interact = FALSE
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var/list/active_tables = list()
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var/tables_required = 2
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/obj/machinery/power/emitter/energycannon/magical/Initialize()
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. = ..()
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if(prob(50))
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desc = "Oh no, not again."
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update_icon()
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/obj/machinery/power/emitter/energycannon/magical/update_icon()
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if(active)
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icon_state = icon_state_on
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else
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icon_state = initial(icon_state)
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/obj/machinery/power/emitter/energycannon/magical/process()
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. = ..()
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if(active_tables.len >= tables_required)
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if(!active)
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visible_message("<span class='revenboldnotice'>\
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[src] opens its eyes.</span>")
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active = TRUE
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else
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if(active)
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visible_message("<span class='revenboldnotice'>\
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[src] closes its eyes.</span>")
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active = FALSE
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update_icon()
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/obj/machinery/power/emitter/energycannon/magical/attackby(obj/item/W, mob/user, params)
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return
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/obj/machinery/power/emitter/energycannon/magical/ex_act(severity)
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return
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/obj/machinery/power/emitter/energycannon/magical/emag_act(mob/user)
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return
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/obj/structure/table/abductor/wabbajack
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name = "wabbajack altar"
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desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
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max_integrity = 1000
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verb_say = "chants"
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var/obj/machinery/power/emitter/energycannon/magical/our_statue
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var/list/mob/living/sleepers = list()
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var/never_spoken = TRUE
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flags_1 = NODECONSTRUCT_1
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/obj/structure/table/abductor/wabbajack/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/structure/table/abductor/wabbajack/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/structure/table/abductor/wabbajack/process()
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var/area = orange(4, src)
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if(!our_statue)
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for(var/obj/machinery/power/emitter/energycannon/magical/M in area)
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our_statue = M
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break
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if(!our_statue)
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name = "inert [name]"
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return
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else
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name = initial(name)
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var/turf/T = get_turf(src)
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var/list/found = list()
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for(var/mob/living/carbon/C in T)
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if(C.stat != DEAD)
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found += C
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// New sleepers
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for(var/i in found - sleepers)
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var/mob/living/L = i
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L.add_atom_colour("#800080", TEMPORARY_COLOUR_PRIORITY)
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L.visible_message("<span class='revennotice'>A strange purple glow wraps itself around [L] as [L.p_they()] suddenly fall[L.p_s()] unconscious.</span>",
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"<span class='revendanger'>[desc]</span>")
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// Don't let them sit suround unconscious forever
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addtimer(CALLBACK(src, .proc/sleeper_dreams, L), 100)
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// Existing sleepers
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for(var/i in found)
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var/mob/living/L = i
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L.SetSleeping(200)
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// Missing sleepers
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for(var/i in sleepers - found)
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var/mob/living/L = i
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L.remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#800080")
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L.visible_message("<span class='revennotice'>The glow from [L] fades \
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away.</span>")
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L.grab_ghost()
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sleepers = found
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if(sleepers.len)
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our_statue.active_tables |= src
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if(never_spoken || prob(5))
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say(desc)
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never_spoken = FALSE
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else
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our_statue.active_tables -= src
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/obj/structure/table/abductor/wabbajack/proc/sleeper_dreams(mob/living/sleeper)
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if(sleeper in sleepers)
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to_chat(sleeper, "<span class='revennotice'>While you slumber, you have the strangest dream, like you can see yourself from the outside.</span>")
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sleeper.ghostize(TRUE)
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/obj/structure/table/abductor/wabbajack/left
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desc = "You sleep so it may wake."
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/obj/structure/table/abductor/wabbajack/right
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desc = "It wakes so you may sleep."
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// Bar staff, GODMODE mobs that just want to make sure people have drinks
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// and a good time.
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/mob/living/simple_animal/drone/snowflake/bardrone
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name = "Bardrone"
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desc = "A barkeeping drone, an indestructible robot built to tend bars."
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hacked = TRUE
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laws = "1. Serve drinks.\n\
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2. Talk to patrons.\n\
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3. Don't get messed up in their affairs."
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status_flags = GODMODE // Please don't punch the barkeeper
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unique_name = FALSE // disables the (123) number suffix
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initial_language_holder = /datum/language_holder/universal
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/mob/living/simple_animal/drone/snowflake/bardrone/Initialize()
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. = ..()
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access_card.access |= ACCESS_CENT_BAR
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/mob/living/simple_animal/hostile/alien/maid/barmaid
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gold_core_spawnable = NO_SPAWN
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name = "Barmaid"
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desc = "A barmaid, a maiden found in a bar."
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pass_flags = PASSTABLE
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status_flags = GODMODE
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unique_name = FALSE
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AIStatus = AI_OFF
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stop_automated_movement = TRUE
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initial_language_holder = /datum/language_holder/universal
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Initialize()
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. = ..()
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access_card = new /obj/item/card/id(src)
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var/datum/job/captain/C = new /datum/job/captain
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access_card.access = C.get_access()
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access_card.access |= ACCESS_CENT_BAR
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access_card.item_flags |= NODROP
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/mob/living/simple_animal/hostile/alien/maid/barmaid/Destroy()
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qdel(access_card)
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. = ..()
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// Bar table, a wooden table that kicks you in a direction if you're not
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// barstaff (defined as someone who was a roundstart bartender or someone
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// with CENTCOM_BARSTAFF)
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/obj/structure/table/wood/bar
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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flags_1 = NODECONSTRUCT_1
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max_integrity = 1000
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var/boot_dir = 1
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/obj/structure/table/wood/bar/Crossed(atom/movable/AM)
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if(isliving(AM) && !is_barstaff(AM))
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// No climbing on the bar please
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var/mob/living/M = AM
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var/throwtarget = get_edge_target_turf(src, boot_dir)
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M.Paralyze(40)
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M.throw_at(throwtarget, 5, 1,src)
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to_chat(M, "<span class='notice'>No climbing on the bar please.</span>")
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else
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. = ..()
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/obj/structure/table/wood/bar/proc/is_barstaff(mob/living/user)
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. = FALSE
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.mind && H.mind.assigned_role == "Bartender")
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return TRUE
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var/obj/item/card/id/ID = user.get_idcard(FALSE)
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if(ID && (ACCESS_CENT_BAR in ID.access))
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return TRUE
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//Luxury Shuttle Blockers
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/obj/effect/forcefield/luxury_shuttle
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name = "Luxury shuttle ticket booth"
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desc = "A forceful money collector."
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timeleft = 0
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var/threshold = 500
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var/static/list/approved_passengers = list()
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var/static/list/check_times = list()
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var/list/payees = list()
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/obj/effect/forcefield/luxury_shuttle/CanPass(atom/movable/mover, turf/target)
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if(mover in approved_passengers)
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return TRUE
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if(!isliving(mover)) //No stowaways
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return FALSE
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return FALSE
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#define LUXURY_MESSAGE_COOLDOWN 100
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/obj/effect/forcefield/luxury_shuttle/Bumped(atom/movable/AM)
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if(!isliving(AM))
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return ..()
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var/list/counted_money = list()
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for(var/obj/item/coin/C in AM.GetAllContents())
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if(payees[AM] >= threshold)
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break
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payees[AM] += C.value
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counted_money += C
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for(var/obj/item/stack/spacecash/S in AM.GetAllContents())
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if(payees[AM] >= threshold)
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break
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payees[AM] += S.value * S.amount
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counted_money += S
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for(var/obj/item/holochip/H in AM.GetAllContents())
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if(payees[AM] >= threshold)
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break
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payees[AM] += H.credits
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counted_money += H
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if(payees[AM] < threshold && istype(AM.pulling, /obj/item/coin))
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var/obj/item/coin/C = AM.pulling
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payees[AM] += C.value
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counted_money += C
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/stack/spacecash))
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var/obj/item/stack/spacecash/S = AM.pulling
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payees[AM] += S.value * S.amount
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counted_money += S
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else if(payees[AM] < threshold && istype(AM.pulling, /obj/item/holochip))
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var/obj/item/holochip/H = AM.pulling
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payees[AM] += H.credits
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counted_money += H
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(H.get_bank_account())
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var/datum/bank_account/account = H.get_bank_account()
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if(account.account_balance < threshold)
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payees[AM] += account.account_balance
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account.adjust_money(-account.account_balance)
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else
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var/money_owed = threshold - payees[AM]
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payees[AM] += money_owed
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account.adjust_money(-money_owed)
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if(payees[AM] >= threshold)
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for(var/obj/I in counted_money)
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qdel(I)
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payees[AM] -= threshold
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say("<span class='robot'>Welcome aboard, [AM]!</span>")
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approved_passengers += AM
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if(payees[AM] > 0 && ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(H.get_bank_account())
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var/datum/bank_account/account = H.get_bank_account()
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account.adjust_money(payees[AM])
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payees[AM] -= payees[AM]
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check_times -= AM
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return
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else if (payees[AM] > 0)
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for(var/obj/I in counted_money)
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qdel(I)
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if(!check_times[AM] || check_times[AM] < world.time) //Let's not spam the message
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say("<span class='robot'>$[payees[AM]] received, [AM]. You need $[threshold-payees[AM]] more.</span>")
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check_times[AM] = world.time + LUXURY_MESSAGE_COOLDOWN
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return ..()
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else
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return ..()
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/mob/living/simple_animal/hostile/bear/fightpit
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name = "fight pit bear"
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desc = "This bear's trained through ancient Russian secrets to fear the walls of its glass prison."
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environment_smash = ENVIRONMENT_SMASH_NONE
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/obj/effect/decal/hammerandsickle
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name = "hammer and sickle"
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desc = "Communism powerful force."
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icon = 'icons/effects/96x96.dmi'
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icon_state = "communist"
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layer = ABOVE_OPEN_TURF_LAYER
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pixel_x = -32
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pixel_y = -32
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/obj/effect/decal/hammerandsickle/shuttleRotate(rotation)
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setDir(angle2dir(rotation+dir2angle(dir))) // No parentcall, rest of the rotate code breaks the pixel offset.
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