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* Makes Shake() proc work (#73480) ## About The Pull Request Fixes #72321 Fixes #70388 The shake proc didn't work and hasn't for ages. I remember it having worked at some point, but it was quite a long time ago. I cannot guarantee that the end result here is the same as it was, the reason here being that I have no idea how this proc ever worked in the first place. My limited understanding of the `animate` proc implies that the previous implementation as written would never have acted as you would expect it to, but clearly at some time in the past it did work. A mystery. As a result of the previous, possibly because the proc never _did_ work as expected and just did something which looked vaguely correct most of the time, both the default values and the values people were passing into this proc were completely ridiculous. Why would anyone ever want to pixel shift an object with a range of _15_ pixels in all directions? That's half a full tile! And why would you want it to do this for 25 seconds? So I also changed the values being passed in, because you really want pretty small numbers passed into here most of the time. Here's a video of everything that vibrates: https://www.youtube.com/watch?v=Q0hoqmaXkKA The exception is the v8 engine. I left this alone because it seems to try and start shaking while in your hands, which doesn't work, and I don't know how to fix that. This has potentially _also_ never worked. ## Why It's Good For The Game Now you can see intended visual indicators for: - Lobstrosities charging. - Beepsky being EMPed. - The Savannah Ivanov preparing to jump. - The DNA infuser putting someone through the spin cycle. - The mystery box admin item I had no previous idea even existed (fun animations on this one). - Anything else which wants to use this proc to create vibrating objects in the future. ## Changelog 🆑 fix: Lobstrosities and Tarantulas will once more vibrate to let you know they're about to charge at you. fix: The Savannah Ivanov will once more vibrate to let you know it's about to jump into the air. fix: The DNA infuser will now vibrate to let people know that it's busy blending someone with a dead animal. /🆑 * Makes Shake() proc work --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
294 lines
12 KiB
Plaintext
294 lines
12 KiB
Plaintext
// the different states of the mystery box
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/// Closed, can't interact
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#define MYSTERY_BOX_COOLING_DOWN 0
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/// Closed, ready to be interacted with
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#define MYSTERY_BOX_STANDBY 1
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/// The box is choosing the prize
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#define MYSTERY_BOX_CHOOSING 2
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/// The box is presenting the prize, for someone to claim it
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#define MYSTERY_BOX_PRESENTING 3
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// delays for the different stages of the box's state, the visuals, and the audio
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/// How long the box takes to decide what the prize is
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#define MBOX_DURATION_CHOOSING (5 SECONDS)
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/// How long the box takes to start expiring the offer, though it's still valid until MBOX_DURATION_EXPIRING finishes. Timed to the sound clips
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#define MBOX_DURATION_PRESENTING (3.5 SECONDS)
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/// How long the box takes to start lowering the prize back into itself. When this finishes, the prize is gone
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#define MBOX_DURATION_EXPIRING (4.5 SECONDS)
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/// How long after the box closes until it can go again
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#define MBOX_DURATION_STANDBY (2.7 SECONDS)
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GLOBAL_LIST_INIT(mystery_box_guns, list(
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/obj/item/gun/energy/lasercannon,
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/obj/item/gun/energy/recharge/ebow/large,
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/obj/item/gun/energy/e_gun,
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/obj/item/gun/energy/e_gun/advtaser,
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/obj/item/gun/energy/e_gun/nuclear,
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/obj/item/gun/energy/e_gun/turret,
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/obj/item/gun/energy/laser,
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/obj/item/gun/energy/laser/hellgun,
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/obj/item/gun/energy/laser/captain,
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/obj/item/gun/energy/laser/scatter,
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/obj/item/gun/energy/temperature,
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/obj/item/gun/ballistic/revolver/c38/detective,
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/obj/item/gun/ballistic/revolver/mateba,
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/obj/item/gun/ballistic/automatic/pistol/deagle/camo,
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/obj/item/gun/ballistic/automatic/pistol/suppressed,
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/obj/item/gun/energy/pulse/carbine,
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/obj/item/gun/energy/pulse/pistol,
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/obj/item/gun/ballistic/shotgun/lethal,
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/obj/item/gun/ballistic/shotgun/automatic/combat,
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/obj/item/gun/ballistic/shotgun/bulldog,
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/obj/item/gun/ballistic/rifle/boltaction,
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/obj/item/gun/ballistic/automatic/ar,
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/obj/item/gun/ballistic/automatic/proto,
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/obj/item/gun/ballistic/automatic/c20r,
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/obj/item/gun/ballistic/automatic/l6_saw,
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/obj/item/gun/ballistic/automatic/m90,
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/obj/item/gun/ballistic/automatic/tommygun,
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/obj/item/gun/ballistic/automatic/wt550,
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/obj/item/gun/ballistic/automatic/sniper_rifle,
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/obj/item/gun/ballistic/rifle/boltaction/brand_new,
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))
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GLOBAL_LIST_INIT(mystery_box_extended, list(
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/obj/item/clothing/gloves/tackler/combat,
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/obj/item/clothing/gloves/race,
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/obj/item/clothing/gloves/rapid,
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/obj/item/shield/riot/flash,
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/obj/item/grenade/stingbang/mega,
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/obj/item/storage/belt/sabre,
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/obj/item/knife/combat,
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/obj/item/melee/baton/security/loaded,
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/obj/item/reagent_containers/hypospray/combat,
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen,
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/obj/item/melee/energy/sword/saber,
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/obj/item/spear,
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/obj/item/circular_saw,
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))
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/obj/structure/mystery_box
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name = "mystery box"
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear."
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icon = 'icons/obj/storage/crates.dmi'
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icon_state = "wooden"
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pixel_y = -4
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anchored = TRUE
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density = TRUE
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max_integrity = 99999
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damage_deflection = 100
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var/crate_open_sound = 'sound/machines/crate_open.ogg'
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var/crate_close_sound = 'sound/machines/crate_close.ogg'
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var/open_sound = 'sound/effects/mysterybox/mbox_full.ogg'
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var/grant_sound = 'sound/effects/mysterybox/mbox_end.ogg'
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/// The box's current state, and whether it can be interacted with in different ways
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var/box_state = MYSTERY_BOX_STANDBY
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/// The object that represents the rapidly changing item that will be granted upon being claimed. Is not, itself, an item.
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var/obj/mystery_box_item/presented_item
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/// A timer for how long it takes for the box to start its expire animation
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var/box_expire_timer
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/// A timer for how long it takes for the box to close itself
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var/box_close_timer
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/// Every type that's a child of this that has an icon, icon_state, and isn't ABSTRACT is fair game. More granularity to come
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var/selectable_base_type = /obj/item
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/// The instantiated list that contains all of the valid items that can be chosen from. Generated in [/obj/structure/mystery_box/proc/generate_valid_types]
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var/list/valid_types
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/// If the prize is a ballistic gun with an external magazine, should we grant the user a spare mag?
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var/grant_extra_mag = TRUE
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/// Stores the current sound channel we're using so we can cut off our own sounds as needed. Randomized after each roll
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var/current_sound_channel
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/obj/structure/mystery_box/Initialize(mapload)
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. = ..()
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generate_valid_types()
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/obj/structure/mystery_box/Destroy()
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QDEL_NULL(presented_item)
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if(current_sound_channel)
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SSsounds.free_sound_channel(current_sound_channel)
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return ..()
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/obj/structure/mystery_box/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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switch(box_state)
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if(MYSTERY_BOX_STANDBY)
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activate(user)
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if(MYSTERY_BOX_PRESENTING)
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if(presented_item.claimable)
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grant_weapon(user)
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/obj/structure/mystery_box/update_icon_state()
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icon_state = "[initial(icon_state)][box_state > MYSTERY_BOX_STANDBY ? "open" : ""]"
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return ..()
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/// This proc is used to define what item types valid_types is filled with
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/obj/structure/mystery_box/proc/generate_valid_types()
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valid_types = list()
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for(var/iter_path in typesof(selectable_base_type))
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if(!ispath(iter_path, /obj/item))
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continue
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var/obj/item/iter_item = iter_path
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if((initial(iter_item.item_flags) & ABSTRACT) || !initial(iter_item.icon_state) || !initial(iter_item.inhand_icon_state))
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continue
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valid_types += iter_path
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/// The box has been activated, play the sound and spawn the prop item
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/obj/structure/mystery_box/proc/activate(mob/living/user)
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box_state = MYSTERY_BOX_CHOOSING
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update_icon_state()
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presented_item = new(loc)
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presented_item.start_animation(src)
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current_sound_channel = SSsounds.reserve_sound_channel(src)
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playsound(src, open_sound, 70, FALSE, channel = current_sound_channel, falloff_exponent = 10)
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playsound(src, crate_open_sound, 80)
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/// The box has finished choosing, mark it as available for grabbing
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/obj/structure/mystery_box/proc/present_weapon()
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visible_message(span_notice("[src] presents [presented_item]!"), vision_distance = COMBAT_MESSAGE_RANGE)
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box_state = MYSTERY_BOX_PRESENTING
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box_expire_timer = addtimer(CALLBACK(src, PROC_REF(start_expire_offer)), MBOX_DURATION_PRESENTING, TIMER_STOPPABLE)
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/// The prize is still claimable, but the animation will show it start to recede back into the box
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/obj/structure/mystery_box/proc/start_expire_offer()
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presented_item.expire_animation()
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box_close_timer = addtimer(CALLBACK(src, PROC_REF(close_box)), MBOX_DURATION_EXPIRING, TIMER_STOPPABLE)
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/// The box is closed, whether because the prize fully expired, or it was claimed. Start resetting all of the state stuff
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/obj/structure/mystery_box/proc/close_box()
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box_state = MYSTERY_BOX_COOLING_DOWN
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update_icon_state()
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QDEL_NULL(presented_item)
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deltimer(box_close_timer)
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deltimer(box_expire_timer)
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playsound(src, crate_close_sound, 100)
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box_close_timer = null
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box_expire_timer = null
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addtimer(CALLBACK(src, PROC_REF(ready_again)), MBOX_DURATION_STANDBY)
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/// The cooldown between activations has finished, shake to show that
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/obj/structure/mystery_box/proc/ready_again()
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SSsounds.free_sound_channel(current_sound_channel)
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current_sound_channel = null
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box_state = MYSTERY_BOX_STANDBY
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Shake(3, 0, 0.5 SECONDS)
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/// Someone attacked the box with an empty hand, spawn the shown prize and give it to them, then close the box
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/obj/structure/mystery_box/proc/grant_weapon(mob/living/user)
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var/obj/item/instantiated_weapon = new presented_item.selected_path(src)
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user.put_in_hands(instantiated_weapon)
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if(isgun(instantiated_weapon)) // handle pins + possibly extra ammo
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var/obj/item/gun/instantiated_gun = instantiated_weapon
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instantiated_gun.unlock()
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if(grant_extra_mag && istype(instantiated_gun, /obj/item/gun/ballistic))
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var/obj/item/gun/ballistic/instantiated_ballistic = instantiated_gun
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if(!instantiated_ballistic.internal_magazine)
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var/obj/item/ammo_box/magazine/extra_mag = new instantiated_ballistic.mag_type(loc)
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user.put_in_hands(extra_mag)
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user.visible_message(span_notice("[user] takes [presented_item] from [src]."), span_notice("You take [presented_item] from [src]."), vision_distance = COMBAT_MESSAGE_RANGE)
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playsound(src, grant_sound, 70, FALSE, channel = current_sound_channel, falloff_exponent = 10)
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close_box()
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/obj/structure/mystery_box/guns
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear. This one seems focused on firearms."
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/obj/structure/mystery_box/guns/generate_valid_types()
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valid_types = GLOB.summoned_guns
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/obj/structure/mystery_box/tdome
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear. This one has an extended array of weaponry."
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/obj/structure/mystery_box/tdome/generate_valid_types()
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valid_types = GLOB.mystery_box_guns + GLOB.mystery_box_extended
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/// This represents the item that comes out of the box and is constantly changing before the box finishes deciding. Can probably be just an /atom or /movable.
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/obj/mystery_box_item
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name = "???"
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desc = "Who knows what it'll be??"
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icon = 'icons/obj/weapons/guns/ballistic.dmi'
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icon_state = "revolver"
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pixel_y = -8
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uses_integrity = FALSE
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/// The currently selected item. Constantly changes while choosing, determines what is spawned if the prize is claimed, and its current icon
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var/selected_path = /obj/item/gun/ballistic/revolver/c38/detective
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/// The box that spawned this
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var/obj/structure/mystery_box/parent_box
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/// Whether this prize is currently claimable
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var/claimable = FALSE
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/obj/mystery_box_item/Initialize(mapload)
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. = ..()
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var/matrix/starting = matrix()
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starting.Scale(0.5,0.5)
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transform = starting
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add_filter("weapon_rays", 3, list("type" = "rays", "size" = 28, "color" = COLOR_VIVID_YELLOW))
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/obj/mystery_box_item/Destroy(force)
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parent_box = null
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return ..()
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// this way, clicking on the prize will work the same as clicking on the box
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/obj/mystery_box_item/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(claimable)
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parent_box.grant_weapon(user)
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/// Start pushing the prize up
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/obj/mystery_box_item/proc/start_animation(atom/parent)
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parent_box = parent
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loop_icon_changes()
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/// Keep changing the icon and selected path
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/obj/mystery_box_item/proc/loop_icon_changes()
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var/change_delay = 1 // the running count of the delay
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var/change_delay_delta = 1 // How much to increment the delay per step so the changing slows down
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var/change_counter = 0 // The running count of the running count
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var/matrix/starting = matrix()
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animate(src, pixel_y = 6, transform = starting, time = MBOX_DURATION_CHOOSING, easing = QUAD_EASING | EASE_OUT)
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while((change_counter + change_delay_delta + change_delay) < MBOX_DURATION_CHOOSING)
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change_delay += change_delay_delta
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change_counter += change_delay
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selected_path = pick(parent_box.valid_types)
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addtimer(CALLBACK(src, PROC_REF(update_random_icon), selected_path), change_counter)
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addtimer(CALLBACK(src, PROC_REF(present_item)), MBOX_DURATION_CHOOSING)
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/// animate() isn't up to the task for queueing up icon changes, so this is the proc we call with timers to update our icon
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/obj/mystery_box_item/proc/update_random_icon(new_item_type)
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var/obj/item/new_item = new_item_type
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icon = initial(new_item.icon)
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icon_state = initial(new_item.icon_state)
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/obj/mystery_box_item/proc/present_item()
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var/obj/item/selected_item = selected_path
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add_filter("ready_outline", 2, list("type" = "outline", "color" = "#FBFF23", "size" = 0.2))
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name = initial(selected_item.name)
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parent_box.present_weapon()
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claimable = TRUE
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/// Sink back into the box
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/obj/mystery_box_item/proc/expire_animation()
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var/matrix/shrink_back = matrix()
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shrink_back.Scale(0.5,0.5)
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animate(src, pixel_y = -8, transform = shrink_back, time = MBOX_DURATION_EXPIRING)
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#undef MYSTERY_BOX_COOLING_DOWN
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#undef MYSTERY_BOX_STANDBY
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#undef MYSTERY_BOX_CHOOSING
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#undef MYSTERY_BOX_PRESENTING
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#undef MBOX_DURATION_CHOOSING
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#undef MBOX_DURATION_PRESENTING
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#undef MBOX_DURATION_EXPIRING
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#undef MBOX_DURATION_STANDBY
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