Files
Bubberstation/code/datums/components/chasm.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
/datum/component/chasm
var/turf/target_turf
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."
var/static/list/falling_atoms = list() // Atoms currently falling into chasms
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
))
/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
/datum/component/chasm/proc/Entered(datum/source, atom/movable/AM)
SIGNAL_HANDLER
START_PROCESSING(SSobj, src)
drop_stuff(AM)
/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/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(AM)
. = 0
if (is_safe())
return FALSE
var/atom/parent = src.parent
var/to_check = AM ? list(AM) : parent.contents
for (var/thing in to_check)
if (droppable(thing))
. = 1
INVOKE_ASYNC(src, .proc/drop, thing)
/datum/component/chasm/proc/droppable(atom/movable/AM)
// avoid an infinite loop, but allow falling a large distance
if(falling_atoms[AM] && falling_atoms[AM] > 30)
return FALSE
if(!isliving(AM) && !isobj(AM))
return FALSE
if(is_type_in_typecache(AM, forbidden_types) || AM.throwing || (AM.movement_type & (FLOATING|FLYING)))
return FALSE
//Flies right over the chasm
if(ismob(AM))
var/mob/M = AM
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(AM))
var/mob/living/carbon/human/H = AM
if(istype(H.belt, /obj/item/wormhole_jaunter))
var/obj/item/wormhole_jaunter/J = H.belt
//To freak out any bystanders
H.visible_message(span_boldwarning("[H] falls into [parent]!"))
J.chasm_react(H)
return FALSE
return TRUE
/datum/component/chasm/proc/drop(atom/movable/AM)
//Make sure the item is still there after our sleep
if(!AM || QDELETED(AM))
return
falling_atoms[AM] = (falling_atoms[AM] || 0) + 1
var/turf/T = target_turf
if(T)
// send to the turf below
AM.visible_message(span_boldwarning("[AM] falls into [parent]!"), span_userdanger("[fall_message]"))
T.visible_message(span_boldwarning("[AM] falls from above!"))
AM.forceMove(T)
if(isliving(AM))
var/mob/living/L = AM
L.Paralyze(100)
L.adjustBruteLoss(30)
falling_atoms -= AM
else
// send to oblivion
AM.visible_message(span_boldwarning("[AM] falls into [parent]!"), span_userdanger("[oblivion_message]"))
if (isliving(AM))
var/mob/living/L = AM
L.notransform = TRUE
L.Paralyze(20 SECONDS)
var/oldtransform = AM.transform
var/oldcolor = AM.color
var/oldalpha = AM.alpha
animate(AM, 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(!AM || QDELETED(AM))
return
AM.pixel_y--
sleep(2)
//Make sure the item is still there after our sleep
if(!AM || QDELETED(AM))
return
if(iscyborg(AM))
var/mob/living/silicon/robot/S = AM
qdel(S.mmi)
if(isliving(AM))
var/mob/living/L = AM
if(L.stat != DEAD)
L.death(TRUE)
falling_atoms -= AM
qdel(AM)
if(AM && !QDELETED(AM)) //It's indestructible
var/atom/parent = src.parent
parent.visible_message(span_boldwarning("[parent] spits out [AM]!"))
AM.alpha = oldalpha
AM.color = oldcolor
AM.transform = oldtransform
AM.throw_at(get_edge_target_turf(parent,pick(GLOB.alldirs)),rand(1, 10),rand(1, 10))