mirror of
https://github.com/Bubberstation/Bubberstation.git
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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)
150 lines
4.6 KiB
Plaintext
150 lines
4.6 KiB
Plaintext
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
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/datum/component/chasm
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var/turf/target_turf
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var/fall_message = "GAH! Ah... where are you?"
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var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
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var/static/list/falling_atoms = list() // Atoms currently falling into chasms
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var/static/list/forbidden_types = typecacheof(list(
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/obj/singularity,
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/obj/energy_ball,
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/obj/narsie,
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/obj/docking_port,
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/obj/structure/lattice,
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/obj/structure/stone_tile,
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/obj/projectile,
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/obj/effect/projectile,
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/obj/effect/portal,
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/obj/effect/abstract,
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/obj/effect/hotspot,
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/obj/effect/landmark,
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/obj/effect/temp_visual,
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/obj/effect/light_emitter/tendril,
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/obj/effect/collapse,
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/obj/effect/particle_effect/ion_trails,
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/obj/effect/dummy/phased_mob,
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/obj/effect/mapping_helpers
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))
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/datum/component/chasm/Initialize(turf/target)
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/Entered)
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target_turf = target
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START_PROCESSING(SSobj, src) // process on create, in case stuff is still there
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/datum/component/chasm/proc/Entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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START_PROCESSING(SSobj, src)
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drop_stuff(AM)
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/datum/component/chasm/process()
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if (!drop_stuff())
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STOP_PROCESSING(SSobj, src)
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/datum/component/chasm/proc/is_safe()
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//if anything matching this typecache is found in the chasm, we don't drop things
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var/static/list/chasm_safeties_typecache = typecacheof(list(/obj/structure/lattice/catwalk, /obj/structure/stone_tile))
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var/atom/parent = src.parent
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var/list/found_safeties = typecache_filter_list(parent.contents, chasm_safeties_typecache)
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for(var/obj/structure/stone_tile/S in found_safeties)
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if(S.fallen)
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LAZYREMOVE(found_safeties, S)
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return LAZYLEN(found_safeties)
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/datum/component/chasm/proc/drop_stuff(AM)
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. = 0
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if (is_safe())
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return FALSE
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var/atom/parent = src.parent
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var/to_check = AM ? list(AM) : parent.contents
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for (var/thing in to_check)
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if (droppable(thing))
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. = 1
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INVOKE_ASYNC(src, .proc/drop, thing)
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/datum/component/chasm/proc/droppable(atom/movable/AM)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[AM] && falling_atoms[AM] > 30)
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return FALSE
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if(!isliving(AM) && !isobj(AM))
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return FALSE
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if(is_type_in_typecache(AM, forbidden_types) || AM.throwing || (AM.movement_type & (FLOATING|FLYING)))
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return FALSE
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//Flies right over the chasm
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if(ismob(AM))
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var/mob/M = AM
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if(M.buckled) //middle statement to prevent infinite loops just in case!
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var/mob/buckled_to = M.buckled
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if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
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return FALSE
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(istype(H.belt, /obj/item/wormhole_jaunter))
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var/obj/item/wormhole_jaunter/J = H.belt
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//To freak out any bystanders
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H.visible_message(span_boldwarning("[H] falls into [parent]!"))
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J.chasm_react(H)
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return FALSE
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return TRUE
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/datum/component/chasm/proc/drop(atom/movable/AM)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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falling_atoms[AM] = (falling_atoms[AM] || 0) + 1
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var/turf/T = target_turf
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if(T)
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// send to the turf below
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AM.visible_message(span_boldwarning("[AM] falls into [parent]!"), span_userdanger("[fall_message]"))
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T.visible_message(span_boldwarning("[AM] falls from above!"))
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AM.forceMove(T)
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if(isliving(AM))
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var/mob/living/L = AM
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L.Paralyze(100)
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L.adjustBruteLoss(30)
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falling_atoms -= AM
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else
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// send to oblivion
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AM.visible_message(span_boldwarning("[AM] falls into [parent]!"), span_userdanger("[oblivion_message]"))
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if (isliving(AM))
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var/mob/living/L = AM
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L.notransform = TRUE
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L.Paralyze(20 SECONDS)
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var/oldtransform = AM.transform
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var/oldcolor = AM.color
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var/oldalpha = AM.alpha
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animate(AM, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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AM.pixel_y--
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sleep(2)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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if(iscyborg(AM))
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var/mob/living/silicon/robot/S = AM
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qdel(S.mmi)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.stat != DEAD)
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L.death(TRUE)
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falling_atoms -= AM
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qdel(AM)
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if(AM && !QDELETED(AM)) //It's indestructible
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var/atom/parent = src.parent
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parent.visible_message(span_boldwarning("[parent] spits out [AM]!"))
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AM.alpha = oldalpha
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AM.color = oldcolor
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AM.transform = oldtransform
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AM.throw_at(get_edge_target_turf(parent,pick(GLOB.alldirs)),rand(1, 10),rand(1, 10))
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