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* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785) ## About The Pull Request Fixes #79764 I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on Atrocinator users and calling it a day, but like, that didn't feel proper. So I thought hey, we could just give them the flying movetype, even though they technically aren't flying it means they're unaffected by things that flying would make you unaffected by. Nope, this means the mob technically "negates gravity", so no falling and no feetsteps. Let's try floating - this give us feetsteps but no falling upwards. So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I decided to go for the more complex route of just adding a movetype. Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would be "floating" above the ground, but still walking. ...Negative gravity. This means overall the Atrociator acts more as you'd expect - you don't slip on ice, you don't trigger bear traps or mouse traps, you can walk over railings, unaffected by conveyor belts, etc. ## Why It's Good For The Game Makes the Atrocinator a lot more consistent with how you'd expect for it to work. Admittedly it is a bit niche use of movetypes, but it can possibly be expanded to more things in the future, who knows? I applied it to mobs on meat spikes (even though they don't move), just for proof of concept. ## Changelog 🆑 Melbert fix: Atrocinating mobs will now behave more as you'd expect. Meaning they don't slip on wet patches, can't trigger bear traps / landmines / mouse traps, ignore conveyors, and can walk over tables and railings. fix: Floating mobs are unaffected by conveyor belts, acid (on the ground), glass tables fix: Floating mobs won't squish stuff like roaches anymore fix: Fixes bear traps triggering on floating / flying mobs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
155 lines
5.9 KiB
Plaintext
155 lines
5.9 KiB
Plaintext
/datum/component/squeak
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var/static/list/default_squeak_sounds = list('sound/items/toysqueak1.ogg'=1, 'sound/items/toysqueak2.ogg'=1, 'sound/items/toysqueak3.ogg'=1)
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var/list/override_squeak_sounds
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var/mob/holder
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var/squeak_chance = 100
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var/volume = 30
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// This is so shoes don't squeak every step
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var/steps = 0
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var/step_delay = 1
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// This is to stop squeak spam from inhand usage
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var/last_use = 0
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var/use_delay = 20
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///extra-range for this component's sound
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var/sound_extra_range = -1
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///when sounds start falling off for the squeak
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var/sound_falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE
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///sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough.
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var/sound_falloff_exponent = 10
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///what we set connect_loc to if parent is an item
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var/static/list/item_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(play_squeak_crossed),
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)
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/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override, extrarange, falloff_exponent, fallof_distance)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignals(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACKBY), PROC_REF(play_squeak))
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if(ismovable(parent))
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RegisterSignals(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT, COMSIG_PROJECTILE_BEFORE_FIRE), PROC_REF(play_squeak))
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AddComponent(/datum/component/connect_loc_behalf, parent, item_connections)
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RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, PROC_REF(disposing_react))
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if(isitem(parent))
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RegisterSignals(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_ATOM, COMSIG_ITEM_HIT_REACT), PROC_REF(play_squeak))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(use_squeak))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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if(istype(parent, /obj/item/clothing/shoes))
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RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, PROC_REF(step_squeak))
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else if(isstructure(parent))
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(use_squeak))
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if(istype(parent, /obj/item/organ/internal/liver))
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// Liver squeaking is depending on them functioning like a clown's liver
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_COMEDY_METABOLISM), PROC_REF(on_comedy_metabolism_removal))
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override_squeak_sounds = custom_sounds
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if(chance_override)
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squeak_chance = chance_override
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if(volume_override)
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volume = volume_override
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if(isnum(step_delay_override))
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step_delay = step_delay_override
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if(isnum(use_delay_override))
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use_delay = use_delay_override
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if(isnum(extrarange))
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sound_extra_range = extrarange
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if(isnum(falloff_exponent))
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sound_falloff_exponent = falloff_exponent
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if(isnum(fallof_distance))
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sound_falloff_distance = fallof_distance
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/datum/component/squeak/UnregisterFromParent()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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/datum/component/squeak/proc/play_squeak()
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SIGNAL_HANDLER
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if(prob(squeak_chance))
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if(!override_squeak_sounds)
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playsound(parent, pick_weight(default_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
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else
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playsound(parent, pick_weight(override_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
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/datum/component/squeak/proc/step_squeak(obj/item/clothing/shoes/source)
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SIGNAL_HANDLER
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var/mob/living/carbon/human/owner = source.loc
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if(CHECK_MOVE_LOOP_FLAGS(owner, MOVEMENT_LOOP_OUTSIDE_CONTROL))
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return
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if(steps > step_delay)
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play_squeak()
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steps = 0
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else
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steps++
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/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(isitem(arrived))
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var/obj/item/I = arrived
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if(I.item_flags & ABSTRACT)
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return
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if((arrived.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) || !arrived.has_gravity())
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return
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if(ismob(arrived) && !arrived.density) // Prevents 10 overlapping mice from making an unholy sound while moving
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return
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var/atom/current_parent = parent
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if(isturf(current_parent?.loc))
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play_squeak()
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/datum/component/squeak/proc/use_squeak()
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SIGNAL_HANDLER
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if(last_use + use_delay < world.time)
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last_use = world.time
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play_squeak()
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/datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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holder = equipper
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RegisterSignal(holder, COMSIG_MOVABLE_DISPOSING, PROC_REF(disposing_react), override=TRUE)
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RegisterSignal(holder, COMSIG_QDELETING, PROC_REF(holder_deleted), override=TRUE)
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//override for the preqdeleted is necessary because putting parent in hands sends the signal that this proc is registered towards,
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//so putting an object in hands and then equipping the item on a clothing slot (without dropping it first)
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//will always runtime without override = TRUE
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/datum/component/squeak/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING)
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UnregisterSignal(user, COMSIG_QDELETING)
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holder = null
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///just gets rid of the reference to holder in the case that theyre qdeleted
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/datum/component/squeak/proc/holder_deleted(datum/source, datum/possible_holder)
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SIGNAL_HANDLER
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if(possible_holder == holder)
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holder = null
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// Disposal pipes related shits
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/datum/component/squeak/proc/disposing_react(datum/source, obj/structure/disposalholder/disposal_holder, obj/machinery/disposal/disposal_source)
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SIGNAL_HANDLER
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//We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted
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RegisterSignal(disposal_holder, COMSIG_ATOM_DIR_CHANGE, PROC_REF(holder_dir_change))
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/datum/component/squeak/proc/holder_dir_change(datum/source, old_dir, new_dir)
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SIGNAL_HANDLER
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//If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall
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if(old_dir != new_dir)
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play_squeak()
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/datum/component/squeak/proc/on_comedy_metabolism_removal(datum/source, trait)
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SIGNAL_HANDLER
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qdel(src)
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