Files
Bubberstation/code/datums/components/chasm.dm
SkyratBot 05b0dcefce [MIRROR] Chasms should not render contents invisible [MDB IGNORE] (#19365)
* Chasms should not render contents invisible (#73424)

## About The Pull Request

Fixes #69507
Occasionally a mob would start processing itself as falling into a chasm
while already falling into a chasm. This would reset the "stored"
appearance data to the data from the end of the fall (where you are
invisible and size 0) and so just leave it in that state.
I couldn't find a way to replicate this reliably through gameplay but
spamming "get mob" worked.

I fixed it by just... not doing any of that stuff if you're already
falling into a chasm.
Also while unreported I noticed that `notransform` could get stuck on as
well, which it shouldn't do.

## Why It's Good For The Game

It's hard enough to rescue someone from a chasm, if their corpse is also
invisible and intangible afterwards then that's probably not ideal.

## Changelog

🆑
fix: Things dropped into a chasm should no longer occasionally become
invisible and intangible.
/🆑

* Chasms should not render contents invisible

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-02-15 13:06:08 -08:00

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/// List of weakrefs to containers for things which have fallen into chasms
GLOBAL_LIST_INIT(chasm_storage, list())
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
/datum/component/chasm
var/turf/target_turf
var/obj/effect/abstract/chasm_storage/storage
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."
/// List of refs to falling objects -> how many levels deep we've fallen
var/static/list/falling_atoms = list()
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,
/obj/effect/wisp,
/obj/effect/ebeam,
/obj/effect/fishing_lure,
))
/datum/component/chasm/Initialize(turf/target)
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Entered))
target_turf = target
START_PROCESSING(SSobj, src) // process on create, in case stuff is still there
src.parent.AddElement(/datum/element/lazy_fishing_spot, FISHING_SPOT_PRESET_CHASM)
/datum/component/chasm/UnregisterFromParent()
STOP_PROCESSING(SSobj, src)
remove_storage()
/**
* Deletes the chasm storage object and removes empty weakrefs from global list
*/
/datum/component/chasm/proc/remove_storage()
if (!storage)
return
QDEL_NULL(storage)
var/list/chasm_storage = list()
for (var/datum/weakref/ref as anything in GLOB.chasm_storage)
if (!ref.resolve())
continue
chasm_storage += ref
GLOB.chasm_storage = chasm_storage
/datum/component/chasm/proc/Entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
START_PROCESSING(SSobj, src)
drop_stuff(arrived)
/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, /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(dropped_thing)
if (is_safe())
return FALSE
var/atom/parent = src.parent
var/to_check = dropped_thing ? list(dropped_thing) : parent.contents
for (var/thing in to_check)
if (droppable(thing))
. = TRUE
INVOKE_ASYNC(src, PROC_REF(drop), thing)
/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
// avoid an infinite loop, but allow falling a large distance
if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
return FALSE
if(!isliving(dropped_thing) && !isobj(dropped_thing))
return FALSE
if(is_type_in_typecache(dropped_thing, forbidden_types) || dropped_thing.throwing || (dropped_thing.movement_type & (FLOATING|FLYING)))
return FALSE
//Flies right over the chasm
if(ismob(dropped_thing))
var/mob/M = dropped_thing
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(dropped_thing))
var/mob/living/carbon/human/victim = dropped_thing
if(istype(victim.belt, /obj/item/wormhole_jaunter))
var/obj/item/wormhole_jaunter/jaunter = victim.belt
var/turf/chasm = get_turf(victim)
var/fall_into_chasm = jaunter.chasm_react(victim)
if(!fall_into_chasm)
chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
return fall_into_chasm
return TRUE
/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
//Make sure the item is still there after our sleep
if(!dropped_thing || !falling_ref?.resolve())
falling_atoms -= falling_ref
return
falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
var/turf/below_turf = target_turf
var/atom/parent = src.parent
if(falling_atoms[falling_ref] > 1)
return // We're already handling this
if(below_turf)
// send to the turf below
dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
below_turf.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
dropped_thing.forceMove(below_turf)
if(isliving(dropped_thing))
var/mob/living/fallen = dropped_thing
fallen.Paralyze(100)
fallen.adjustBruteLoss(30)
falling_atoms -= falling_ref
return
// send to oblivion
dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
if (isliving(dropped_thing))
var/mob/living/falling_mob = dropped_thing
falling_mob.notransform = TRUE
falling_mob.Paralyze(20 SECONDS)
var/oldtransform = dropped_thing.transform
var/oldcolor = dropped_thing.color
var/oldalpha = dropped_thing.alpha
var/oldoffset = dropped_thing.pixel_y
animate(dropped_thing, 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(!dropped_thing || QDELETED(dropped_thing))
return
dropped_thing.pixel_y--
sleep(0.2 SECONDS)
//Make sure the item is still there after our sleep
if(!dropped_thing || QDELETED(dropped_thing))
return
if(!storage)
storage = new(get_turf(parent))
RegisterSignal(storage, COMSIG_ATOM_EXITED, PROC_REF(left_chasm))
GLOB.chasm_storage += WEAKREF(storage)
if(storage.contains(dropped_thing))
return
dropped_thing.alpha = oldalpha
dropped_thing.color = oldcolor
dropped_thing.transform = oldtransform
dropped_thing.pixel_y = oldoffset
if(dropped_thing.forceMove(storage))
if (isliving(dropped_thing))
RegisterSignal(dropped_thing, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
else
parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
if(isliving(dropped_thing))
var/mob/living/fallen_mob = dropped_thing
fallen_mob.notransform = FALSE
if (fallen_mob.stat != DEAD)
fallen_mob.investigate_log("has died from falling into a chasm.", INVESTIGATE_DEATHS)
fallen_mob.death(TRUE)
fallen_mob.apply_damage(300)
falling_atoms -= falling_ref
/**
* Called when something has left the chasm depths storage.
* Arguments
*
* * source - Chasm object holder.
* * gone - Item which has just left the chasm contents.
*/
/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
SIGNAL_HANDLER
UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
#define CHASM_TRAIT "chasm trait"
/**
* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
* Ethereals should take enough damage to be smashed and not revive.
*
* Arguments
* * escapee - Lucky guy who just came back to life at the bottom of a hole.
*/
/datum/component/chasm/proc/on_revive(mob/living/escapee)
SIGNAL_HANDLER
var/atom/parent = src.parent
parent.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [parent]!"))
ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
escapee.forceMove(get_turf(parent))
escapee.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
escapee.Paralyze(20 SECONDS, TRUE)
UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
#undef CHASM_TRAIT
/**
* An abstract object which is basically just a bag that the chasm puts people inside
*/
/obj/effect/abstract/chasm_storage
name = "chasm depths"
desc = "The bottom of a hole. You shouldn't be able to interact with this."
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/abstract/chasm_storage/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SECLUDED_LOCATION, INNATE_TRAIT)