Files
Bubberstation/code/game/objects/items/v8_engine.dm
SkyratBot 6ebdfdc73f [MIRROR] Makes Shake() proc work [MDB IGNORE] (#19424)
* 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>
2023-02-18 16:58:30 -08:00

117 lines
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#define ENGINE_COOLDOWN (5 SECONDS)
#define DASH_COOLDOWN (2.5 SECONDS)
#define HOUSE_EDGE_ICONS_MAX 3
#define HOUSE_EDGE_ICONS_MIN 0
/obj/item/v8_engine
name = "ancient engine"
desc = "An extremely well perserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "v8_engine"
w_class = WEIGHT_CLASS_HUGE
force = 5
throwforce = 15
throw_range = 1
throw_speed = 1
COOLDOWN_DECLARE(engine_sound_cooldown)
/obj/item/v8_engine/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
/obj/item/v8_engine/attack_self(mob/user, modifiers)
. = ..()
if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
return
playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
Shake(duration = ENGINE_COOLDOWN)
to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
/obj/item/v8_engine/examine_more(mob/user)
. = ..()
INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
if(!user.mind)
return
if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
return
to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
if(do_after(user, 15 SECONDS, src))
user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
to_chat(user, span_notice("You learned how to make the House Edge."))
/obj/item/house_edge
name = "House Edge"
desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "house_edge0"
inhand_icon_state = "house_edge0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
sharpness = SHARP_EDGED
force = 12
throwforce = 10
throw_range = 5
throw_speed = 1
hitsound = 'sound/items/car_engine_start.ogg'
/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
var/fire_charges = 0
///Sound played when wielded.
var/active_hitsound = 'sound/items/house_edge_hit.ogg'
///Datum that tracks weapon dashing for the fire_charge system
var/datum/action/innate/dash/charge
COOLDOWN_DECLARE(fire_charge_cooldown)
/obj/item/house_edge/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
/obj/item/house_edge/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(!ismob(target))
return
if(HAS_TRAIT(src, TRAIT_WIELDED))
//Add a fire charge to a max of 3, updates icon_state.
fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
icon_state = "house_edge[fire_charges]"
COOLDOWN_RESET(src, fire_charge_cooldown)
else
//Lose a fire charge to a min of 0, updates icon_state.
fire_charges = clamp((fire_charges - 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
icon_state = "house_edge[fire_charges]"
do_sparks(number = 0, cardinal_only = TRUE, source = src)
/obj/item/house_edge/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(fire_charges <= 0)
balloon_alert(user, "no fire charges!")
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
user.throw_at(target = get_turf(target), range = 2 * fire_charges, speed = 5, thrower = user, spin = FALSE, gentle = FALSE, quickstart = TRUE)
COOLDOWN_START(src, fire_charge_cooldown, DASH_COOLDOWN)
reset_charges(on_dash = TRUE)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/house_edge/update_icon_state()
inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge0"
return ..()
/obj/item/house_edge/proc/reset_charges(on_dash = FALSE)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_dash)
return
if(fire_charges)
balloon_alert_to_viewers("charges lost!")
fire_charges = 0
icon_state = "house_edge[fire_charges]"
update_icon()
#undef ENGINE_COOLDOWN
#undef DASH_COOLDOWN
#undef HOUSE_EDGE_ICONS_MAX
#undef HOUSE_EDGE_ICONS_MIN