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## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
246 lines
8.0 KiB
Plaintext
246 lines
8.0 KiB
Plaintext
/proc/create_portal_pair(turf/source, turf/destination, _lifespan = 300, accuracy = 0, newtype = /obj/effect/portal)
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if(!istype(source) || !istype(destination))
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return
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var/turf/actual_destination = get_teleport_turf(destination, accuracy)
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var/obj/effect/portal/P1 = new newtype(source, _lifespan, null, FALSE, null)
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var/obj/effect/portal/P2 = new newtype(actual_destination, _lifespan, P1, TRUE, null)
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if(!istype(P1) || !istype(P2))
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return
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playsound(P1, SFX_PORTAL_CREATED, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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playsound(P2, SFX_PORTAL_CREATED, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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P1.link_portal(P2)
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P1.hardlinked = TRUE
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return list(P1, P2)
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/obj/effect/portal
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name = "portal"
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desc = "Looks unstable. Best to test it with the clown."
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icon = 'icons/obj/anomaly.dmi'
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icon_state = "portal"
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anchored = TRUE
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density = TRUE // dense for receiving bumbs
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layer = HIGH_OBJ_LAYER
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light_system = COMPLEX_LIGHT
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light_range = 3
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light_power = 1
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light_on = TRUE
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light_color = COLOR_BLUE_LIGHT
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/// Are mechs able to enter this portal?
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var/mech_sized = FALSE
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/// A reference to another "linked" destination portal
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var/obj/effect/portal/linked
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/// Requires a linked portal at all times. Destroy if there's no linked portal, if there is destroy it when this one is deleted.
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var/hardlinked = TRUE
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/// What teleport channel does this portal use?
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var/teleport_channel = TELEPORT_CHANNEL_BLUESPACE
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/// For when a portal needs a hard target and isn't to be linked.
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var/turf/hard_target
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/// Do we teleport anchored objects?
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var/allow_anchored = FALSE
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/// What precision value do we pass to do_teleport (how far from the target destination we will pop out at).
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var/innate_accuracy_penalty = 0
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/// Used to track how often sparks should be output. Might want to turn this into a cooldown.
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var/last_effect = 0
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/// Does this portal bypass teleport restrictions? like TRAIT_NO_TELEPORT and NOTELEPORT flags.
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var/force_teleport = FALSE
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/// Does this portal create spark effect when teleporting?
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var/sparkless = TRUE
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/// If FALSE, the wibble filter will not be applied to this portal (only a visual effect).
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var/wibbles = TRUE
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/obj/effect/portal/anom
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name = "wormhole"
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icon = 'icons/obj/anomaly.dmi'
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icon_state = "anom"
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layer = RIPPLE_LAYER
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plane = ABOVE_GAME_PLANE
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mech_sized = TRUE
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teleport_channel = TELEPORT_CHANNEL_WORMHOLE
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light_on = FALSE
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wibbles = FALSE
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/obj/effect/portal/Move(newloc)
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for(var/T in newloc)
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if(istype(T, /obj/effect/portal))
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return FALSE
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return ..()
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// Prevents portals spawned by jaunter/handtele from floating into space when relocated to an adjacent tile.
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/obj/effect/portal/newtonian_move(inertia_angle, instant = FALSE, start_delay = 0, drift_force = 0, controlled_cap = null)
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return TRUE
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/obj/effect/portal/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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if(user && Adjacent(user))
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teleport(user)
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return TRUE
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/obj/effect/portal/CanAllowThrough(atom/movable/mover, border_dir)
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. = ..()
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if(HAS_TRAIT(mover, TRAIT_NO_TELEPORT) && !force_teleport)
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return TRUE
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/obj/effect/portal/Bumped(atom/movable/bumper)
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teleport(bumper)
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/obj/effect/portal/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(Adjacent(user))
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teleport(user)
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/obj/effect/portal/attack_robot(mob/living/user)
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if(Adjacent(user))
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teleport(user)
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/obj/effect/portal/Initialize(mapload, _lifespan = 0, obj/effect/portal/_linked, automatic_link = FALSE, turf/hard_target_override)
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. = ..()
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GLOB.portals += src
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if(!istype(_linked) && automatic_link)
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. = INITIALIZE_HINT_QDEL
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CRASH("Somebody fucked up.")
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if(_lifespan > 0)
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addtimer(CALLBACK(src, PROC_REF(expire)), _lifespan, TIMER_DELETE_ME)
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link_portal(_linked)
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hardlinked = automatic_link
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if(isturf(hard_target_override))
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hard_target = hard_target_override
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if(wibbles)
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apply_wibbly_filters(src)
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/obj/effect/portal/proc/expire()
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playsound(loc, SFX_PORTAL_CLOSE, 50, FALSE, SHORT_RANGE_SOUND_EXTRARANGE)
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qdel(src)
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/obj/effect/portal/singularity_pull(atom/singularity, current_size)
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return
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/obj/effect/portal/singularity_act()
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return
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/obj/effect/portal/proc/link_portal(obj/effect/portal/newlink)
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linked = newlink
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/obj/effect/portal/Destroy()
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GLOB.portals -= src
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if(hardlinked && !QDELETED(linked))
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QDEL_NULL(linked)
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else
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linked = null
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return ..()
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/obj/effect/portal/attack_ghost(mob/dead/observer/ghost)
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if(!teleport(ghost, force = TRUE))
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return ..()
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return BULLET_ACT_FORCE_PIERCE
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/obj/effect/portal/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
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if (!teleport(hitting_projectile, force = TRUE))
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return ..()
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return BULLET_ACT_FORCE_PIERCE
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/obj/effect/portal/proc/teleport(atom/movable/moving, force = FALSE)
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if(!force && (!istype(moving) || iseffect(moving) || (ismecha(moving) && !mech_sized) || (!isobj(moving) && !ismob(moving)))) //Things that shouldn't teleport.
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return
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var/turf/real_target = get_link_target_turf()
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if(!istype(real_target))
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return FALSE
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if(!force && (!ismecha(moving) && !isprojectile(moving) && moving.anchored && !allow_anchored))
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return
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var/no_effect = FALSE
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if(last_effect == world.time || sparkless)
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no_effect = TRUE
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else
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last_effect = world.time
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var/turf/start_turf = get_turf(moving)
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if(do_teleport(moving, real_target, innate_accuracy_penalty, no_effects = no_effect, channel = teleport_channel, forced = force_teleport))
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if(isprojectile(moving))
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var/obj/projectile/proj = moving
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proj.ignore_source_check = TRUE
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new /obj/effect/temp_visual/portal_animation(start_turf, src, moving)
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playsound(start_turf, SFX_PORTAL_ENTER, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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playsound(real_target, SFX_PORTAL_ENTER, 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
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return TRUE
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return FALSE
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/obj/effect/portal/proc/get_link_target_turf()
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var/turf/real_target
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if(!istype(linked) || QDELETED(linked))
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if(hardlinked)
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qdel(src)
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if(!istype(hard_target) || QDELETED(hard_target))
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hard_target = null
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return
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else
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real_target = hard_target
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linked = null
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else
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real_target = get_turf(linked)
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return real_target
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/obj/effect/portal/permanent
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name = "permanent portal"
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desc = "An unwavering portal that will never fade."
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hardlinked = FALSE // dont qdel my portal nerd
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force_teleport = TRUE // force teleports because they're a mapmaker tool
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var/id // var edit or set id in map editor
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/obj/effect/portal/permanent/proc/set_linked()
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if(!id)
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return
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for(var/obj/effect/portal/permanent/P in GLOB.portals - src)
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if(P.id == id)
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P.linked = src
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linked = P
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break
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/obj/effect/portal/permanent/teleport(atom/movable/moving, force = FALSE)
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set_linked() // update portal links
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. = ..()
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/obj/effect/portal/permanent/one_way // doesn't have a return portal, can have multiple exits, /obj/effect/landmark/portal_exit to mark them
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name = "one-way portal"
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desc = "You get the feeling that this might not be the safest thing you've ever done."
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/obj/effect/portal/permanent/one_way/set_linked()
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if(!id)
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return
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var/list/possible_turfs = list()
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for(var/obj/effect/landmark/portal_exit/PE in GLOB.landmarks_list)
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if(PE.id == id)
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var/turf/T = get_turf(PE)
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if(T)
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possible_turfs |= T
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if(possible_turfs.len)
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hard_target = pick(possible_turfs)
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/obj/effect/portal/permanent/one_way/one_use
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name = "one-use portal"
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desc = "This is probably the worst decision you'll ever make in your life."
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/obj/effect/portal/permanent/one_way/one_use/teleport(atom/movable/moving, force = FALSE)
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. = ..()
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if (. && !isdead(moving))
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expire()
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/**
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* Animation used for transitioning atoms which are teleporting somewhere via a portal
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*
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* To use, pass it the atom doing the teleporting and the atom that is being teleported in init.
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*/
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/obj/effect/temp_visual/portal_animation
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duration = 0.25 SECONDS
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/obj/effect/temp_visual/portal_animation/Initialize(mapload, atom/portal, atom/movable/teleporting)
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. = ..()
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if(isnull(portal) || isnull(teleporting))
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return
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appearance = teleporting.appearance
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dir = teleporting.dir
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layer = portal.layer + 0.01
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alpha = teleporting.alpha
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animate(src, pixel_x = (portal.x * 32) - (x * 32), pixel_y = (portal.y * 32) - (y * 32), alpha = 0, time = duration)
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