Files
Bubberstation/code/datums/components/object_possession.dm
Tim 1f855eb9ff Weather DLC - Make it Rain Anything! (#89550)
Introducing more weather types! And yes, you can now have rain be
reagent based!

<details>
<summary>Regular Rain</summary>

![dreamseeker_9S1WzdBW8Z](https://github.com/user-attachments/assets/83aaa1fe-9105-4e15-8455-0337c5c592ef)

</details>

<details>
<summary>Blood Rain</summary>

![dreamseeker_SZufAoXDFt](https://github.com/user-attachments/assets/209404dc-34dd-4381-9bab-9b84eaec2658)

</details>

<details>
<summary>Acid Rain</summary>

![dreamseeker_ngiOqdB5n2](https://github.com/user-attachments/assets/0ab953c6-a215-444a-bdbd-addfc2b1ddbb)

</details>

You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.

Did I mention... there is thunder?

<details>
<summary>Thunder Strikes</summary>

![Untitled video - Made with
Clipchamp](https://github.com/user-attachments/assets/7c5c5930-6e0a-4706-a41b-3cbcc277bfd5)

</details>

<details>
<summary>Sand Storms</summary>

![dreamseeker_ZEFUS73dSA](https://github.com/user-attachments/assets/4a754f2d-c4e5-4b2f-9add-4742628cfa74)

</details>

Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms

Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222

---

- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0

The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.

More weather customization!

🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-04-29 17:44:46 -06:00

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/// Component that allows a user to control any object as if it were a mob. Does give the user incorporeal movement.
/datum/component/object_possession
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// Stores a reference to the obj that we are currently possessing.
var/obj/possessed = null
/// Ref to the screen object that is currently being displayed.
var/datum/weakref/screen_alert_ref = null
/**
* back up of the real name during user possession
*
* When a user possesses an object its real name is set to the user name and this
* stores whatever the real name was previously. When possession ends, the real name
* is reset to this value
*/
var/stashed_name = null
/datum/component/object_possession/Initialize(obj/target)
. = ..()
if(!isobj(target) || !ismob(parent))
return COMPONENT_INCOMPATIBLE
if(!bind_to_new_object(target))
return COMPONENT_INCOMPATIBLE
var/mob/user = parent
screen_alert_ref = WEAKREF(user.throw_alert(ALERT_UNPOSSESS_OBJECT, /atom/movable/screen/alert/unpossess_object))
// we can expect to be possessed by either a nonliving or a living mob
RegisterSignals(parent, list(COMSIG_MOB_CLIENT_PRE_LIVING_MOVE, COMSIG_MOB_CLIENT_PRE_NON_LIVING_MOVE), PROC_REF(on_move))
RegisterSignals(parent, list(COMSIG_MOB_GHOSTIZED, COMSIG_KB_ADMIN_AGHOST_DOWN), PROC_REF(end_possession))
/datum/component/object_possession/Destroy()
cleanup_object_binding()
UnregisterSignal(parent, list(
COMSIG_KB_ADMIN_AGHOST_DOWN,
COMSIG_MOB_CLIENT_PRE_LIVING_MOVE,
COMSIG_MOB_CLIENT_PRE_NON_LIVING_MOVE,
COMSIG_MOB_GHOSTIZED,
))
var/mob/user = parent
var/atom/movable/screen/alert/alert_to_clear = screen_alert_ref?.resolve()
if(!QDELETED(alert_to_clear))
user.clear_alert(ALERT_UNPOSSESS_OBJECT)
return ..()
/datum/component/object_possession/InheritComponent(datum/component/object_possession/old_component, i_am_original, obj/target)
cleanup_object_binding()
if(!bind_to_new_object(target))
qdel(src)
stashed_name = old_component.stashed_name
/// Binds the mob to the object and sets up the naming and everything.
/// Returns FALSE if we don't bind, TRUE if we succeed.
/datum/component/object_possession/proc/bind_to_new_object(obj/target)
if((target.obj_flags & DANGEROUS_POSSESSION) && CONFIG_GET(flag/forbid_singulo_possession))
to_chat(parent, "[target] is too powerful for you to possess.", confidential = TRUE)
return FALSE
var/mob/user = parent
stashed_name = user.real_name
possessed = target
user.forceMove(target)
user.real_name = target.name
user.name = target.name
user.reset_perspective(target)
target.AddElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
target.AddElement(/datum/element/weather_listener, /datum/weather/snow_storm, ZTRAIT_SNOWSTORM, GLOB.snowstorm_sounds)
target.AddElement(/datum/element/weather_listener, /datum/weather/rain_storm, ZTRAIT_RAINSTORM, GLOB.rain_storm_sounds)
target.AddElement(/datum/element/weather_listener, /datum/weather/sand_storm, ZTRAIT_SANDSTORM, GLOB.sand_storm_sounds)
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(end_possession))
return TRUE
/// Cleans up everything pertinent to the current possessed object.
/datum/component/object_possession/proc/cleanup_object_binding()
if(QDELETED(possessed))
return
var/mob/poltergeist = parent
possessed.RemoveElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
possessed.RemoveElement(/datum/element/weather_listener, /datum/weather/rain_storm, ZTRAIT_RAINSTORM, GLOB.rain_storm_sounds)
possessed.RemoveElement(/datum/element/weather_listener, /datum/weather/sand_storm, ZTRAIT_SANDSTORM, GLOB.sand_storm_sounds)
possessed.RemoveElement(/datum/element/weather_listener, /datum/weather/snow_storm, ZTRAIT_SNOWSTORM, GLOB.snowstorm_sounds)
UnregisterSignal(possessed, COMSIG_QDELETING)
if(!isnull(stashed_name))
poltergeist.real_name = stashed_name
poltergeist.name = stashed_name
if(ishuman(poltergeist))
var/mob/living/carbon/human/human_user = poltergeist
human_user.name = human_user.get_visible_name()
poltergeist.forceMove(get_turf(possessed))
poltergeist.reset_perspective()
possessed = null
/**
* force move the parent object instead of the source mob.
*
* Has no sanity other than checking the possed obj's density. this means it effectively has incorporeal movement, making it only good for badminnery.
*
* We always want to return `COMPONENT_MOVABLE_BLOCK_PRE_MOVE` here regardless
*/
/datum/component/object_possession/proc/on_move(datum/source, new_loc, direct)
SIGNAL_HANDLER
. = COMPONENT_MOVABLE_BLOCK_PRE_MOVE // both signals that invoke this are explicitly tied to listen for this define as the return value
if(QDELETED(possessed))
return .
if(!possessed.density)
possessed.forceMove(get_step(possessed, direct))
else
step(possessed, direct)
if(QDELETED(possessed))
return .
possessed.setDir(direct)
return .
/// Just the overall "get me outta here" proc.
/datum/component/object_possession/proc/end_possession(datum/source)
SIGNAL_HANDLER
qdel(src)