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About The Pull Request Adds an argument to typecache generation that allows specifying the whether to include/exclude types in the input list. Also adds another argument to specify whether to remove falsey values after the typecache is generated. Why It's Good For The Game Might make zaps slightly faster??? Honestly I just thought it would be a good way to condense some whitelist/blacklist typecache sets.
155 lines
5.0 KiB
Plaintext
155 lines
5.0 KiB
Plaintext
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
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/datum/component/chasm
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var/turf/target_turf
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var/fall_message = "GAH! Ah... where are you?"
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var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
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/// List of refs to falling objects -> how many levels deep we've fallen
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var/static/list/falling_atoms = list()
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var/static/list/forbidden_types = typecacheof(list(
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/obj/singularity,
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/obj/energy_ball,
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/obj/narsie,
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/obj/docking_port,
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/obj/structure/lattice,
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/obj/structure/stone_tile,
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/obj/projectile,
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/obj/effect/projectile,
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/obj/effect/portal,
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/obj/effect/abstract,
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/obj/effect/hotspot,
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/obj/effect/landmark,
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/obj/effect/temp_visual,
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/obj/effect/light_emitter/tendril,
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/obj/effect/collapse,
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/obj/effect/particle_effect/ion_trails,
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/obj/effect/dummy/phased_mob,
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/obj/effect/mapping_helpers,
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/obj/effect/wisp,
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))
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/datum/component/chasm/Initialize(turf/target)
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/Entered)
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target_turf = target
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START_PROCESSING(SSobj, src) // process on create, in case stuff is still there
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/datum/component/chasm/proc/Entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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START_PROCESSING(SSobj, src)
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drop_stuff(arrived)
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/datum/component/chasm/process()
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if (!drop_stuff())
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STOP_PROCESSING(SSobj, src)
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/datum/component/chasm/proc/is_safe()
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//if anything matching this typecache is found in the chasm, we don't drop things
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var/static/list/chasm_safeties_typecache = typecacheof(list(/obj/structure/lattice/catwalk, /obj/structure/stone_tile))
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var/atom/parent = src.parent
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var/list/found_safeties = typecache_filter_list(parent.contents, chasm_safeties_typecache)
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for(var/obj/structure/stone_tile/S in found_safeties)
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if(S.fallen)
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LAZYREMOVE(found_safeties, S)
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return LAZYLEN(found_safeties)
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/datum/component/chasm/proc/drop_stuff(AM)
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if (is_safe())
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return FALSE
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var/atom/parent = src.parent
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var/to_check = AM ? list(AM) : parent.contents
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for (var/thing in to_check)
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if (droppable(thing))
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. = TRUE
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INVOKE_ASYNC(src, .proc/drop, thing)
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/datum/component/chasm/proc/droppable(atom/movable/AM)
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var/datum/weakref/falling_ref = WEAKREF(AM)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
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return FALSE
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if(!isliving(AM) && !isobj(AM))
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return FALSE
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if(is_type_in_typecache(AM, forbidden_types) || AM.throwing || (AM.movement_type & (FLOATING|FLYING)))
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return FALSE
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//Flies right over the chasm
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if(ismob(AM))
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var/mob/M = AM
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if(M.buckled) //middle statement to prevent infinite loops just in case!
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var/mob/buckled_to = M.buckled
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if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
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return FALSE
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if(ishuman(AM))
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var/mob/living/carbon/human/victim = AM
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if(istype(victim.belt, /obj/item/wormhole_jaunter))
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var/obj/item/wormhole_jaunter/jaunter = victim.belt
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var/turf/chasm = get_turf(victim)
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var/fall_into_chasm = jaunter.chasm_react(victim)
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if(!fall_into_chasm)
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chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
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return fall_into_chasm
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return TRUE
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/datum/component/chasm/proc/drop(atom/movable/AM)
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var/datum/weakref/falling_ref = WEAKREF(AM)
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//Make sure the item is still there after our sleep
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if(!AM || !falling_ref?.resolve())
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falling_atoms -= falling_ref
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return
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falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
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var/turf/T = target_turf
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if(T)
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// send to the turf below
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AM.visible_message(span_boldwarning("[AM] falls into [parent]!"), span_userdanger("[fall_message]"))
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T.visible_message(span_boldwarning("[AM] falls from above!"))
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AM.forceMove(T)
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if(isliving(AM))
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var/mob/living/L = AM
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L.Paralyze(100)
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L.adjustBruteLoss(30)
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falling_atoms -= falling_ref
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else
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// send to oblivion
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AM.visible_message(span_boldwarning("[AM] falls into [parent]!"), span_userdanger("[oblivion_message]"))
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if (isliving(AM))
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var/mob/living/L = AM
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L.notransform = TRUE
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L.Paralyze(20 SECONDS)
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var/oldtransform = AM.transform
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var/oldcolor = AM.color
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var/oldalpha = AM.alpha
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animate(AM, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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AM.pixel_y--
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sleep(2)
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//Make sure the item is still there after our sleep
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if(!AM || QDELETED(AM))
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return
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if(iscyborg(AM))
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var/mob/living/silicon/robot/S = AM
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qdel(S.mmi)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.stat != DEAD)
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L.death(TRUE)
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falling_atoms -= falling_ref
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qdel(AM)
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if(AM && !QDELETED(AM)) //It's indestructible
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var/atom/parent = src.parent
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parent.visible_message(span_boldwarning("[parent] spits out [AM]!"))
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AM.alpha = oldalpha
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AM.color = oldcolor
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AM.transform = oldtransform
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AM.throw_at(get_edge_target_turf(parent,pick(GLOB.alldirs)),rand(1, 10),rand(1, 10))
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