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Bubberstation/code/game/objects/items/religion.dm
SkyratBot f02e30a50e [MIRROR] Implements timed_action_flags for do_after-like procs (#1385)
* Implements timed_action_flags for do_after-like procs (#54409)

Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.

* Implements timed_action_flags for do_after-like procs

* Update horror_form.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:06:03 +02:00

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/obj/item/banner
name = "banner"
desc = "A banner with Nanotrasen's logo on it."
icon = 'icons/obj/banner.dmi'
icon_state = "banner"
inhand_icon_state = "banner"
force = 8
attack_verb_continuous = list("forcefully inspires", "violently encourages", "relentlessly galvanizes")
attack_verb_simple = list("forcefully inspire", "violently encourage", "relentlessly galvanize")
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
var/inspiration_available = TRUE //If this banner can be used to inspire crew
var/morale_time = 0
var/morale_cooldown = 600 //How many deciseconds between uses
var/list/job_loyalties //Mobs with any of these assigned roles will be inspired
var/list/role_loyalties //Mobs with any of these special roles will be inspired
var/warcry
/obj/item/banner/examine(mob/user)
. = ..()
if(inspiration_available)
. += "<span class='notice'>Activate it in your hand to inspire nearby allies of this banner's allegiance!</span>"
/obj/item/banner/attack_self(mob/living/carbon/human/user)
if(!inspiration_available)
return
if(morale_time > world.time)
to_chat(user, "<span class='warning'>You aren't feeling inspired enough to flourish [src] again yet.</span>")
return
user.visible_message("<span class='big notice'>[user] flourishes [src]!</span>", \
"<span class='notice'>You raise [src] skywards, inspiring your allies!</span>")
playsound(src, "rustle", 100, FALSE)
if(warcry)
user.say("[warcry]", forced="banner")
var/old_transform = user.transform
user.transform *= 1.2
animate(user, transform = old_transform, time = 10)
morale_time = world.time + morale_cooldown
var/list/inspired = list()
var/has_job_loyalties = LAZYLEN(job_loyalties)
var/has_role_loyalties = LAZYLEN(role_loyalties)
inspired += user //The user is always inspired, regardless of loyalties
for(var/mob/living/carbon/human/H in range(4, get_turf(src)))
if(H.stat == DEAD || H == user)
continue
if(H.mind && (has_job_loyalties || has_role_loyalties))
if(has_job_loyalties && (H.mind.assigned_role in job_loyalties))
inspired += H
else if(has_role_loyalties && (H.mind.special_role in role_loyalties))
inspired += H
else if(check_inspiration(H))
inspired += H
for(var/V in inspired)
var/mob/living/carbon/human/H = V
if(H != user)
to_chat(H, "<span class='notice'>Your confidence surges as [user] flourishes [user.p_their()] [name]!</span>")
inspiration(H)
special_inspiration(H)
/obj/item/banner/proc/check_inspiration(mob/living/carbon/human/H) //Banner-specific conditions for being eligible
return
/obj/item/banner/proc/inspiration(mob/living/carbon/human/H)
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStun(-40)
H.AdjustKnockdown(-40)
H.AdjustImmobilized(-40)
H.AdjustParalyzed(-40)
H.AdjustUnconscious(-40)
playsound(H, 'sound/magic/staff_healing.ogg', 25, FALSE)
/obj/item/banner/proc/special_inspiration(mob/living/carbon/human/H) //Any banner-specific inspiration effects go here
return
/obj/item/banner/security
name = "securistan banner"
desc = "The banner of Securistan, ruling the station with an iron fist."
icon_state = "banner_security"
inhand_icon_state = "banner_security"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "EVERYONE DOWN ON THE GROUND!!"
/obj/item/banner/security/Initialize()
. = ..()
job_loyalties = GLOB.security_positions
/obj/item/banner/security/mundane
inspiration_available = FALSE
/datum/crafting_recipe/security_banner
name = "Securistan Banner"
result = /obj/item/banner/security/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/security/officer = 1)
category = CAT_MISC
/obj/item/banner/medical
name = "meditopia banner"
desc = "The banner of Meditopia, generous benefactors that cure wounds and shelter the weak."
icon_state = "banner_medical"
inhand_icon_state = "banner_medical"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "No wounds cannot be healed!"
/obj/item/banner/medical/Initialize()
. = ..()
job_loyalties = GLOB.medical_positions
/obj/item/banner/medical/mundane
inspiration_available = FALSE
/obj/item/banner/medical/check_inspiration(mob/living/carbon/human/H)
return H.stat //Meditopia is moved to help those in need
/datum/crafting_recipe/medical_banner
name = "Meditopia Banner"
result = /obj/item/banner/medical/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/medical = 1)
category = CAT_MISC
/obj/item/banner/medical/special_inspiration(mob/living/carbon/human/H)
H.adjustToxLoss(-15)
H.setOxyLoss(0)
H.reagents.add_reagent(/datum/reagent/medicine/inaprovaline, 5)
/obj/item/banner/science
name = "sciencia banner"
desc = "The banner of Sciencia, bold and daring thaumaturges and researchers that take the path less traveled."
icon_state = "banner_science"
inhand_icon_state = "banner_science"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "For Cuban Pete!"
/obj/item/banner/science/Initialize()
. = ..()
job_loyalties = GLOB.science_positions
/obj/item/banner/science/mundane
inspiration_available = FALSE
/obj/item/banner/science/check_inspiration(mob/living/carbon/human/H)
return H.on_fire //Sciencia is pleased by dedication to the art of Toxins
/datum/crafting_recipe/science_banner
name = "Sciencia Banner"
result = /obj/item/banner/science/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/rnd/scientist = 1)
category = CAT_MISC
/obj/item/banner/cargo
name = "cargonia banner"
desc = "The banner of the eternal Cargonia, with the mystical power of conjuring any object into existence."
icon_state = "banner_cargo"
inhand_icon_state = "banner_cargo"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "Hail Cargonia!"
/obj/item/banner/cargo/Initialize()
. = ..()
job_loyalties = GLOB.supply_positions
/obj/item/banner/cargo/mundane
inspiration_available = FALSE
/datum/crafting_recipe/cargo_banner
name = "Cargonia Banner"
result = /obj/item/banner/cargo/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/cargo/tech = 1)
category = CAT_MISC
/obj/item/banner/engineering
name = "engitopia banner"
desc = "The banner of Engitopia, wielders of limitless power."
icon_state = "banner_engineering"
inhand_icon_state = "banner_engineering"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "All hail lord Singuloth!!"
/obj/item/banner/engineering/Initialize()
. = ..()
job_loyalties = GLOB.engineering_positions
/obj/item/banner/engineering/mundane
inspiration_available = FALSE
/obj/item/banner/engineering/special_inspiration(mob/living/carbon/human/H)
H.radiation = 0
/datum/crafting_recipe/engineering_banner
name = "Engitopia Banner"
result = /obj/item/banner/engineering/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/engineering/engineer = 1)
category = CAT_MISC
/obj/item/banner/command
name = "command banner"
desc = "The banner of Command, a staunch and ancient line of bueraucratic kings and queens."
//No icon state here since the default one is the NT banner
warcry = "Hail Nanotrasen!"
/obj/item/banner/command/Initialize()
. = ..()
job_loyalties = GLOB.command_positions
/obj/item/banner/command/mundane
inspiration_available = FALSE
/obj/item/banner/command/check_inspiration(mob/living/carbon/human/H)
return HAS_TRAIT(H, TRAIT_MINDSHIELD) //Command is stalwart but rewards their allies.
/datum/crafting_recipe/command_banner
name = "Command Banner"
result = /obj/item/banner/command/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/captain/parade = 1)
category = CAT_MISC
/obj/item/banner/red
name = "red banner"
icon_state = "banner-red"
inhand_icon_state = "banner-red"
desc = "A banner with the logo of the red deity."
/obj/item/banner/blue
name = "blue banner"
icon_state = "banner-blue"
inhand_icon_state = "banner-blue"
desc = "A banner with the logo of the blue deity."
/obj/item/storage/backpack/bannerpack
name = "\improper Nanotrasen banner backpack"
desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
icon_state = "bannerpack"
/obj/item/storage/backpack/bannerpack/Initialize()
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.max_combined_w_class = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
/obj/item/storage/backpack/bannerpack/red
name = "red banner backpack"
desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
icon_state = "bannerpack-red"
/obj/item/storage/backpack/bannerpack/blue
name = "blue banner backpack"
desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
icon_state = "bannerpack-blue"
//this is all part of one item set
/obj/item/clothing/suit/armor/plate/crusader
name = "Crusader's Armour"
desc = "Armour that's comprised of metal and cloth."
icon_state = "crusader"
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
/obj/item/clothing/suit/armor/plate/crusader/blue
icon_state = "crusader-blue"
/obj/item/clothing/head/helmet/plate/crusader
name = "Crusader's Hood"
desc = "A brownish hood."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
/obj/item/clothing/head/helmet/plate/crusader/red
icon_state = "crusader-red"
//Prophet helmet
/obj/item/clothing/head/helmet/plate/crusader/prophet
name = "Prophet's Hat"
desc = "A religious-looking hat."
worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
icon_state = null
flags_1 = 0
armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 70, BIO = 50, RAD = 50, FIRE = 60, ACID = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
clothing_flags = LARGE_WORN_ICON
/obj/item/clothing/head/helmet/plate/crusader/prophet/red
icon_state = "prophet-red"
/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
icon_state = "prophet-blue"
//Structure conversion staff
/obj/item/godstaff
name = "godstaff"
desc = "It's a stick..?"
icon_state = "godstaff-red"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
var/conversion_color = "#ffffff"
var/staffcooldown = 0
var/staffwait = 30
/obj/item/godstaff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(staffcooldown + staffwait > world.time)
return
user.visible_message("<span class='notice'>[user] chants deeply and waves [user.p_their()] staff!</span>")
if(do_after(user, 2 SECONDS, src))
target.add_atom_colour(conversion_color, WASHABLE_COLOUR_PRIORITY) //wololo
staffcooldown = world.time
/obj/item/godstaff/red
icon_state = "godstaff-red"
conversion_color = "#ff0000"
/obj/item/godstaff/blue
icon_state = "godstaff-blue"
conversion_color = "#0000ff"
/obj/item/clothing/gloves/plate
name = "Plate Gauntlets"
icon_state = "crusader"
desc = "They're like gloves, but made of metal."
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
/obj/item/clothing/gloves/plate/red
icon_state = "crusader-red"
/obj/item/clothing/gloves/plate/blue
icon_state = "crusader-blue"
/obj/item/clothing/shoes/plate
name = "Plate Boots"
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
clothing_flags = NOSLIP
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/plate/red
icon_state = "crusader-red"
/obj/item/clothing/shoes/plate/blue
icon_state = "crusader-blue"
/obj/item/storage/box/itemset/crusader
name = "Crusader's Armour Set" //i can't into ck2 references
desc = "This armour is said to be based on the armor of kings on another world thousands of years ago, who tended to assassinate, conspire, and plot against everyone who tried to do the same to them. Some things never change."
/obj/item/storage/box/itemset/crusader/blue/PopulateContents()
new /obj/item/clothing/suit/armor/plate/crusader/blue(src)
new /obj/item/clothing/head/helmet/plate/crusader/blue(src)
new /obj/item/clothing/gloves/plate/blue(src)
new /obj/item/clothing/shoes/plate/blue(src)
/obj/item/storage/box/itemset/crusader/red/PopulateContents()
new /obj/item/clothing/suit/armor/plate/crusader/red(src)
new /obj/item/clothing/head/helmet/plate/crusader/red(src)
new /obj/item/clothing/gloves/plate/red(src)
new /obj/item/clothing/shoes/plate/red(src)
/obj/item/claymore/weak
desc = "This one is rusted."
force = 30
armour_penetration = 15
/obj/item/claymore/weak/ceremonial
desc = "A rusted claymore, once at the heart of a powerful scottish clan struck down and oppressed by tyrants, it has been passed down the ages as a symbol of defiance."
force = 15
block_chance = 30
armour_penetration = 5