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* Makes turfs persist their signals, uses this to optimize connect_loc (#59608) * Makes turfs persist signals * Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear * Converts all uses of connect_loc over to the new patterns * Adds some comments, actually makes turfs persist signals * There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work * bro fuck documentation * Changes from a var to a proc, prevents admemems and idiots * Extra detail on why we do the copy post qdel * Makes turfs persist their signals, uses this to optimize connect_loc Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
242 lines
7.0 KiB
Plaintext
242 lines
7.0 KiB
Plaintext
/obj/structure/trap
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name = "IT'S A TRAP"
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desc = "Stepping on me is a guaranteed bad day."
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icon = 'icons/obj/hand_of_god_structures.dmi'
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icon_state = "trap"
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density = FALSE
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anchored = TRUE
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alpha = 30 //initially quite hidden when not "recharging"
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var/flare_message = "<span class='warning'>the trap flares brightly!</span>"
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var/last_trigger = 0
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var/time_between_triggers = 600 //takes a minute to recharge
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var/charges = INFINITY
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var/checks_antimagic = TRUE
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var/list/static/ignore_typecache
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var/list/mob/immune_minds = list()
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var/sparks = TRUE
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var/datum/effect_system/spark_spread/spark_system
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/obj/structure/trap/Initialize(mapload)
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. = ..()
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flare_message = "<span class='warning'>[src] flares brightly!</span>"
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spark_system = new
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spark_system.set_up(4,1,src)
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spark_system.attach(src)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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if(!ignore_typecache)
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ignore_typecache = typecacheof(list(
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/obj/effect,
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/mob/dead))
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/obj/structure/trap/Destroy()
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qdel(spark_system)
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spark_system = null
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. = ..()
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/obj/structure/trap/examine(mob/user)
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. = ..()
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if(!isliving(user))
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return
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if(user.mind && (user.mind in immune_minds))
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return
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if(get_dist(user, src) <= 1)
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. += span_notice("You reveal [src]!")
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flare()
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/obj/structure/trap/proc/flare()
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// Makes the trap visible, and starts the cooldown until it's
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// able to be triggered again.
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visible_message(flare_message)
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if(sparks)
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spark_system.start()
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alpha = 200
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last_trigger = world.time
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charges--
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if(charges <= 0)
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animate(src, alpha = 0, time = 10)
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QDEL_IN(src, 10)
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else
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animate(src, alpha = initial(alpha), time = time_between_triggers)
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/obj/structure/trap/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(last_trigger + time_between_triggers > world.time)
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return
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// Don't want the traps triggered by sparks, ghosts or projectiles.
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if(is_type_in_typecache(AM, ignore_typecache))
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return
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if(ismob(AM))
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var/mob/M = AM
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if(M.mind in immune_minds)
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return
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if(checks_antimagic && M.anti_magic_check())
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flare()
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return
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if(charges <= 0)
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return
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flare()
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if(isliving(AM))
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trap_effect(AM)
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/obj/structure/trap/proc/trap_effect(mob/living/L)
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return
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/obj/structure/trap/stun
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name = "shock trap"
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desc = "A trap that will shock and render you immobile. You'd better avoid it."
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icon_state = "trap-shock"
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var/stun_time = 100
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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.Paralyze(stun_time)
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/obj/structure/trap/stun/hunter
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name = "bounty trap"
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desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_on"
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stun_time = 200
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sparks = FALSE //the item version gives them off to prevent runtimes (see Destroy())
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checks_antimagic = FALSE
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var/obj/item/bountytrap/stored_item
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var/caught = FALSE
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/obj/structure/trap/stun/hunter/Initialize(mapload)
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. = ..()
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time_between_triggers = 10
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flare_message = "<span class='warning'>[src] snaps shut!</span>"
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/obj/structure/trap/stun/hunter/Destroy()
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if(!QDELETED(stored_item))
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qdel(stored_item)
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stored_item = null
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return ..()
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/obj/structure/trap/stun/hunter/on_entered(datum/source, atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
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return
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caught = TRUE
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. = ..()
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/obj/structure/trap/stun/hunter/flare()
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..()
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stored_item.forceMove(get_turf(src))
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forceMove(stored_item)
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if(caught)
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stored_item.announce_fugitive()
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caught = FALSE
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/obj/item/bountytrap
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name = "bounty trap"
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desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
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icon = 'icons/obj/objects.dmi'
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icon_state = "bounty_trap_off"
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var/obj/structure/trap/stun/hunter/stored_trap
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var/obj/item/radio/radio
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var/datum/effect_system/spark_spread/spark_system
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/obj/item/bountytrap/Initialize(mapload)
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. = ..()
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radio = new(src)
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radio.subspace_transmission = TRUE
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radio.canhear_range = 0
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radio.recalculateChannels()
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spark_system = new
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spark_system.set_up(4,1,src)
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spark_system.attach(src)
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name = "[name] #[rand(1, 999)]"
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stored_trap = new(src)
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stored_trap.name = name
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stored_trap.stored_item = src
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/obj/item/bountytrap/proc/announce_fugitive()
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spark_system.start()
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playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
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radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
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/obj/item/bountytrap/attack_self(mob/living/user)
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var/turf/T = get_turf(src)
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if(!user || !user.transferItemToLoc(src, T))//visibly unequips
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return
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to_chat(user, "<span class=notice>You set up [src]. Examine while close to disarm it.</span>")
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stored_trap.forceMove(T)//moves trap to ground
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forceMove(stored_trap)//moves item into trap
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/obj/item/bountytrap/Destroy()
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if(!QDELETED(stored_trap))
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qdel(stored_trap)
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stored_trap = null
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QDEL_NULL(radio)
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QDEL_NULL(spark_system)
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. = ..()
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/obj/structure/trap/fire
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name = "flame trap"
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desc = "A trap that will set you ablaze. You'd better avoid it."
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icon_state = "trap-fire"
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/obj/structure/trap/fire/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>Spontaneous combustion!</B>"))
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L.Paralyze(20)
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new /obj/effect/hotspot(get_turf(src))
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/obj/structure/trap/chill
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name = "frost trap"
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desc = "A trap that will chill you to the bone. You'd better avoid it."
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icon_state = "trap-frost"
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/obj/structure/trap/chill/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>You're frozen solid!</B>"))
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L.Paralyze(20)
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L.adjust_bodytemperature(-300)
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L.apply_status_effect(/datum/status_effect/freon)
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/obj/structure/trap/damage
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name = "earth trap"
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desc = "A trap that will summon a small earthquake, just for you. You'd better avoid it."
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icon_state = "trap-earth"
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/obj/structure/trap/damage/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>The ground quakes beneath your feet!</B>"))
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L.Paralyze(100)
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L.adjustBruteLoss(35)
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var/obj/structure/flora/rock/giant_rock = new(get_turf(src))
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QDEL_IN(giant_rock, 200)
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/obj/structure/trap/ward
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name = "divine ward"
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desc = "A divine barrier, It looks like you could destroy it with enough effort, or wait for it to dissipate..."
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icon_state = "ward"
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density = TRUE
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time_between_triggers = 1200 //Exists for 2 minutes
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/obj/structure/trap/ward/Initialize()
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. = ..()
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QDEL_IN(src, time_between_triggers)
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/obj/structure/trap/cult
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name = "unholy trap"
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desc = "A trap that rings with unholy energy. You think you hear... chittering?"
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icon_state = "trap-cult"
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/obj/structure/trap/cult/trap_effect(mob/living/L)
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to_chat(L, span_danger("<B>With a crack, the hostile constructs come out of hiding, stunning you!</B>"))
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L.electrocute_act(10, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
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L.Paralyze(20)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
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QDEL_IN(src, 30)
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