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https://github.com/Bubberstation/Bubberstation.git
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Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102 Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move. Adds Immobilize()d status effect that freezes movement but does not prevent anything else. Adds Paralyze()d which is oldstun "You can't do anything at all and knock down). Stun() will now prevent any item/UI usage and movement (which is similar to before). Knockdown() will now only knockdown without preventing item usage/movement. People knocked down will be able to crawl at softcrit-speeds Refactors some /mob variables and procs to /mob/living. update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove cl rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower. /cl Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
140 lines
3.7 KiB
Plaintext
140 lines
3.7 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/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/list/static/ignore_typecache
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var/list/mob/immune_minds = list()
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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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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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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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to_chat(user, "<span class='notice'>You reveal [src]!</span>")
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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("<span class='warning'>[src] flares brightly!</span>")
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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/Crossed(atom/movable/AM)
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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 || M.anti_magic_check())
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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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/obj/structure/trap/stun/trap_effect(mob/living/L)
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L.electrocute_act(30, src, safety=1) // electrocute act does a message.
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L.Paralyze(100)
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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 class='danger'><B>Spontaneous combustion!</B></span>")
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L.Paralyze(20)
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/obj/structure/trap/fire/flare()
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..()
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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 class='danger'><B>You're frozen solid!</B></span>")
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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 class='danger'><B>The ground quakes beneath your feet!</B></span>")
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L.Paralyze(100)
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L.adjustBruteLoss(35)
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/obj/structure/trap/damage/flare()
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..()
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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/New()
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..()
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QDEL_IN(src, time_between_triggers)
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