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## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑
316 lines
10 KiB
Plaintext
316 lines
10 KiB
Plaintext
/obj/structure/mirror
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name = "mirror"
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desc = "Mirror mirror on the wall, who's the most robust of them all?"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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movement_type = FLOATING
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density = FALSE
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anchored = TRUE
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max_integrity = 200
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integrity_failure = 0.5
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28)
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/obj/structure/mirror/broken
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icon_state = "mirror_broke"
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/obj/structure/mirror/broken/Initialize(mapload)
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. = ..()
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atom_break(null, mapload)
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror/broken, 28)
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/obj/structure/mirror/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return TRUE
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if(broken || !Adjacent(user))
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return TRUE
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if(!ishuman(user))
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return TRUE
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var/mob/living/carbon/human/hairdresser = user
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//handle facial hair (if necessary)
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if(hairdresser.gender != FEMALE)
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var/new_style = tgui_input_list(user, "Select a facial hairstyle", "Grooming", GLOB.facial_hairstyles_list)
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if(isnull(new_style))
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE //no tele-grooming
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if(HAS_TRAIT(hairdresser, TRAIT_SHAVED))
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to_chat(hairdresser, span_notice("If only growing back facial hair were that easy for you..."))
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hairdresser.facial_hairstyle = new_style
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else
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hairdresser.facial_hairstyle = "Shaved"
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//handle normal hair
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var/new_style = tgui_input_list(user, "Select a hairstyle", "Grooming", GLOB.hairstyles_list)
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if(isnull(new_style))
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE //no tele-grooming
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if(HAS_TRAIT(hairdresser, TRAIT_BALD))
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to_chat(hairdresser, span_notice("If only growing back hair were that easy for you..."))
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hairdresser.hairstyle = new_style
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hairdresser.update_body_parts()
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/obj/structure/mirror/examine_status(mob/user)
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if(broken)
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return list()// no message spam
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return ..()
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/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user)
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if(broken || !istype(user) || !I.force)
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return ..()
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. = ..()
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if(broken) // breaking a mirror truly gets you bad luck!
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to_chat(user, span_warning("A chill runs down your spine as [src] shatters..."))
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user.AddComponent(/datum/component/omen)
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/obj/structure/mirror/bullet_act(obj/projectile/P)
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if(broken || !isliving(P.firer) || !P.damage)
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return ..()
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. = ..()
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if(broken) // breaking a mirror truly gets you bad luck!
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var/mob/living/unlucky_dude = P.firer
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to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters..."))
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unlucky_dude.AddComponent(/datum/component/omen)
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/obj/structure/mirror/atom_break(damage_flag, mapload)
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. = ..()
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if(broken || (flags_1 & NODECONSTRUCT_1))
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return
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icon_state = "mirror_broke"
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if(!mapload)
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playsound(src, SFX_SHATTER, 70, TRUE)
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if(desc == initial(desc))
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desc = "Oh no, seven years of bad luck!"
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broken = TRUE
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/obj/structure/mirror/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(!disassembled)
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new /obj/item/shard(loc)
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else
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new /obj/item/wallframe/mirror(loc)
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qdel(src)
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/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
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..()
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if(user.combat_mode)
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return FALSE
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if(!broken)
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return TRUE
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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balloon_alert(user, "repairing...")
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if(I.use_tool(src, user, 10, volume = 50))
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balloon_alert(user, "repaired")
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broken = FALSE
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icon_state = initial(icon_state)
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desc = initial(desc)
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return TRUE
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/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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if(BURN)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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/obj/item/wallframe/mirror
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name = "mirror"
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desc = "An unmounted mirror. Attach it to a wall to use."
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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custom_materials = list(
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/datum/material/glass = SHEET_MATERIAL_AMOUNT,
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/datum/material/silver = SHEET_MATERIAL_AMOUNT,
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)
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result_path = /obj/structure/mirror
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pixel_shift = 28
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/obj/structure/mirror/magic
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name = "magic mirror"
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desc = "Turn and face the strange... face."
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icon_state = "magic_mirror"
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///Flags this race must have to be selectable with this type of mirror.
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var/race_flags = MIRROR_MAGIC
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///List of all Races that can be chosen, decided by its Initialize.
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var/list/selectable_races = list()
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/obj/structure/mirror/magic/Initialize(mapload)
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. = ..()
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if(length(selectable_races))
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return
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for(var/datum/species/species_type as anything in subtypesof(/datum/species))
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if(initial(species_type.changesource_flags) & race_flags)
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selectable_races[initial(species_type.name)] = species_type
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selectable_races = sort_list(selectable_races)
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/obj/structure/mirror/magic/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return TRUE
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if(!ishuman(user))
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return TRUE
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var/mob/living/carbon/human/amazed_human = user
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var/choice = tgui_input_list(user, "Something to change?", "Magical Grooming", list("name", "race", "gender", "hair", "eyes"))
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if(isnull(choice))
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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switch(choice)
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if("name")
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var/newname = sanitize_name(tgui_input_text(amazed_human, "Who are we again?", "Name change", amazed_human.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
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if(!newname)
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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amazed_human.real_name = newname
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amazed_human.name = newname
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if(amazed_human.dna)
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amazed_human.dna.real_name = newname
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if(amazed_human.mind)
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amazed_human.mind.name = newname
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if("race")
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var/racechoice = tgui_input_list(amazed_human, "What are we again?", "Race change", selectable_races)
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if(isnull(racechoice))
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return TRUE
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if(!selectable_races[racechoice])
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return TRUE
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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var/datum/species/newrace = selectable_races[racechoice]
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amazed_human.set_species(newrace, icon_update = FALSE)
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if(amazed_human.dna.species.use_skintones)
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var/new_s_tone = tgui_input_list(user, "Choose your skin tone", "Race change", GLOB.skin_tones)
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if(new_s_tone)
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amazed_human.skin_tone = new_s_tone
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amazed_human.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
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if(MUTCOLORS in amazed_human.dna.species.species_traits)
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var/new_mutantcolor = input(user, "Choose your skin color:", "Race change", amazed_human.dna.features["mcolor"]) as color|null
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(new_mutantcolor)
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var/temp_hsv = RGBtoHSV(new_mutantcolor)
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if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
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amazed_human.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
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amazed_human.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
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else
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to_chat(amazed_human, span_notice("Invalid color. Your color is not bright enough."))
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return TRUE
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amazed_human.update_body(is_creating = TRUE)
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amazed_human.update_mutations_overlay() // no hulk lizard
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if("gender")
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if(!(amazed_human.gender in list("male", "female"))) //blame the patriarchy
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return TRUE
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if(amazed_human.gender == "male")
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if(tgui_alert(amazed_human, "Become a Witch?", "Confirmation", list("Yes", "No")) == "Yes")
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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amazed_human.gender = FEMALE
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amazed_human.physique = FEMALE
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to_chat(amazed_human, span_notice("Man, you feel like a woman!"))
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else
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return TRUE
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else
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if(tgui_alert(amazed_human, "Become a Warlock?", "Confirmation", list("Yes", "No")) == "Yes")
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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amazed_human.gender = MALE
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amazed_human.physique = MALE
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to_chat(amazed_human, span_notice("Whoa man, you feel like a man!"))
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else
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return TRUE
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amazed_human.dna.update_ui_block(DNA_GENDER_BLOCK)
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amazed_human.update_body()
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amazed_human.update_mutations_overlay() //(hulk male/female)
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if("hair")
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var/hairchoice = tgui_alert(amazed_human, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(hairchoice == "Style") //So you just want to use a mirror then?
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return ..()
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else
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var/new_hair_color = input(amazed_human, "Choose your hair color", "Hair Color",amazed_human.hair_color) as color|null
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(new_hair_color)
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amazed_human.hair_color = sanitize_hexcolor(new_hair_color)
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amazed_human.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
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if(amazed_human.gender == "male")
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var/new_face_color = input(amazed_human, "Choose your facial hair color", "Hair Color", amazed_human.facial_hair_color) as color|null
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if(new_face_color)
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amazed_human.facial_hair_color = sanitize_hexcolor(new_face_color)
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amazed_human.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
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amazed_human.update_body_parts()
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if(BODY_ZONE_PRECISE_EYES)
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var/new_eye_color = input(amazed_human, "Choose your eye color", "Eye Color", amazed_human.eye_color_left) as color|null
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if(!user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return TRUE
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if(new_eye_color)
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amazed_human.eye_color_left = sanitize_hexcolor(new_eye_color)
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amazed_human.eye_color_right = sanitize_hexcolor(new_eye_color)
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amazed_human.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
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amazed_human.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
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amazed_human.update_body()
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/obj/structure/mirror/magic/lesser/Initialize(mapload)
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// Roundstart species don't have a flag, so it has to be set on Initialize.
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selectable_races = get_selectable_species().Copy()
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return ..()
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/obj/structure/mirror/magic/badmin
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race_flags = MIRROR_BADMIN
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/obj/structure/mirror/magic/pride
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name = "pride's mirror"
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desc = "Pride cometh before the..."
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race_flags = MIRROR_PRIDE
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/obj/structure/mirror/magic/pride/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return TRUE
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user.visible_message(span_danger("<B>The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!</B>"), \
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span_notice("Perfect. Much better! Now <i>nobody</i> will be able to resist yo-"))
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var/turf/user_turf = get_turf(user)
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var/list/levels = SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS)
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var/turf/dest
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if(length(levels))
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dest = locate(user_turf.x, user_turf.y, pick(levels))
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user_turf.ChangeTurf(/turf/open/chasm, flags = CHANGETURF_INHERIT_AIR)
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var/turf/open/chasm/new_chasm = user_turf
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new_chasm.set_target(dest)
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new_chasm.drop(user)
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