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Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
196 lines
4.7 KiB
Plaintext
196 lines
4.7 KiB
Plaintext
/* Simple object type, calls a proc when "stepped" on by something */
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/obj/effect/step_trigger
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var/affect_ghosts = 0
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var/stopper = 1 // stops throwers
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var/mobs_only = FALSE
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invisibility = INVISIBILITY_ABSTRACT // nope cant see this shit
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anchored = TRUE
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/obj/effect/step_trigger/proc/Trigger(atom/movable/A)
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return 0
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/obj/effect/step_trigger/Crossed(H as mob|obj)
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..()
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if(!H)
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return
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if(isobserver(H) && !affect_ghosts)
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return
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if(!ismob(H) && mobs_only)
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return
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Trigger(H)
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/obj/effect/step_trigger/singularity_act()
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return
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/obj/effect/step_trigger/singularity_pull()
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return
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/* Sends a message to mob when triggered*/
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/obj/effect/step_trigger/message
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var/message //the message to give to the mob
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var/once = 1
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mobs_only = TRUE
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/obj/effect/step_trigger/message/Trigger(mob/M)
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if(M.client)
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to_chat(M, "<span class='info'>[message]</span>")
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if(once)
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qdel(src)
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/* Tosses things in a certain direction */
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/obj/effect/step_trigger/thrower
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var/direction = SOUTH // the direction of throw
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var/tiles = 3 // if 0: forever until atom hits a stopper
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var/immobilize = 1 // if nonzero: prevents mobs from moving while they're being flung
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var/speed = 1 // delay of movement
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var/facedir = 0 // if 1: atom faces the direction of movement
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var/nostop = 0 // if 1: will only be stopped by teleporters
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var/list/affecting = list()
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/obj/effect/step_trigger/thrower/Trigger(atom/A)
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if(!A || !ismovable(A))
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return
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var/atom/movable/AM = A
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var/curtiles = 0
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var/stopthrow = FALSE
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for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
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if(AM in T.affecting)
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return
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if(immobilize)
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ADD_TRAIT(AM, TRAIT_IMMOBILIZED, src)
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affecting.Add(AM)
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while(AM && !stopthrow)
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if(tiles)
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if(curtiles >= tiles)
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break
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if(AM.z != src.z)
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break
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curtiles++
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sleep(speed)
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// Calculate if we should stop the process
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if(!nostop)
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for(var/obj/effect/step_trigger/T in get_step(AM, direction))
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if(T.stopper && T != src)
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stopthrow = TRUE
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else
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for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
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if(T.stopper)
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stopthrow = TRUE
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if(AM)
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var/predir = AM.dir
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step(AM, direction)
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if(!facedir)
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AM.setDir(predir)
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affecting.Remove(AM)
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REMOVE_TRAIT(AM, TRAIT_IMMOBILIZED, src)
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/* Stops things thrown by a thrower, doesn't do anything */
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/obj/effect/step_trigger/stopper
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/* Instant teleporter */
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/obj/effect/step_trigger/teleporter
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var/teleport_x = 0 // teleportation coordinates (if one is null, then no teleport!)
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var/teleport_y = 0
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var/teleport_z = 0
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/obj/effect/step_trigger/teleporter/Trigger(atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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var/turf/T = locate(teleport_x, teleport_y, teleport_z)
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A.forceMove(T)
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/* Random teleporter, teleports atoms to locations ranging from teleport_x - teleport_x_offset, etc */
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/obj/effect/step_trigger/teleporter/random
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var/teleport_x_offset = 0
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var/teleport_y_offset = 0
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var/teleport_z_offset = 0
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/obj/effect/step_trigger/teleporter/random/Trigger(atom/movable/A)
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if(teleport_x && teleport_y && teleport_z)
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if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
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var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
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if (T)
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A.forceMove(T)
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/* Fancy teleporter, creates sparks and smokes when used */
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/obj/effect/step_trigger/teleport_fancy
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var/locationx
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var/locationy
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var/uses = 1 //0 for infinite uses
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var/entersparks = 0
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var/exitsparks = 0
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var/entersmoke = 0
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var/exitsmoke = 0
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/obj/effect/step_trigger/teleport_fancy/Trigger(mob/M)
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var/dest = locate(locationx, locationy, z)
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M.Move(dest)
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if(entersparks)
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var/datum/effect_system/spark_spread/s = new
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s.set_up(4, 1, src)
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s.start()
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if(exitsparks)
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var/datum/effect_system/spark_spread/s = new
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s.set_up(4, 1, dest)
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s.start()
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if(entersmoke)
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var/datum/effect_system/smoke_spread/s = new
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s.set_up(4, 1, src, 0)
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s.start()
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if(exitsmoke)
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var/datum/effect_system/smoke_spread/s = new
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s.set_up(4, 1, dest, 0)
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s.start()
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uses--
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if(uses == 0)
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qdel(src)
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/* Simple sound player, Mapper friendly! */
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/obj/effect/step_trigger/sound_effect
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var/sound //eg. path to the sound, inside '' eg: 'growl.ogg'
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var/volume = 100
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var/freq_vary = 1 //Should the frequency of the sound vary?
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var/extra_range = 0 // eg World.view = 7, extra_range = 1, 7+1 = 8, 8 turfs radius
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var/happens_once = 0
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var/triggerer_only = 0 //Whether the triggerer is the only person who hears this
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/obj/effect/step_trigger/sound_effect/Trigger(atom/movable/A)
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var/turf/T = get_turf(A)
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if(!T)
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return
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if(triggerer_only && ismob(A))
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var/mob/B = A
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B.playsound_local(T, sound, volume, freq_vary)
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else
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playsound(T, sound, volume, freq_vary, extra_range)
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if(happens_once)
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qdel(src)
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