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* removes double spaces AFTER symbols * Fixing conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
670 lines
33 KiB
Plaintext
670 lines
33 KiB
Plaintext
//The "pod_landingzone" temp visual is created by anything that "launches" a supplypod. This is what animates the pod and makes the pod forcemove to the station.
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//------------------------------------SUPPLY POD-------------------------------------//
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/obj/structure/closet/supplypod
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name = "supply pod" //Names and descriptions are normally created with the setStyle() proc during initialization, but we have these default values here as a failsafe
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desc = "A Nanotrasen supply drop pod."
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icon = 'icons/obj/supplypods.dmi'
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icon_state = "pod" //This is a common base sprite shared by a number of pods
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pixel_x = SUPPLYPOD_X_OFFSET //2x2 sprite
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layer = BELOW_OBJ_LAYER //So that the crate inside doesn't appear underneath
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allow_objects = TRUE
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allow_dense = TRUE
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delivery_icon = null
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can_weld_shut = FALSE
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armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 100, BIO = 0, FIRE = 100, ACID = 80)
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anchored = TRUE //So it cant slide around after landing
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anchorable = FALSE
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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appearance_flags = KEEP_TOGETHER | PIXEL_SCALE
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density = FALSE
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divable = FALSE
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///List of bitflags for supply pods, see: code\__DEFINES\obj_flags.dm
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var/pod_flags = NONE
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//*****NOTE*****: Many of these comments are similarly described in centcom_podlauncher.dm. If you change them here, please consider doing so in the centcom podlauncher code as well!
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var/adminNamed = FALSE //Determines whether or not the pod has been named by an admin. If true, the pod's name will not get overridden when the style of the pod changes (changing the style of the pod normally also changes the name+desc)
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var/bluespace = FALSE //If true, the pod deletes (in a shower of sparks) after landing
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var/delays = list(POD_TRANSIT = 30, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30)
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var/reverse_delays = list(POD_TRANSIT = 30, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30)
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var/custom_rev_delay = FALSE
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var/damage = 0 //Damage that occurs to any mob under the pod when it lands.
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var/effectStun = FALSE //If true, stuns anyone under the pod when it launches until it lands, forcing them to get hit by the pod. Devilish!
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var/effectLimb = FALSE //If true, pops off a limb (if applicable) from anyone caught under the pod when it lands
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var/effectOrgans = FALSE //If true, yeets out every limb and organ from anyone caught under the pod when it lands
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var/effectGib = FALSE //If true, anyone under the pod will be gibbed when it lands
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var/effectStealth = FALSE //If true, a target icon isn't displayed on the turf where the pod will land
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var/effectQuiet = FALSE //The female sniper. If true, the pod makes no noise (including related explosions, opening sounds, etc)
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var/effectMissile = FALSE //If true, the pod deletes the second it lands. If you give it an explosion, it will act like a missile exploding as it hits the ground
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var/effectCircle = FALSE //If true, allows the pod to come in at any angle. Bit of a weird feature but whatever its here
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var/style = STYLE_STANDARD //Style is a variable that keeps track of what the pod is supposed to look like. It acts as an index to the GLOB.podstyles list in cargo.dm defines to get the proper icon/name/desc for the pod.
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var/reversing = FALSE //If true, the pod will not send any items. Instead, after opening, it will close again (picking up items/mobs) and fly back to centcom
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var/list/reverse_dropoff_coords //Turf that the reverse pod will drop off it's newly-acquired cargo to
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var/fallingSoundLength = 11
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var/fallingSound = 'sound/weapons/mortar_long_whistle.ogg'//Admin sound to play before the pod lands
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var/landingSound //Admin sound to play when the pod lands
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var/openingSound //Admin sound to play when the pod opens
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var/leavingSound //Admin sound to play when the pod leaves
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var/soundVolume = 80 //Volume to play sounds at. Ignores the cap
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var/list/explosionSize = list(0,0,2,3)
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var/stay_after_drop = FALSE
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var/specialised = FALSE // It's not a general use pod for cargo/admin use
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var/rubble_type //Rubble effect associated with this supplypod
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var/decal = "default" //What kind of extra decals we add to the pod to make it look nice
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var/door = "pod_door"
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var/fin_mask = "topfin"
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var/obj/effect/supplypod_rubble/rubble
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var/obj/effect/engineglow/glow_effect
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var/effectShrapnel = FALSE
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var/shrapnel_type = /obj/projectile/bullet/shrapnel
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var/shrapnel_magnitude = 3
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var/list/reverse_option_list = list("Mobs"=FALSE,"Objects"=FALSE,"Anchored"=FALSE,"Underfloor"=FALSE,"Wallmounted"=FALSE,"Floors"=FALSE,"Walls"=FALSE, "Mecha"=FALSE)
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var/list/turfs_in_cargo = list()
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/obj/structure/closet/supplypod/bluespacepod
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style = STYLE_BLUESPACE
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bluespace = TRUE
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explosionSize = list(0,0,1,2)
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//type used for one drop spawning items. doesn't have a style as style is set by the helper that creates this
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/obj/structure/closet/supplypod/podspawn
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bluespace = TRUE
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explosionSize = list(0,0,0,0)
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/obj/structure/closet/supplypod/extractionpod
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name = "Syndicate Extraction Pod"
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desc = "A specalised, blood-red styled pod for extracting high-value targets out of active mission areas. <b>Targets must be manually stuffed inside the pod for proper delivery.</b>"
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specialised = TRUE
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style = STYLE_SYNDICATE
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bluespace = TRUE
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explosionSize = list(0,0,1,2)
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delays = list(POD_TRANSIT = 25, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30)
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/obj/structure/closet/supplypod/centcompod
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style = STYLE_CENTCOM
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bluespace = TRUE
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explosionSize = list(0,0,0,0)
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delays = list(POD_TRANSIT = 20, POD_FALLING = 4, POD_OPENING = 30, POD_LEAVING = 30)
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/structure/closet/supplypod/Initialize(mapload, customStyle = FALSE)
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. = ..()
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if (!loc)
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var/shippingLane = GLOB.areas_by_type[/area/centcom/supplypod/supplypod_temp_holding] //temporary holder for supplypods mid-transit
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forceMove(shippingLane)
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if (customStyle)
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style = customStyle
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setStyle(style) //Upon initialization, give the supplypod an iconstate, name, and description based on the "style" variable. This system is important for the centcom_podlauncher to function correctly
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/obj/structure/closet/supplypod/extractionpod/Initialize(mapload)
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. = ..()
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var/turf/picked_turf = pick(GLOB.holdingfacility)
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reverse_dropoff_coords = list(picked_turf.x, picked_turf.y, picked_turf.z)
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/obj/structure/closet/supplypod/proc/setStyle(chosenStyle) //Used to give the sprite an icon state, name, and description.
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style = chosenStyle
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var/base = GLOB.podstyles[chosenStyle][POD_BASE] //GLOB.podstyles is a 2D array we treat as a dictionary. The style represents the verticle index, with the icon state, name, and desc being stored in the horizontal indexes of the 2D array.
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icon_state = base
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decal = GLOB.podstyles[chosenStyle][POD_DECAL]
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rubble_type = GLOB.podstyles[chosenStyle][POD_RUBBLE_TYPE]
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if (!adminNamed && !specialised) //We dont want to name it ourselves if it has been specifically named by an admin using the centcom_podlauncher datum
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name = GLOB.podstyles[chosenStyle][POD_NAME]
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desc = GLOB.podstyles[chosenStyle][POD_DESC]
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if (GLOB.podstyles[chosenStyle][POD_DOOR])
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door = "[base]_door"
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else
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door = FALSE
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update_appearance()
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/obj/structure/closet/supplypod/proc/SetReverseIcon()
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fin_mask = "bottomfin"
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if (GLOB.podstyles[style][POD_SHAPE] == POD_SHAPE_NORML)
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icon_state = GLOB.podstyles[style][POD_BASE] + "_reverse"
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pixel_x = initial(pixel_x)
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transform = matrix()
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update_appearance()
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/obj/structure/closet/supplypod/proc/backToNonReverseIcon()
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fin_mask = initial(fin_mask)
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if (GLOB.podstyles[style][POD_SHAPE] == POD_SHAPE_NORML)
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icon_state = GLOB.podstyles[style][POD_BASE]
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pixel_x = initial(pixel_x)
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transform = matrix()
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update_appearance()
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/obj/structure/closet/supplypod/closet_update_overlays(list/new_overlays)
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return
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/obj/structure/closet/supplypod/update_overlays()
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. = ..()
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if(style == STYLE_INVISIBLE)
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return
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if(rubble)
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. += rubble.getForeground(src)
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if(style == STYLE_SEETHROUGH)
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for(var/atom/A in contents)
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var/mutable_appearance/itemIcon = new(A)
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itemIcon.transform = matrix().Translate(-1 * SUPPLYPOD_X_OFFSET, 0)
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. += itemIcon
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for(var/t in turfs_in_cargo)//T is just a turf's type
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var/turf/turf_type = t
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var/mutable_appearance/itemIcon = mutable_appearance(initial(turf_type.icon), initial(turf_type.icon_state))
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itemIcon.transform = matrix().Translate(-1 * SUPPLYPOD_X_OFFSET, 0)
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. += itemIcon
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return
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if(opened) //We're opened means all we have to worry about is masking a decal if we have one
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if(!decal) //We don't have a decal to mask
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return
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if(!door) //We have a decal but no door, so let's just add the decal
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. += decal
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return
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var/icon/masked_decal = new(icon, decal) //The decal we want to apply
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var/icon/door_masker = new(icon, door) //The door shape we want to 'cut out' of the decal
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door_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
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door_masker.SwapColor("#ffffffff", null)
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door_masker.Blend("#000000", ICON_SUBTRACT)
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masked_decal.Blend(door_masker, ICON_ADD)
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. += masked_decal
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return
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//If we're closed
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if(!door) //We have no door, lets see if we have a decal. If not, theres nothing we need to do
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if(decal)
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. += decal
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return
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else if (GLOB.podstyles[style][POD_SHAPE] != POD_SHAPE_NORML) //If we're not a normal pod shape (aka, if we don't have fins), just add the door without masking
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. += door
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else
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var/icon/masked_door = new(icon, door) //The door we want to apply
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var/icon/fin_masker = new(icon, "mask_[fin_mask]") //The fin shape we want to 'cut out' of the door
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fin_masker.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 1,1,1,0, 0,0,0,1)
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fin_masker.SwapColor("#ffffffff", null)
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fin_masker.Blend("#000000", ICON_SUBTRACT)
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masked_door.Blend(fin_masker, ICON_ADD)
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. += masked_door
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if(decal)
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. += decal
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/obj/structure/closet/supplypod/tool_interact(obj/item/W, mob/user)
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if(bluespace) //We dont want to worry about interacting with bluespace pods, as they are due to delete themselves soon anyways.
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return FALSE
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else
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..()
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/obj/structure/closet/supplypod/ex_act() //Explosions dont do SHIT TO US! This is because supplypods create explosions when they land.
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return FALSE
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/obj/structure/closet/supplypod/contents_explosion() //Supplypods also protect their contents from the harmful effects of fucking exploding.
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return
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/obj/structure/closet/supplypod/toggle(mob/living/user)
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return
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/obj/structure/closet/supplypod/open(mob/living/user, force = FALSE)
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return
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/obj/structure/closet/supplypod/proc/handleReturnAfterDeparting(atom/movable/holder = src)
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reversing = FALSE //Now that we're done reversing, we set this to false (otherwise we would get stuck in an infinite loop of calling the close proc at the bottom of open_pod() )
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bluespace = TRUE //Make it so that the pod doesn't stay in centcom forever
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pod_flags &= ~FIRST_SOUNDS //Make it so we play sounds now
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if (!effectQuiet && style != STYLE_SEETHROUGH)
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audible_message(span_notice("The pod hisses, closing and launching itself away from the station."), span_notice("The ground vibrates, and you hear the sound of engines firing."))
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stay_after_drop = FALSE
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holder.pixel_z = initial(holder.pixel_z)
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holder.alpha = initial(holder.alpha)
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var/shippingLane = GLOB.areas_by_type[/area/centcom/supplypod/supplypod_temp_holding]
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forceMove(shippingLane) //Move to the centcom-z-level until the pod_landingzone says we can drop back down again
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if (!reverse_dropoff_coords) //If we're centcom-launched, the reverse dropoff turf will be a centcom loading bay. If we're an extraction pod, it should be the ninja jail. Thus, this shouldn't ever really happen.
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var/obj/error_landmark = locate(/obj/effect/landmark/error) in GLOB.landmarks_list
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var/turf/error_landmark_turf = get_turf(error_landmark)
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reverse_dropoff_coords = list(error_landmark_turf.x, error_landmark_turf.y, error_landmark_turf.z)
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if (custom_rev_delay)
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delays = reverse_delays
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backToNonReverseIcon()
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var/turf/return_turf = locate(reverse_dropoff_coords[1], reverse_dropoff_coords[2], reverse_dropoff_coords[3])
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new /obj/effect/pod_landingzone(return_turf, src)
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/obj/structure/closet/supplypod/proc/preOpen() //Called before the open_pod() proc. Handles anything that occurs right as the pod lands.
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var/turf/turf_underneath = get_turf(src)
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var/list/B = explosionSize //Mostly because B is more readable than explosionSize :p
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set_density(TRUE) //Density is originally false so the pod doesn't block anything while it's still falling through the air
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AddComponent(/datum/component/pellet_cloud, projectile_type=shrapnel_type, magnitude=shrapnel_magnitude)
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if(effectShrapnel)
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SEND_SIGNAL(src, COMSIG_SUPPLYPOD_LANDED)
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for (var/mob/living/target_living in turf_underneath)
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if (iscarbon(target_living)) //If effectLimb is true (which means we pop limbs off when we hit people):
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if (effectLimb)
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var/mob/living/carbon/carbon_target_mob = target_living
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for (var/bp in carbon_target_mob.bodyparts) //Look at the bodyparts in our poor mob beneath our pod as it lands
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var/obj/item/bodypart/bodypart = bp
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if(bodypart.body_part != HEAD && bodypart.body_part != CHEST)//we dont want to kill him, just teach em a lesson!
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if (bodypart.dismemberable)
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bodypart.dismember() //Using the power of flextape i've sawed this man's limb in half!
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break
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if (effectOrgans) //effectOrgans means remove every organ in our mob
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var/mob/living/carbon/carbon_target_mob = target_living
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for(var/organ in carbon_target_mob.internal_organs)
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var/destination = get_edge_target_turf(turf_underneath, pick(GLOB.alldirs)) //Pick a random direction to toss them in
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var/obj/item/organ/organ_to_yeet = organ
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organ_to_yeet.Remove(carbon_target_mob) //Note that this isn't the same proc as for lists
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organ_to_yeet.forceMove(turf_underneath) //Move the organ outta the body
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organ_to_yeet.throw_at(destination, 2, 3) //Thow the organ at a random tile 3 spots away
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sleep(1)
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for (var/bp in carbon_target_mob.bodyparts) //Look at the bodyparts in our poor mob beneath our pod as it lands
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var/obj/item/bodypart/bodypart = bp
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var/destination = get_edge_target_turf(turf_underneath, pick(GLOB.alldirs))
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if (bodypart.dismemberable)
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bodypart.dismember() //Using the power of flextape i've sawed this man's bodypart in half!
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bodypart.throw_at(destination, 2, 3)
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sleep(1)
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if (effectGib) //effectGib is on, that means whatever's underneath us better be fucking oof'd on
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target_living.adjustBruteLoss(5000) //THATS A LOT OF DAMAGE (called just in case gib() doesnt work on em)
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if (!QDELETED(target_living))
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target_living.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
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else
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target_living.adjustBruteLoss(damage)
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var/explosion_sum = B[1] + B[2] + B[3] + B[4]
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if (explosion_sum != 0) //If the explosion list isn't all zeroes, call an explosion
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explosion(turf_underneath, B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod), explosion_cause = src) //less advanced equipment than bluespace pod, so larger explosion when landing
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else if (!effectQuiet && !(pod_flags & FIRST_SOUNDS)) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
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playsound(src, "explosion", landingSound ? soundVolume * 0.25 : soundVolume, TRUE)
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if (landingSound)
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playsound(turf_underneath, landingSound, soundVolume, FALSE, FALSE)
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if (effectMissile) //If we are acting like a missile, then right after we land and finish fucking shit up w explosions, we should delete
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opened = TRUE //We set opened to TRUE to avoid spending time trying to open (due to being deleted) during the Destroy() proc
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qdel(src)
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return
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if (style == STYLE_GONDOLA) //Checks if we are supposed to be a gondola pod. If so, create a gondolapod mob, and move this pod to nullspace. I'd like to give a shout out, to my man oranges
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var/mob/living/simple_animal/pet/gondola/gondolapod/benis = new(turf_underneath, src)
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benis.contents |= contents //Move the contents of this supplypod into the gondolapod mob.
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moveToNullspace()
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addtimer(CALLBACK(src, .proc/open_pod, benis), delays[POD_OPENING]) //After the opening delay passes, we use the open proc from this supplyprod while referencing the contents of the "holder", in this case the gondolapod mob
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else if (style == STYLE_SEETHROUGH)
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open_pod(src)
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else
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addtimer(CALLBACK(src, .proc/open_pod, src), delays[POD_OPENING]) //After the opening delay passes, we use the open proc from this supplypod, while referencing this supplypod's contents
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/obj/structure/closet/supplypod/proc/open_pod(atom/movable/holder, broken = FALSE, forced = FALSE) //The holder var represents an atom whose contents we will be working with
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if (!holder)
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return
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if (opened) //This is to ensure we don't open something that has already been opened
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return
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holder.setOpened()
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var/turf/turf_underneath = get_turf(holder) //Get the turf of whoever's contents we're talking about
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if (istype(holder, /mob)) //Allows mobs to assume the role of the holder, meaning we look at the mob's contents rather than the supplypod's contents. Typically by this point the supplypod's contents have already been moved over to the mob's contents
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var/mob/holder_as_mob = holder
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if (holder_as_mob.key && !forced && !broken) //If we are player controlled, then we shouldn't open unless the opening is manual, or if it is due to being destroyed (represented by the "broken" parameter)
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return
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if (openingSound)
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playsound(get_turf(holder), openingSound, soundVolume, FALSE, FALSE) //Special admin sound to play
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for (var/turf_type in turfs_in_cargo)
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turf_underneath.PlaceOnTop(turf_type)
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for (var/cargo in contents)
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var/atom/movable/movable_cargo = cargo
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movable_cargo.forceMove(turf_underneath)
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if (!effectQuiet && !openingSound && style != STYLE_SEETHROUGH && !(pod_flags & FIRST_SOUNDS)) //If we aren't being quiet, play the default pod open sound
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playsound(get_turf(holder), open_sound, 15, TRUE, -3)
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if (broken) //If the pod is opening because it's been destroyed, we end here
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return
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if (style == STYLE_SEETHROUGH)
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startExitSequence(src)
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else
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if (reversing)
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addtimer(CALLBACK(src, .proc/SetReverseIcon), delays[POD_LEAVING]/2) //Finish up the pod's duties after a certain amount of time
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if(!stay_after_drop) // Departing should be handled manually
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addtimer(CALLBACK(src, .proc/startExitSequence, holder), delays[POD_LEAVING]*(4/5)) //Finish up the pod's duties after a certain amount of time
|
|
|
|
/obj/structure/closet/supplypod/proc/startExitSequence(atom/movable/holder)
|
|
if (leavingSound)
|
|
playsound(get_turf(holder), leavingSound, soundVolume, FALSE, FALSE)
|
|
if (reversing) //If we're reversing, we call the close proc. This sends the pod back up to centcom
|
|
close(holder)
|
|
else if (bluespace) //If we're a bluespace pod, then delete ourselves (along with our holder, if a seperate holder exists)
|
|
deleteRubble()
|
|
if (!effectQuiet && style != STYLE_INVISIBLE && style != STYLE_SEETHROUGH)
|
|
do_sparks(5, TRUE, holder) //Create some sparks right before closing
|
|
qdel(src) //Delete ourselves and the holder
|
|
if (holder != src)
|
|
qdel(holder)
|
|
|
|
/obj/structure/closet/supplypod/close(atom/movable/holder) //Closes the supplypod and sends it back to centcom. Should only ever be called if the "reversing" variable is true
|
|
if (!holder)
|
|
return
|
|
take_contents(holder)
|
|
playsound(holder, close_sound, soundVolume*0.75, TRUE, -3)
|
|
holder.setClosed()
|
|
addtimer(CALLBACK(src, .proc/preReturn, holder), delays[POD_LEAVING] * 0.2) //Start to leave a bit after closing for cinematic effect
|
|
|
|
/obj/structure/closet/supplypod/take_contents(atom/movable/holder)
|
|
var/turf/turf_underneath = holder.drop_location()
|
|
for(var/atom_to_check in turf_underneath)
|
|
if(atom_to_check != src && !insert(atom_to_check, holder)) // Can't insert that
|
|
continue
|
|
insert(turf_underneath, holder)
|
|
|
|
/obj/structure/closet/supplypod/insert(atom/to_insert, atom/movable/holder)
|
|
if(insertion_allowed(to_insert))
|
|
if(isturf(to_insert))
|
|
var/turf/turf_to_insert = to_insert
|
|
turfs_in_cargo += turf_to_insert.type
|
|
turf_to_insert.ScrapeAway()
|
|
else
|
|
var/atom/movable/movable_to_insert = to_insert
|
|
movable_to_insert.forceMove(holder)
|
|
return TRUE
|
|
else
|
|
return FALSE
|
|
|
|
/obj/structure/closet/supplypod/insertion_allowed(atom/to_insert)
|
|
if(to_insert.invisibility == INVISIBILITY_ABSTRACT)
|
|
return FALSE
|
|
if(ismob(to_insert))
|
|
if(!reverse_option_list["Mobs"])
|
|
return FALSE
|
|
if(!isliving(to_insert)) //let's not put ghosts or camera mobs inside
|
|
return FALSE
|
|
var/mob/living/mob_to_insert = to_insert
|
|
if(mob_to_insert.anchored || mob_to_insert.incorporeal_move)
|
|
return FALSE
|
|
mob_to_insert.stop_pulling()
|
|
|
|
else if(isobj(to_insert))
|
|
var/obj/obj_to_insert = to_insert
|
|
if(istype(obj_to_insert, /obj/structure/closet/supplypod))
|
|
return FALSE
|
|
if(istype(obj_to_insert, /obj/effect/supplypod_smoke))
|
|
return FALSE
|
|
if(istype(obj_to_insert, /obj/effect/pod_landingzone))
|
|
return FALSE
|
|
if(istype(obj_to_insert, /obj/effect/supplypod_rubble))
|
|
return FALSE
|
|
if((obj_to_insert.comp_lookup && obj_to_insert.comp_lookup[COMSIG_OBJ_HIDE]) && reverse_option_list["Underfloor"])
|
|
return TRUE
|
|
else if ((obj_to_insert.comp_lookup && obj_to_insert.comp_lookup[COMSIG_OBJ_HIDE]) && !reverse_option_list["Underfloor"])
|
|
return FALSE
|
|
if(isProbablyWallMounted(obj_to_insert) && reverse_option_list["Wallmounted"])
|
|
return TRUE
|
|
else if (isProbablyWallMounted(obj_to_insert) && !reverse_option_list["Wallmounted"])
|
|
return FALSE
|
|
if(!obj_to_insert.anchored && reverse_option_list["Unanchored"])
|
|
return TRUE
|
|
if(obj_to_insert.anchored && !ismecha(obj_to_insert) && reverse_option_list["Anchored"]) //Mecha are anchored but there is a separate option for them
|
|
return TRUE
|
|
if(ismecha(obj_to_insert) && reverse_option_list["Mecha"])
|
|
return TRUE
|
|
return FALSE
|
|
|
|
else if (isturf(to_insert))
|
|
if(isfloorturf(to_insert) && reverse_option_list["Floors"])
|
|
return TRUE
|
|
if(isfloorturf(to_insert) && !reverse_option_list["Floors"])
|
|
return FALSE
|
|
if(isclosedturf(to_insert) && reverse_option_list["Walls"])
|
|
return TRUE
|
|
if(isclosedturf(to_insert) && !reverse_option_list["Walls"])
|
|
return FALSE
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/obj/structure/closet/supplypod/proc/preReturn(atom/movable/holder)
|
|
deleteRubble()
|
|
animate(holder, alpha = 0, time = 8, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL)
|
|
animate(holder, pixel_z = 400, time = 10, easing = QUAD_EASING|EASE_IN, flags = ANIMATION_PARALLEL) //Animate our rising pod
|
|
addtimer(CALLBACK(src, .proc/handleReturnAfterDeparting, holder), 15) //Finish up the pod's duties after a certain amount of time
|
|
|
|
/obj/structure/closet/supplypod/setOpened() //Proc exists here, as well as in any atom that can assume the role of a "holder" of a supplypod. Check the open_pod() proc for more details
|
|
opened = TRUE
|
|
set_density(FALSE)
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/supplypod/extractionpod/setOpened()
|
|
opened = TRUE
|
|
set_density(TRUE)
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/supplypod/setClosed() //Ditto
|
|
opened = FALSE
|
|
set_density(TRUE)
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/supplypod/proc/tryMakeRubble(turf/T) //Ditto
|
|
if (rubble_type == RUBBLE_NONE)
|
|
return
|
|
if (rubble)
|
|
return
|
|
if (effectMissile)
|
|
return
|
|
if (isspaceturf(T) || isclosedturf(T))
|
|
return
|
|
rubble = new /obj/effect/supplypod_rubble(T)
|
|
rubble.setStyle(rubble_type, src)
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/supplypod/Moved()
|
|
deleteRubble()
|
|
return ..()
|
|
|
|
/obj/structure/closet/supplypod/proc/deleteRubble()
|
|
rubble?.fadeAway()
|
|
rubble = null
|
|
update_appearance()
|
|
|
|
/obj/structure/closet/supplypod/proc/addGlow()
|
|
if (GLOB.podstyles[style][POD_SHAPE] != POD_SHAPE_NORML)
|
|
return
|
|
glow_effect = new(src)
|
|
glow_effect.icon_state = "pod_glow_" + GLOB.podstyles[style][POD_GLOW]
|
|
vis_contents += glow_effect
|
|
glow_effect.layer = GASFIRE_LAYER
|
|
RegisterSignal(glow_effect, COMSIG_PARENT_QDELETING, .proc/remove_glow)
|
|
|
|
/obj/structure/closet/supplypod/proc/endGlow()
|
|
if(!glow_effect)
|
|
return
|
|
glow_effect.layer = LOW_ITEM_LAYER
|
|
glow_effect.fadeAway(delays[POD_OPENING])
|
|
//Trust the signals
|
|
|
|
/obj/structure/closet/supplypod/proc/remove_glow()
|
|
SIGNAL_HANDLER
|
|
UnregisterSignal(glow_effect, COMSIG_PARENT_QDELETING)
|
|
vis_contents -= glow_effect
|
|
glow_effect = null
|
|
|
|
/obj/structure/closet/supplypod/Destroy()
|
|
deleteRubble()
|
|
//Trust the signals even harder
|
|
qdel(glow_effect)
|
|
open_pod(src, broken = TRUE) //Lets dump our contents by opening up
|
|
return ..()
|
|
|
|
//------------------------------------TEMPORARY_VISUAL-------------------------------------//
|
|
/obj/effect/supplypod_smoke //Falling pod smoke
|
|
name = ""
|
|
icon = 'icons/obj/supplypods_32x32.dmi'
|
|
icon_state = "smoke"
|
|
desc = ""
|
|
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
alpha = 0
|
|
|
|
/obj/effect/engineglow //Falling pod smoke
|
|
name = ""
|
|
icon = 'icons/obj/supplypods.dmi'
|
|
icon_state = "pod_engineglow"
|
|
desc = ""
|
|
layer = GASFIRE_LAYER
|
|
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
|
|
alpha = 255
|
|
|
|
/obj/effect/engineglow/proc/fadeAway(leaveTime)
|
|
var/duration = min(leaveTime, 25)
|
|
animate(src, alpha=0, time = duration)
|
|
QDEL_IN(src, duration + 5)
|
|
|
|
/obj/effect/supplypod_smoke/proc/drawSelf(amount)
|
|
alpha = max(0, 255-(amount*20))
|
|
|
|
/obj/effect/supplypod_rubble //This is the object that forceMoves the supplypod to it's location
|
|
name = "Debris"
|
|
desc = "A small crater of rubble. Closer inspection reveals the debris to be made primarily of space-grade metal fragments. You're pretty sure that this will disperse before too long."
|
|
icon = 'icons/obj/supplypods.dmi'
|
|
layer = PROJECTILE_HIT_THRESHHOLD_LAYER // We want this to go right below the layer of supplypods and supplypod_rubble's forground.
|
|
icon_state = "rubble_bg"
|
|
anchored = TRUE
|
|
pixel_x = SUPPLYPOD_X_OFFSET
|
|
var/foreground = "rubble_fg"
|
|
var/verticle_offset = 0
|
|
|
|
/obj/effect/supplypod_rubble/proc/getForeground(obj/structure/closet/supplypod/pod)
|
|
var/mutable_appearance/rubble_overlay = mutable_appearance('icons/obj/supplypods.dmi', foreground)
|
|
rubble_overlay.appearance_flags = KEEP_APART|RESET_TRANSFORM
|
|
rubble_overlay.transform = matrix().Translate(SUPPLYPOD_X_OFFSET - pod.pixel_x, verticle_offset)
|
|
return rubble_overlay
|
|
|
|
/obj/effect/supplypod_rubble/proc/fadeAway()
|
|
animate(src, alpha=0, time = 30)
|
|
QDEL_IN(src, 35)
|
|
|
|
/obj/effect/supplypod_rubble/proc/setStyle(type, obj/structure/closet/supplypod/pod)
|
|
if (type == RUBBLE_WIDE)
|
|
icon_state += "_wide"
|
|
foreground += "_wide"
|
|
if (type == RUBBLE_THIN)
|
|
icon_state += "_thin"
|
|
foreground += "_thin"
|
|
if (pod.style == STYLE_BOX)
|
|
verticle_offset = -2
|
|
else
|
|
verticle_offset = initial(verticle_offset)
|
|
|
|
pixel_y = verticle_offset
|
|
|
|
/obj/effect/pod_landingzone_effect
|
|
name = ""
|
|
desc = ""
|
|
icon = 'icons/obj/supplypods_32x32.dmi'
|
|
icon_state = "LZ_Slider"
|
|
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
|
|
|
|
/obj/effect/pod_landingzone_effect/Initialize(mapload, obj/structure/closet/supplypod/pod)
|
|
. = ..()
|
|
if(!pod)
|
|
stack_trace("Pod landingzone effect created with no pod")
|
|
return INITIALIZE_HINT_QDEL
|
|
transform = matrix() * 1.5
|
|
animate(src, transform = matrix()*0.01, time = pod.delays[POD_TRANSIT]+pod.delays[POD_FALLING])
|
|
|
|
/obj/effect/pod_landingzone //This is the object that forceMoves the supplypod to it's location
|
|
name = "Landing Zone Indicator"
|
|
desc = "A holographic projection designating the landing zone of something. It's probably best to stand back."
|
|
icon = 'icons/obj/supplypods_32x32.dmi'
|
|
icon_state = "LZ"
|
|
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
|
|
light_range = 2
|
|
anchored = TRUE
|
|
alpha = 0
|
|
var/obj/structure/closet/supplypod/pod //The supplyPod that will be landing ontop of this pod_landingzone
|
|
var/obj/effect/pod_landingzone_effect/helper
|
|
var/list/smoke_effects = new /list(13)
|
|
|
|
/obj/effect/pod_landingzone/Initialize(mapload, podParam, single_order = null, clientman)
|
|
. = ..()
|
|
if(!podParam)
|
|
stack_trace("Pod landingzone created with no pod")
|
|
return INITIALIZE_HINT_QDEL
|
|
if (ispath(podParam)) //We can pass either a path for a pod (as expressconsoles do), or a reference to an instantiated pod (as the centcom_podlauncher does)
|
|
podParam = new podParam() //If its just a path, instantiate it
|
|
pod = podParam
|
|
if (!pod.effectStealth)
|
|
helper = new (drop_location(), pod)
|
|
alpha = 255
|
|
animate(src, transform = matrix().Turn(90), time = pod.delays[POD_TRANSIT]+pod.delays[POD_FALLING])
|
|
if (single_order)
|
|
if (istype(single_order, /datum/supply_order))
|
|
var/datum/supply_order/SO = single_order
|
|
if (SO.pack.crate_type)
|
|
SO.generate(pod)
|
|
else if (istype(single_order, /atom/movable))
|
|
var/atom/movable/O = single_order
|
|
O.forceMove(pod)
|
|
for (var/mob/living/mob_in_pod in pod) //If there are any mobs in the supplypod, we want to set their view to the pod_landingzone. This is so that they can see where they are about to land
|
|
mob_in_pod.reset_perspective(src)
|
|
if(pod.effectStun) //If effectStun is true, stun any mobs caught on this pod_landingzone until the pod gets a chance to hit them
|
|
for (var/mob/living/target_living in get_turf(src))
|
|
target_living.Stun(pod.delays[POD_TRANSIT]+10, ignore_canstun = TRUE)//you ain't goin nowhere, kid.
|
|
if (pod.delays[POD_FALLING] == initial(pod.delays[POD_FALLING]) && pod.delays[POD_TRANSIT] + pod.delays[POD_FALLING] < pod.fallingSoundLength)
|
|
pod.fallingSoundLength = 3 //The default falling sound is a little long, so if the landing time is shorter than the default falling sound, use a special, shorter default falling sound
|
|
pod.fallingSound = 'sound/weapons/mortar_whistle.ogg'
|
|
var/soundStartTime = pod.delays[POD_TRANSIT] - pod.fallingSoundLength + pod.delays[POD_FALLING]
|
|
if (soundStartTime < 0)
|
|
soundStartTime = 1
|
|
if (!pod.effectQuiet && !(pod.pod_flags & FIRST_SOUNDS))
|
|
addtimer(CALLBACK(src, .proc/playFallingSound), soundStartTime)
|
|
addtimer(CALLBACK(src, .proc/beginLaunch, pod.effectCircle), pod.delays[POD_TRANSIT])
|
|
|
|
/obj/effect/pod_landingzone/proc/playFallingSound()
|
|
playsound(src, pod.fallingSound, pod.soundVolume, TRUE, 6)
|
|
|
|
/obj/effect/pod_landingzone/proc/beginLaunch(effectCircle) //Begin the animation for the pod falling. The effectCircle param determines whether the pod gets to come in from any descent angle
|
|
pod.addGlow()
|
|
pod.update_appearance()
|
|
pod.forceMove(drop_location())
|
|
for (var/mob/living/M in pod) //Remember earlier (initialization) when we moved mobs into the pod_landingzone so they wouldnt get lost in nullspace? Time to get them out
|
|
M.reset_perspective(null)
|
|
var/angle = effectCircle ? rand(0,360) : rand(70,110) //The angle that we can come in from
|
|
pod.pixel_x = cos(angle)*32*length(smoke_effects) //Use some ADVANCED MATHEMATICS to set the animated pod's position to somewhere on the edge of a circle with the center being the pod_landingzone
|
|
pod.pixel_z = sin(angle)*32*length(smoke_effects)
|
|
var/rotation = get_pixel_angle(pod.pixel_z, pod.pixel_x) //CUSTOM HOMEBREWED proc that is just arctan with extra steps
|
|
setupSmoke(rotation)
|
|
pod.transform = matrix().Turn(rotation)
|
|
pod.layer = FLY_LAYER
|
|
if (pod.style != STYLE_INVISIBLE)
|
|
animate(pod, pixel_z = -1 * abs(sin(rotation))*4, pixel_x = SUPPLYPOD_X_OFFSET + (sin(rotation) * 20), time = pod.delays[POD_FALLING], easing = LINEAR_EASING) //Make the pod fall! At an angle!
|
|
addtimer(CALLBACK(src, .proc/endLaunch), pod.delays[POD_FALLING], TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
|
|
|
|
/obj/effect/pod_landingzone/proc/setupSmoke(rotation)
|
|
if (pod.style == STYLE_INVISIBLE || pod.style == STYLE_SEETHROUGH)
|
|
return
|
|
for ( var/i in 1 to length(smoke_effects))
|
|
var/obj/effect/supplypod_smoke/smoke_part = new (drop_location())
|
|
if (i == 1)
|
|
smoke_part.layer = FLY_LAYER
|
|
smoke_part.icon_state = "smoke_start"
|
|
smoke_part.transform = matrix().Turn(rotation)
|
|
smoke_effects[i] = smoke_part
|
|
smoke_part.pixel_x = sin(rotation)*32 * i
|
|
smoke_part.pixel_y = abs(cos(rotation))*32 * i
|
|
smoke_part.add_filter("smoke_blur", 1, gauss_blur_filter(size = 4))
|
|
var/time = (pod.delays[POD_FALLING] / length(smoke_effects))*(length(smoke_effects)-i)
|
|
addtimer(CALLBACK(smoke_part, /obj/effect/supplypod_smoke/.proc/drawSelf, i), time, TIMER_CLIENT_TIME) //Go onto the last step after a very short falling animation
|
|
QDEL_IN(smoke_part, pod.delays[POD_FALLING] + 35)
|
|
|
|
/obj/effect/pod_landingzone/proc/drawSmoke()
|
|
if (pod.style == STYLE_INVISIBLE || pod.style == STYLE_SEETHROUGH)
|
|
return
|
|
for (var/obj/effect/supplypod_smoke/smoke_part in smoke_effects)
|
|
animate(smoke_part, alpha = 0, time = 20, flags = ANIMATION_PARALLEL)
|
|
animate(smoke_part.get_filter("smoke_blur"), size = 6, time = 15, easing = CUBIC_EASING|EASE_OUT, flags = ANIMATION_PARALLEL)
|
|
|
|
/obj/effect/pod_landingzone/proc/endLaunch()
|
|
pod.tryMakeRubble(drop_location())
|
|
pod.layer = initial(pod.layer)
|
|
pod.endGlow()
|
|
QDEL_NULL(helper)
|
|
pod.preOpen() //Begin supplypod open procedures. Here effects like explosions, damage, and other dangerous (and potentially admin-caused, if the centcom_podlauncher datum was used) memes will take place
|
|
drawSmoke()
|
|
qdel(src) //The pod_landingzone's purpose is complete. It can rest easy now
|
|
|
|
//------------------------------------UPGRADES-------------------------------------//
|
|
/obj/item/disk/cargo/bluespace_pod //Disk that can be inserted into the Express Console to allow for Advanced Bluespace Pods
|
|
name = "Bluespace Drop Pod Upgrade"
|
|
desc = "This disk provides a firmware update to the Express Supply Console, granting the use of Nanotrasen's Bluespace Drop Pods to the supply department."
|
|
icon = 'icons/obj/module.dmi'
|
|
icon_state = "cargodisk"
|
|
inhand_icon_state = "card-id"
|
|
w_class = WEIGHT_CLASS_SMALL
|