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* Grand Ritual Finale: An end to death (#78497) ## About The Pull Request Adds a new Wizard Ritual Finale effect which makes everything immortal. By this I mean, 10 seconds after death a ghostly image of them will appear somewhere near where the corpse was and then 50 seconds after that the mob will return to life at that location. This applies to every mob, everywhere. This is likely to cause a little bit of disruption to the rest of the round, so you can only do it after at least 30 minutes have passed. After that the crew will have to figure out how to deal with their new gift of immortality. It will involve throwing people into chasms and lava, probably.  Here's a gif sped up for example purposes. You can escape from the cycle of death and rebirth via suicide, purely because it's pointless to try and force people to play the video game if they don't want to. Also I split all of these effects into their own files, the only new code for those is in `immortality.dm` shout out to Vekter for distracting Oranges while I posted this wizard-related PR so I didn't get disapprovingly reacted for posting magic shit (yet) ## Why It's Good For The Game This might be _too_ much but I want to see what would happen. It will allow us to simulate whether polite society can survive when violence has no consequences. ## Changelog 🆑 add: Wizards who complete the grand ritual can now gift everyone with eternal life /🆑 * Grand Ritual Finale: An end to death --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
274 lines
10 KiB
Plaintext
274 lines
10 KiB
Plaintext
// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
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/datum/component/chasm
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var/turf/target_turf
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var/obj/effect/abstract/chasm_storage/storage
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var/fall_message = "GAH! Ah... where are you?"
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var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
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/// List of refs to falling objects -> how many levels deep we've fallen
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var/static/list/falling_atoms = list()
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var/static/list/forbidden_types = typecacheof(list(
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/obj/docking_port,
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/obj/effect/abstract,
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/obj/effect/collapse,
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/obj/effect/constructing_effect,
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/obj/effect/dummy/phased_mob,
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/obj/effect/ebeam,
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/obj/effect/fishing_lure,
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/obj/effect/hotspot,
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/obj/effect/landmark,
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/obj/effect/light_emitter/tendril,
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/obj/effect/mapping_helpers,
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/obj/effect/particle_effect/ion_trails,
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/obj/effect/portal,
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/obj/effect/projectile,
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/obj/effect/spectre_of_resurrection,
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/obj/effect/temp_visual,
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/obj/effect/wisp,
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/obj/energy_ball,
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/obj/narsie,
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/obj/projectile,
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/obj/singularity,
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/obj/structure/lattice,
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/obj/structure/stone_tile,
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))
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/datum/component/chasm/Initialize(turf/target, mapload)
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if(!isturf(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_stopped))
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_no_longer_stopped))
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target_turf = target
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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//allow catwalks to give the turf the CHASM_STOPPED trait before dropping stuff when the turf is changed.
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//otherwise don't do anything because turfs and areas are initialized before movables.
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if(!mapload)
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addtimer(CALLBACK(src, PROC_REF(drop_stuff)), 0)
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parent.AddElement(/datum/element/lazy_fishing_spot, /datum/fish_source/chasm)
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/datum/component/chasm/UnregisterFromParent()
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storage = null
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/datum/component/chasm/proc/entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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drop_stuff()
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/datum/component/chasm/proc/exited(datum/source, atom/movable/exited)
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SIGNAL_HANDLER
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UnregisterSignal(exited, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/initialized_on(datum/source, atom/movable/movable, mapload)
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SIGNAL_HANDLER
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drop_stuff(movable)
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/datum/component/chasm/proc/on_chasm_stopped(datum/source)
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SIGNAL_HANDLER
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UnregisterSignal(source, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON))
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for(var/atom/movable/movable as anything in source)
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UnregisterSignal(movable, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
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/datum/component/chasm/proc/on_chasm_no_longer_stopped(datum/source)
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SIGNAL_HANDLER
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(entered))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(exited))
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RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
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drop_stuff()
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#define CHASM_NOT_DROPPING 0
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#define CHASM_DROPPING 1
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///Doesn't drop the movable, but registers a few signals to try again if the conditions change.
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#define CHASM_REGISTER_SIGNALS 2
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/datum/component/chasm/proc/drop_stuff(atom/movable/dropped_thing)
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if(HAS_TRAIT(parent, TRAIT_CHASM_STOPPED))
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return
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var/atom/atom_parent = parent
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var/to_check = dropped_thing ? list(dropped_thing) : atom_parent.contents
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for (var/atom/movable/thing as anything in to_check)
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var/dropping = droppable(thing)
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switch(dropping)
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if(CHASM_DROPPING)
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INVOKE_ASYNC(src, PROC_REF(drop), thing)
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if(CHASM_REGISTER_SIGNALS)
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RegisterSignals(thing, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED), PROC_REF(drop_stuff), TRUE)
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/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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// avoid an infinite loop, but allow falling a large distance
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if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
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return CHASM_NOT_DROPPING
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if(is_type_in_typecache(dropped_thing, forbidden_types) || (!isliving(dropped_thing) && !isobj(dropped_thing)))
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return CHASM_NOT_DROPPING
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if(dropped_thing.throwing || (dropped_thing.movement_type & (FLOATING|FLYING)))
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return CHASM_REGISTER_SIGNALS
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//Flies right over the chasm
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if(ismob(dropped_thing))
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var/mob/M = dropped_thing
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if(M.buckled) //middle statement to prevent infinite loops just in case!
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var/mob/buckled_to = M.buckled
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if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
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return CHASM_REGISTER_SIGNALS
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if(ishuman(dropped_thing))
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var/mob/living/carbon/human/victim = dropped_thing
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if(istype(victim.belt, /obj/item/wormhole_jaunter))
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var/obj/item/wormhole_jaunter/jaunter = victim.belt
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var/turf/chasm = get_turf(victim)
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var/fall_into_chasm = jaunter.chasm_react(victim)
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if(!fall_into_chasm)
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chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
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return fall_into_chasm ? CHASM_DROPPING : CHASM_NOT_DROPPING
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return CHASM_DROPPING
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#undef CHASM_NOT_DROPPING
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#undef CHASM_DROPPING
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#undef CHASM_REGISTER_SIGNALS
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/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
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var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || !falling_ref?.resolve())
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falling_atoms -= falling_ref
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return
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falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
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var/turf/below_turf = target_turf
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var/atom/parent = src.parent
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if(falling_atoms[falling_ref] > 1)
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return // We're already handling this
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if(below_turf)
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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// send to the turf below
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
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below_turf.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
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dropped_thing.forceMove(below_turf)
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if(isliving(dropped_thing))
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var/mob/living/fallen = dropped_thing
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fallen.Paralyze(100)
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fallen.adjustBruteLoss(30)
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falling_atoms -= falling_ref
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return
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// send to oblivion
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dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
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if (isliving(dropped_thing))
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var/mob/living/falling_mob = dropped_thing
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ADD_TRAIT(falling_mob, TRAIT_NO_TRANSFORM, REF(src))
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falling_mob.Paralyze(20 SECONDS)
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var/oldtransform = dropped_thing.transform
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var/oldcolor = dropped_thing.color
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var/oldalpha = dropped_thing.alpha
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var/oldoffset = dropped_thing.pixel_y
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animate(dropped_thing, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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dropped_thing.pixel_y--
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sleep(0.2 SECONDS)
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//Make sure the item is still there after our sleep
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if(!dropped_thing || QDELETED(dropped_thing))
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return
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if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
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qdel(dropped_thing)
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return
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if(!storage)
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storage = (locate() in parent) || new(parent)
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if(storage.contains(dropped_thing))
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return
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dropped_thing.alpha = oldalpha
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dropped_thing.color = oldcolor
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dropped_thing.transform = oldtransform
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dropped_thing.pixel_y = oldoffset
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if(!dropped_thing.forceMove(storage))
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parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
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dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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else if(isliving(dropped_thing))
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var/mob/living/fallen_mob = dropped_thing
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REMOVE_TRAIT(fallen_mob, TRAIT_NO_TRANSFORM, REF(src))
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if (fallen_mob.stat != DEAD)
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fallen_mob.investigate_log("has died from falling into a chasm.", INVESTIGATE_DEATHS)
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fallen_mob.death(TRUE)
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fallen_mob.apply_damage(300)
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falling_atoms -= falling_ref
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/**
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* Called when something has left the chasm depths storage.
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* Arguments
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*
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* * source - Chasm object holder.
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* * gone - Item which has just left the chasm contents.
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*/
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/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
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SIGNAL_HANDLER
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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///Global list needed to let fishermen with a rescue hook fish fallen mobs from any place
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GLOBAL_LIST_EMPTY(chasm_fallen_mobs)
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/**
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* An abstract object which is basically just a bag that the chasm puts people inside
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*/
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/obj/effect/abstract/chasm_storage
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name = "chasm depths"
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desc = "The bottom of a hole. You shouldn't be able to interact with this."
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/abstract/chasm_storage/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SECLUDED_LOCATION, INNATE_TRAIT)
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/obj/effect/abstract/chasm_storage/Entered(atom/movable/arrived)
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. = ..()
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if(isliving(arrived))
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RegisterSignal(arrived, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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GLOB.chasm_fallen_mobs += arrived
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/obj/effect/abstract/chasm_storage/Exited(atom/movable/gone)
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. = ..()
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if(isliving(gone))
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UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
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GLOB.chasm_fallen_mobs -= gone
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#define CHASM_TRAIT "chasm trait"
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/**
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* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
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* Ethereals should take enough damage to be smashed and not revive.
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* Arguments
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* escapee - Lucky guy who just came back to life at the bottom of a hole.
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*/
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/obj/effect/abstract/chasm_storage/proc/on_revive(mob/living/escapee)
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SIGNAL_HANDLER
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var/turf/turf = get_turf(src)
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if(turf.GetComponent(/datum/component/chasm))
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turf.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [turf]!"))
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else
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playsound(turf, 'sound/effects/bang.ogg', 50, TRUE)
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turf.visible_message(span_boldwarning("[escapee] busts through [turf], leaping out of the chasm below"))
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turf.ScrapeAway(2, flags = CHANGETURF_INHERIT_AIR)
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ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
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escapee.forceMove(turf)
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escapee.throw_at(get_edge_target_turf(turf, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
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REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
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escapee.Paralyze(20 SECONDS, TRUE)
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UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
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#undef CHASM_TRAIT
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