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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
63 lines
1.8 KiB
Plaintext
63 lines
1.8 KiB
Plaintext
/*
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* An element that makes mobs run into lockers when they bump into them.
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*/
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/datum/element/skittish
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element_flags = ELEMENT_DETACH
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/datum/element/skittish/Attach(datum/target)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_MOVABLE_BUMP, .proc/Bump)
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/datum/element/skittish/Detach(datum/target)
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UnregisterSignal(target, COMSIG_MOVABLE_BUMP)
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. = ..()
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/datum/element/skittish/proc/Bump(mob/living/scooby, atom/target)
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SIGNAL_HANDLER
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if(scooby.stat != CONSCIOUS || scooby.m_intent != MOVE_INTENT_RUN)
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return
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if(!istype(target, /obj/structure/closet))
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return
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var/obj/structure/closet/closet = target
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if(!closet.divable)
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// Things like secure crates can blow up under certain circumstances
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return
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var/turf/closet_turf = get_turf(closet)
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if(!closet.opened)
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if(closet.locked)
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closet.togglelock(scooby, silent = TRUE)
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if(!closet.open(scooby))
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// No message if unable to open, since this is on Bump, spammy potential
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return
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// If it's a crate, "dive for cover" and start resting so people can jump into crates without slamming the lid on their head
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if(closet.horizontal)
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// need to rest before moving, otherwise "can't get crate to close" message will be printed erroneously
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scooby.set_resting(TRUE, silent = TRUE)
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scooby.forceMove(closet_turf)
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if(!closet.close(scooby))
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to_chat(scooby, span_warning("You can't get [closet] to close!"))
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if(closet.horizontal)
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scooby.set_resting(FALSE, silent = TRUE)
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return
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closet.togglelock(scooby, silent = TRUE)
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if(closet.horizontal)
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scooby.set_resting(FALSE, silent = TRUE)
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closet_turf.visible_message(span_warning("[scooby] dives into [closet]!"))
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// If you run into a locker, you don't want to run out immediately
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scooby.Immobilize(0.5 SECONDS)
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