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Bubberstation/code/game/objects/structures/mystery_box.dm
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SkyratBot 39bdedc029 [MIRROR] Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs [MDB IGNORE] (#22680)
* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs (#76973)

## About The Pull Request

As the title says, mag type has been split into two variable that do
different things:

Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.

Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game

In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑

* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs

* merge conflict

* merge conflict continued

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-25 20:24:07 -04:00

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// the different states of the mystery box
/// Closed, can't interact
#define MYSTERY_BOX_COOLING_DOWN 0
/// Closed, ready to be interacted with
#define MYSTERY_BOX_STANDBY 1
/// The box is choosing the prize
#define MYSTERY_BOX_CHOOSING 2
/// The box is presenting the prize, for someone to claim it
#define MYSTERY_BOX_PRESENTING 3
// delays for the different stages of the box's state, the visuals, and the audio
/// How long the box takes to decide what the prize is
#define MBOX_DURATION_CHOOSING (5 SECONDS)
/// How long the box takes to start expiring the offer, though it's still valid until MBOX_DURATION_EXPIRING finishes. Timed to the sound clips
#define MBOX_DURATION_PRESENTING (3.5 SECONDS)
/// How long the box takes to start lowering the prize back into itself. When this finishes, the prize is gone
#define MBOX_DURATION_EXPIRING (4.5 SECONDS)
/// How long after the box closes until it can go again
#define MBOX_DURATION_STANDBY (2.7 SECONDS)
GLOBAL_LIST_INIT(mystery_box_guns, list(
/obj/item/gun/energy/lasercannon,
/obj/item/gun/energy/recharge/ebow/large,
/obj/item/gun/energy/e_gun,
/obj/item/gun/energy/e_gun/advtaser,
/obj/item/gun/energy/e_gun/nuclear,
/obj/item/gun/energy/e_gun/turret,
/obj/item/gun/energy/laser,
/obj/item/gun/energy/laser/hellgun,
/obj/item/gun/energy/laser/captain,
/obj/item/gun/energy/laser/scatter,
/obj/item/gun/energy/temperature,
/obj/item/gun/ballistic/revolver/c38/detective,
/obj/item/gun/ballistic/revolver/mateba,
/obj/item/gun/ballistic/automatic/pistol/deagle/camo,
/obj/item/gun/ballistic/automatic/pistol/suppressed,
/obj/item/gun/energy/pulse/carbine,
/obj/item/gun/energy/pulse/pistol,
/obj/item/gun/ballistic/shotgun/lethal,
/obj/item/gun/ballistic/shotgun/automatic/combat,
/obj/item/gun/ballistic/shotgun/bulldog,
/obj/item/gun/ballistic/rifle/boltaction,
/obj/item/gun/ballistic/automatic/ar,
/obj/item/gun/ballistic/automatic/proto,
/obj/item/gun/ballistic/automatic/c20r,
/obj/item/gun/ballistic/automatic/l6_saw,
/obj/item/gun/ballistic/automatic/m90,
/obj/item/gun/ballistic/automatic/tommygun,
/obj/item/gun/ballistic/automatic/wt550,
/obj/item/gun/ballistic/rifle/sniper_rifle,
/obj/item/gun/ballistic/rifle/boltaction,
))
GLOBAL_LIST_INIT(mystery_box_extended, list(
/obj/item/clothing/gloves/tackler/combat,
/obj/item/clothing/gloves/race,
/obj/item/clothing/gloves/rapid,
/obj/item/shield/riot/flash,
/obj/item/grenade/stingbang/mega,
/obj/item/storage/belt/sabre,
/obj/item/knife/combat,
/obj/item/melee/baton/security/loaded,
/obj/item/reagent_containers/hypospray/combat,
/obj/item/defibrillator/compact/combat/loaded/nanotrasen,
/obj/item/melee/energy/sword/saber,
/obj/item/spear,
/obj/item/circular_saw,
))
/obj/structure/mystery_box
name = "mystery box"
desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear."
icon = 'icons/obj/storage/crates.dmi'
icon_state = "wooden"
pixel_y = -4
anchored = TRUE
density = TRUE
max_integrity = 99999
damage_deflection = 100
var/crate_open_sound = 'sound/machines/crate_open.ogg'
var/crate_close_sound = 'sound/machines/crate_close.ogg'
var/open_sound = 'sound/effects/mysterybox/mbox_full.ogg'
var/grant_sound = 'sound/effects/mysterybox/mbox_end.ogg'
/// The box's current state, and whether it can be interacted with in different ways
var/box_state = MYSTERY_BOX_STANDBY
/// The object that represents the rapidly changing item that will be granted upon being claimed. Is not, itself, an item.
var/obj/mystery_box_item/presented_item
/// A timer for how long it takes for the box to start its expire animation
var/box_expire_timer
/// A timer for how long it takes for the box to close itself
var/box_close_timer
/// Every type that's a child of this that has an icon, icon_state, and isn't ABSTRACT is fair game. More granularity to come
var/selectable_base_type = /obj/item
/// The instantiated list that contains all of the valid items that can be chosen from. Generated in [/obj/structure/mystery_box/proc/generate_valid_types]
var/list/valid_types
/// If the prize is a ballistic gun with an external magazine, should we grant the user a spare mag?
var/grant_extra_mag = TRUE
/// Stores the current sound channel we're using so we can cut off our own sounds as needed. Randomized after each roll
var/current_sound_channel
/obj/structure/mystery_box/Initialize(mapload)
. = ..()
generate_valid_types()
/obj/structure/mystery_box/Destroy()
QDEL_NULL(presented_item)
if(current_sound_channel)
SSsounds.free_sound_channel(current_sound_channel)
return ..()
/obj/structure/mystery_box/attack_hand(mob/living/user, list/modifiers)
. = ..()
switch(box_state)
if(MYSTERY_BOX_STANDBY)
activate(user)
if(MYSTERY_BOX_PRESENTING)
if(presented_item.claimable)
grant_weapon(user)
/obj/structure/mystery_box/update_icon_state()
icon_state = "[initial(icon_state)][box_state > MYSTERY_BOX_STANDBY ? "open" : ""]"
return ..()
/// This proc is used to define what item types valid_types is filled with
/obj/structure/mystery_box/proc/generate_valid_types()
valid_types = list()
for(var/iter_path in typesof(selectable_base_type))
if(!ispath(iter_path, /obj/item))
continue
var/obj/item/iter_item = iter_path
if((initial(iter_item.item_flags) & ABSTRACT) || !initial(iter_item.icon_state) || !initial(iter_item.inhand_icon_state))
continue
valid_types += iter_path
/// The box has been activated, play the sound and spawn the prop item
/obj/structure/mystery_box/proc/activate(mob/living/user)
box_state = MYSTERY_BOX_CHOOSING
update_icon_state()
presented_item = new(loc)
presented_item.start_animation(src)
current_sound_channel = SSsounds.reserve_sound_channel(src)
playsound(src, open_sound, 70, FALSE, channel = current_sound_channel, falloff_exponent = 10)
playsound(src, crate_open_sound, 80)
/// The box has finished choosing, mark it as available for grabbing
/obj/structure/mystery_box/proc/present_weapon()
visible_message(span_notice("[src] presents [presented_item]!"), vision_distance = COMBAT_MESSAGE_RANGE)
box_state = MYSTERY_BOX_PRESENTING
box_expire_timer = addtimer(CALLBACK(src, PROC_REF(start_expire_offer)), MBOX_DURATION_PRESENTING, TIMER_STOPPABLE)
/// The prize is still claimable, but the animation will show it start to recede back into the box
/obj/structure/mystery_box/proc/start_expire_offer()
presented_item.expire_animation()
box_close_timer = addtimer(CALLBACK(src, PROC_REF(close_box)), MBOX_DURATION_EXPIRING, TIMER_STOPPABLE)
/// The box is closed, whether because the prize fully expired, or it was claimed. Start resetting all of the state stuff
/obj/structure/mystery_box/proc/close_box()
box_state = MYSTERY_BOX_COOLING_DOWN
update_icon_state()
QDEL_NULL(presented_item)
deltimer(box_close_timer)
deltimer(box_expire_timer)
playsound(src, crate_close_sound, 100)
box_close_timer = null
box_expire_timer = null
addtimer(CALLBACK(src, PROC_REF(ready_again)), MBOX_DURATION_STANDBY)
/// The cooldown between activations has finished, shake to show that
/obj/structure/mystery_box/proc/ready_again()
SSsounds.free_sound_channel(current_sound_channel)
current_sound_channel = null
box_state = MYSTERY_BOX_STANDBY
Shake(3, 0, 0.5 SECONDS)
/// Someone attacked the box with an empty hand, spawn the shown prize and give it to them, then close the box
/obj/structure/mystery_box/proc/grant_weapon(mob/living/user)
var/obj/item/instantiated_weapon = new presented_item.selected_path(src)
user.put_in_hands(instantiated_weapon)
if(isgun(instantiated_weapon)) // handle pins + possibly extra ammo
var/obj/item/gun/instantiated_gun = instantiated_weapon
instantiated_gun.unlock()
if(grant_extra_mag && istype(instantiated_gun, /obj/item/gun/ballistic))
var/obj/item/gun/ballistic/instantiated_ballistic = instantiated_gun
if(!instantiated_ballistic.internal_magazine)
var/obj/item/ammo_box/magazine/extra_mag = new instantiated_ballistic.spawn_magazine_type(loc)
user.put_in_hands(extra_mag)
user.visible_message(span_notice("[user] takes [presented_item] from [src]."), span_notice("You take [presented_item] from [src]."), vision_distance = COMBAT_MESSAGE_RANGE)
playsound(src, grant_sound, 70, FALSE, channel = current_sound_channel, falloff_exponent = 10)
close_box()
/obj/structure/mystery_box/guns
desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear. This one seems focused on firearms."
/obj/structure/mystery_box/guns/generate_valid_types()
valid_types = GLOB.summoned_guns
/obj/structure/mystery_box/tdome
desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear. This one has an extended array of weaponry."
/obj/structure/mystery_box/tdome/generate_valid_types()
valid_types = GLOB.mystery_box_guns + GLOB.mystery_box_extended
/// This represents the item that comes out of the box and is constantly changing before the box finishes deciding. Can probably be just an /atom or /movable.
/obj/mystery_box_item
name = "???"
desc = "Who knows what it'll be??"
icon = 'icons/obj/weapons/guns/ballistic.dmi'
icon_state = "revolver"
pixel_y = -8
uses_integrity = FALSE
/// The currently selected item. Constantly changes while choosing, determines what is spawned if the prize is claimed, and its current icon
var/selected_path = /obj/item/gun/ballistic/revolver/c38/detective
/// The box that spawned this
var/obj/structure/mystery_box/parent_box
/// Whether this prize is currently claimable
var/claimable = FALSE
/obj/mystery_box_item/Initialize(mapload)
. = ..()
var/matrix/starting = matrix()
starting.Scale(0.5,0.5)
transform = starting
add_filter("weapon_rays", 3, list("type" = "rays", "size" = 28, "color" = COLOR_VIVID_YELLOW))
/obj/mystery_box_item/Destroy(force)
parent_box = null
return ..()
// this way, clicking on the prize will work the same as clicking on the box
/obj/mystery_box_item/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(claimable)
parent_box.grant_weapon(user)
/// Start pushing the prize up
/obj/mystery_box_item/proc/start_animation(atom/parent)
parent_box = parent
loop_icon_changes()
/// Keep changing the icon and selected path
/obj/mystery_box_item/proc/loop_icon_changes()
var/change_delay = 1 // the running count of the delay
var/change_delay_delta = 1 // How much to increment the delay per step so the changing slows down
var/change_counter = 0 // The running count of the running count
var/matrix/starting = matrix()
animate(src, pixel_y = 6, transform = starting, time = MBOX_DURATION_CHOOSING, easing = QUAD_EASING | EASE_OUT)
while((change_counter + change_delay_delta + change_delay) < MBOX_DURATION_CHOOSING)
change_delay += change_delay_delta
change_counter += change_delay
selected_path = pick(parent_box.valid_types)
addtimer(CALLBACK(src, PROC_REF(update_random_icon), selected_path), change_counter)
addtimer(CALLBACK(src, PROC_REF(present_item)), MBOX_DURATION_CHOOSING)
/// animate() isn't up to the task for queueing up icon changes, so this is the proc we call with timers to update our icon
/obj/mystery_box_item/proc/update_random_icon(new_item_type)
var/obj/item/new_item = new_item_type
icon = initial(new_item.icon)
icon_state = initial(new_item.icon_state)
/obj/mystery_box_item/proc/present_item()
var/obj/item/selected_item = selected_path
add_filter("ready_outline", 2, list("type" = "outline", "color" = "#FBFF23", "size" = 0.2))
name = initial(selected_item.name)
parent_box.present_weapon()
claimable = TRUE
/// Sink back into the box
/obj/mystery_box_item/proc/expire_animation()
var/matrix/shrink_back = matrix()
shrink_back.Scale(0.5,0.5)
animate(src, pixel_y = -8, transform = shrink_back, time = MBOX_DURATION_EXPIRING)
#undef MYSTERY_BOX_COOLING_DOWN
#undef MYSTERY_BOX_STANDBY
#undef MYSTERY_BOX_CHOOSING
#undef MYSTERY_BOX_PRESENTING
#undef MBOX_DURATION_CHOOSING
#undef MBOX_DURATION_PRESENTING
#undef MBOX_DURATION_EXPIRING
#undef MBOX_DURATION_STANDBY