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39bdedc029
* 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>
294 lines
12 KiB
Plaintext
294 lines
12 KiB
Plaintext
// the different states of the mystery box
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/// Closed, can't interact
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#define MYSTERY_BOX_COOLING_DOWN 0
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/// Closed, ready to be interacted with
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#define MYSTERY_BOX_STANDBY 1
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/// The box is choosing the prize
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#define MYSTERY_BOX_CHOOSING 2
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/// The box is presenting the prize, for someone to claim it
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#define MYSTERY_BOX_PRESENTING 3
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// delays for the different stages of the box's state, the visuals, and the audio
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/// How long the box takes to decide what the prize is
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#define MBOX_DURATION_CHOOSING (5 SECONDS)
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/// 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
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#define MBOX_DURATION_PRESENTING (3.5 SECONDS)
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/// How long the box takes to start lowering the prize back into itself. When this finishes, the prize is gone
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#define MBOX_DURATION_EXPIRING (4.5 SECONDS)
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/// How long after the box closes until it can go again
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#define MBOX_DURATION_STANDBY (2.7 SECONDS)
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GLOBAL_LIST_INIT(mystery_box_guns, list(
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/obj/item/gun/energy/lasercannon,
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/obj/item/gun/energy/recharge/ebow/large,
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/obj/item/gun/energy/e_gun,
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/obj/item/gun/energy/e_gun/advtaser,
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/obj/item/gun/energy/e_gun/nuclear,
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/obj/item/gun/energy/e_gun/turret,
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/obj/item/gun/energy/laser,
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/obj/item/gun/energy/laser/hellgun,
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/obj/item/gun/energy/laser/captain,
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/obj/item/gun/energy/laser/scatter,
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/obj/item/gun/energy/temperature,
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/obj/item/gun/ballistic/revolver/c38/detective,
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/obj/item/gun/ballistic/revolver/mateba,
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/obj/item/gun/ballistic/automatic/pistol/deagle/camo,
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/obj/item/gun/ballistic/automatic/pistol/suppressed,
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/obj/item/gun/energy/pulse/carbine,
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/obj/item/gun/energy/pulse/pistol,
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/obj/item/gun/ballistic/shotgun/lethal,
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/obj/item/gun/ballistic/shotgun/automatic/combat,
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/obj/item/gun/ballistic/shotgun/bulldog,
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/obj/item/gun/ballistic/rifle/boltaction,
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/obj/item/gun/ballistic/automatic/ar,
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/obj/item/gun/ballistic/automatic/proto,
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/obj/item/gun/ballistic/automatic/c20r,
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/obj/item/gun/ballistic/automatic/l6_saw,
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/obj/item/gun/ballistic/automatic/m90,
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/obj/item/gun/ballistic/automatic/tommygun,
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/obj/item/gun/ballistic/automatic/wt550,
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/obj/item/gun/ballistic/rifle/sniper_rifle,
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/obj/item/gun/ballistic/rifle/boltaction,
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))
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GLOBAL_LIST_INIT(mystery_box_extended, list(
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/obj/item/clothing/gloves/tackler/combat,
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/obj/item/clothing/gloves/race,
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/obj/item/clothing/gloves/rapid,
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/obj/item/shield/riot/flash,
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/obj/item/grenade/stingbang/mega,
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/obj/item/storage/belt/sabre,
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/obj/item/knife/combat,
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/obj/item/melee/baton/security/loaded,
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/obj/item/reagent_containers/hypospray/combat,
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen,
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/obj/item/melee/energy/sword/saber,
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/obj/item/spear,
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/obj/item/circular_saw,
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))
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/obj/structure/mystery_box
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name = "mystery box"
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desc = "A wooden crate that seems equally magical and mysterious, capable of granting the user all kinds of different pieces of gear."
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icon = 'icons/obj/storage/crates.dmi'
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icon_state = "wooden"
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pixel_y = -4
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anchored = TRUE
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density = TRUE
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max_integrity = 99999
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damage_deflection = 100
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var/crate_open_sound = 'sound/machines/crate_open.ogg'
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var/crate_close_sound = 'sound/machines/crate_close.ogg'
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var/open_sound = 'sound/effects/mysterybox/mbox_full.ogg'
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var/grant_sound = 'sound/effects/mysterybox/mbox_end.ogg'
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/// The box's current state, and whether it can be interacted with in different ways
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var/box_state = MYSTERY_BOX_STANDBY
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/// The object that represents the rapidly changing item that will be granted upon being claimed. Is not, itself, an item.
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var/obj/mystery_box_item/presented_item
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/// A timer for how long it takes for the box to start its expire animation
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var/box_expire_timer
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/// A timer for how long it takes for the box to close itself
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var/box_close_timer
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/// 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
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var/selectable_base_type = /obj/item
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/// 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]
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var/list/valid_types
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/// If the prize is a ballistic gun with an external magazine, should we grant the user a spare mag?
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var/grant_extra_mag = TRUE
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/// Stores the current sound channel we're using so we can cut off our own sounds as needed. Randomized after each roll
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var/current_sound_channel
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/obj/structure/mystery_box/Initialize(mapload)
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. = ..()
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generate_valid_types()
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/obj/structure/mystery_box/Destroy()
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QDEL_NULL(presented_item)
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if(current_sound_channel)
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SSsounds.free_sound_channel(current_sound_channel)
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return ..()
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/obj/structure/mystery_box/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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switch(box_state)
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if(MYSTERY_BOX_STANDBY)
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activate(user)
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if(MYSTERY_BOX_PRESENTING)
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if(presented_item.claimable)
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grant_weapon(user)
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/obj/structure/mystery_box/update_icon_state()
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icon_state = "[initial(icon_state)][box_state > MYSTERY_BOX_STANDBY ? "open" : ""]"
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return ..()
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/// This proc is used to define what item types valid_types is filled with
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/obj/structure/mystery_box/proc/generate_valid_types()
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valid_types = list()
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for(var/iter_path in typesof(selectable_base_type))
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if(!ispath(iter_path, /obj/item))
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continue
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var/obj/item/iter_item = iter_path
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if((initial(iter_item.item_flags) & ABSTRACT) || !initial(iter_item.icon_state) || !initial(iter_item.inhand_icon_state))
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continue
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valid_types += iter_path
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/// The box has been activated, play the sound and spawn the prop item
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/obj/structure/mystery_box/proc/activate(mob/living/user)
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box_state = MYSTERY_BOX_CHOOSING
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update_icon_state()
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presented_item = new(loc)
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presented_item.start_animation(src)
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current_sound_channel = SSsounds.reserve_sound_channel(src)
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playsound(src, open_sound, 70, FALSE, channel = current_sound_channel, falloff_exponent = 10)
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playsound(src, crate_open_sound, 80)
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/// The box has finished choosing, mark it as available for grabbing
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/obj/structure/mystery_box/proc/present_weapon()
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visible_message(span_notice("[src] presents [presented_item]!"), vision_distance = COMBAT_MESSAGE_RANGE)
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box_state = MYSTERY_BOX_PRESENTING
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box_expire_timer = addtimer(CALLBACK(src, PROC_REF(start_expire_offer)), MBOX_DURATION_PRESENTING, TIMER_STOPPABLE)
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/// The prize is still claimable, but the animation will show it start to recede back into the box
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/obj/structure/mystery_box/proc/start_expire_offer()
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presented_item.expire_animation()
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box_close_timer = addtimer(CALLBACK(src, PROC_REF(close_box)), MBOX_DURATION_EXPIRING, TIMER_STOPPABLE)
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/// The box is closed, whether because the prize fully expired, or it was claimed. Start resetting all of the state stuff
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/obj/structure/mystery_box/proc/close_box()
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box_state = MYSTERY_BOX_COOLING_DOWN
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update_icon_state()
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QDEL_NULL(presented_item)
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deltimer(box_close_timer)
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deltimer(box_expire_timer)
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playsound(src, crate_close_sound, 100)
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box_close_timer = null
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box_expire_timer = null
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addtimer(CALLBACK(src, PROC_REF(ready_again)), MBOX_DURATION_STANDBY)
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/// The cooldown between activations has finished, shake to show that
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/obj/structure/mystery_box/proc/ready_again()
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SSsounds.free_sound_channel(current_sound_channel)
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current_sound_channel = null
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box_state = MYSTERY_BOX_STANDBY
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Shake(3, 0, 0.5 SECONDS)
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/// Someone attacked the box with an empty hand, spawn the shown prize and give it to them, then close the box
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/obj/structure/mystery_box/proc/grant_weapon(mob/living/user)
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var/obj/item/instantiated_weapon = new presented_item.selected_path(src)
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user.put_in_hands(instantiated_weapon)
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if(isgun(instantiated_weapon)) // handle pins + possibly extra ammo
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var/obj/item/gun/instantiated_gun = instantiated_weapon
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instantiated_gun.unlock()
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if(grant_extra_mag && istype(instantiated_gun, /obj/item/gun/ballistic))
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var/obj/item/gun/ballistic/instantiated_ballistic = instantiated_gun
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if(!instantiated_ballistic.internal_magazine)
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var/obj/item/ammo_box/magazine/extra_mag = new instantiated_ballistic.spawn_magazine_type(loc)
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user.put_in_hands(extra_mag)
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user.visible_message(span_notice("[user] takes [presented_item] from [src]."), span_notice("You take [presented_item] from [src]."), vision_distance = COMBAT_MESSAGE_RANGE)
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playsound(src, grant_sound, 70, FALSE, channel = current_sound_channel, falloff_exponent = 10)
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close_box()
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/obj/structure/mystery_box/guns
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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."
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/obj/structure/mystery_box/guns/generate_valid_types()
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valid_types = GLOB.summoned_guns
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/obj/structure/mystery_box/tdome
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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."
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/obj/structure/mystery_box/tdome/generate_valid_types()
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valid_types = GLOB.mystery_box_guns + GLOB.mystery_box_extended
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/// 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.
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/obj/mystery_box_item
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name = "???"
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desc = "Who knows what it'll be??"
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icon = 'icons/obj/weapons/guns/ballistic.dmi'
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icon_state = "revolver"
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pixel_y = -8
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uses_integrity = FALSE
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/// The currently selected item. Constantly changes while choosing, determines what is spawned if the prize is claimed, and its current icon
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var/selected_path = /obj/item/gun/ballistic/revolver/c38/detective
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/// The box that spawned this
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var/obj/structure/mystery_box/parent_box
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/// Whether this prize is currently claimable
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var/claimable = FALSE
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/obj/mystery_box_item/Initialize(mapload)
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. = ..()
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var/matrix/starting = matrix()
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starting.Scale(0.5,0.5)
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transform = starting
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add_filter("weapon_rays", 3, list("type" = "rays", "size" = 28, "color" = COLOR_VIVID_YELLOW))
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/obj/mystery_box_item/Destroy(force)
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parent_box = null
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return ..()
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// this way, clicking on the prize will work the same as clicking on the box
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/obj/mystery_box_item/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(claimable)
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parent_box.grant_weapon(user)
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/// Start pushing the prize up
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/obj/mystery_box_item/proc/start_animation(atom/parent)
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parent_box = parent
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loop_icon_changes()
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/// Keep changing the icon and selected path
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/obj/mystery_box_item/proc/loop_icon_changes()
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var/change_delay = 1 // the running count of the delay
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var/change_delay_delta = 1 // How much to increment the delay per step so the changing slows down
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var/change_counter = 0 // The running count of the running count
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var/matrix/starting = matrix()
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animate(src, pixel_y = 6, transform = starting, time = MBOX_DURATION_CHOOSING, easing = QUAD_EASING | EASE_OUT)
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while((change_counter + change_delay_delta + change_delay) < MBOX_DURATION_CHOOSING)
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change_delay += change_delay_delta
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change_counter += change_delay
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selected_path = pick(parent_box.valid_types)
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addtimer(CALLBACK(src, PROC_REF(update_random_icon), selected_path), change_counter)
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addtimer(CALLBACK(src, PROC_REF(present_item)), MBOX_DURATION_CHOOSING)
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/// 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
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/obj/mystery_box_item/proc/update_random_icon(new_item_type)
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var/obj/item/new_item = new_item_type
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icon = initial(new_item.icon)
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icon_state = initial(new_item.icon_state)
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/obj/mystery_box_item/proc/present_item()
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var/obj/item/selected_item = selected_path
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add_filter("ready_outline", 2, list("type" = "outline", "color" = "#FBFF23", "size" = 0.2))
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name = initial(selected_item.name)
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parent_box.present_weapon()
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claimable = TRUE
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/// Sink back into the box
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/obj/mystery_box_item/proc/expire_animation()
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var/matrix/shrink_back = matrix()
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shrink_back.Scale(0.5,0.5)
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animate(src, pixel_y = -8, transform = shrink_back, time = MBOX_DURATION_EXPIRING)
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#undef MYSTERY_BOX_COOLING_DOWN
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#undef MYSTERY_BOX_STANDBY
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#undef MYSTERY_BOX_CHOOSING
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#undef MYSTERY_BOX_PRESENTING
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#undef MBOX_DURATION_CHOOSING
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#undef MBOX_DURATION_PRESENTING
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#undef MBOX_DURATION_EXPIRING
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#undef MBOX_DURATION_STANDBY
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