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* minor changes to living and mob vars * Update mob_movement.dm * Modular updates --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
62 lines
1.7 KiB
Plaintext
62 lines
1.7 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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/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_REF(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.move_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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