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* Refactor gib code to use bitflags and have documentation * Modular updates * Modular updates * Modular updates --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
114 lines
3.6 KiB
Plaintext
114 lines
3.6 KiB
Plaintext
/// Turns the user into a puzzgrid
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/datum/smite/puzzgrid
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name = "Puzzgrid"
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var/timer
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var/gib_on_loss
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/datum/smite/puzzgrid/configure(client/user)
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var/timer = input(user, "How long should other people have to solve the grid? 0 gives infinite time.", "Puzzgrid", 0) as num | null
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if (isnull(timer))
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return FALSE
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var/gib_on_loss = tgui_alert(user, "What should happen to them when they lose?", "Puzzgrid", list("Gib", "New puzzle")) == "Gib"
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src.gib_on_loss = gib_on_loss
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src.timer = timer == 0 ? null : (timer * 1 SECONDS)
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return TRUE
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/datum/smite/puzzgrid/effect(client/user, mob/living/target)
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. = ..()
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var/datum/puzzgrid/puzzgrid = create_random_puzzgrid()
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if (isnull(puzzgrid))
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to_chat(user, span_warning("Couldn't create a puzzgrid! Maybe the config isn't setup?"))
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return
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var/obj/structure/puzzgrid_effect/puzzgrid_effect = new(target.loc, target, puzzgrid, timer, gib_on_loss)
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target.forceMove(puzzgrid_effect)
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puzzgrid_effect.visible_message(span_warning("[target] has suddenly transformed into a fiendishly hard puzzle!"))
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playsound(puzzgrid_effect, 'sound/effects/magic.ogg', 70)
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/obj/structure/puzzgrid_effect
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anchored = TRUE
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density = TRUE
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resistance_flags = INDESTRUCTIBLE
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icon = 'icons/effects/effects.dmi'
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icon_state = "shield2"
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var/mob/living/victim
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var/timer
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var/gib_on_loss
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/obj/structure/puzzgrid_effect/Initialize(mapload, mob/living/victim, datum/puzzgrid/puzzgrid, timer, gib_on_loss)
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. = ..()
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if (isnull(victim))
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return
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src.victim = victim
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src.timer = timer
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src.gib_on_loss = gib_on_loss
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name = "[victim]'s fiendish curse"
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victim.add_traits(list(TRAIT_HANDS_BLOCKED, TRAIT_IMMOBILIZED), "[type]")
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add_puzzgrid_component(puzzgrid)
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/obj/structure/puzzgrid_effect/Destroy()
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QDEL_NULL(victim)
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return ..()
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/obj/structure/puzzgrid_effect/proc/add_puzzgrid_component(datum/puzzgrid/puzzgrid)
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AddComponent( \
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/datum/component/puzzgrid, \
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puzzgrid = puzzgrid, \
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timer = timer, \
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on_victory_callback = CALLBACK(src, PROC_REF(on_victory)), \
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on_fail_callback = CALLBACK(src, gib_on_loss ? PROC_REF(loss_gib) : PROC_REF(loss_restart)), \
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)
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/obj/structure/puzzgrid_effect/proc/on_victory()
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victim.forceMove(loc)
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victim.Paralyze(5 SECONDS)
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victim.visible_message(
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span_notice("[victim] is unshackled from their fiendish prison!"),
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span_notice("You are unshackled from your fiendish prison!"),
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)
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victim.remove_traits(list(TRAIT_HANDS_BLOCKED, TRAIT_IMMOBILIZED), "[type]")
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victim = null
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qdel(src)
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/obj/structure/puzzgrid_effect/proc/loss_gib()
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victim.forceMove(loc)
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victim.visible_message(
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span_bolddanger("You were unable to free [victim] from their fiendish prison, leaving them as nothing more than a smattering of mush!"),
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span_bolddanger("Your compatriates were unable to free you from your fiendish prison, leaving you as nothing more than a smattering of mush!"),
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)
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victim.gib(DROP_ALL_REMAINS)
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victim = null
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qdel(src)
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/obj/structure/puzzgrid_effect/proc/loss_restart()
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var/datum/puzzgrid/puzzgrid = create_random_puzzgrid()
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if (isnull(puzzgrid))
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victim.forceMove(loc)
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victim.Paralyze(5 SECONDS)
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victim.visible_message(span_bolddanger("Despite completely failing the puzzle, through unbelievable luck, [victim] manages to break out anyway!"))
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victim.remove_traits(list(TRAIT_HANDS_BLOCKED, TRAIT_IMMOBILIZED), "[type]")
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qdel(src)
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victim = null
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return
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visible_message(span_danger("The fiendishly hard puzzle shapeshifts into a different, equally as challenging puzzle!"))
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// Defer until after the fail proc finishes, since that will qdel the component.
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addtimer(CALLBACK(src, PROC_REF(add_puzzgrid_component), puzzgrid), 0)
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