mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-22 13:34:44 +01:00
93ec5a72f7
## About The Pull Request - Refactored `bullet_act`. Adds `should_call_parent` and refactors associated children to support that. - Fixes silicons sparking off when hit by disabler fire. - Desnowflakes firing range target integrity and cleans up its bullet-hole code a bit. - Cleans up changeling tentacle code a fair bit and fixes it not taking off throw mode if you fail to catch something. - The Sleeping Carp deflection is now signalized - Nightmare projectile dodging is now signalized and sourced from the Nightmare's brain rather than species - Refactored how cardboard cutouts get knocked over to be less snowflaked / use integrity - Also adds projectile `on_hit` `should_call_parent` and cleans up a bit of that, particularly their arguments. - On hit arguments were passed wrong this entire time, it's a good thing nothing relied on that. ## Why It's Good For The Game This is cringe. https://github.com/tgstation/tgstation/blob/1863eb2cd82e7cee4fdfff37b42d3fd0c7edd797/code/modules/mob/living/carbon/human/_species.dm#L1430-L1442 Bullets should overall act more consistent across mob types and objects. ## Changelog 🆑 Melbert fix: Silicons don't spark when shot by disablers fix: Changelings who fail to catch something with a tencacle will have throw mode disabled automatically fix: Fixes occasions where you can reflect with Sleeping Carp when you shouldn't be able to fix: Fixes some projectiles causing like 20x less eye blur than they should be refactor: Refactored bullet-mob interactions refactor: Nightmare "shadow dodge" projectile ability is now sourced from their brain /🆑
97 lines
3.4 KiB
Plaintext
97 lines
3.4 KiB
Plaintext
/obj/effect/dummy/phased_mob
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name = "water"
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anchored = TRUE
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flags_1 = PREVENT_CONTENTS_EXPLOSION_1
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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invisibility = INVISIBILITY_OBSERVER
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movement_type = FLOATING
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/// The movable which's jaunting in this dummy
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var/atom/movable/jaunter
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/// The delay between moves while jaunted
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var/movedelay = 0
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/// The speed of movement while jaunted
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var/movespeed = 0
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/obj/effect/dummy/phased_mob/Initialize(mapload, atom/movable/jaunter)
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. = ..()
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if(jaunter)
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set_jaunter(jaunter)
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/// Sets [new_jaunter] as our jaunter, forcemoves them into our contents
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/obj/effect/dummy/phased_mob/proc/set_jaunter(atom/movable/new_jaunter)
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jaunter = new_jaunter
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jaunter.forceMove(src)
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if(ismob(jaunter))
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var/mob/mob_jaunter = jaunter
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mob_jaunter.reset_perspective(src)
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/obj/effect/dummy/phased_mob/Destroy()
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jaunter = null // If a mob was left in the jaunter on qdel, they'll be dumped into nullspace
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return ..()
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/// Removes [jaunter] from our phased mob
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/obj/effect/dummy/phased_mob/proc/eject_jaunter()
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if(!jaunter)
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return // This is weird but it can happen if the jaunt is gibbed by an arriving shuttle
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var/turf/eject_spot = get_turf(src)
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if(!eject_spot) //You're in nullspace you clown!
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return
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var/area/destination_area = get_area(eject_spot)
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if(destination_area.area_flags & NOTELEPORT)
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// this ONLY happens if someone uses a phasing effect
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// to try to land in a NOTELEPORT zone after it is created, AKA trying to exploit.
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if(isliving(jaunter))
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var/mob/living/living_cheaterson = jaunter
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to_chat(living_cheaterson, span_userdanger("This area has a heavy universal force occupying it, and you are scattered to the cosmos!"))
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if(ishuman(living_cheaterson))
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shake_camera(living_cheaterson, 20, 1)
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addtimer(CALLBACK(living_cheaterson, TYPE_PROC_REF(/mob/living/carbon, vomit)), 2 SECONDS)
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jaunter.forceMove(find_safe_turf(z))
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else
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jaunter.forceMove(eject_spot)
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qdel(src)
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/obj/effect/dummy/phased_mob/Exited(atom/movable/gone, direction)
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. = ..()
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if(gone == jaunter)
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SEND_SIGNAL(src, COMSIG_MOB_EJECTED_FROM_JAUNT, jaunter)
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jaunter = null
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/obj/effect/dummy/phased_mob/ex_act()
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return FALSE
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/obj/effect/dummy/phased_mob/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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SHOULD_CALL_PARENT(FALSE)
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return BULLET_ACT_FORCE_PIERCE
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/obj/effect/dummy/phased_mob/relaymove(mob/living/user, direction)
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var/turf/newloc = phased_check(user, direction)
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if(!newloc)
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return
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if (direction in GLOB.alldirs)
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setDir(direction)
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forceMove(newloc)
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/// Checks if the conditions are valid to be able to phase. Returns a turf destination if positive.
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/obj/effect/dummy/phased_mob/proc/phased_check(mob/living/user, direction)
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RETURN_TYPE(/turf)
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if (movedelay > world.time || !direction)
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return
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var/turf/newloc = get_step_multiz(src,direction)
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if(!newloc)
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return
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var/area/destination_area = newloc.loc
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movedelay = world.time + movespeed
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if(newloc.turf_flags & NOJAUNT)
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to_chat(user, span_warning("Some strange aura is blocking the way."))
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return
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if(destination_area.area_flags & NOTELEPORT || SSmapping.level_trait(newloc.z, ZTRAIT_NOPHASE))
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to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous."))
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return
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if (direction == UP || direction == DOWN)
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newloc = can_z_move(direction, get_turf(src), newloc, ZMOVE_INCAPACITATED_CHECKS | ZMOVE_FEEDBACK | ZMOVE_ALLOW_ANCHORED, user)
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return newloc
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