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Bubberstation/code/game/objects/effects/phased_mob.dm
SkyratBot 35a7f722c9 [MIRROR] The shuttle won't gib you anymore while you're in jaunt (#27666)
* The shuttle won't gib you anymore while you're in jaunt (#83134)

## About The Pull Request
As it's said in title, the shuttle will not gib you now while you in
jaunt. This applies to a mage, a (s)laughter demon, an ash heretic and
anything that uses spell "jaunt" and its child classes.
## Why It's Good For The Game
I think it's pretty counterintuitive that you can't be harmed by
anything in the jaunt, including an explosion, but if you accidentally
end up on the tile where the shuttle arrives, it deletes you. So, this
PR closes this logical hole.
## Changelog
🆑
fix: The shuttle will no longer delete you while you are in jaunt
/🆑

Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>

* The shuttle won't gib you anymore while you're in jaunt

---------

Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com>
Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
2024-05-09 06:34:26 +00:00

97 lines
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/obj/effect/dummy/phased_mob
name = "water"
anchored = TRUE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | SHUTTLE_CRUSH_PROOF
invisibility = INVISIBILITY_OBSERVER
movement_type = FLOATING
/// The movable which's jaunting in this dummy
var/atom/movable/jaunter
/// The delay between moves while jaunted
var/movedelay = 0
/// The speed of movement while jaunted
var/movespeed = 0
/obj/effect/dummy/phased_mob/Initialize(mapload, atom/movable/jaunter)
. = ..()
if(jaunter)
set_jaunter(jaunter)
/// Sets [new_jaunter] as our jaunter, forcemoves them into our contents
/obj/effect/dummy/phased_mob/proc/set_jaunter(atom/movable/new_jaunter)
jaunter = new_jaunter
jaunter.forceMove(src)
if(ismob(jaunter))
var/mob/mob_jaunter = jaunter
mob_jaunter.reset_perspective(src)
/obj/effect/dummy/phased_mob/Destroy()
jaunter = null // If a mob was left in the jaunter on qdel, they'll be dumped into nullspace
return ..()
/// Removes [jaunter] from our phased mob
/obj/effect/dummy/phased_mob/proc/eject_jaunter()
if(!jaunter)
return // This is weird but it can happen if the jaunt is gibbed by an arriving shuttle
var/turf/eject_spot = get_turf(src)
if(!eject_spot) //You're in nullspace you clown!
return
var/area/destination_area = get_area(eject_spot)
if(destination_area.area_flags & NOTELEPORT)
// this ONLY happens if someone uses a phasing effect
// to try to land in a NOTELEPORT zone after it is created, AKA trying to exploit.
if(isliving(jaunter))
var/mob/living/living_cheaterson = jaunter
to_chat(living_cheaterson, span_userdanger("This area has a heavy universal force occupying it, and you are scattered to the cosmos!"))
if(ishuman(living_cheaterson))
shake_camera(living_cheaterson, 20, 1)
addtimer(CALLBACK(living_cheaterson, TYPE_PROC_REF(/mob/living/carbon, vomit)), 2 SECONDS)
jaunter.forceMove(find_safe_turf(z))
else
jaunter.forceMove(eject_spot)
qdel(src)
/obj/effect/dummy/phased_mob/Exited(atom/movable/gone, direction)
. = ..()
if(gone == jaunter)
SEND_SIGNAL(src, COMSIG_MOB_EJECTED_FROM_JAUNT, jaunter)
jaunter = null
/obj/effect/dummy/phased_mob/ex_act()
return FALSE
/obj/effect/dummy/phased_mob/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
SHOULD_CALL_PARENT(FALSE)
return BULLET_ACT_FORCE_PIERCE
/obj/effect/dummy/phased_mob/relaymove(mob/living/user, direction)
var/turf/newloc = phased_check(user, direction)
if(!newloc)
return
if (direction in GLOB.alldirs)
setDir(direction)
forceMove(newloc)
/// Checks if the conditions are valid to be able to phase. Returns a turf destination if positive.
/obj/effect/dummy/phased_mob/proc/phased_check(mob/living/user, direction)
RETURN_TYPE(/turf)
if (movedelay > world.time || !direction)
return
var/turf/newloc = get_step_multiz(src,direction)
if(!newloc)
return
var/area/destination_area = newloc.loc
movedelay = world.time + movespeed
if(newloc.turf_flags & NOJAUNT)
to_chat(user, span_warning("Some strange aura is blocking the way."))
return
if(destination_area.area_flags & NOTELEPORT || SSmapping.level_trait(newloc.z, ZTRAIT_NOPHASE))
to_chat(user, span_danger("Some dull, universal force is blocking the way. It's overwhelmingly oppressive force feels dangerous."))
return
if (direction == UP || direction == DOWN)
newloc = can_z_move(direction, get_turf(src), newloc, ZMOVE_INCAPACITATED_CHECKS | ZMOVE_FEEDBACK | ZMOVE_ALLOW_ANCHORED, user)
return newloc