mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-27 01:21:30 +00:00
## About The Pull Request You know the deal by now. - Drowsiness is now tracked via status effect. - Eye blue is now tracked via status effect. In converting these over, cleaned up a bit of code relating to some other effects. Attempts to unify behavior between some of them, namely certain biotypes or mob types shouldn't be experiencing certain effects. ## Why It's Good For The Game More stuff moved to status effects, slightly more cleaner and better to work with code. Allows for all mobs that can sleep to be able to get drowsy, too. ## Changelog 🆑 Melbert refactor: Drowsiness and Blurred Eyes are now tracked via status effect. /🆑
197 lines
7.0 KiB
Plaintext
197 lines
7.0 KiB
Plaintext
GLOBAL_LIST_EMPTY(total_extraction_beacons)
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/obj/item/extraction_pack
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name = "fulton extraction pack"
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desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_pack"
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w_class = WEIGHT_CLASS_NORMAL
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var/obj/structure/extraction_point/beacon
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var/list/beacon_networks = list("station")
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var/uses_left = 3
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var/can_use_indoors
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var/safe_for_living_creatures = 1
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var/max_force_fulton = MOVE_FORCE_STRONG
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/obj/item/extraction_pack/examine()
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. = ..()
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. += "It has [uses_left] use\s remaining."
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/obj/item/extraction_pack/attack_self(mob/user)
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var/list/possible_beacons = list()
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for(var/obj/structure/extraction_point/extraction_point as anything in GLOB.total_extraction_beacons)
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if(extraction_point.beacon_network in beacon_networks)
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possible_beacons += extraction_point
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if(!length(possible_beacons))
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to_chat(user, span_warning("There are no extraction beacons in existence!"))
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return
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else
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var/chosen_beacon = tgui_input_list(user, "Beacon to connect to", "Balloon Extraction Pack", sort_names(possible_beacons))
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if(isnull(chosen_beacon))
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return
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beacon = chosen_beacon
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to_chat(user, span_notice("You link the extraction pack to the beacon system."))
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/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
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. = ..()
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if(!beacon)
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to_chat(user, span_warning("[src] is not linked to a beacon, and cannot be used!"))
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return
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if(!(beacon in GLOB.total_extraction_beacons))
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beacon = null
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to_chat(user, span_warning("The connected beacon has been destroyed!"))
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return
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if(!can_use_indoors)
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var/area/area = get_area(A)
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if(!area.outdoors)
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to_chat(user, span_warning("[src] can only be used on things that are outdoors!"))
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return
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if(!flag)
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return
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if(!istype(A))
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return
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else
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if(!safe_for_living_creatures && check_for_living_mobs(A))
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to_chat(user, span_warning("[src] is not safe for use with living creatures, they wouldn't survive the trip back!"))
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return
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if(!isturf(A.loc)) // no extracting stuff inside other stuff
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return
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if(A.anchored || (A.move_resist > max_force_fulton))
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return
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to_chat(user, span_notice("You start attaching the pack to [A]..."))
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if(do_after(user,50,target=A))
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to_chat(user, span_notice("You attach the pack to [A] and activate it."))
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if(loc == user && istype(user.back, /obj/item/storage/backpack))
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var/obj/item/storage/backpack/B = user.back
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B.atom_storage?.attempt_insert(src, user)
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uses_left--
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if(uses_left <= 0)
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user.transferItemToLoc(src, A, TRUE)
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var/mutable_appearance/balloon
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var/mutable_appearance/balloon2
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var/mutable_appearance/balloon3
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if(isliving(A))
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var/mob/living/M = A
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M.Paralyze(320) // Keep them from moving during the duration of the extraction
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if(M.buckled)
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M.buckled.unbuckle_mob(M, TRUE) // Unbuckle them to prevent anchoring problems
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else
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A.set_anchored(TRUE)
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A.set_density(FALSE)
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var/obj/effect/extraction_holder/holder_obj = new(A.loc)
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holder_obj.appearance = A.appearance
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A.forceMove(holder_obj)
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balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
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balloon2.pixel_y = 10
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balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.add_overlay(balloon2)
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sleep(0.4 SECONDS)
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balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
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balloon.pixel_y = 10
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balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.cut_overlay(balloon2)
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holder_obj.add_overlay(balloon)
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playsound(holder_obj.loc, 'sound/items/fultext_deploy.ogg', 50, TRUE, -3)
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animate(holder_obj, pixel_z = 10, time = 20)
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sleep(2 SECONDS)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(1 SECONDS)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(1 SECONDS)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(1 SECONDS)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(1 SECONDS)
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playsound(holder_obj.loc, 'sound/items/fultext_launch.ogg', 50, TRUE, -3)
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animate(holder_obj, pixel_z = 1000, time = 30)
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if(ishuman(A))
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var/mob/living/carbon/human/L = A
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L.SetUnconscious(0)
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L.remove_status_effect(/datum/status_effect/drowsiness)
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L.SetSleeping(0)
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sleep(3 SECONDS)
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var/list/flooring_near_beacon = list()
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for(var/turf/open/floor in orange(1, beacon))
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flooring_near_beacon += floor
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holder_obj.forceMove(pick(flooring_near_beacon))
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animate(holder_obj, pixel_z = 10, time = 50)
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sleep(5 SECONDS)
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animate(holder_obj, pixel_z = 15, time = 10)
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sleep(1 SECONDS)
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animate(holder_obj, pixel_z = 10, time = 10)
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sleep(1 SECONDS)
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balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
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balloon3.pixel_y = 10
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balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
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holder_obj.cut_overlay(balloon)
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holder_obj.add_overlay(balloon3)
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sleep(0.4 SECONDS)
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holder_obj.cut_overlay(balloon3)
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A.set_anchored(FALSE) // An item has to be unanchored to be extracted in the first place.
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A.set_density(initial(A.density))
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animate(holder_obj, pixel_z = 0, time = 5)
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sleep(0.5 SECONDS)
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A.forceMove(holder_obj.loc)
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qdel(holder_obj)
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if(uses_left <= 0)
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qdel(src)
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/obj/item/fulton_core
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name = "extraction beacon assembly kit"
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desc = "When built, emits a signal which fulton recovery devices can lock onto. Activate in hand to unfold into a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "folded_extraction"
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/obj/item/fulton_core/attack_self(mob/user)
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if(do_after(user,15,target = user) && !QDELETED(src))
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new /obj/structure/extraction_point(get_turf(user))
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playsound(src, 'sound/items/deconstruct.ogg', vol = 50, vary = TRUE, extrarange = MEDIUM_RANGE_SOUND_EXTRARANGE)
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qdel(src)
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/obj/structure/extraction_point
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name = "fulton recovery beacon"
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desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
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icon = 'icons/obj/fulton.dmi'
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icon_state = "extraction_point"
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anchored = TRUE
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density = FALSE
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var/beacon_network = "station"
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/obj/structure/extraction_point/Initialize(mapload)
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. = ..()
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name += " ([rand(100,999)]) ([get_area_name(src, TRUE)])"
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GLOB.total_extraction_beacons += src
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update_appearance(UPDATE_OVERLAYS)
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/obj/structure/extraction_point/Destroy()
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GLOB.total_extraction_beacons -= src
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return ..()
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/obj/structure/extraction_point/update_overlays()
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. = ..()
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. += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
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/obj/effect/extraction_holder
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name = "extraction holder"
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desc = "you shouldn't see this"
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var/atom/movable/stored_obj
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/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
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if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return TRUE
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for(var/thing in A.get_all_contents())
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if(isliving(A))
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var/mob/living/L = A
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if(L.stat != DEAD)
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return TRUE
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return FALSE
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/obj/effect/extraction_holder/singularity_act()
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return
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/obj/effect/extraction_holder/singularity_pull()
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return
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