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## About The Pull Request `/proc/find_safe_turf()` was cleaned up so that it did not have two arguments that accomplished the same thing, removing opportunities for user errors when calling the proc. Additionally, since I was here, I decided to clean up some of the code and document it. Some thresholds were changed in this PR (the max temperature threshold was dropped from 360K to 340K), but I believe that it's better to keep them consistent instead of using arbitrary values. ## Uncomfortably large gap <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> ## Changelog No user facing changes. <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
174 lines
5.0 KiB
Plaintext
174 lines
5.0 KiB
Plaintext
/obj/effect/fun_balloon
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name = "fun balloon"
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desc = "This is going to be a laugh riot."
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icon = 'icons/obj/toys/balloons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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var/popped = FALSE
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var/pop_sound_effect = 'sound/items/party_horn.ogg'
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/obj/effect/fun_balloon/Initialize(mapload)
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. = ..()
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SSobj.processing |= src
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/obj/effect/fun_balloon/Destroy()
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SSobj.processing -= src
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. = ..()
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/obj/effect/fun_balloon/process()
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if(!popped && check() && !QDELETED(src))
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popped = TRUE
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effect()
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pop()
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/obj/effect/fun_balloon/proc/check()
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return FALSE
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/obj/effect/fun_balloon/proc/effect()
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return
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/obj/effect/fun_balloon/proc/pop()
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visible_message(span_notice("[src] pops!"))
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playsound(get_turf(src), pop_sound_effect, 50, TRUE, -1)
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qdel(src)
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// ----------- Sentience Balloon
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/obj/effect/fun_balloon/sentience
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name = "sentience fun balloon"
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desc = "When this pops, things are gonna get more aware around here."
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var/group_name = "a bunch of giant spiders"
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var/effect_range = 3
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var/antag_type = null
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var/make_antag = FALSE
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/obj/effect/fun_balloon/sentience/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "SentienceFunBalloon", name)
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ui.open()
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/obj/effect/fun_balloon/sentience/ui_data(mob/user)
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var/list/data = list()
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data["group_name"] = group_name
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data["range"] = effect_range
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data["antag"] = make_antag
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return data
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/obj/effect/fun_balloon/sentience/ui_state(mob/user)
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return ADMIN_STATE(R_ADMIN)
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/obj/effect/fun_balloon/sentience/ui_status(mob/user, datum/ui_state/state)
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if(popped)
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return UI_CLOSE
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if(isAdminObserver(user)) // ignore proximity if we're an admin
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return UI_INTERACTIVE
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return ..()
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/obj/effect/fun_balloon/sentience/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
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. = ..()
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if(.)
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return
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switch(action)
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if("group_name")
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group_name = params["updated_name"]
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if("effect_range")
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effect_range = params["updated_range"]
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if("select_antag")
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var/list/paths = subtypesof(/datum/antagonist)
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antag_type = input(usr,"Select antag", "Antagonist selection") as null|anything in sort_list(paths)
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make_antag = TRUE
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if("pop")
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if(!popped)
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popped = TRUE
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effect()
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pop()
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return TRUE
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/obj/effect/fun_balloon/sentience/effect()
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var/list/bodies = list()
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for(var/mob/living/possessable in range(effect_range, get_turf(src)))
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if (!possessable.ckey && possessable.stat == CONSCIOUS) // Only assign ghosts to living, non-occupied mobs!
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bodies += possessable
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var/list/candidates = SSpolling.poll_ghosts_for_targets(
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question = "Would you like to be [span_notice(group_name)]?",
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role = ROLE_SENTIENCE,
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check_jobban = ROLE_SENTIENCE,
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poll_time = 10 SECONDS,
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checked_targets = bodies,
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ignore_category = POLL_IGNORE_SHUTTLE_DENIZENS,
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alert_pic = src,
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role_name_text = "sentience fun balloon",
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)
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while(LAZYLEN(candidates) && LAZYLEN(bodies))
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var/mob/dead/observer/C = pick_n_take(candidates)
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var/mob/living/body = pick_n_take(bodies)
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message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(body)])")
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body.ghostize(FALSE)
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body.PossessByPlayer(C.key)
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if (make_antag)
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body.mind.add_antag_datum(antag_type)
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continue
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new /obj/effect/temp_visual/gravpush(get_turf(body))
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// ----------- Emergency Shuttle Balloon
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/obj/effect/fun_balloon/sentience/emergency_shuttle
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name = "shuttle sentience fun balloon"
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var/trigger_time = 60
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/obj/effect/fun_balloon/sentience/emergency_shuttle/check()
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. = FALSE
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if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
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. = TRUE
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// ----------- Scatter Balloon
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/obj/effect/fun_balloon/scatter
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name = "scatter fun balloon"
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desc = "When this pops, you're not going to be around here anymore."
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var/effect_range = 5
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/obj/effect/fun_balloon/scatter/effect()
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for(var/mob/living/dispersed_mob in range(effect_range, get_turf(src)))
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var/turf/drop_off = find_safe_turf(z)
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new /obj/effect/temp_visual/gravpush(get_turf(dispersed_mob))
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dispersed_mob.forceMove(drop_off)
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dispersed_mob.balloon_alert(dispersed_mob, "pop!")
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// ----------- Station Crash
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// Can't think of anywhere better to put it right now
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/obj/effect/station_crash
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name = "station crash"
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desc = "With no survivors!"
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icon = 'icons/obj/toys/balloons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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var/min_crash_strength = 3
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var/max_crash_strength = 15
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/obj/effect/station_crash/Initialize(mapload)
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..()
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shuttle_crash()
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return INITIALIZE_HINT_QDEL
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/obj/effect/station_crash/proc/shuttle_crash()
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var/crash_strength = rand(min_crash_strength,max_crash_strength)
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for (var/S in SSshuttle.stationary_docking_ports)
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var/obj/docking_port/stationary/SM = S
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if (SM.shuttle_id == "emergency_home")
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var/new_dir = REVERSE_DIR(SM.dir)
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SM.forceMove(get_ranged_target_turf(SM, new_dir, crash_strength))
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break
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/obj/effect/station_crash/devastating
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name = "devastating station crash"
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desc = "Absolute Destruction. Will crash the shuttle far into the station."
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min_crash_strength = 15
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max_crash_strength = 25
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