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## About The Pull Request Converts `/datum/player_details` into `/datum/persistent_client`. Persistent Clients persist across connections. The only time a mob's persistent client will change is if the ckey it's bound to logs into a different mob, or the mob is deleted (duh). Also adds PossessByPlayer() so that transfering mob control is cleaner and makes more immediate sense if you don't know byond-fu. ## Why It's Good For The Game Clients are an abstract representation of a connection that can be dropped at almost any moment so putting things that should be stable to access at any time onto an undying object is ideal. This allows for future expansions like abstracting away client.screen and managing everything cleanly.
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/M in range(effect_range, get_turf(src)))
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var/turf/T = find_safe_turf(zlevel = src.z)
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new /obj/effect/temp_visual/gravpush(get_turf(M))
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M.forceMove(T)
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to_chat(M, span_notice("Pop!"), confidential = TRUE)
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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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