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* Self-used fulton extraction packs autostoring in any back storage (#75763) ## About The Pull Request when fultoning yourself, adjusts the fulton autobag check from "is there a backpack on this guy" to "can we try shoving stuff into their back-slot item's atom storage" not sure if this is qol, fix, or god forbid balance but let's go with the maybe least offensive option first ...if it was an oversight can i legally flag this as a fix? closes #75327 ## Why It's Good For The Game makes the autobagging feature work for other back-mounted storage options. like MODs.  ## Changelog 🆑 qol: Fulton extraction packs (when used on yourself) now automatically shove themselves into any back-mounted storage, like MODsuit storage modules. /🆑 Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com> * Self-used fulton extraction packs autostoring in any back storage --------- Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@ users.noreply.github.com>
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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. |= AFTERATTACK_PROCESSED_ITEM
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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)
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user.back?.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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