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* Items in your hands can catch fire (#83867) ## About The Pull Request Recently we allowed items held in your hands to catch fire if you catch fire. This makes sense but the code had a few oversights, then we reverted it. This PR reintroduces the feature, but with a few refinements. The basic feature is simple: If you are on fire then items you are holding will also catch fire, in the same vein as items you are wearing on your head or hands. There are also a few caveats we forgot about the first time we added this: - If your gloves cannot catch fire, your held items will not catch fire (because your hands aren't on fire). - If you are extinguished, your held items will also be extinguished. - Stopping, Dropping, and Rolling on top of any items will also extinguish those items. As part of this change, after an argument about whether or not this is an oversight in coding-general, I've made the proc `get_equipped_items` take a bitflag instead of a series of booleans as an argument and added a new one for "include held items", so that we need no longer argue about whether holding something counts as "equipping" it (in all other parts of the game than this proc, it does). This is what gives the PR most of its code footprint, don't be scared. ## Why It's Good For The Game Items you are holding in your hands _should_ catch fire if everything else on your person is on fire, and taking an item off of your body to put it in your hands shouldn't protect it from fire, because those things don't make intuitive sense. If we want an item to be able to catch fire when worn, then it should do so. This might expose some issues where we were improperly setting the flammability flags on items, but any weapon which will burn in your hands now would also have burned if you were wearing it on your belt or back, so making those issues more visible should be a bonus (we'll also stop them from burning on your back or belt). If you see someone holding a piece of paper that you really don't want them to read you can now set them on fire to stop them from reading it, whereas previously they would deftly hold the very flammable object out of reach of their flaming body. ## Changelog 🆑 balance: Items held in your hands can catch fire. balance: Items you are holding won't catch fire if your hands cannot catch fire. balance: When you stop being on fire so will items you are holding. balance: If you roll around on your burning items they will stop being on fire. /🆑 * Items in your hands can catch fire --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
283 lines
12 KiB
Plaintext
283 lines
12 KiB
Plaintext
/// If we spawn an ERT with the "choose experienced leader" option, select the leader from the top X playtimes
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#define ERT_EXPERIENCED_LEADER_CHOOSE_TOP 3
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///Dummy mob reserve slot for admin use
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#define DUMMY_HUMAN_SLOT_ADMIN "admintools"
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// CENTCOM RESPONSE TEAM
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/datum/admins/proc/makeERTTemplateModified(list/settings)
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. = settings
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var/datum/ert/newtemplate = settings["mainsettings"]["template"]["value"]
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if (isnull(newtemplate))
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return
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if (!ispath(newtemplate))
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newtemplate = text2path(newtemplate)
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newtemplate = new newtemplate
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.["mainsettings"]["teamsize"]["value"] = newtemplate.teamsize
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.["mainsettings"]["mission"]["value"] = newtemplate.mission
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.["mainsettings"]["polldesc"]["value"] = newtemplate.polldesc
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.["mainsettings"]["open_armory"]["value"] = newtemplate.opendoors ? "Yes" : "No"
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.["mainsettings"]["leader_experience"]["value"] = newtemplate.leader_experience ? "Yes" : "No"
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.["mainsettings"]["random_names"]["value"] = newtemplate.random_names ? "Yes" : "No"
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.["mainsettings"]["spawn_admin"]["value"] = newtemplate.spawn_admin ? "Yes" : "No"
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.["mainsettings"]["use_custom_shuttle"]["value"] = newtemplate.use_custom_shuttle ? "Yes" : "No"
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/datum/admins/proc/equipAntagOnDummy(mob/living/carbon/human/dummy/mannequin, datum/antagonist/antag)
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for(var/I in mannequin.get_equipped_items(INCLUDE_POCKETS))
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qdel(I)
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if (ispath(antag, /datum/antagonist/ert))
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var/datum/antagonist/ert/ert = antag
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mannequin.equipOutfit(initial(ert.outfit), TRUE)
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/datum/admins/proc/makeERTPreviewIcon(list/settings)
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// Set up the dummy for its photoshoot
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var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_ADMIN)
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var/prefs = settings["mainsettings"]
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var/datum/ert/template = prefs["template"]["value"]
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if (isnull(template))
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return null
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if (!ispath(template))
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template = text2path(prefs["template"]["value"]) // new text2path ... doesn't compile in 511
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template = new template
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var/datum/antagonist/ert/ert = template.leader_role
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equipAntagOnDummy(mannequin, ert)
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CHECK_TICK
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var/icon/preview_icon = icon('icons/effects/effects.dmi', "nothing")
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preview_icon.Scale(48+32, 16+32)
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CHECK_TICK
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mannequin.setDir(NORTH)
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var/icon/stamp = getFlatIcon(mannequin)
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CHECK_TICK
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preview_icon.Blend(stamp, ICON_OVERLAY, 25, 17)
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CHECK_TICK
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mannequin.setDir(WEST)
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stamp = getFlatIcon(mannequin)
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CHECK_TICK
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preview_icon.Blend(stamp, ICON_OVERLAY, 1, 9)
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CHECK_TICK
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mannequin.setDir(SOUTH)
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stamp = getFlatIcon(mannequin)
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CHECK_TICK
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preview_icon.Blend(stamp, ICON_OVERLAY, 49, 1)
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CHECK_TICK
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preview_icon.Scale(preview_icon.Width() * 2, preview_icon.Height() * 2) // Scaling here to prevent blurring in the browser.
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CHECK_TICK
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unset_busy_human_dummy(DUMMY_HUMAN_SLOT_ADMIN)
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return preview_icon
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/datum/admins/proc/makeEmergencyresponseteam(datum/ert/ertemplate = null)
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if (ertemplate)
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ertemplate = new ertemplate
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else
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ertemplate = new /datum/ert/centcom_official
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var/list/settings = list(
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"preview_callback" = CALLBACK(src, PROC_REF(makeERTPreviewIcon)),
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"mainsettings" = list(
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"template" = list("desc" = "Template", "callback" = CALLBACK(src, PROC_REF(makeERTTemplateModified)), "type" = "datum", "path" = "/datum/ert", "subtypesonly" = TRUE, "value" = ertemplate.type),
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"teamsize" = list("desc" = "Team Size", "type" = "number", "value" = ertemplate.teamsize),
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"mission" = list("desc" = "Mission", "type" = "string", "value" = ertemplate.mission),
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"polldesc" = list("desc" = "Ghost poll description", "type" = "string", "value" = ertemplate.polldesc),
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"enforce_human" = list("desc" = "Enforce human authority", "type" = "boolean", "value" = "[(CONFIG_GET(flag/enforce_human_authority) ? "Yes" : "No")]"),
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"open_armory" = list("desc" = "Open armory doors", "type" = "boolean", "value" = "[(ertemplate.opendoors ? "Yes" : "No")]"),
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"leader_experience" = list("desc" = "Pick an experienced leader", "type" = "boolean", "value" = "[(ertemplate.leader_experience ? "Yes" : "No")]"),
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"random_names" = list("desc" = "Randomize names", "type" = "boolean", "value" = "[(ertemplate.random_names ? "Yes" : "No")]"),
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"spawn_admin" = list("desc" = "Spawn yourself as briefing officer", "type" = "boolean", "value" = "[(ertemplate.spawn_admin ? "Yes" : "No")]"),
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"notify_players" = list("desc" = "Notify players that you have sent an ERT", "type" = "boolean", "value" = "[(ertemplate.notify_players ? "Yes" : "No")]"), //SKYRAT EDIT ADDITION
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"use_custom_shuttle" = list("desc" = "Use the ERT's custom shuttle (if it has one)", "type" = "boolean", "value" = "[(ertemplate.use_custom_shuttle ? "Yes" : "No")]"),
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)
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)
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var/list/prefreturn = presentpreflikepicker(usr, "Customize ERT", "Customize ERT", Button1="Ok", width = 600, StealFocus = 1,Timeout = 0, settings=settings)
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if (isnull(prefreturn))
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return FALSE
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if (prefreturn["button"] == 1)
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var/list/prefs = settings["mainsettings"]
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var/templtype = prefs["template"]["value"]
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if (!ispath(prefs["template"]["value"]))
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templtype = text2path(prefs["template"]["value"]) // new text2path ... doesn't compile in 511
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if (ertemplate.type != templtype)
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ertemplate = new templtype
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ertemplate.teamsize = prefs["teamsize"]["value"]
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ertemplate.mission = prefs["mission"]["value"]
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ertemplate.polldesc = prefs["polldesc"]["value"]
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ertemplate.enforce_human = prefs["enforce_human"]["value"] == "Yes" // these next 6 are effectively toggles
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ertemplate.opendoors = prefs["open_armory"]["value"] == "Yes"
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ertemplate.leader_experience = prefs["leader_experience"]["value"] == "Yes"
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ertemplate.random_names = prefs["random_names"]["value"] == "Yes"
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ertemplate.spawn_admin = prefs["spawn_admin"]["value"] == "Yes"
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ertemplate.notify_players = prefs["notify_players"]["value"] == "Yes" //SKYRAT EDIT ADDITION
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ertemplate.use_custom_shuttle = prefs["use_custom_shuttle"]["value"] == "Yes"
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var/list/spawnpoints = GLOB.emergencyresponseteamspawn
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var/index = 0
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var/list/mob/dead/observer/candidates = SSpolling.poll_ghost_candidates("Do you wish to be considered for [span_notice(ertemplate.polldesc)]?", check_jobban = "deathsquad", alert_pic = /obj/item/card/id/advanced/centcom/ert, role_name_text = "emergency response team")
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var/teamSpawned = FALSE
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// This list will take priority over spawnpoints if not empty
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var/list/spawn_turfs = list()
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// Takes precedence over spawnpoints[1] if not null
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var/turf/brief_spawn
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if(!length(candidates))
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return FALSE
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if(ertemplate.use_custom_shuttle && ertemplate.ert_template)
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to_chat(usr, span_boldnotice("Attempting to spawn ERT custom shuttle, this may take a few seconds..."))
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var/datum/map_template/shuttle/ship = new ertemplate.ert_template
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var/x = rand(TRANSITIONEDGE, world.maxx - TRANSITIONEDGE - ship.width)
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var/y = rand(TRANSITIONEDGE, world.maxy - TRANSITIONEDGE - ship.height)
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var/z = SSmapping.empty_space.z_value
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var/turf/located_turf = locate(x, y, z)
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if(!located_turf)
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CRASH("ERT shuttle found no place to load in")
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if(!ship.load(located_turf))
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CRASH("Loading ERT shuttle failed!")
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var/list/shuttle_turfs = ship.get_affected_turfs(located_turf)
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for(var/turf/affected_turf as anything in shuttle_turfs)
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for(var/obj/effect/landmark/ert_shuttle_spawn/spawner in affected_turf)
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spawn_turfs += get_turf(spawner)
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if(!brief_spawn)
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brief_spawn = locate(/obj/effect/landmark/ert_shuttle_brief_spawn) in affected_turf
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if(!length(spawn_turfs))
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stack_trace("ERT shuttle loaded but found no spawnpoints, placing the ERT at wherever inside the shuttle instead.")
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for(var/turf/open/floor/open_turf in shuttle_turfs)
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if(!is_safe_turf(open_turf))
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continue
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spawn_turfs += open_turf
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if(ertemplate.spawn_admin)
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if(isobserver(usr))
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var/mob/living/carbon/human/admin_officer = new (brief_spawn || spawnpoints[1])
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var/chosen_outfit = usr.client?.prefs?.read_preference(/datum/preference/choiced/brief_outfit)
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usr.client.prefs.safe_transfer_prefs_to(admin_officer, is_antag = TRUE)
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admin_officer.equipOutfit(chosen_outfit)
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admin_officer.key = usr.key
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else
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to_chat(usr, span_warning("Could not spawn you in as briefing officer as you are not a ghost!"))
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//Pick the (un)lucky players
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var/numagents = min(ertemplate.teamsize, length(candidates))
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//Create team
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var/datum/team/ert/ert_team = new ertemplate.team()
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if(ertemplate.rename_team)
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ert_team.name = ertemplate.rename_team
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//Assign team objective
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var/datum/objective/missionobj = new ()
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missionobj.team = ert_team
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missionobj.explanation_text = ertemplate.mission
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missionobj.completed = TRUE
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ert_team.objectives += missionobj
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ert_team.mission = missionobj
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var/mob/dead/observer/earmarked_leader
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var/leader_spawned = FALSE // just in case the earmarked leader disconnects or becomes unavailable, we can try giving leader to the last guy to get chosen
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if(ertemplate.leader_experience)
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var/list/candidate_living_exps = list()
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for(var/i in candidates)
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var/mob/dead/observer/potential_leader = i
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candidate_living_exps[potential_leader] = potential_leader.client?.get_exp_living(TRUE)
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candidate_living_exps = sort_list(candidate_living_exps, cmp=/proc/cmp_numeric_dsc)
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if(candidate_living_exps.len > ERT_EXPERIENCED_LEADER_CHOOSE_TOP)
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candidate_living_exps = candidate_living_exps.Cut(ERT_EXPERIENCED_LEADER_CHOOSE_TOP+1) // pick from the top ERT_EXPERIENCED_LEADER_CHOOSE_TOP contenders in playtime
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earmarked_leader = pick(candidate_living_exps)
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else
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earmarked_leader = pick(candidates)
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while(numagents && candidates.len)
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var/turf/spawnloc
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if(length(spawn_turfs))
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spawnloc = pick(spawn_turfs)
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else
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spawnloc = spawnpoints[index+1]
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//loop through spawnpoints one at a time
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index = (index + 1) % spawnpoints.len
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var/mob/dead/observer/chosen_candidate = earmarked_leader || pick(candidates) // this way we make sure that our leader gets chosen
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candidates -= chosen_candidate
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if(!chosen_candidate?.key)
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continue
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//Spawn the body
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var/mob/living/carbon/human/ert_operative = new ertemplate.mobtype(spawnloc)
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chosen_candidate.client.prefs.safe_transfer_prefs_to(ert_operative, is_antag = TRUE)
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ert_operative.key = chosen_candidate.key
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if(ertemplate.enforce_human || !(ert_operative.dna.species.changesource_flags & ERT_SPAWN)) // Don't want any exploding plasmemes
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ert_operative.set_species(/datum/species/human)
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//Give antag datum
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var/datum/antagonist/ert/ert_antag
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if((chosen_candidate == earmarked_leader) || (numagents == 1 && !leader_spawned))
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ert_antag = new ertemplate.leader_role ()
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earmarked_leader = null
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leader_spawned = TRUE
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else
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ert_antag = ertemplate.roles[WRAP(numagents,1,length(ertemplate.roles) + 1)]
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ert_antag = new ert_antag ()
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ert_antag.random_names = ertemplate.random_names
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ert_operative.mind.add_antag_datum(ert_antag,ert_team)
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ert_operative.mind.set_assigned_role(SSjob.GetJobType(ert_antag.ert_job_path))
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//Logging and cleanup
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ert_operative.log_message("has been selected as \a [ert_antag.name].", LOG_GAME)
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numagents--
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teamSpawned++
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if (teamSpawned)
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message_admins("[ertemplate.polldesc] has spawned with the mission: [ertemplate.mission]")
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//SKYRAT EDIT ADDITION BEGIN
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if(ertemplate.notify_players)
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priority_announce("Central command has responded to your request for a CODE [uppertext(ertemplate.code)] Emergency Response Team and have confirmed one to be enroute.", "ERT Request", ANNOUNCER_ERTYES)
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// shitcode begin!
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if(istype(ertemplate, /datum/ert/deathsquad))
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SSsecurity_level.set_level(SEC_LEVEL_EPSILON)
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//SKYRAT EDIT END
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//Open the Armory doors
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if(ertemplate.opendoors)
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for(var/obj/machinery/door/poddoor/ert/door as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/door/poddoor/ert))
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door.open()
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CHECK_TICK
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return TRUE
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return
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ADMIN_VERB(summon_ert, R_FUN, "Summon ERT", "Summons an emergency response team.", ADMIN_CATEGORY_FUN)
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message_admins("[key_name_admin(user)] is creating a CentCom response team...")
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if(user.holder?.makeEmergencyresponseteam())
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message_admins("[key_name_admin(user)] created a CentCom response team.")
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log_admin("[key_name(user)] created a CentCom response team.")
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else
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message_admins("[key_name_admin(user)] tried to create a CentCom response team. Unfortunately, there were not enough candidates available.")
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log_admin("[key_name(user)] failed to create a CentCom response team.")
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#undef ERT_EXPERIENCED_LEADER_CHOOSE_TOP
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#undef DUMMY_HUMAN_SLOT_ADMIN
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