mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
154 lines
4.3 KiB
Plaintext
154 lines
4.3 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/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()
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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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/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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return data
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/obj/effect/fun_balloon/sentience/ui_state(mob/user)
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return GLOB.admin_state
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/obj/effect/fun_balloon/sentience/ui_status(mob/user)
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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)
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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("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/question = "Would you like to be [group_name]?"
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var/list/candidates = pollCandidatesForMobs(question, ROLE_PAI, FALSE, 100, bodies)
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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.key = C.key
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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()
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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/items_and_weapons.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()
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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)
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var/obj/docking_port/stationary/SM = S
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if (SM.id == "emergency_home")
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var/new_dir = turn(SM.dir, 180)
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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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