Files
Bubberstation/code/modules/admin/fun_balloon.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
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)
2021-06-14 13:03:53 -07:00

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/obj/effect/fun_balloon
name = "fun balloon"
desc = "This is going to be a laugh riot."
icon = 'icons/obj/balloons.dmi'
icon_state = "syndballoon"
anchored = TRUE
var/popped = FALSE
var/pop_sound_effect = 'sound/items/party_horn.ogg'
/obj/effect/fun_balloon/Initialize()
. = ..()
SSobj.processing |= src
/obj/effect/fun_balloon/Destroy()
SSobj.processing -= src
. = ..()
/obj/effect/fun_balloon/process()
if(!popped && check() && !QDELETED(src))
popped = TRUE
effect()
pop()
/obj/effect/fun_balloon/proc/check()
return FALSE
/obj/effect/fun_balloon/proc/effect()
return
/obj/effect/fun_balloon/proc/pop()
visible_message(span_notice("[src] pops!"))
playsound(get_turf(src), pop_sound_effect, 50, TRUE, -1)
qdel(src)
// ----------- Sentience Balloon
/obj/effect/fun_balloon/sentience
name = "sentience fun balloon"
desc = "When this pops, things are gonna get more aware around here."
var/group_name = "a bunch of giant spiders"
var/effect_range = 3
/obj/effect/fun_balloon/sentience/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "SentienceFunBalloon", name)
ui.open()
/obj/effect/fun_balloon/sentience/ui_data(mob/user)
var/list/data = list()
data["group_name"] = group_name
data["range"] = effect_range
return data
/obj/effect/fun_balloon/sentience/ui_state(mob/user)
return GLOB.admin_state
/obj/effect/fun_balloon/sentience/ui_status(mob/user)
if(popped)
return UI_CLOSE
if(isAdminObserver(user)) // ignore proximity if we're an admin
return UI_INTERACTIVE
return ..()
/obj/effect/fun_balloon/sentience/ui_act(action, list/params)
. = ..()
if(.)
return
switch(action)
if("group_name")
group_name = params["updated_name"]
if("effect_range")
effect_range = params["updated_range"]
if("pop")
if(!popped)
popped = TRUE
effect()
pop()
return TRUE
/obj/effect/fun_balloon/sentience/effect()
var/list/bodies = list()
for(var/mob/living/possessable in range(effect_range, get_turf(src)))
if (!possessable.ckey && possessable.stat == CONSCIOUS) // Only assign ghosts to living, non-occupied mobs!
bodies += possessable
var/question = "Would you like to be [group_name]?"
var/list/candidates = pollCandidatesForMobs(question, ROLE_PAI, FALSE, 100, bodies)
while(LAZYLEN(candidates) && LAZYLEN(bodies))
var/mob/dead/observer/C = pick_n_take(candidates)
var/mob/living/body = pick_n_take(bodies)
message_admins("[key_name_admin(C)] has taken control of ([key_name_admin(body)])")
body.ghostize(FALSE)
body.key = C.key
new /obj/effect/temp_visual/gravpush(get_turf(body))
// ----------- Emergency Shuttle Balloon
/obj/effect/fun_balloon/sentience/emergency_shuttle
name = "shuttle sentience fun balloon"
var/trigger_time = 60
/obj/effect/fun_balloon/sentience/emergency_shuttle/check()
. = FALSE
if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL))
. = TRUE
// ----------- Scatter Balloon
/obj/effect/fun_balloon/scatter
name = "scatter fun balloon"
desc = "When this pops, you're not going to be around here anymore."
var/effect_range = 5
/obj/effect/fun_balloon/scatter/effect()
for(var/mob/living/M in range(effect_range, get_turf(src)))
var/turf/T = find_safe_turf()
new /obj/effect/temp_visual/gravpush(get_turf(M))
M.forceMove(T)
to_chat(M, span_notice("Pop!"), confidential = TRUE)
// ----------- Station Crash
// Can't think of anywhere better to put it right now
/obj/effect/station_crash
name = "station crash"
desc = "With no survivors!"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "syndballoon"
anchored = TRUE
var/min_crash_strength = 3
var/max_crash_strength = 15
/obj/effect/station_crash/Initialize()
..()
shuttle_crash()
return INITIALIZE_HINT_QDEL
/obj/effect/station_crash/proc/shuttle_crash()
var/crash_strength = rand(min_crash_strength,max_crash_strength)
for (var/S in SSshuttle.stationary)
var/obj/docking_port/stationary/SM = S
if (SM.id == "emergency_home")
var/new_dir = turn(SM.dir, 180)
SM.forceMove(get_ranged_target_turf(SM, new_dir, crash_strength))
break
/obj/effect/station_crash/devastating
name = "devastating station crash"
desc = "Absolute Destruction. Will crash the shuttle far into the station."
min_crash_strength = 15
max_crash_strength = 25